Super Mario RPG: Legend of the Seven Stars ------------------------------------------ Copyright 2005-2006 Brian McPhee Author: Brian McPhee (Kirby021591) E-mail: Kirby0215@aol.com Most Recent Update: April 30, 2006 Originally Created: April 24, 2005 Version 1.0 ----------------------------------------------------------------------- ---------------------------Table of Contents--------------------------- ----------------------------------------------------------------------- Section 1* Introduction* Navigation* Storyline* Battle Basics* Section 2* Blue Star* Green Star* Orange Star* Purple Star* Marine Star* Red Star* Yellow Star* Section 3* Level-Ups* Moves and Attacks* Enemy List* Psychopath Quotes* Surprise Boxes* Frog Coins* Melody Bay Cards* Item List* Yoshi Cookie Items* Secrets and Side Quests* FAQ* Section 4* Credits and Legal Information* ----------------------------------------------------------------------- _________________________________________________________________ / \ / \ ||----------------------------Section 1*-----------------------------|| \ / \_________________________________________________________________/ ======================================================================= =============================Introduction*============================= ======================================================================= And we’re back! Well, it’s been quite the break since my last guide. Let’s see… I started this guide on the third of April, and I finished my last guide on the twenty-fifth of March. Whoa! That’s a nine-day break. Anyways, enough about me taking rest periods. This is a guide for Super Mario RPG, for any of you who clicked on the guide randomly to see what geeks do in their spare time. Released in 1996, never in Europe, for the SNES, this was the first ever RPG (“Role-Playing Game”) for Mario, and it came in the twilight years of the Super Nintendo. As a result (also complimented by its non-European release), this game was not hyped up that much (in comparison to other games of this sort), which is a shame. This is one of the best games ever made of any category of any system. In my opinion, it is the best Mario game for the SNES. For a long time, this awesome game stood alone. It got a sequel five years later in Paper Mario, which now boasts two games, and both Paper Mario games are not only hugely successful but also extremely fun. To the point, Super Mario RPG, as I shall call it from now on (leaving out the Legend of the Seven Stars part), is the basis of all Mario RPG games, and it does not disappoint. Like any Mario RPG game, this one features Mario as the main character. Mario is off rescuing Princess Toadstool in his usual manner from Bowser when a gigantic sword falls into Bowser’s Keep, knocking Mario, Bowser, and Toadstool into the far reaches of the Mushroom Kingdom. Now Mario must find Toadstool, but as he does so he learns of a mysterious new threat, the master of that giant sword... Mario’s up against a new enemy, although Bowser plays a very active role in the game, and tons of new characters and items come together to make a highly memorable experience. Mario picks up friends to be in his party as the game progresses, and he can fight with up to two partners at a time. He collects items and accessories, as well as gaining experience points from turn-based battles. Unfortunately, Square Enix, a company involved in the making of the game, owns the rights to many of the characters, and therefore they can’t make appearances in other games without Square’s consent, which must be difficult to gain. Still, this game stands alone in the RPG world, and, even if you dislike RPG-style games, I seriously recommend buying this game. Nowadays it would be pretty cheap, too. But please, a moment of silence for all those poor Europeans out there who need adapters to play this game… So sad… By the by, if you should happen to see this guide on any site other than GameFaqs.com or any affiliated websites, please send me an e-mail telling me about it. With your help, we can stop plagiarism to this and other walkthroughs. Thanks for the help, everybody. ======================================================================= ==============================Navigation*============================== ======================================================================= You may be wondering about those funny little asterisks (*) I have by the names of the sections. Well, they are for navigation purposes. That is, press CTRL and F (that’s Apple and F if you have a Mac) to bring up a search box. Then type in the name of the section you need, asterisk and all, and click Find/Search. This brings you first to the Table of Contents, and then to the next place where I have that text (namely, the beginning of the section you’re after). It’s a real lifesaver in navigating this guide. ======================================================================= ==============================Storyline*=============================== ======================================================================= The storyline isn’t spectacular in this game, but it is not bad for a Mario game. Believe it or not, we aren’t rescuing the princess for the entire game this time around! Now, I’ll summarize it and list the characters below. Yeah, there are spoilers here (it’s a guide, what do you expect?). +-------------------------+ | Storyline Summary | +-------------------------+ As shown in a 3D cinema (the 3D in this game is quite nice for Super Nintendo), Princess Toadstool was outside carelessly when Bowser abducted her in his air ride (a la Super Mario World). Mario headed for Bowser’s Keep and fought Bowser to get her back, which ended in a gargantuan sword falling from the heavens right into Bowser’s castle. Mario, Bowser, and Toadstool are sent flying in all directions. What does that mysterious sword mean? Will Mario be able to find and save Princess Toadstool? Is Luigi in this game? You’ll have to wait and see. Gasp! I was on the edge of my seat. Ok, calm down. Anyways, below is a list of important characters. I’ll say as much as I can without giving away too much about them. +------------------+ | Characters | +------------------+ ---------------------------------Mario--------------------------------- If you don’t know who this guy is, then either you’ve been in a coma for the last twenty years, you have severe amnesia, or you live on a deserted island. Mario is the mascot of Nintendo (sometimes called Mr. Nintendo), and he appeared in their first successful game as the hero. This was also Mario’s first game, in which he was called Jumpman due to his jumping prowess, and it is the arcade classic. Of course, I refer to Donkey Kong. Jumpman became an overnight sensation thanks to his arcade appearances, and he quickly gained an identity. First, he was named Mario because he bore resemblance to the landlord of the Nintendo of America building, also named Mario. He was originally depicted as a carpenter, and he had red overalls and a blue shirt in Donkey Kong. When he came to Nintendo’s revolutionary home console, the NES, Mario swapped his clothes’ colors and gained a brother (well, technically Luigi first appeared in Mario Bros., another arcade game), named Luigi, as well as a new background. This game was called Super Mario Bros., and is the father of all platform games. Anyways, because Mario used warp pipes for transportation, he became a plumber. Secondly, Mario was said to be an Italian-American from Brooklyn, New York. In fact, Mario and Luigi’s two-player battles were in the sewers of Brooklyn in Super Mario Bros. 3. Later, though (in Super Mario World 2 to be exact), Mario changed his birthplace from Brooklyn to the Mushroom Kingdom. Personally, I’m glad he did this, because it makes his games more imaginary. Anyways, Mario is famous for his jump, and he uses it to thwart his many enemies (among the big ones are the following: Bowser, Wart, Wario, King Boo, Cackletta, Grodus, Smithy, Bowser Jr., Donkey Kong, Donkey Kong Jr., and a few others, Bowser being his most prominent). Now, I shall stop talking about Mario. There’s just too much to say. --------------------------Princess Toadstool--------------------------- In Donkey Kong, Mario rescued his girlfriend by the name of Pauline, a popular movie-era name for damsels in distress, from the giant ape Donkey Kong. But alas, Mario and Pauline were not to be, and they broke up as soon as Mario hit the NES. In his debut NES game, Super Mario Bros., Mario and brother Luigi took to rescuing the kidnapped Princess Toadstool of the Mushroom Kingdom from Bowser. Although Mario strayed from her side once to rescue Daisy, the princess of Sarasaland, Mario is Toadstool’s constant knight in shining armor. Some speculate that Mario and Toadstool are more than just friends, but there is no proof. However, they have vacationed with each other several times, each time resulting in Toadstool getting abducted, and Mario frequently visits Toadstool’s home, the Mushroom Castle, for cake. It was on such a visit that Mario and Toadstool became far friendlier (Super Mario 64), when Toadstool started using her first name, Peach. All and all, they’re just the cutest couple ever. What? --------------------------------Bowser--------------------------------- King Bowser has been causing Mario trouble ever since he was a baby. Bowser first appeared, along with Toadstool and Luigi, in Super Mario Bros., in which Bowser was a turtle/dragon creature that kidnapped Princess Toadstool to unleash his awful Koopa magic on Mushroom Kingdom, transforming the residents into blocks and coins. Bowser is the leader of the Koopa Troop, Bowser being the King of Koopas, and as such he commands a powerful army. It is unknown exactly why Bowser kidnaps Toadstool, although as of late it has come to surface that he may be a secret admirer of hers, but he does it all the time. He also has several children (which proves that Koopas can reproduce asexually, ‘cause Bowser certainly has no wife). The Koopalings, his first eight children, were bosses in Super Mario Bros. 3 and again in Super Mario World. Fortunately, they died (I hope) or something else happened to them, because they were really stinking up the Mario scene. Bowser has one additional son named Bowser Jr., not to be confused with Baby Bowser (Bowser’s name when he was an infant) or with Koopa Kid (tiny Bowser clones that run amuck in Mario Party games). All and all, Bowser is Mario’s most repeat enemy, and he and Mario have a lot of interaction in this game. --------------------------------Mallow--------------------------------- This is a new Mario character, exclusive to this game. Mallow is a tadpole, although he hardly looks it, and he joins Mario when Croco, a thief, steals one of his Frog Coins. Mallow joins Mario to retrieve the Frog Coin, but he ends up helping Mario throughout the rest of his adventure. I don’t know, though… Mallow does seem awfully not-like-a- tadpole. Most tadpoles I’ve seen aren’t white puff balls that can float and summon lightning… ---------------------------------Geno---------------------------------- Guardian of Star Road, this spirit was sent down to the Mushroom Kingdom when the seven Stars fell into it. These Stars have awesome powers that can grant any wish that the possessor desires, and he wants to retrieve them before they’re used for evil. He assumes the body of a doll (err, action figure), who he chose because it looked the coolest. Although his name isn’t actually Geno (it’s actually a bunch of notes and symbols strung together), he goes by that name because it is the name of the doll whose body he inhabits. He knows lots of magic spells, and he is the best partner in the game, in my opinion, because one of his attacks can instantly kill any normal enemy if used correctly. ---------------------------------Croco--------------------------------- Croco is a thief who Mario encounters several times. Croco steals items all the time, and he’s the first hard enemy in the game. Most notably, he stole Mallow’s Frog Coin, which is why Mallow joins your party. However, he does pester you later on and for other reasons. --------------------------------Smithy--------------------------------- The leader of the Smithy Gang, which the sword in Bowser’s Keep spoke of, is a creature named Smithy. Who is he, what is he, and why, or what, has he to do with the strange appearance of this sword in the keep? And that’s all I can say without revealing any major plotlines. Now then, toward the walkthrough! ======================================================================= ============================Battle Basics*============================= ======================================================================= And not quite there yet! In this section, I hope to cover all the in and outs of stats and fighting. This being an RPG, the fighting is all turn-based, but a lot goes into it. First, I’ll explain what all the stats mean. You know, those funny numbers that appear on the Status screen of the Menu. After that, I discuss the battling process, and after that I talk about extra things in battle. +-------------+ | Stats | +-------------+ Note: There are six different point values that are kept track of constantly by the game. Each but one has a bearing on battles, although all of them are battle-related. Here’s the low-down. Speed – This, although seemingly pointless, has everything to do with battling. First, your speed decides turn order in battle. The fastest fighter, even if it’s your opponent, gets to go first, and the second is the second-fastest, and so on. Also, when running away from battle, the faster you are, the more likely you are to succeed. Attack – Perhaps the most important stat there is, attack is your offensive ability. To win battles, you’re going to have attack enemies, and this is your basic attack power (A). To determine how much damage is dealt to a target, use the formula Damage = Your Attack – Their Defense. Of course, if you’re too weak to do damage, they don’t gain HP. Defense – Also quite important, your defense points reduce the damage you take from normal enemy attacks. Without this, you’d lose a ton of HP each time you’re attacked, so learn to love it. Magic (Mg.) Attack – This is the attack strength of your special attacks (Y). It acts just like normal attack points do, but this category only deals with specials. Magic (Mg.) Defense – Just like your normal defense, but this shields you from special attack done by enemies. Like Magic Attack, Magic Defense tends to be lower than normal defense. Experience (Exp.) Points – This is also of major importance. Every time you beat a particular enemy in battle, you get a fixed number of Experience Points for doing so. When you get enough, you level-up. At this time, you raise all other stats, but you can choose one area to give an extra boost to. The number of Experience Points required to level-up changes from level-to-level, but it rises as your desired level rises. +------------------------+ | Points in Battle | +------------------------+ Heart Points (HP) – This is your number one most important point value. I say this because if you, and your other partners, run all out of HP, then you get a Game Over. It is imperative to keep this high by using your Defense points and by healing yourself with items or at Inns whenever needed. Your partners also have a set of Heart Points. Flower Points (FP) – This is your gauge for special attacks. As the game progresses, better special, or magic, attacks cost more FP, and you use FP accordingly. To raise FP, you must find Flowers in the course of the game. Level (LV) – This is a display of your relative strength. Also, your current level determines how many experience points you need to reach the next level. To level-up, you need to get a specified number of experience points (see Status in the Menu for the exact number). Each time you level-up, all stats will be raised. You’ll then be asked to upgrade one area (Attack, HP, or Special, which is defense, both magical and normal) in particular. +-----------------+ | Equipment | +-----------------+ Note: Equipment is very important. Each time you progress to a new “world” in the game, there will be a new set of weapons and armor available to you at shops, and possibly in chests or other hidden areas. Any character in your party can have three equipment items equipped at a time, one of each type. Weapon – Different weapons can only be equipped to certain characters. Without weapons, characters use a weak Unarmed attack. Weapons enhance your natural attack points (A). Armor – Like weapons, certain armor goes to certain characters. They enhance your natural defensive abilities a lot. Without them, you are liable to take heavy damage from common enemies when you could be taking very low, if any, amounts of damage. Accessory – These have various effects, sometimes raising stats, sometimes preventing certain conditions, and sometimes having other stranger ones. +-------------------------+ | Battle Conditions | +-------------------------+ Note: Some enemies can inflict battle conditions on you, which affect your abilities and stats during that particular battle only. Conditions have to be bad to make this list, although some conditions (like that of Red Essence) are actually helpful. Also, some items YOU use can do this. These are only things that can happen to you, but enemies can have conditions, too, like confusion and vigor. Fear – Very common, this makes your character shake. It’s also very bad, as it halves both your attack and defense. Mushroom – This turns you into a Mushroom. You cannot do anything, but you do heal HP every turn, as well as raise your defense considerably. The point is to keep you from attacking. Poison – This deals damage to you as the battle goes on, racking up into larger amounts. In this, your character turns to a murky purple color. Scarecrow – This turns you into a scarecrow, letting you only use B (Options) and Y (Specials). Silence – A cross over your mouth indicates that you cannot use the Y Button (Specials). Sleep – You’re character is completely inactive (you can do nothing with them) until they are snap out of it via items or by waiting a little while. +-----------------------+ | Battle Commands | +-----------------------+ Note: In battle, you control all the moves of Mario and his partners, unless a condition forbids you to use one. Here’s the list of commands. A – This is the attack button. It is your basic attack, either Unarmed or with your equipped weapon, and you’ll use it most often. B – This is the Options button. You can choose to defend (raise your defense, bracing for the next attack, which is wise sometimes if you’re a scarecrow), or to run away. If you do try to run away from battle, you will randomly either be allowed to or let you escape. The greater your Speed points, the more likely it is that you’re escape battle. You cannot run from bosses and certain other enemies. X – This is your Item button. Press it to use an item in battle, either to attack, heal HP or FP, or induce another effect, such as curing conditions. Usually, you’ll want your weakest character to use this as not to waste the attack of a stronger character. Y – This lets you use a special attack, usually stronger than normal attacks, at the price of some of your FP. You can also use Specials from the Menu outside of battle if they heal someone. +-----------------------------+ | Timed Hits and Blocks | +-----------------------------+ Timed Hits – When attacking normally, press A right before you hit or at another strategic time to do extra damage. The same goes for special attacks, except you press Y instead of A. Timed Blocks – Press B or A or another button to raise your defense before you’re hit (you’re officially hit when the damage numbers appear below your character). This is hard to do at times, but it’ll help you a lot in combat. +----------------------+ | Battle Bonuses | +----------------------+ Note: Sometimes, you’ll receive a special bonus for either using an item (in the case of Freebie) or by defeating an enemy (in the case of all others). There are several, and they can really change the tides of battle. Attack Up – This raises your attack for the rest of the battle. Defense Up – This increases your defense for the remainder of the battle. Freebie – When you use an item, this may let you use its effect but still keep the item in your inventory. Basically, it’s letting you use but still keep the item for another use or sale at a shop. HP Max – This restores all of your HP, making it very nice to get. Lucky – This lets you play the Egg Game at the end of the battle. After a fight, you’ll be asked if you want to play a game to possibly double the coins you receive. Really, though, it’s a gamble. An Egg with Yoshi inside is shifted around and you must pick him out from one of three eggs. Pick Yoshi to double your coins. Pick the bird and get a tie, losing none of the coins you’re gambling. Pick the black blob to reduce the coins you get to zero. You can also get this by using certain items or attacks (Lucky Jewel, Lucky Hammer). Do it if you’re good at the game, but I wouldn’t risk it for bosses. You have a 33 % chance of losing it all. Note that, some times, you’ll be asked to double your Experience Points, which is an even bigger risk. Once Again – After an attack that defeats an enemy, this lets you attack again with the same character, whereas normally you can only attack once. +--------------------+ | After Battle | +--------------------+ After battle, four different things can happen. First, you will receive a certain number of Experience Points based on what enemy you defeated. Second, you may receive coins for beating enemies. Third, you may receive an item for defeating a particular type of enemy. Fourth, you may play the Egg Game if you got the Lucky bonus in battle. It then ends. If one character fainted in battle (has 0 HP), and you win the battle with them fainted, they get 1 HP to still be alive but weak. And there you have them! That’s everything general you should know about the combat system of Super Mario RPG. However, in the guide I’ll give specific strategies for the tougher enemies. Speaking of the guide... onto the walkthrough! ----------------------------------------------------------------------- _________________________________________________________________ / \ / \ ||----------------------------Section 2*-----------------------------|| \ / \_________________________________________________________________/ ======================================================================= ==============================Blue Star*=============================== ======================================================================= +---------------------+ | Bowser’s Keep | +---------------------+ Enemies: Terrapin (10 HP) You start off by watching a cinema. Toadstool is abducted by Bowser when visiting Mario at his house, and, naturally, Mario heads for Bowser’s castle, his keep. After running in, you take control. Nice 3D for SNES, huh? Go forward and open the large red door, characteristic of Bowser castles since Super Mario World. Ahead is your first enemy, a Terrapin. Touch it to engage it in battle. You start out with 20 HP, and each Terrapin has 10 HP. This is how battle works. First, you can press A to attack. X is items (you have none right now). Y is a list of specials. For 3 FP (you have ten. Consider them your magic points. It stands for Flower Points) you can use Jump, but you don’t need to. B is your options. Attack the Terrapins with Unarmed, since you have no weapon. Mario naturally does twelve damage to each, letting you beat one per turn. To avoid them, you can walk quickly by holding Y as you walk. At the end, you’ll have to face four guarding a door. Just use Unarmed each time. They only do one damage, so you’d have to be really bad to actually lose against them. Note that, if you press A at the right time, you can attack twice or 1.5 times, which does twenty- four/eighteen damage. Pretty linear right now… In this room is a bridge. Podoboos are jumping out of the lava, but they are just for effect. Cross the bridge and take the door (the bridge collapses before you do). Here, walk forward and Mario will look up. Toadstool is dangling from a rope! Amazingly, Mario is able to jump all the way up to the chandelier Bowser is on. +--------------+ | Bowser | +--------------+ You’re totally healed if the Terrapins did hurt you. You can either attack Bowser of Kinklink, the chain of the chandelier. It has 60 HP, while Bowser has an unknown amount of HP, and you won’t be able to beat him. He does barely any damage each time he attacks. If you do keep attacking Bowser, he’ll eventually raise his defense so high that you can do nothing to him. Attack Kinklink and it will eventually let go (if you notice, the chain is actually a Chain Chomp holding the chandelier in place). When he falls, Bowser decides to take you down, too, and he throws two hammers to hit your chain, causing your chandelier to fall as well. As you fall, Bowser lunges at you, but Mario jumps on his shell, somehow bouncing up to Toadstool. However, the castle then starts to quake! Up, far above the keep, a giant star splits into seven, and the pieces hover around a huge sword that falls into Bowser’s Keep. Then the words “Super Mario RPG” come on the screen, and the Stars scatter. Mario is launched right back to his house. +------------------+ | Vista Hill | +------------------+ Mario falls into the warp pipe above his house and Toad rushes in to greet you. Press B twice (the jump button) to bring Mario back to his wits. In his house, Mario has a mushroom lamp. Hit it with A and Mario will snooze, restoring him back to good health. Now, let’s go back to Bowser’s Keep to take him down! Exit Mario’s house. To the left is a Save Block. Jump on these (B) and you can save your game progress. Now, go right a screen via the pathway there. This takes you to the World Map. Go up on it to Bowser’s Keep selection. Go there and press A to enter. When Mario goes, he sees the giant sword, which then speaks to him. It says that the castle now belongs to the Smithy Gang. It is their first step toward conquering the world. To ward you off, it shakes the foundations of the castle to collapse the bridge. Now the castle is unreachable, and we can now only go as far as Vista Hill. Return to Mario’s Pad on the World Map… +-------------------+ | Mario’s Pad | +-------------------+ How depressing! If only Mario could fly like in Super Mario Bros. 3, Super Mario Land 2, Super Mario World, and other games... At your pad, enter the house and talk to Toad. After reenacting the events that just occurred, Toad decides that you must inform the Chancellor immediately. Follow Toad out of the house and then go right (which is actually more like southeast due to the isometric view). When you do, he comes back and bumps into you. Ouch! That reduced your HP, and Toad makes up for it by giving you a Mushroom. He then asks if you know how to use items. If you need an explanation, first press X, which opens the Menu. Here, you can see your stats, your equipment, attacks, and your coin count. For the purpose of his explanation, select Item. The box in the lower- left corner shows the item’s description. Mushrooms restore 30 HP, which is more than you even have right now. He then makes you follow his instructions and waste a perfectly good Mushroom when we just could’ve slept it off. Anyways, now that that’s over, he needs to tell you that Mushroom Way, the path to the Chancellor, is swarming with enemies. A Goomba comes out to affirm this. The Goomba here will be your practice. First, push A. Then, push A again right before Mario extends his arm to punch. If successful, the attack changes and does more damage. Also, you can press A before damage is done to you to duck, reducing damage done. Now, let’s practice using Timed Hits with Jump, our specialty. It costs 3 FP, and we have 10. Press Y right before you land on the enemy when using Jump to do extra damage (stars indicate that you did more damage than normal). Hooray! Now Toad gives you three more Mushrooms before leaving for the Chancellor. Follow him east. +--------------------+ | Mushroom Way | +--------------------+ Enemies: Goomba (16 HP), Sky Troopa (10 HP), Spikey (20 HP) Welcome to Mushroom Way, the path to the Mushroom Kingdom city. As you go, you’ll see Goombas coming down the path. They follow a set path, and you don’t have to engage them if you don’t want. Beating enemies earns you experience points. Every time you get a certain number (see Status on the Menu for this), you gain a level. More on this later. Also, you get coins and items (possibly) from beating enemies. In the area are Goombas (16 HP) and Sky Troopas (10 HP). Go down the first path to find a ? Block, called chests in this game. Hit this one for coins. Now continue forward to find another one, which you should also hit. Notice Toad. He’s trapped. Fight the Goomba harassing him (just used Unarmed repeatedly). If you win, Toad rewards you with a Honey Syrup. These items restore 10 Flower Points. Now go north. Here, you can rescue Toad again in two battles minimum. First, be wary of Goombas that charge you from their hiding places. Attack the Goomba on the flower and beat it to use its flower. Stand on it and press B when facing the right way to launch yourself to any of the ledges. The one to the right is the one you want. From there, jump to the Sky Troopa. Two Unarmed attacks (or one Jump) will beat it. This time, Toad gives you a Flower Tab as your reward. These are great. Really, use it to raise your FP to 11, and completely restore it. Now get on the flower and go to the ledge to the left. Hit the chest here for a second Flower Tab, raising your FP to 12. With them, go right again. Be sure to hit the chest before going, as this restores your HP completely. Now go right. Here you’ll find two new enemies. First, on the ground are Spikeys (20 HP), which are immune to Jumps. Fight a few of them and you’ll certainly gain a level. At Level 2, you’ll have the decision as to which stat to boost. With POW, you’ll get more attack. With HP, you’ll get more health. Special will upgrade your special abilities. I suggest Special. Leveled up, go right to see Toad has ran into one final road block… +-------------------+ | Hammer Bros | +-------------------+ Walk up to the guy and it engages you in battle. You fight two, and each has 54 HP. Welcome to your second boss fight ever! Bowser was your first. First, use Jump on each Hammer Bros. to beat them in two hits, assuming you do the timed hit. The Hammer Bros. themselves have the best attack so far. Their normal attacks do four damage (without guard), but their special, Hammer Time, does eight. Also, they might use Valor Up to increase their stats. Beat them quickly and guard against their attacks to win in no time. When you win, you get Flower Jar and some experience points. Afterward, their Hammer is left behind. Toad brings it to you to let you use it. You got the Hammer! First, use Flower Jar to raise your Flower Point maximum by three. Then go to Equip and place for your Weapon Hammer. Huzzah! Now go right, onto the World Map, and to Mushroom Kingdom. +----------------------+ | The Chancellor | +----------------------+ Mushroom Kingdom, Mushroom Kingdom is the city where the Chancellor lives. Go to the castle and follow the Toad there to the green Toad, the Chancellor. Mario then reacts the event, even shape-shifting to do so! He should be an actor. So, he requests that you save the Princess. Try to leave and he gives you the Map. Try again and he tells you to see the Vault Guard. He can assist you. Leave and go down once into the first room. Now go right. Here, talk to the Toad, who somehow already knows that you’re to be let through. He takes you down to the cellar, which you may raid. Hit the rightmost one for a Mushroom. It restores your HP (Hit Points) and FP (Flower Points). The middle one has a Flower. It adds one Flower Point to your total, which is always a good thing. The leftmost one is a Coin. The small ones are worth one, while large ones are worth ten. This one’s a large one. Now exit the castle. +--------------+ | Mallow | +--------------+ You’ll see a cinema in which a puffball comes out chasing a purple crocodile. The crocodile escapes him, and the puffball starts to cry, causing it to rain. By the way, the house by him is an Inn. It has a star sign by it. You can save and rest there (for a fee) if you need to. In any event, talk to the puffball at this time. The rain stops! Hooray! Apparently, his grandpa asked him to buy something here for him, but that reptile stopped him. He stole his coin, and he just couldn’t catch up with him. As you talk, a Toad person asks you to jump (press B). This makes him realize that you’re Mario! He then introduces himself as Mallow of Tadpole Pond. He’s a, err, frog. Actually, I take that back, the graphics in this game aren’t that good if that thing is supposed to be a frog or a tadpole. Then he asks you to assist him catching that filthy thief. Either “Sure thing” or “I’m a little busy.” Take the latter and he cries and asks the question again, and you must answer the first eventually. Mallow joins your party! Oh, come on! The game even says he doesn’t look like a frog (“The young frog, Mallow, who doesn’t look AT ALL like a frog, joins Mario in his quest”). Now we have a partner. They can fight alongside you in battle, using your items, as well as specials and regular attacks, or run away with B. As it turns out, Mallow’s special is Thunderbolt, which costs 2 FP, he’s at Level 2, has 20 HP, and various attack and defense stats. Welcome to the family, Mallow. +--------------------+ | Preparations | +--------------------+ Head right of the castle to see Toad. He left his bazooka at home (sorry), and he couldn’t stop the croc. Then he comes back. It’s Croco! It runs right past you! First, enter the item shop (mushroom tokens mean it’s an item shop) and go down the steps to the right. Talk to the guy and go through his process to end up with plus one FP. Now head back up and talk to the storeowner. He gives you a Pick Me Up for free. Now that you have the power of two in your party, if one member faints, then you can revive the other with this item. Now talk to him. Buy the Jump Shoes, which allow you to jump on any enemy, and then buy as many Pick Me Ups from it as you can afterwards. The other items aren’t really that good, and we won’t be needing them. Now equip the Jump Shoes to Mario. Now, save and be healed, ‘cause we have a hard fight ahead of us even so early in the game as this. +--------------------+ | Bandit’s Way | +--------------------+ Enemies: Frogog (80 HP), Goomba (16 HP), K-9 (30 HP), Sky Troopa (10 HP), Spiky (20 HP) Now take the path by Toad. Go to Bandit’s Way on the World Map. We’ll have to catch that croc if we want to get Mallow’s coin back! He runs off into the distance. Go down along here and take the right path. It’s that gator! Get on the flower and jump from it to the ledge. Now jump the switches. If you fail, you’ll be forced into a fight with enemies called K-9’s (30 HP). Just beware their Howl attack. This can frighten you, which halves all your stats. Now go up again, finding Croco in his last stage. Among many Spinies and Goombas, chase Croco right to the next screen. Here, you’re going to want to get the chest. Do so by jumping on the switches in air. When you can, jump to hit the chest. It’s a Starman! With these, you become invincible, letting you touch any enemy and defeat them instantly. Beat the K-9’s quickly and all the rest that come. I got two level-ups in one sitting here. In my opinion, to get the best stats (although all are increased each time you level-up, one is increased the most, which is the one you choose), go in the following pattern each level: Special, Attack, HP, and so on. Also, note that Mario learns Fire Orb, a new special, at this time. Mallow learns HP Rain, which heals your partner when used in combat. Give him the same pattern of level-ups, starting with Attack. Also, use the switches to reach the second chest, which contains a Flower Tab in it. Note that, if you do have to face the K-9’s in that screen, they were accompanied by new enemies called Frogogs, which have a whopping 80 HP. Save your Jumps for them. When you’re ready to continue, go down the path and right a screen. Now that Croco is hiding, you must sneak up behind him and catch him. First, run to the chest and hit it for a Mushroom. Aside from a fleet of Sky Troopas, you’ll also find Goombas hiding in the plants. These are good distractions when chasing Croco… You might want to return to town now and save (plus buy all the Pick Me Ups you can afford again). Anyways, see where Croco is and then sneak up on him from behind. Each time it is done successfully, he says something (like “Ha! Your eyes are much faster than you feet! At this rate it’ll take ya…… 100 more years to catch me!”). You need to surprise him, though (he’ll go “eek” when you touch him), because he sometimes talks to you anyways. After he gives the 50-mile line, sneak up on him again. Mallow corners him, and he has to fight his way out of it. How reptilian of him… +-------------+ | Croco | +-------------+ For the record, Croco has 320 HP, 25 attack, 25 defense, and 30 and 18 in Magic Attack and Magic Defense, respectively. Yeah, he’s way tougher than you, and he isn’t afraid to show his fangs. Start the battle off by using Fire Orb. Croco has lower magic defense than actual defense, which makes it a good idea to focus on using magic attacks. I think that Thunderbolt is a waste of time, so let Mallow use recovery items or let him use Unarmed (although it will do hardly nothing against Croco’s large defense and with Mallow’s low attack). When you’ve weakened Croco enough, he’ll heal himself by 60 HP with a Weird Mushroom. Make him feel it, ‘cause he just wasted his turn. Let Mallow use Honey Syrups to restore your FP, and then sock it to Croco with Fire Orb. To perform Fire Orb, simply press Y as much as you can. With this strategy, you’ll beat Croco in four turns, if you’re good with timed hits. However, Croco can be extremely tough. One attack he has – where he throws a bomb at one party member – can kill you in one turn if your HP is low enough. Make sure to always revive your partner if they are KO’d, because Croco is a strong enemy. Fire Orb may also stun Croco for a turn (he’s “dousing a tail fire”), which is the perfect way to spend your FP. In this way, Croco can be beaten quite easily. Upon victory, Mallow rushes the weakened punk and gives him a good punch, knocking out his Frog Coin. After swearing to take revenge, he vamooses. Adios amigos! +------------------------------------+ | Shysters in Mushroom Kingdom | +------------------------------------+ Enemies: Shyster (30 HP) You get a Flower Tab from your fight with Croco; use it. Also, Croco leaves behind a Wallet. After your victory, a giant jump pad, which I might call springs in the course of the guide, falls down. Jump on it to be launched to the Save Block near the entrance of Bandit’s Way. Let us now return to Mushroom Kingdom. What in blue blazes? It would seem that the city is dark and overtaken by strange bouncing creatures… that resemble Shy Guys. Touch one to fight it. Shysters have 30 HP. They are essentially K-9’s with better attack and defense stats. Avoid bouts with them and go to the Inn. Rest and save. Now go outside. It’s time to save the world, err, Mushroom Kingdom! Left of the Inn is a Shyster tormenting a Toad person. Beat it (Thunderbolt is a good way to do this quickly) and, well, nothing happens. Moving on. Go down the stairs to see a Shyster walloping the wall. Fight and beat it (can you say Thunderbolt) to do nothing. Man! No one rewards a good deed these days! Go right and fight the Shyster here tailing the man. Talk to him after the battle and he’ll take your Wallet to give you a Flower Tab. Use it! Alternately, you can sell the Wallet for 123 coins. Now go up the stairs and fight off the Shyster tailing poor Toad. He gives you ten coins for your good deed. Now go enter the first house in town. First, fight off the Shysters in the kitchen. Then go upstairs to fight another duo of Shysters. They reward you with a Flower Tab (use it at this time). It feels good to help out our adoring fans… Now, go to the Inn and heal if you’re very cautious (I say that because we’re going to heal at Mushroom chests soon). Also, stock up on Pick Me Ups if you’re low. Now, go to the castle entrance. Wait for a Shyster to come out and then go in. +---------------------------+ | Shyster Infestation | +---------------------------+ Enemies: Shyster (30 HP) Upon entering, go right a room. Fight the two Shysters here (don’t worry about running low on FP and HP). Now go up one room. Talk to the Toad in the corner here and he’ll give you a Wake Up Pin. It prevents mute and sleep attacks. Equip it to Mallow, as the Jump Shoes are better for Mario to wear. Now go down two rooms into the cellar. Hit the chests to recover all lost HP, gain one FP point to your total, and get coins. Now, if you would, return to the main room and defeat the Shyster following the Toad. He tells you that everyone is hiding in the princess’s bedroom. Follow him left. Defeat both Shysters here and go up the stairs. You’ll fight two Shysters here (which would’ve been more effective if they fought separately) before opening the door. Inside, the Toads give you a Flower Tab and tell you that the Chancellor is still in the throne room. Use the tab and save at the Save Block in here. Talk to the black-hat Toad to heal yourself completely. Now return to the first room, going through the upper door, of course. You’ll have to fight another Shyster to get past, though. After all the battles I’ve put you through, you’ll probably level-up pretty soon. Here, either take the door or fight the Shysters. Either way, you’ll end up in the throne room sooner of later. Six Shysters are talking with each other. According to them, they’ve found a new home. Go forward and you’ll see a giant knife... thing. It’s Mack, leader of the Shysters, member of the Smithy Gang! +------------+ | Mack | +------------+ The first Star-guarding boss is Mack, and this fight will decide the fate of Mushroom Kingdom. Mack has 480 HP, 22/15 attack/magic attack, and 25/20 defense/magic defense points. Each Bodyguard is basically a re-named Shysters. If you defeat all four, four more come to take its place. Therefore, to really make the battle easier for you, defeat three of the Shysters. This way, you have to deal with the minimum number of Bodyguards as possible. When you’ve taken out three of them, focus all your efforts on Mack. Each of Mario’s turns, use Jump. It is cheaper than Fire Orb but still does good damage to him, sometimes more than Fire Orb. You see, Mack is a fire-type enemy, and he has several fire-based attacks and defenses. Flame is a hard-to-block but relatively weak attack, dealing at least below 10 damage. More damaging is Flame Wall, which is essentially a Flame attack that hits both characters, equally hard to block. Always, if you fall below 15 HP, have your partner of yourself heal you. And, if one faints, always heal the other. Mallow’s turns can be used to replenish your HP or FP with items or HP Rain. Also, Mack has pretty low FP for a boss monster, and he’ll stop using specials shortly into your fight. For these reasons, Mack will be an easy enemy to beat. When you do beat him, either by wearing him down or using repetitive Jump attacks, beat the remaining Shyster. Yes! In your face, Mack! Out from behind the throne comes a blue Star! Huzzah! What is it, and what does it do? Now your Star Piece count goes up to one. As a side note, in the Paper Mario games, Star Pieces are also present. They may be tiny fragments of the large Star that exploded at the beginning of the game. After the battle, the two remaining Shysters run off to their boss to report the mustachioed one with the hammer and plumber tools of might (okay, I added a few words…). Now go talk to the Chancellor. He was roughing them up before you came, you see, or otherwise you’d never victor. The Toads return, and then the game fast-forwards through the Chancellor’s lecture. Mallow suggests you ask his grandpa for help. After all, he knows EVERYTHING. Will do… “Could Mack, the sword-like monster who crashed into Mushroom Kingdom, have anything to do with the Star Piece that Mario found...? Our heroes move on towards the Kero Sewers...” ======================================================================= ==============================Green Star*============================== ======================================================================= +-------------------+ | Kero Sewers | +-------------------+ Enemies: Goby (40 HP), Hobgoblin (50 HP), Pandorite (300 HP), Rat Funk (32 HP), Shadow (85 HP), The Big Boo (43 HP) Let’s exit the castle and then Mushroom Kingdom, Mushroom Kingdom. On the World Map, go east to Kero Sewers. Mallow says that the pipe here is the entrance. Also, his grandpa warns to watch out for Belome, whoever that is. Take the pipe down and welcome to Bowser’s Keep! Oh, I’m sorry; it’s just a miserable dank place. Swim across the water and take the warp pipe here. See the pipe to the right? Drop in and take it. Now follow this hallway to an enemy. This enemy, a The Big Boo, is accompanied by a Shadow and Hobgoblin. They have 43, 85, and 50 HP, respectively. I’d take out the Hobgoblin, then The Big Boo, and finish off with Shadow. It has very low defense, which makes it easy to beat. In fact, none of them have great defenses… At the end of the passage, take the warp pipe. Here, drop off the ledge to the bottom of the room. Go right, around the corner, to find a treasure chest. Heal before hitting it, and then give it a hit. This is a disguised enemy, a Pandorite (named for Pandora’s Box). It has 300 HP (youch!). However, it’s quite easy to beat. Let Mario use Jump. A well timed jump can do 100 + damage to this beast. It has several odd attacks, such as Flame Wall, but you’ll beat it quickly, anyways. When you do win, you’ll get a Flower Jar and a Trueform Pin from the chest. Use the former and then equip the latter to Mario. It lowers Mario’s magic attack stat, but it increases his defense and magic defense. It also prevents you from turning into Mushrooms or Scarecrows, which some sewer enemies can do to you. Go back down the passage and take the pipe. You may encounter a Rat Funk along the way (32 HP). Thunderbolt is the way to go here. You may get the item Pure Water, which defeats ghost enemies in a wink. Now drop into the water. These Cheep Cheep-like enemies are called Gobies (40 HP). They aren’t menacing, and you’ll have an easy time with them. Now, go north and swim in between the two pipes to a new waterlogged hallway. Continue swimming down it until you reach a dead- end. Jump out of the water and take the lower pipe. Go around the corner and take that pipe. Remember this room? Jump up from the pipe to the stairs and take the warp pipe at the end. Mario was made for this place (he’s a plumber)! When you emerge, hit the chest to the right for a Starman. Hoo-hah! Jump down to the Rat Funk meeting and beat them all, and then go up to defeat a hiding The Big Boo. Afterwards, hop up the stairs and take the left pipe. Here, hug the left wall and take it down, defeating a few Rat Funks as you go. Stop at the warp pipe and use it to reach a pipe. Take it down and jump to the upper edge against the wall north of you from where you emerge. Defeat or jump over the Rat Funk guard here to a pipe, which you should take. Here, go left and up the stairs. Dodge all of these pesky The Big Boos to reach a green ! Switch. Press it to drain all the water in the sewers (and to think... Mario swam in that stuff...). Do not hit the jump pad to the left, though. Drop to the pipe below and take it. Now, drop to the formerly water-filled passage and go south. Take the pipe to a ledge above a previous room. In it, go forward, hitting the chest for a Mushroom to heal everyone, and then save at the Save Block. Now take the pipe to the right. Hmm, this is like a dream I once had… +--------------+ | Belome | +--------------+ Go up and touch the dog-looking creature. This must be Belome! He wants to eat you… Belome has 500 HP. If you’re Level 6 with Mario, you have Super Jump, which is perfect for hitting him. It may take you time to practice and perfect it, but you can jump multiple times on Belome to deal lots of damage with it. Keep whaling on the beast until you reach… Mallow is swallowed some time into the battle! Now you can’t use Mallow for a few turns! Also, he has one attack called S’Crow Funk where he turns Mario into a scarecrow. I hope you have the Trueform Pin equipped, which we got in Kero Sewers, ‘cause you’ll want it right around then. However, you can knock Mallow out with a few hammer attacks. Before Belome disappears, he warns you of the flood. It’s like his revenge for WHOOPING him, I suppose. Water comes gushing in, despite Mallow and Mario’s best efforts to stop it, and they are washed straight into Midas River! +-------------------+ | Midas River | +-------------------+ Now’s your chance to collect Frog Coins at Midas River! Don’t worry, though, there are an unlimited number of Frog Coins possible to get, so losing them is no big deal. When you reach the fork in the road, go left. At the next fork, go right. You can get a total of four Frog Coins (the green ones) from this. Afterward, you’ll reach a barrel section, in which you run down a rolling barrel in the river. Now, I’ll name the different lanes L and R, L being the left one, R being the right one. Take this path for optimum coinage: R, R, R, L, R, R, L (C), R, R, R, L, R, R The C represents a Cheep Cheep that will try to hit you as you go. You can direct your direction by either hitting or jumping the barrels. If you just want to get it done as easily as possible, stick to the right. There are only regular coins on the path, mind you. Jump Cheep Cheeps or you lose coins. At the end, the man tallies up how many coins you got. If you have sixty or more, you can exchange them for Frog Coins. The price of Frog Coins rises as the game goes on. You can play this mini-game again by paying the man here thirty coins and bouncing on the trampoline. Also, the man gives you a new weapon, the NokNok Shell (if you do well enough). If I may, the name has an interesting origin in Mario games. Terrapins you fought earlier are Koopa Troopas, some of Mario’s oldest enemies, and their Japanese name is Nokonoko. So, reminiscent of Super Mario Bros. Mario kicking shells around, Mario uses them as a weapon in this game. In terms of attack, the NokNok Shell is superior to the Hammer; switch them out. Besides, those Hammer Bros we got it from have their insignia in it, and who would want that? But really, you might want to stick with the Hammer if you are really awful. The NokNok Shell has a harder timed hit. To do it, press A when Mario kicks the shell, which is how he attacks. +------------------------+ | Cricket Pie Stop | +------------------------+ Now! Exit this place to return to Mushroom Kingdom. There, sell all your Pure Waters for 75 coins a pop. Also, while there, you’ll pick up Cricket Pie with Mallow’s Frog Coin we retrieved from Croco. Now THAT’S easy money. If ever you’re running low on coins, stop at Kero Sewers and beat the daylights out of a few enemies there for Pure Water. With your extra coins, exit Mushroom Kingdom and go to Tadpole Pond, the newest place on the World Map. +------------------+ | Frogfucius | +------------------+ Go forward and jump on the switch here. A bunch of tadpoles come to see if you’re the real deal. Give them a jump and Mallow’s grandpa calls to him. It is Frogfucius, and he “floats,” with some help from a Lakitu, to Mario. At his word, the tadpoles line up for Mario to jump across them. Do so and presto! You hit land again. He affirms that it was Smithy, the leader of the gang of the same name, who appeared at Bowser’s Keep. Frogfucius then drops a verbal bomb… Toadstool is no longer at Bowser’s Keep! Egad! Luckily, Frogfucius will be retelling the tale to us. Apparently, a giant sword crashed into the castle just as Mario was about to rescue Toadstool. The crash sent the three in flight. Bowser and Toadstool are still somewhere out there... Anyways, Frogfucius warns against just rescuing the princess. Smithy and his underlings are wreaking havoc in this world! Mack, the one we just recently defeated, was one of them. Mallow then tells him about the Star Piece we found. Frogfucius thinks that these Star Pieces are the key to beating Smithy. If you want a summarized version of that, he can give you the gist of it by request. Afterward, Mallow makes a comment at how dire the situation seems. When asked to keep helping Mario, Mallow gasps. After all, he’s but a simple tadpole. Frogfucius then drops yet another verbal bomb. This one’s a nuke. Mallow’s... not a tadpole! It was long ago, in a galaxy far, far away (erase that last part), when Frogfucius was munching on crickets. He saw a basket floating down from the falls of Midas River, and it had inside it a little puff thing, with “Mallow” written on the side. Frogfucius felt sorry for it (who wouldn’t?), and he adopted it as one of his own tadpole grandchildren. But, Mallow had powerful magic, and Frogfucius wondered what land he hailed from. Mallow starts to cry, but Frogfucius stops him. No crying! Yes, sir! If he ever wants to find his real family, Mallow must accompany Mario on his adventure. He will see the world, and find his parents. Then it’s settled. Mallow’s magic is ours, and we’re headed for Rose Town next. Before you leave, talk to Frogfucius again to give him the Cricket Pie. For helping him, he gives you the staff that he used when he was Mallow’s age. It’s called the Froggie Stick, and it’s a major improvement to Mallow’s low attack stat. Equip it now! Its timed hit is just like that of the Hammer. So, with new items in hand, exit Tadpole Pond through the entrance you entered by and go to Rose Way on the World Map. +----------------+ | Rose Way | +----------------+ Enemies: Arachne (82 HP), Crook (38 HP), Shy Guy (78 HP), Snapdragon (90 HP), Starslap (62 HP) As soon as you enter, read the note to learn that you can jump on these and ride them to different places when they’re blue. Do this to get Mushrooms, a Flower, and then to go to the left exit. There, defeat the Shy Guys on the switches and ride the switch up to the chest containing a Frog Coin. Now exit through the way you can and ride the switch to the northern exit of this screen. Here, run around the path, avoiding the Crooks and Shy Guys, to reach another path. Take it to a path leading right. Here, hit the chests to take their insides and knock down Shy Guys. They are relatively weak, having 78 HP and rather low defense. Watch out for one attack they have, though, called Doom Reverb. As for Snapdragons, they have exceedingly low HP, and you’ll beat them very quickly. Then you have Crooks, basically Bandits from other Mario games. They run away on the first turn for the most part, and you shouldn’t be concerned with them. Starslaps are easily beaten with the NokNok Shell, and should be targeted first. By far, Arachnes are the toughest. They’re named for Arachne, a knitter in Greek mythology who claimed she was better than Athena, the goddess of wisdom, at weaving. She was turned into a spider after losing a weaving contest to the enraged divine. Anyways, Arachnes have the best defense of your enemies, and pretty good attack. So, now that you’ve experienced all the enemies and hit all the chests, go right a screen. Gee golly gosh! It’s the Koopa Troop! Get close enough to see five Goombas, five Terrapins, and five Magikoopas, Bowser’s elite who escaped the castle. After snapping, Bowser moves off with his friends. Bowser is headed for Bowser’s Keep, as it is his castle, after all. Follow them into Rose Town. +-----------------------+ | Rose Town’s Inn | +-----------------------+ What a dump! As the first motionless man here tells you, arrows are flying in from the forest that freeze you; get hit by an arrow and you’ve can’t move. Let’s get inside! Head left into the Inn. Hey look! A little kid playing with Mario, Bowser, and Toadstool dolls to the beat of the Super Mario World first level theme. After using the Super Jump Attack, Mario is knocked back! Ouch! When he turns around to move his Princess Toadstool action figure, he sees… Oh my gosh! It’s M-m-m-Mario! Jump to prove your identity and Gaz, the boy, offers for you to play with him. His mother prevents him, though, and he lets you be Bowser. He’ll be his other favorite action figure, Geno. Geno finishes Bowser off with his custom, patented, one and only... Super Star Shot! He hits Mario instead, and knocks him cold. Later that night… A mysterious starlight enters the room and hovers over the dolls, and then it encircles the Geno doll, growing to a full-sized person… Neat-o! Later on, Mario wakes up in the morning in the bed of the Inn. Jump out (B) and save at the Save Block in the room. Go down the stairs and Gaz runs to his mom to tell her that he just saw Geno walk into the forest. In the flesh! Gaz gets punished for lying, though. This is has been quite mysterious... and we got a free stay at the Inn, too… +-----------------+ | Rose Town | +-----------------+ First, don’t worry about arrows. They are programmed not to hit you. First, go up from the Inn to see a Toad who can’t get into his house. Jump on his head and then jump to the ledge to enter the building there. Inside, hit the two chests for two Flowers and then take the stairs up. Hit the ! Switch and stairs appear outside. Now the owner takes them up and asks you how the chests were. You’re going to have to fess up eventually. When you do, he tells you that, when you reach a screen of the forest with four directions, go left, left, straight, and right. It may vary from game-to-game; I’m not sure. Now enter the Item Shop in the northeast corner of town. Jump on the shelves to reach a hidden chest, this one containing a Frog Coin. Now talk to the woman here. She sells equipment, while her partner sells regular items. After the Pure Waters we got rich off of, you should have no problem buying items. I suggest purchasing the Thick Shirt, the Thick Pants, the Antidote Pin, and the Fearless Pin. Also, purchase any other items you don’t have (‘cause you didn’t use my guide! See where that gets you?). Now equip Mario the Thick Shirt, Mallow the Thick Pants, and let Mario wear the Trueform Pin, Mallow the Fearless Pin, if not just for the stat boosts. Now, if you would, exit the shop and jump up the crates outside it to the chimney. Stand on it and go down like you would a warp pipe. This leads you to a chest containing a… Flower! One last thing, though. Behind the central house to the north is a person hidden from sight. There’s a similarly hidden person in Mushroom Kingdom. Who are these mysterious people? We will never know… +-------------------+ | Forest Maze | +-------------------+ Enemies: Amanita (52 HP), Buzzer (43 HP), Guerilla (135 HP), Octolot (99 HP), Rat Funk (32 HP), Wiggler (120 HP) Forest Maze is now open on the World Map. Personally, I despise this place. Unfortunately for me and probably you, too, we’ll be spending quite a little while in this place. When it becomes convenient for the writing of the guide, I’ll divide many holes (there are some here) into numbered off sections. Anyways, from the start, go forward and check the mushroom to pick it up. Free Mushroom! Now go forward and check the shroom here to pick up another! Sweet! Now go forward to find a Wiggler. Attack it and you’ll face it in battle, as well as its Guerilla counterpart. Wigglers are, for the most part, weak. They can increase their strength with Vigor Up, but it’s basically a waste of a turn for them. Guerillas have several weak attacks, their strongest being the one in which they throw a rock. Not exactly hard… However, watch out for the Wiggler’s Sandstorm attack. This makes both partners afraid, halving their stats. When you’ve finished it, jump onto the hollow stump and take it down like you would a warp pipe. When you fall, head right, taking a third Mushroom along the way. Continue right and another mushroom comes to life! This is the Amanita enemy, which disguises itself to bait you to it. This particular one may be accompanied by a Buzzer, another new foe. Buzzers are extremely weak, and you can take them out first turn (which I advise) with either character. Watch out for their Thornet attack, which is poisonous. Amanitas are also very weak, having better defense than a Buzzer but having far less attack; they do two damage on a good attack. Also, they have the ability to attack twice. Beware, though, that Amanitas have a spore attack that transforms one character into a mushroom, unable to do much of anything. Continue down the path to see another Amanita and a Rat Funk. As previously in Kero Sewers, they are quite weak. However, they can poison you, and they generally do one damage of defense now that you have a Thick Shirt/Pants. Continue down, avoiding or engaging Amanitas if you so desire, until you reach a jump pad. Bounce up out of the underground area to reach the surface. Upon doing this, you’ll notice arrows flying forth. Go forward and defeat the Buzzer and company. Afterward, let’s head left to a new area. There are seven stumps here. I number them like so. 7 6 5 4 3 2 1 This is, quite roughly, the setup. Enter each stump as numbered below for their descriptions. 1) Aside from three Amanitas and two Buzzers, you’ll find a hidden chest in one of the lighted patches. Jump there to get a Frog Coin. After getting it, leave. 2) There is but a simple Amanita. Defeat it if you’d like. 3) There’s a Buzzer and two Amanitas in here. You should beat them; you want to level-up before you reach the end of this place. 4) Fall into this place to find no enemies. However, there is a hidden chest. Right of the patch of light closest to the trampoline, jump to activate it. It says you missed, though, as there’s nothing inside. 5) There are two Amanitas and one Buzzer present. Defeat them all. We need the Experience Points, remember? 6) Here, beat up a Buzzer. Take out the Amanitas, too. One of them has an Octolot accompanying it. Take these out first, as they have 99 HP and low defense. Plus, although relatively weak, they can use Flame Wall to hit both members. 7) This is the necessary pipe. In it you’ll find a Wiggler napping at the end of the screen. Touch it and it wakes, send shockwaves through the forest! Yowzer (what? I’m not a nerd…)! This knocks open a path above, though, and you can now advance a screen. Take the stump pipe down into the underground. Follow the path here, making sure to take the Mushroom from its resting place by the Rat Funk. Continue down the path to continue to another screen. Continue down the path, taking either fork in the road, to a spring. Use it to surface. Afterwards, go forward to a Save Block. Save if you’d like and continue forward, picking the Mushroom before heading into the next screen. Ah! The 4-way intersection! I’m not sure if it’s random or not, but only one sequence of directions is correct. First, take the Mushroom in this screen (right one). Then, you’ll see Geno go right. But, instead go left, left, straight, and then right. These are the directions the man in Rose Town gave us. But, remember that these directions are relative Mario, not you. So, from your perspective, it is like left, south, south, and then left. While doing this, make sure to check for Mushrooms. When you arrive, take the stump down to find several chests. Hit them for three Mushrooms, a Flower, and a Frog Coin. Cool! Now that we have it, return to the first screen. To progress in this place, follow Geno from the first screen. You’ll see him by a path, and you want to always take the one he does. This path is, from the start, right, up, up, right, up, and then left. Note: The Geno paths are random. I listed what mine were, but they are very likely to be different in your game. When you take this path, you hear the voice of some loon named Bowyer. He’s counting… to 1000 arrows! He must be the archer casting those accursed motionless arrows over Rose Town! And, he talks like Yoda with a learning disability (“For cover they run, nya! FUN this is, yes. Nya! Another 1000 will I shoot!”). Mallow comes out and tells Mario to be brave and sock it to him. Looking forward, they see a weird, not quite-right-in-the-head looking striped bow. Wait a second… That IS Bowyer! And he has Flunkies. I confess, I’m so jealous of him. Mario goes forward and Mallow questions his identity (“Who do you think you are, Bruce Lee?”). Then Mallow hears someone coming. The duo hides behind a stump. Out comes an arrow pushing a green Star in front of it. Suddenly, ??? comes down and stops the action. When he demands that the Star be returned to him, Bowyer realizes that it’s of value and decides he wants it. The battle begins! It’s Geno versus Bowyer and the Flunkies. Bowyer launches several Flunkies, and suddenly we see Mario and Mallow in a totally different spot from where we left them. That’s quite curious… Mario wants to help by “whacking that weirdo,” and so he runs forward. Mallow also must be a big boy, and he runs forward, too. But, as they run, Mallow is hit! He’s down! Back to Bowyer... The mysterious lad in blue punches Bowyer to make him stop. Ding, ding! The fists are flying! Aiming an arrow at the guy, Bowyer fires an arrow at the mysterious fighter who serves a higher authority. Oh no! It’s aimed at his heart (okay, I’m improvising)! But then, just as I was about to fall off the edge of my seat, Mario runs in and jumps on the arrow, knocking it down and saving the blue guy’s life. Mallow arrives afterward. The mysterious guy sees that you’re Mario, and then says that we known about you. Bowyer then interrupts, and the battle commences! +--------------+ | Bowyer | +--------------+ A member of the Smithy Gang, Bowyer has 720 HP, 50 attack, 40 defense, 30 magic attack, and 35 magic defense. Therefore, it’s a good idea to use special moves against him, as his defense for them is lower than it is for regular attacks. However, start the first turn by using regular moves. Afterward, Bowyer decides to level the playing field, three against one, by locking a button. He drops three buttons, one for Y, X, and A. In case you forget, Y is specials, X is items, and A is attacks. Attack Bowyer again for a second round and he shoots an arrow into the air afterward, locking one button. Now, you cannot use that button in battle. When A is locked, let Mario use Super Jump, let Geno (come on! We all know who it is) use Geno Beam, and let Mallow either defend of use a Honey Syrup/Mushroom/HP Rain, depending how your FP and HP is. If X is locked, attack normally with everyone, unless someone needs healing, in which case Geno should use the item. Then, if Y is locked, let everyone attack normally, unless healing is required, in which case items should be used by Geno. Meanwhile, Bowyer has several FP-consuming attacks, all of which do considerable damage. His arrows do minimal damage, but he also possesses Bolt, Static E, an attack on everyone, and G’night, putting one character to sleep. Geno is a very vulnerable target, as he has no armor or accessories (or weapon, for that matter). While on the subject, Geno’s regular attack is Unarmed, and you can get the timed hit by pressing A right when his first flies into Bowyer. As for Geno Beam, press and hold Y to charge it up. Upon winning, you get 50 coins, a Flower Box (use it right after battle; it raises your FP by five), and 20 Experience Points. +-------------------------------+ | Geno and the Green Star | +-------------------------------+ This stranger is more than just a doll. He’s really a visitor from above, taking this form briefly to stay on Earth. He says he’s from Star Road, which is from Super Mario World as a series of secret levels. Up there, it’s a big mess, and it concerns everyone. In Star Road, wishes made on shooting stars are transformed into stars. When it is granted, the star then falls to Earth as a shooting star. So, Star Road plays an integral role in granting wishes (more of which is explored in Paper Mario, this game’s sequel for the N64). But, recently a giant sword destroyed Star Road, and everything has come to a halt. As things stand, wishes can no longer be granted. The Stars we’ve been collecting are broken pieces of Star Road. He was sent down to find them all – seven in total – and repair Star Road’s missing parts. Smithy wants them all to grant his own wishes, and he must be stopped. His real name is “(heart symbol)(music note)!?,” but it’s hard to pronounce. So instead, he’ll take his body’s name, Geno. He chose him because he looked like the strongest of the dolls, including Mario, Bowser, AND Princess Toadstool. Now, grab the Star! Taking it in hand, it is added to our collection, now up to two. “’Geno,’ who is searching for the missing pieces of Star Road, has joined Mario and Mallow. Things are definitely looking up! The secret to the shooting stars has been unraveled. Find the Star Pieces, and bring peace back to Mario’s world.” ======================================================================= =============================Orange Star*============================== ======================================================================= +---------------------------+ | The Flunkies Escape | +---------------------------+ One of Bowyers arrows heard everything, and he goes to inform Smithy. Now he knows about the Stars in full detail, and he’ll surly send more minions to look for them. Previously, they were just causing havoc, but now they’re out to get Mario! This has quite shaken me. Go left and exit the screen, and Forest Maze, to return to Rose Town. +-----------------------------+ | Rose Town Inn Secrets | +-----------------------------+ In Rose Town, everything is happy and bright thanks to you. Talk to Gaz and Geno comes out, conclusively proving to his mom that Geno is real. Geno explains to Gaz why they can’t play by letting Mario and Mallow act out the wishing problem while he narrates. Gaz still doesn’t understand, so Geno simplifies. Hearing this, Gaz is stunned. To help you out in your noble mission, he’ll help by giving Geno the Finger Shot. It’s a weapon that lets Geno fire bullets from his fingers. Equip it, since he has no other weapon, and then sleep the night. It’s for free for helping Gaz, anyways. When you awake, check the bed next to you… It’s Link, the hero of the popular Nintendo series, The Legend of Zelda. Talk to him and you’ll hear the classic NES The Legend of Zelda clear-room sound (the chime that plays when you unlock a door or do something comparable). Neat-o! Link is there until you leave Rose Town. +------------------+ | Pipe Vault | +------------------+ Enemies: Frogog (80 HP), Goomba (16 HP), Piranha Plant (168 HP), Shy Ranger (? HP), Spikey (20 HP), Sparky (120 HP) Note: One enemy above is called Shy Ranger. It is actually impossible to know its real name, but it is a camouflaged Shy Guy sometimes found with two Piranha Plant partners. It runs away on the first turn almost always, and we can’t figure out its stats, weakness, strengths, etc. You shouldn’t be too concerned with it. Pipe Vault and Moleville are both new places open for exploration. Let’s start with Pipe Vault. At first, it seems to be one screen. Go forward and enter the pipe there, or leave the screen if you choose not to enter. Inside, the music from Super Mario Bros. World 1-2 is playing in a lighter tone, and Sparkies, called Podoboos in future games, are leaping from the lava. Jump when they’re down, unless you want to fight them (which you do, because we are desperate for experience at this point). Note that the Finger Shot’s timed hit happens after hitting the target. After that room, go forward to a narrow hall with Goombas inside. Quite fun to play with. Afterward, rush up the staircase to avoid the fall of the Thwomp, old Mario enemies, and then jump to the second pipe, which you should take down to the next room. I suggest fighting all Piranha Plants here. They come alone and, between three attacks, you should have no trouble beating them. Now, here, take the first pipe. Go straight down, collecting the coins along the path. When you reach a dead-end, go back and jump around the overhang to hit a yellow platform. Use it to reach the chest of the above room, a Flower, and then go backward. On this overhang, jump to find two hidden chests, each with Frog Coins inside. To get the other more tantalizing Frog Coin, go back to under the overhang and run straight forward, ducking at the end (press down on the D-Pad) to slide into it. Bounce on the spring to emerge from the fourth pipe, which we now know what leads to. Back to the third pipe, use repeated Thunderbolts and normal attacks to defeat the Piranha Plants. Only Geno will take serious damage form them, considering he’s so unarmored. Anyways, the third pipe cannot be taken. To the fifth pipe! Here, a mole from a nearby village runs Whack-a-Goomba. Play for ten coins. The object is to whack the Goombas that pop out of the pipes, which proves somewhat challenging. Now, take the sixth pipe. Continue forward, jumping over the lesser enemies below you. The red pipes cannot be taken, mind you. At the end, take another pipe to another room of Pipe Vault. Jump over the small, white creatures (pipe-inhabiting monsters from Super Mario Bros. 3 called Munchers or Nippers), or lose coins to them, your pick. Now, jump across the pipes (it’s almost impossible to avoid the Piranha Plants; don’t try) to take one down to the next room. Here, jump onto the rising platform and take it to a Flower in a chest. Next, you can take the switch across the gap. Hit the chest if you have good timing; it contains two coins, but you’ll lose two coins per plant you hit. At the end, take a pipe to exit Pipe Vault. Save at the Save Block, jump left of it to hit a chest containing a Frog Coin, and go down into the main part of Yo’ster Isle. +--------------------+ | Yo’ster Isle | +--------------------+ The home of Yoshis in this game is this island, and all the Yoshis but the green one – the Yoshi Mario always rides and has befriended – is the only one who speaks your language. He’ll let you saddle up on him and he’ll be your interpreter, as well as racing steed. Yes, this isle is home of the Mushroom Derby, and Yoshis compete in it to prove their mettle. However, the current champion is only letting two Yoshis race at a time. He’s Boshi, dark Yoshi. Let me just say something here a bit off topic. Mario’s “bad Mario” is named Wario. Luigi’s, Mario’s younger brother, is named Waluigi. So, because wari- is a prefix meaning bad in Japanese, it is logical that Boshi would be named Warioshi, or even Washi, which is more probable. Square didn’t seem to care, and they named this character Boshi. He’s the blue/purple Yoshi with sunglasses. To race him, you need Cookies, which you get by talking to a pink Yoshi toward the entrance. By the way, you can hop off Yoshi by pressing B while riding. +------------------+ | Boshi Race | +------------------+ When you have the Cookies, talk to Boshi. He’ll let you race if you bet them. Now, racing is based on rhythm, so turn up the volume. The background music has a certain pace, and you need to alternate between A and B to make Yoshi run. This is harder than it sounds, but you’ll eventually get a good grasp on it. Also, you can press Y to eat a Yoshi Cookie, which gives you a short boost of speed. They are nearly essential, and I advise you use all three, even if you are in the lead. Soon, you’ll understand the beat, and you’ll win quite easily. Generally, the horns and cymbals in the background music tell you when to press A and B. When I caught onto this, it became simplicity itself. From now on, Yoshi’s the new BOSS of the island! Huzzah! But, comparable to George Washington after being nominated as king of the United States preceding the defeat of Great Britain in the Revolutionary War, as the abolishment of this very title was the point of the war, Yoshi decides that he doesn’t want to be a BOSS. Let’s just let everyone race! Boy, never thought I’d compare Washington to Yoshi, but I managed. From now on, if you ever want to get a Yoshi Cookie, items that summon Yoshi to battle to attack enemies (turning some into items. See the section entitled “Yoshi Cookie Items” for a list of what enemies turn into what to wisely spend your cookies), just win the race in a group competition. Sorry, but I just can’t resist… w00t! Ah! Stop throwing stones! I didn’t mean it, I swear! +------------------------+ | Before Moleville | +------------------------+ Well, that was a lovely side quest! However, we need to buff up. I say this because, we will soon face a boss-like character who is extremely tough for those of you who rely on items, and pretty hard even if you don’t. So, we’re going to want to have everyone, except Geno, at Level 10. This will greatly aid us in the fight we’re working our way up to. Below is a chart for recommended equipment. ----------------------------------------------------------------------- Character Weapon Armor Accessory ----------------------------------------------------------------------- Mario NokNok Shell Thick Shirt Trueform Pin ----------------------------------------------------------------------- Mallow Froggie Stick Thick Pants Fearless Pin ----------------------------------------------------------------------- Geno Finger Shot None Wake Up Pin ----------------------------------------------------------------------- Although Mallow doesn’t really need the Fearless Pin, it raises his stats more than the Antidote Pin does. Now, as for the matter of leveling up. It doesn’t make a difference what level Geno is at. He came to you at Level 6, and he may well become Level 7 in this process, but we don’t care about him. You want Mallow and Mario to become Level 10. To do this, go to the second screen of Forever Forest and continually fight the endless Wigglers coming out of the log here. Often paired with Guerillas, they provide a lot of experience points. But, however you choose to level-up, just do it. You’ll find it extremely worthwhile to do so. +-----------------+ | Moleville | +-----------------+ The new area in the game is Moleville, and it a town where moles live. The first thing you see is an Inn. For ten coins, the most we’ve yet seen, you can sleep. You’d might as well just exit town and sleep at your house or the Rose Town Inn (it’s always free). But, this building also has the Save Block in it. Go left to see the item shop. They have many good upgrades here. First, buy all the Mega items – Mega Shirt, Mega Pants, and Mega Cape. Equip these to Mario, Mallow, and Geno, respectively. Then buy the Cymbals (Mallow) and the Punch Glove (Mario) to increase your attack strength. We got Finger Shot for free already. Mario and Mallow experience a large increase in attack. If you want, you can sell the Hammer, Froggie Stick, and NokNok Shell. Personally, I always keep non-buyable items, though (I’m so sentimental). Also, you’ll find the Mega series to be a great addition to your defense, by a mile for Geno. Also, they sell Work Pants, which can be equipped to anyone (but they’re not as good). Mid Mushrooms restore 80 HP, and I suggest you buy a few to replace your Mushrooms for 20 coins apiece. Maple Syrups restore 40 Flower Points (buy them, too, to replace Honey Syrups). Now, go forward, to the upper-right in the view of the screen. It’s Bowser! Gadzooks! As you can see, he’s lost all Terrapins in his army and two Goombas and Magikoopas apiece. Because they only have experience fighting a single plumber, they are beaten badly by the new enemies – the Smithy Gang. So, with a pep talk from the biggest, worst brute around, they march out, just barely missing you. Go to where they were standing. Go left down from it to see a jittery mole. Talk to her and she tells you that a Star that crashed into the mountain dropped some kids and a man folk. I wonder how they pronounce creek... It’s not spelled like crick, after all. Anyways, enter afterward to see Ma’Mole talking to two men. She runs out, and they admit to desperation. Above is the entrance to the abandoned mines (probably haunted, too). If only someone with a fantastic jump whose name begins with M and wears overalls could reach it... +-----------------------+ | Moleville Mines | +-----------------------+ Enemies: Bob-omb (90 HP), Cluster (60 HP), Crook (38 HP), Enigma (150 HP), Magmite (26 HP), Sparky (120 HP) Well speak o’ the devil! They’re Goomba’s uncles! It’s m-m-m-Mario! They then ask if you’ve heard the news. Answer any way you want, one being a fast forward, the other being a rewind. Hop onto the two brave souls’ shoulders and go forward into the mines. First, you’ll see a Sparky and a rock-like creature, called a Magmite. Despite their low HP count, they have awesome defense. Let Mario blow them to bits with his punch. Bob-ombs are able to explode on contact, which does little damage, sure, and it also rids you of an enemy. This place is meant to be a trap for those of you who didn’t buy the Mega defense armor series, which I hope persuades you to buy it if you didn’t. Afterward, follow the path, avoiding battles, until you reach the next room. Here, you’ll likely fight an enemy called an Enigma. They have good HP and moderate defense, with tricky attacks. Focus on taking them out first. Fight off all enemies here and then talk to the blue Toad. He says that there’s a rare item hidden in the mines, and he’ll sell it once he finds it. Drop to the lower level. Despite what looks like a path leading southward, it is a dead-end. Instead, walk into the door below the treasure hunter. This area is a circle, so lets jump on the jump pad to the right. Ouch! Mario hits his head on the ceiling and it all goes black. When you awaken... Oh no! It’s Croco and some Crooks from Rose Way! He takes your coins and runs off. Chase him down from where he went, avoiding two Magmites, to find him at a dead-end. Using one of his bombs, he blows up the wall and runs. Follow him further, jumping to avoid Magmites. If you do face any, you might fight a Cluster. These enemies should be dealt with first, as they can greatly damage Geno. Eventually, you’ll see a Crook hiding behind a crate. Fight it and win to rather easily get a Flower Tab, which you should now use. Now follow Croco again. This time, a Crook hides behind the jump pad. Fight and beat it for another Flower Tab. Follow Croco again to fight another Crook behind a crate. He gives you another Flower Tab. Use it. Follow Croco again. This time, you actually can touch and catch him, which is why I advise you save before the battle, right after dealing with the third of his Flunkies. This time, he is HARD if you aren’t prepared. +-------------+ | Croco | +-------------+ This wily thief has 750 HP, 52 attack and 50 defense, 27 magic attack, and 50 magic defense. As you can see, he’s not kidding this time (although Bowyer has similar stats). His stats aren’t what makes this battle hard, though. Now, why did I get you to Level 10? Well, Mario now knows Super Flame, and Croco just so happens to be weak to fire. Ah, Nintendo is making arsonists... Geno is probably Level 9, hopefully, from all your Wiggler-fighting in Forest Maze. Let him use Geno Boost to raise Mario’s attack on your first turn if he knows it; if not just attack Croco. Croco then attacks, rather pathetically at that, leaving you with Mario’s turn. Use Super Flame, pulled off by pressing Y repeatedly. Using this strategy, you can do up to 200 damage to the croc with Mario’s attack alone. Normally, you’d be somewhere around Level 7 or 8 and you’d be getting whooped. Now, three turns in, let Geno use an item to restore your FP. Trust me, you’ll want it. Super Flame costs 9 FP per use, which is good because we got three FP prior to the battle from the Flunkies. Now, Croco will start talking when weakened at this point, and he’ll ask if you want the items back. He then steals all your items. Now, imagine you’re two levels weaker. By this point, you’re aching from your low defense and attack, and Croco is still 300 HP strong! Luckily, you have full FP now, and you can continue using Super Flame until Croco is defeated, restoring your stolen coins and items to their rightful owners. When he’s beat, he flees before you can finish him, returning your junk. Otherwise, you also get 10 Experience Points and 50 coins. He also leaves behind one Bambino Bomb, whatever that is. +------------------+ | Coal Mines | +------------------+ Enemies: Bob-omb (90 HP), Cluster (60 HP), Enigma (150 HP), Magmite (26 HP), Mezzo Bomb (150 HP), Micro Bomb (30 HP), Sparky (120 HP) Now we’re officially entering into the Coal Mines, the pre-boss part. Now, that battle should’ve been easy for you if you listened to all my Level 10 ranting, and I hope it was. All the same, exit the mine to save and heal before continuing. Now, go around the circle you chased Croco in until you find cart tracks leading into a cave. Take this path to find a mole staring at a wall, an impassable dead-end. This is Pa’Mole, Dyna’s father (the mole girl who is lost in here with her brother Mite). Using the Bambino Bomb, you blow through the wall. Go through to find a room with two paths, a low and high one. First, take the high one. When you do pass through the opening, go forward, jumping the Bob-ombs, to find a chest with a Starman inside. Use it to defeat the three Bob-ombs on this level. Then, when the Starman wears off, drop to the lower level. A Shy Guy on a mine cart with ram into you, bringing you back to the beginning. It also knocks loose a Frog Coin. Hooray! Now return to the high road and drop to the low road, continuing down the path. Jump up the crates at the end and head right to go to a new screen. Repeat this jumping process again here and then hit the chest to get a few coins. The purpose of this chest is to keep you stationary as enemies come at you, you see. Then go through the door. Here, a brigade of Bob-ombs are marching your way. Jump over all four and go forward to a Save Block and a chest. Hit the latter for a Mushroom. Then, up ahead, jump from the stacked crates to the chest in the air for a Flower. I’d save again, now. Head forward and a screen and a strange creature knocks you backward. Try again and this time work your way around it, heading right and then hitting it from the side, to engage it. +-------------------+ | Punchinello | +-------------------+ Punchinello is a strange, purple bear-like creature from what I understand. He wants to become a star, so he will defeat THE Mario to become famous. Well, Punchinello, I hate to break it to you, but living in a cave is not the way to become a celebrity. The battle then begins. Not only does he boast 1200 HP, but also 60 attack, 42 defense, 22 magic attack, and 40 magic defense. Start the battle off by using regular attacks. After the first wave of attacks, he summons three Micro Bombs. Since they’re not bosses, I included them in the regular enemy list, although you don’t fight them elsewhere. They will simply explode in your face, doing one or slightly more damage. Don’t waste your time on these. Instead, target Punchinello again with another round of regular attacks. Now here’s where things start to vary. He likes to use Sandstorm, which can scare you. With Mallow wearing the Fearless Pin, he’ll be unaffected. However, you may want to use Able Juices (Rose Town) on scared characters if you have any. After dealing some damage to him, he “ups the ante” by replacing the Micro Bombs with Bob-ombs. Not only can two of these attack in one turn, but they do more damage. However, if you’re wearing the Mega Shirt/Pants/Cape at Level 10 or so, they’ll do one just like Micro Bombs. So, continue your onslaught of regular attacks until he gets frustrated. Now it’s clobbering time. He summons three Mezzo Bombs, each possessing 150 HP. Even so, continue your regular attacks against Punchinello. He’ll run out of FP around then, too. When you leave Punchinello gasping for breath, he summons the ultimate bomb! He says he didn’t want to do it, but now he has no choice. Mallow steps forward to say he’s bluffing, but he then proves it. It is a gigantic Bob-omb! When it explodes, one would expect them to be dead, but all that happened was messy; they were covered in ash or gunpowder. +---------------------+ | Mine Car Ride | +---------------------+ Conveniently, the Star falls from a nearby shaft, and the Star cleans the messy musketeers. We now have three of the shattered pieces of Star Road. Only four more to go. As it turns out, Punchinello was not a part of the Smithy Gang. Smithy’s minions had not foreseen this, and they had no minions present. It simply seems that Punchinello was a rather strong bomb enthusiast who got wrapped up in becoming famous by beating a passerby. Go forward through the door to find Dyna. She’s in a mine cart and you can read the directions for it. Press A or Y to brake. Press B to jump. Press X to accelerate. Your goal is to collect Mushrooms. This note provided to you by the Moleville Safety Board (MSB). As you might be able to tell, your goal is to use the Mushrooms to accelerate and get the best time possible. Mushrooms should be saved for the 2D screens, as they are very hazardous in the turn-filled 3D screens. To make very tight turns, brake as you go. Also, move the control stick in the direction you’re turning. If not, you’ll land outside the tracks, slowing you down. At the end, you fly from the track. Meanwhile, Ma’Mole and Pa’Mole are just talking about when the kids will get home. Just then, the cart crashes through their roof! It’s Dyna and baby brother Mite! We reunited lost relatives and got a Star! Huzzah! “You’ve found Dyna, Mite, and a Star Piece… But where is Toadstool?” ======================================================================= =============================Purple Star*============================== ======================================================================= +----------------------------+ | Snifits in Moleville | +----------------------------+ Exit the house and you’ll hear Snifit 1 talking. He’s trying to coax a beetle to come play with them. The second and third also attempt it. They are four black Shy Guy-looking creatures, which are called Snifits, introduced to the Mario world in Super Mario Bros. 2. The beetle comes to Mario, and the Snifits tell you to drop it. It’s a present for Booster, you hear! They reveal that Booster can’t catch beetles by himself; he’s way to busy keeping the princess from the sky entertained. Gee, that seems like something related to the plot of the game. Could this supposed sky-princess by Princess Toadstool? I completely forgot we were looking for her. Well, there’s no time to waste! We’re off! +-----------------------+ | The Lucky Jewel | +-----------------------+ In the shop in Moleville, the miner found some stuff he wants to sell. However, he sells them separately to add value to them. First, he has the Lucky Jewel for 100 coins. You probably won’t use it often, but it lets you get the Lucky bonus at will in battle. Buy it if you want, but remember that the jewel has limited uses. +--------------------+ | Booster Pass | +--------------------+ Enemies: Artichoker (200 HP), Carroboscis (90 HP), Lakitu (124 HP), Spikester (50 HP) Exit Moleville and advance to Booster Pass. See the second bush here? Check it for a Frog Coin. Now you’ll likely some enemies. The green spiky enemies are called Spikesters, and they may team up with Carroboscis enemies. They are pretty weak and are of little concern. Carroboscises can transform you into scarecrows and mushrooms; watch out. First thing to do is head up, over the ledges and under the Lakitu overhead, and jump on the plant there to reach an edge against the north limit of the screen. Follow this ledge to the leftmost point of the screen, and then stand on the plant there. Jump to hit a hidden chest with a Flower in it. Also, note that some of these plants are actually enemies called Artichokers. They have good defense and high HP to boot, making them the toughest enemies here (although all of them are in your awesome shadow). Also note that you can fight the Lakitu if you jump to it. Not surprisingly, they use many electric attacks. Now, head up the ledges here. Near the exit is a hidden chest (to the left) containing Rock Candy, an attack item. Now follow the path to go north one screen. In this screen, head up the ledges and fall off the inward gap to the right to gain three coins and clear out some Spikesters. Continue north a screen to exit the short pass. +--------------+ | Bowser | +--------------+ When you enter from the World Map, you’ll see Bowser in front of the tower. He has lost all of his troops by now (Booster Pass is a silent killer). But, he misses the good old days, back when Toadstool was screaming in terror, Mario rushed to save her… He’s crying when he turns around, but he quickly composes himself when he sees Mario. He then mentioned that Toadstool would be crying like a baby if she were at his castle. Just then… the view rises up to a sobbing Toadstool on the balcony of the tower. She looks down and sees Mario! Seeing her in tears, he leaves for his castle now. Try to open the door to find it locked. Then try to exit and Bowser runs up to you. He charges the door to knock it down, creating an entrance. Now, he going to do something he may regret later. For now, he’s letting you join the Koopa Troop. We have joined Bowser’s party! I guess he was desperate for troops after all! Now there are four in the party. The Menu has a new option called Switch. Select it. The three on the left will fight, and Mario must always be out. The right character(s) are inactive. Select the two you wish to switch and it will happen. Right now, Bowser is Level 8, with 80 HP, 470 Experience Points, 15 Speed, 85 (wow!) attack, 52 defense, 20 magic attack, and 30 magic defense. Unarmed and at a lower levels he can best Mario in attack power and defense. Were I you, switch Geno for Bowser. Don’t get me wrong; Geno is great. However, we want to get a hang on Bowser first. Also, for now, equip Bowser with the Antidote Pin. Note: All characters gain experience points from battle, even if they’re not fighting in it. +---------------------+ | Booster Tower | +---------------------+ Enemies: Blaster (120 HP), Chomp (100 HP), Fireball (10 HP), Jester (151 HP), Orb User (8 HP), Remo Con (88 HP), Rob-omb (42 HP), Snifit (200 HP), Spookum (98 HP) As soon as you enter, go forward and talk to the black Snifit here. It is Snifit 1. Booster’s too busy to play right now. # 1 will then fight you. He shouldn’t prove difficult, though, even with all 200 of his HP. Now, in the corner are two chatting blue Snifits called Spookums. They are weaker than their cousins, and this one is paired with an Orb User. Spookums have several special attacks, among them Gunk Ball, the silencer. When silent, your character cannot use special attacks. Orb Users can recover damage; take them out first with just about any attack. They do have considerable defense, though. Also, one Spookum is paired with a Jester. They have several card-based attacks, but they are easily beaten due to low defense. Also, a note on Unarmed for Bowser. Press A when you hear the scratching sound. Now, take the stairs up and defeat the Spookum. Look! Paintings of the Booster line. For no reason in particular, I’ll note the order. First comes the red cap, then the yellow hat, then the pirate, then the punk, then the glasses, then the scholar. As you continue, go through the door. Climb the stairs here and avoid (or engage) some Spookums coming down in a line. Then enter the next room. Someone’s voice sounds! From the train tracks above comes Booster, the keeper of this famous tower of amusement. He reminds me of Wario… Normally, he welcomes visitors to play with him and his Snifits, but recently a princess fell into his possession. He cannot, therefore, play with you at the moment. Have fun, though, at your own risk! Go forward and you’ll see Booster jump off the train and run down the tracks. Follow him to be stopped by Snifit 2. This fight is the same as the last. Two waves of attacks should beat it. Now go forward, following the tracks to a hidden Flower Tab. Use it to increase your FP count and then take the path leading right. Here, take the stairs up and you’ll fight some Rob-ombs. They are relatively weak, and they explode like their brethren to attack. You may also fight a Remo Con. Nothing special there… When you reach the top, you’ll see Booster run from behind a curtain and into a new room. However, don’t follow him. Instead, take the middle path. In this room, you must jump down to a catapult below which will send a Bob-omb up high and then knock you into the chest above. The catapult point you’re aiming for is at the center of the room. To reach it, stand on the lower yellow tile on the floor and jump so that you’re in line with the second panel on the wall. If done correctly, you’ll be hit into a chest containing the Masher, a hammer. It even hits Mario in the head! Ha, I laugh at him! Seriously, though, the Masher offers a 20 + attack increase from the Punch Glove. Equip it now. It is used just like the Hammer was. Now then, go back up the tower and get to the room Booster left to. Here, jump on the ! Switch. After hearing some rumbling, something happens in Booster Pass (but what?). Continue to the next room. Here, there is an awesome cameo to be seen. Enter the curtained area by going behind them. When you come out, you’re old-school Mario from the NES days! That is Mario when he has a Mushroom in the NES hit, Super Mario Bros. The music in the background is the theme to the first level, World 1-1, of that game. When you try to leave the room, the game over act occurs, and Mario runs back to the curtains, becoming 3D again. Go through the north door and jump up the steps, avoiding the Spookums as you go. After the second set of steps, you’ll see Bullet Bills, old Mario enemies, shooting through the air. Touch them to engage a Blaster. With pretty high HP and fantastic defense, they are not to be trifled with. Let Mario finish them with Super Jump if you want to beat it quickly. Avoid the Bullet Bills until you Snifit 3, who is responsible for these enemies. Talk to him to fight! Now that you have the Masher, Snifits are even easier. In the next room, jump up the steps, avoiding Rob-ombs if you can manage, and take the next room at the end. Here, save at the Save Block. Now go to the next room. There’s a locked door here that you need a key to open. I’m quite curious, and we’re opening that door. You must touch the portraits of Booster’s ancestors in the correct order. Here’s how you should do it. They are numbered in order of which to touch first. 4 5 3 6 2 1 This reveals the actual Booster, spying on you from behind the portrait, and he drops the Elder Key. Use it on the locked door to find of all things a Chain Chomp! It’s sleeping. Jump into its head and Bowser comes out, calming it down. He jumps at it (knowing it’s a she somehow), and then asks you to look the other way (it’s shy). When you look back, Bowser tells you the sad tale. The chomp has been imprisoned here ever since she bit Booster. Now, she wants to stir up a little trouble! You got Chomp! It’s a new weapon, for Bowser. As if he actually needed more strength… To do the timed hit with it, press A when it latches onto its victim. Now exit the cell and go down the hall to a door. Take it to progress further in this tower, which has already proved quite fruitful. Here, follow the path up to a Thwomp, another old enemy of Mario. Right of it is a chest with a Mushroom in it, by the way. Now, go left and jump on the catapult. This knocks the Thwomp up, and it falls, knocking you way up. On this new level, avoid the Spookums parachuting into the room to reach the top. When you reach the stairs leading up, go into the pocket between the stairs and wall and jump for a Frog Coin. Now head up the stairs and take the door. Here, the room is filled with coins, but Fireballs, blue Sparkies, are lurking about it. Lucky for you, they are extremely weak. They do have one attack, though, called Mega Drain. It’s hard to know when to block or who it targets, and can do heavy damage. Anyways, walk about this room to get the Room Key, four Frog Coins, and several coins. Use the Rook Key on the north door and hit the chest for the Zoom Shoes. Whoever wears these increases their speed by 10. Not bad... Equip them to Mario, as they actually raise his stats more than the Trueform Pin does. Now, when ready, return to the previous room and take the left door. In here, the stairs are riddled with Chomps. With 100 HP, they aren’t too bad. Defeat them, first thing. Jump over the second two and go to the new room. Booster comes out on train, his personal railway he uses to get around the tower to better torment visitors. He inadvertently announces that Toadstool is to be his bride. He then starts raining Rob-ombs on you. Leave the room to the south and he rides away, practicing crying. Here, run up the stairs to a new room. In it, save at the Save Block and go right. Stand on the yellow block and making two running jumps to reach a chest. Hit it for a Frog Coin Also note the presence of two hidden chests. One is by the first yellow block (right side of the room). It is a Mushroom. The other is atop the Frog Coin chest. Make a running jump to it and jump for the Goodie Bag. You can sell it for 555 coins or you can use it in battle as many times as you want for one coin each time you use it. So, if you use it a lot, you’ll turn a profit. Now exit the room to the right. Here, there is seemingly nothing. Go down once more. Mario puts his eyes to the hole in the door to see Toadstool! At long last, they are reunited! Mario tries to open the door, but he finds that it is locked. As Mario thinks, Booster is coming. Thinking quickly, Mario hides behind the curtains in this room. Booster comes in and talks to his three Snifits. He wants to marry Toadstool, and they will have a rehearsal for the wedding. But, Booster points out that Mario usually shows up to ruin things (he knows you all too well). They start searching for the Mario doll, but cannot find it. So, the Snifits start searching for the doll behind the curtains. Where else could it be? This mini-game can end in one of two ways. First, you might fight Booster and his Snifits. This is if you get caught three times. Second, you’ll get the Amulet. Snifit 1 is the first to look. He’s easy, as he does it by himself. Simply hide in the corner and move when he’s coming to it. Alternately, move to the curtains he just checked. He won’t check the same one twice in a row. Snifit 2 then starts looking. Using your jump, you should be able to dodge them. At one point, a Snifit looks as though he’s about to check the far-left curtain but goes for the one that is one to the right. That’s when Booster calls in Snifit 3. Now it’s difficult. If you’re caught, you start all over, and you can be caught only twice to still win. In the end, you’ll be under the Mario doll. Booster checks the fourth curtain, revealing you. Instead of seeing you, he sees the Mario doll above you! Mario then jumps to knock it down, and Booster rewards you with the Amulet. Alternately, should you lose, you’ll fight Booster. +---------------+ | Booster | +---------------+ He’s fairly simple. You fight him only if you got caught three times in the previous mini-game. Booster has 800 HP, 75 attack, 55 defense, 1 magic attack, and 40 magic defense. Each Snifit that fights with him has 200 HP, 60 attack, 60 defense, 20 magic attack, and 20 magic defense. The three Snifits attack normally, but Booster can do two attacks. Loco Express (double pun! Locomotion is a train, and “loco” means crazy in Spanish) does quite a bit of damage, and Spritz Bomb does so similarly. First, let everyone use normal attacks to take out the bothersome Snifits 1-3. When isolated, use Super Jump on Booster with Mario, let Mallow heal the party and meet their other needs, and let Bowser use Chomp. Not too hard, eh? +-----------------------------+ | Knife Guy & Grate Guy | +-----------------------------+ Either way you do it, Booster goes to the balcony. He wants to get this show on the road, and he uses the password (a “spell”) to open the door, which turns out to be your file name (for me, it was Luigi). By the way, if you check the box of toys in this room, you may see a doll of Samus Aran, another Nintendo character making a cameo in this game. She’s from the Metroid Series. Anyways… Now go onto the balcony. Booster took Toadstool and jumped off, leaving two of his goons to take you down. Knife Guy has 700 HP, 70 attack, 55 defense, 20 magic attack, and 10 magic defense. Grate Guy, the one on the ball, has 900 HP, 60 attack, 40 defense, 25 magic attack, and 40 magic defense. However, they can “fuse,” by getting atop each other and attacking, which will kill you if you aren’t prepared (we’re talking 50-60 damage). First, attack Knife Guy relentlessly. Focus all your attacks on him, and you’ll eventually beat him. He is especially weak to fire, making Super Flame the perfect attack. As far as Knife Guy goes, he only uses a moderately strong knife attack on you, dealing somewhere in the area of 14 damage. Grate Guy is all the power in the group. He can silence you with Echofinder, and he can also put party members to sleep. However, with only specialty attacks and no muscle, Grate Guy is nothing without Knife Guy. He does have a jack-in-the-box kind of attack, but it is pathetic. When you have beaten Grate Guy through normal attacks, you’ll get 25 coins and 30 Experience Points. The party then jumps off the balcony in pursuit of Booster. +--------------------+ | Booster Hill | +--------------------+ Booster runs up his hill with Toadstool strapped onto his back, and Mario appears to rescue her. Mario, you aren’t invited to the wedding! He unleashes his Snifits to slow you. Remember, you are racing Booster. You can move left or right and you can jump. Avoid the barrels and Snifits or you fall back. Jump on barrels or on Snifits to sprint forward. Touch Toadstool to gain Flowers. At the end, your FP rises by how ever many Flowers you got, and you then arrive at the small city of Marrymore. +-----------------+ | Marrymore | +-----------------+ A shop and an Inn can be found in this small settlement, both in the same building. You’ll find several new items. Buy the B’tub Ring as an accessory, and then buy all the Happy defense series – Happy Shirt, Happy Pants, Happy Cape, and the Happy Shell. Buy Geno the Hand Gun and buy Mallow the Whomp Glove. The Chomp Shell is not as strong as the Chomp, and the Super Hammer isn’t as good as the Masher. Afterward, you should have these items equipped. Bowser’s Work Pants can be bought at Moleville. ----------------------------------------------------------------------- Character Weapon Armor Accessory ----------------------------------------------------------------------- Mario Masher Happy Shirt Zoom Shoes ----------------------------------------------------------------------- Mallow Whomp Glove Happy Pants Fearless Pin ----------------------------------------------------------------------- Geno Hand Gun Happy Cape Trueform Pin ----------------------------------------------------------------------- Bowser Chomp Work Pants Amulet ----------------------------------------------------------------------- If you have the coins to spare, I’d also stay in the Suite for 200 coins. You get a Flower Tab for taking the suite, by the way. Maybe it’s not quite worth it, but you weren’t using those coins for anything else, now were you? Also, in the normal room, you’ll find a hidden chest above the shelf in the lower-left corner containing a Frog Coin. In any case, go to sleep and save. Now, go forward toward the chapel. Raz and Raini, a couple from Mushroom Kingdom, were to be married, but Booster barged in unexpectedly. Snifit 1 threw out the others, and he’s barricaded the door. Go right and enter the chapel from the side of it hidden from view. Here, follow the obvious path until you reach Snifit 1, holding the door tight. Seeing you, he needs to warn the others. However, the door’s locked! With his help, run into the door to bust through it. The Snifits warn Booster that you’re here, and they bolt the door. Like before, use Bowser to bust the door down. This knocks the Snifits into Toadstool, knocking loose three of her accessories. She’s dropped her ring, her brooch, and her shoes, and her crown! And she’s wearing it, too! The wedding begins, but Toadstool has salty water coming from her eyes. Snifit 2 points out that she might be crying. Snifit 1 finds the brooch, Snifit 3 finds her ring, and Snifit 2 finds her shoes. Talk to each Snifit and take the crown from Booster’s head. Bowser then comes out, presumably to take Toadstool. But, Bowser claims that he has bigger fish to fry. She’s going to give her hero a kiss, and Bowser and Booster break in. A scene is then shown, one of any of these three. -Toadstool kisses Mario, while Bowser kisses Booster (my eyes!) -Bowser kisses Mario (my teeth!) -Bowser and Booster kiss Mario at once (my femur!) Any way you slice it, that’s one for the scrapbook. Toadstool then asks to be escorted back to the Mushroom Kingdom, and Mario walks away from an angry Booster. Just then, though, Chef Torte, a Terrapin cook, comes out with the cake. He’s more Italian than Mario. The chef and apprentice are upset that you’re leaving after all their hard work, so they decide they’re going to beat you up to force you to eat the cake. +-----------------------------------+ | Torte, Bundt, and Raspberry | +-----------------------------------+ Each Torte, both apprentice and master, has 100 HP, 60 attack, 50 defense, 8 magic attack, and 27 magic defense. Even so, you can’t do damage to them, and their attacks on you do very little damage. Bundt, the cake, can also be attacked. Keep attacking the cake, and it eventually moves. Continue attacking it and it moves more. Eventually, Chef Torte, the right one, realizes that it IS moving! They run away, and the battle truly begins. Bundt has 900 HP, 65 attack, 10 defense, 20 magic attack, and 15 magic defense. It also has enormous FP, and it attacks several times per turn. It may use Diamond Saw, quite a powerful attack, or Blizzard to attack everyone. Lullaby can put you to sleep with a Super Mario World beat, and Sandstorm can make characters afraid. It has two other regular attacks, but it also has Mega Drain, not too shabby. Each time you attack, one candle goes out. You need to extinguish all candles, which are relit each time it attacks. When all are out, attack once more to defeat Bundt, leaving only the base of the cake – namely Raspberry. It is much the same as Bundt. It has 600 HP, 70 attack, 20 defense, 28 magic attack, and 25 magic defense. Like Bundt, it is weak to jumps, and you can avoid much harm to yourself and others by using Super Jump. When its HP is depleted, Snifit 1 comes in. They are trying to defend Booster’s wedding cake, and Booster then comes in. He says that they should boil it, but Snifit 2 thinks he should swallow it whole. Booster opens wide and he gulps it. It’s so good it makes him want to cry! Satisfied, they leave. Toadstool has joined the party! She is Level 9 with 50 HP at current. Note: From now on, Booster and Snifits 1-3 can be found on the balcony, which is locked, of Booster Tower. He is waiting for his new bride to fall from the skies. +---------------+ | Reunion | +---------------+ Exit the chapel. As you do, Raini and Raz come round to thank you. Now the happiest couple ever is getting married. Huzzah! They’ll stay at the suite and then honeymoon in Yo’ster Isle, by the way. Exit Marrymore and Mario will return to Mushroom Kingdom automatically. Enter the castle and talk to Toad. Now follow the Toad forward into the Chancellor’s room. Everyone gathers round to find Toadstool safe and sound. Toadstool then asks how anyone could trust Bowser. At that point, Bowser makes his grand entrance, along with Mallow and Geno. Bowser snarls and everyone scatters. Mallow speaks for him, and tells the Chancellor the story. As a result of a terrible explosion, the princess, Bowser, and Mario were thrown in different directions. A huge object crashed through Star Road high above Bowser’s Keep, and it fell right into the keep – a gigantic sword! Bowser’s castle has been taken over by monsters of the Smithy Gang. Bowser then adds that Mario begged him to let him join the Koopa Troop. Mallow explains that he’s following Mario to find his true parents and home. Geno says that it is his responsibility to mend Star Road by finding the Star Pieces. They then explain the wish-granting process. Toadstool goes off to her room and wishes the party good luck. The Chancellor then asks if it could’ve been this Smithy character that attacked the kingdom… The Chancellor implores you to defeat Smithy. +--------------------------+ | Princess Toadstool | +--------------------------+ Leave the castle and Toadstool will drop in from above, floating down gently with her parasol. She wants to join your party to help you find Stars. However, she hasn’t the slightest clue as to where to look for such things. Mallow comes out and inputs that “at times like these, we should ask Grandpa,” and by that he means let’s consult Frogfucius. To Tadpole Pond! +-----------------------+ | About Star Hill | +-----------------------+ You must have given Frogfucius the Cricket Pie as we did much earlier for the Froggie Stick to make this work. If not, go to the store manager in Mushroom Kingdom and exchange the Rare Frog Coin for the Cricket Pie, and then deliver it. He says that a large star has been sighted on Star Hill. Gee, thanks. On the World Map, Star Hill is now open to you. +-----------------+ | Star Hill | +-----------------+ Enemies: Gecko (92 HP), Mastadoom (180 HP), Mukumuku (108 HP), Pulsar (69 HP), Sackit (152 HP) This is purely speculative, but I think that Star Hill plays an integral role in the wish-granting process. Here, you can check flowers to hear wishes. I believe that, when Star Road is operational, these flowers act as mediators between the world and Star Road to transmit these wishes. That is probably why you can hear wishes. Regardless, this place is weird. I’d even go so far as to say it is the weirdest place in the game. Go forward to see two large Star Gates. The right one is the exit to Star Road, leading to Marrymore. The left one leads deeper into Star Hill. Check the flower by the gate to open the latter, and then pass through it. Here, Geno comes out to inform you that this is Star Hill. He explains that wishes, transformed at Star Road, fall from here. Ah, so this is where wishes are stored. Anyways, to the right is smiley-faced flower. The wish is for Cricket Jam… it must be Frogfucius! First, you’ll notice three new enemies. Mukumukus are the mole-like creatures. Geckos are the lizards. Sackits are the advanced Crooks. I recommend using Mario, Geno, and Bowser for this place. Raini and Raz also have wishes here about their family, and Mallow has a wish for not being a crybaby. Now activate the flowers, all of them scattered around here, to open this new Star Gate. Toadofsky of Tadpole Pond has a wish here for melodies. Belome has a wish for food, too. Chef Torte has a wish to be a world class baker. One wish is from Mallow’s mom and dad, wishing Mallow found his way home. A moment of silence, please... Croco also has a wish about being the best treasure-hunter in the world. As for the Star Gate, the flowers are one in each cardinal direction, two to the south and east. Luigi has a wish in this screen. It says “I wanna be a great plumber like my brother Mario.” There’s a wish from Punchinello, hoping to be famous. One wish is from a Yoshi, wishing they could run faster (it’s either Yoshi or Boshi). Also, go north in this screen to find the Star Piece. Pathetic! There’s no boss or anything. This truly had nothing to do with the Smithy Gang at all. Well, we’re up to four now. “You’ve come a long way, but your journey’s not over yet. There are 3 more Star Pieces.” Exit Star Hill by activating all the flowers here. That was a disappointment, although it was fun figuring out what people wanted to happen. It is also Luigi’s first cameo in this game. +--------------------+ | Seaside Town | +--------------------+ New on the World Map is this depressing place. It doesn’t look that bad, but the Smithy Gang misery music is playing in the background. I wonder why… Go right to find an Inn. The guy there will let you stay for free. Head left and enter the item shop, first one. This place is expensive! Seriously, and all their items are attack items. Talk to the man in the second shop to learn why everyone is in fear. A pirate lives in the sea nearby. His name is Jonathon Jones, and he isn’t too friendly. The second man tells you that a Star fell into the ocean near there, and J. Jones probably has it. Left of the shop is a closed off house. North of it is the home of the Elder. It tells you that a Star has fallen into the ocean and you need to retrieve it for him. Hmm, these guys are kind of suspicious. Upstairs you’ll find a frog. Remember him? You met at Tadpole Pond when he was but a tadpole. He’s a pupil Frogfucius, and now he occupies his time searching for the meaning of life. He can sell you things for Frog Coins. He has several good items. See Ya, for ten Frog Coins, lets you run from battles, unless bosses, even if you are slow as can be. However, buy the item Earlier Times for 15 Frog Coins if you can afford it. It lets you start a battle over when used. We’ll return for the other items later. Exit Seaside Town to enter the Sea, new on the World Map. We’re going to kick that pirate’s can to take the fifth Star back! +---------------+ | The Sea | +---------------+ Enemies: Bloober (130 HP), Leuko (220 HP), Mr. Kipper (133 HP), Zeostar (90 HP) When you enter, go down into a new chamber. You’ll find a mystic here with a shop, and he sells several items you’ll want. Buy them and he tells you that a giant squid sunk the ship, and several went to survey the remains. They never returned. When it’s all said and done, you want your party to look like this. ----------------------------------------------------------------------- Character Weapon Armor Accessory ----------------------------------------------------------------------- Mario Masher Sailor Shirt Zoom Shoes ----------------------------------------------------------------------- Mallow Whomp Glove Sailor Pants Fearless Pin ----------------------------------------------------------------------- Geno Hand Gun Sailor Cape Trueform Pin ----------------------------------------------------------------------- Bowser Hurly Gloves Work Pants Amulet ----------------------------------------------------------------------- Toadstool Slap Glove Nautica Dress Wake Up Pin ----------------------------------------------------------------------- In case you’re wondering, Toadstool came with the Slap Glove. Its timed hit is gotten by pressing A before you hit an enemy. As for Bowser’s new weapon – the Hurly Gloves – he tosses Mario at enemies to do damage, more than his Chomp could. Press A before Mario hits the enemy to pull a timed hit with it off. Behind the merchant is a path leading south. Take it to a Save Block; save there. Return to the merchant now. Below him is a different path leading south. Take it and follow the path around to a starfish on the ground. It’s called a Zeostar, and it’s teamed up with a Bloober. Bloobers have a habit of running away, and both of them are weak enemies. You’ll most likely beat them on the first turn, meaning that you’ll never have to actually battle them. However, do not fight any of them. Drop down to the chest and hit it for a Starman. Now storm the Zeostars! While invincible, you’ll beat them in one shot, and thus you will gain experience automatically. Now advance into the next section. Here, Zeostars are teamed up with Leukos, which are quite weak to the Masher. Beat them first, as they have pretty powerful attacks (like Bolt). Note that Zeostars can poison you if they are left alive long enough. They can also use Recover. At the end, you’ll see a path leading south. Don’t take it just yet. Instead, there’s a hidden path to the north. Take it and hit the chests for a Mushroom, a Flower, and a Frog Coin. Now go south twice, back on track. In here, drop into the water and take the whirlpool down to the sea bottom. Against the left wall is an opening, and in that room is a path up to the top of a ledge. There, hit the chest for an item – the Max Mushroom. Use it to recover all HP. Save it, my friend, as it will help in the future. When ready, take the southern land path. Here, drop out of the cave and into the water. If you should fight a Bloober, they may be accompanied by a Mr. Kipper, and advanced Goby from Kero Sewers. Like any enemy down here, they aren’t so tough. Attack them normally. Take the whirlpool down and then enter the pirate ship via the crow’s nest pipe. +-------------------+ | Sunken Ship | +-------------------+ Enemies: Alley Rat (105 HP), Bandana Red (120 HP), Bloober (130 HP), Crusty (80 HP), Dry Bones (0 HP), Goombette (100 HP), Gorgon (140 HP), Greaper (148 HP), Hidon (600 HP), Leuko (220 HP), Mr. Kipper (133 HP), Reacher (180 HP), Straw Head (131 HP), Zeostar (90 HP) Drat! Now, I admit that I do not like some places. I dislike Kero Sewers, Forest Maze, Bean Valley, and Land’s End, the latter two of which we haven’t reached yet. However, I can’t stand this place. Not only is it huge, no, sorry, gargantuan, but it is quite difficult as well. The boss is exceptionally hard (unless you use my strategy, which dramatically lessens your suffering), and… I’ll stop now. In the first room, a page has been posted. It is a page recalling a giant squid pulling the ship into the depths. Go north a room to find a Save Block and another page. It says that they captured the squid in the treasure cellar. Save and brace yourself. Pregnant women, the elderly, people with heart problems or symptoms, or those who are upset easily should not go on this ride. Well, it’s time. I’m admittedly quaking in my boots. I mean, I don’t even have my inhaler. Well, nothing to it but to do it I suppose. Return to the first room and go left. Brace yourself. You want to avoid the floating apparitions, called Greapers, because they have tons of special attacks that deal lots of damage. Plus, they have Deathsickle, which makes you scared. Beat them first, for they have relatively low defense. Then you’ll face a Reacher with the first Greapers, and these are tough. With moderate defense and huge attack strengths, they are devastating. After the battle, let Toadstool use Group Hug to heal everyone. There is also a page on the crates. It says that the door to the cellar is locked with a password of six letters. Great… Now jump the crates, avoiding Greapers, and eventually going north. Here, you’ll want to avoid a Greaper. If you fight the Dry Bones, the skeletal remains of deceased Koopas, note that they are immortal. No matter how you attack them, they stay alive. The only way to actually beat them is to use a special attack, and any one of them works (Thunderbolt, being the cheapest, is the best). As for that matter, keep out Mario, Mallow, and Geno. Another page in here says that the hints to solve the password are provided by different people in this place... How mysterious... Here, jump into the hole made by the crates for a Flower. Then descend down the staircase, avoiding the Alley Rats if possible. Should you be forced to engage them, then be wary of their strong poisons. They can do eight damage in one turn, not like their lesser counterparts, Rat Funks. Also, some might be paired up with Gorgons, advanced Enigmas. If you know the secret of Geno Whirl (press Y right as the whirl leaves the screen to do a timed hit, dealing 9999 damage to normal enemies), then you can practice it on them. Toward the end, jump on the crates to reach the chest, which contains coins. Now go south at the end. Greapers guard the doors to the left. You get three items by taking these doors. You fight the Greapers alone, making them somewhat easy. I’ll now number the doors in order of closeness to you. 1) Here, you must make a Sky Troopa pursuing you from above knock a cannonball onto a ! Switch. To do this, lead it to the left end of the room and then line it up with the stack. Now stand behind the crates so that it follows you, knocking the cannonball onto the switch. A Mushroom falls for you to take and a scroll. It reads “Memo left Magellean: There is an ‘s’ in the word.” 2) This door is guarded more closely by a stronger Greaper. Inside, though, you’ll find three hook insignia crates in the air, and hitting one stops its respective spring. Notice that each spring is sliding about a lit portion of the ground. Do you see the innermost lit area, which is brighter than the others? Stop the springs when they are on the edge of this light. Stop all three and a cannonball falls from the ceiling to bounce on the springs and onto the ! Switch. Down comes a Flower and another scroll. It reads “Memo left by Magellean: It is found on the bed of the ocean.” 3) Alas! The three-dimensional maze is here (press X to start over, by the way). I can’t really help you, but good luck with it. Jump a lot, as this often opens new areas. At the end, press the ! Switch to make fall a Royal Syrup (restores all FP) and a note. It tells us this time that there are two vowels in the word. Exit this room and go south into a room with a mystic in it. Talk to him to shop if you didn’t come prepared. Afterward, defeat the Dry Bones and hit the chest for several coins, and then go north. The doors are numbered similarly as they were above. 4) This time, you must follow the trail which a coin sets for you, collecting all coins spawning from the original. You cannot take the spawning coin or wait too long, as this will cause the coins to disappear, causing you to start over. Succeed to keep all the coins you got (160) and to get a note: “Memo left by DeGama: It has four consonants.” 5) Here, hit the far left hook block to fire a cannonball from the nearby cannons. Stand under the cannonball and jump to hit the ball into the above block and trigger the next cannon, and so on until you have the Mushroom and message: “Memo left by Van Doren: At least… two consonants are side by side.” 6) The Greaper guarding this door has a Straw Head by its side. This is an advanced Hobgoblin, and it should be defeated first. Inside is a Save Block (use it) and two exclamation switches. Stand on the stack of barrels to the right. See the one slightly more elevated than the others? It is the top layer, bottom row, second column barrel. Jump on it to knock it down. Now, face the right wall and jump on the barrel until it rolls to the switch. Now jump on the left ! Switch to make a Mushroom and note fall down. “Memo left by Van Doren: The ‘r’ comes before the ‘l’.” Go north once to find a new room. And now, for a deciphering of the clues by Mr. Sherlock Holmes! Sherlock: It is simplicity itself. If we are to believe that these clues are indeed true, then let us consider words which have six letters in them that meet these singular conditions. First, be aware that there are three letters guaranteed to us – namely, r, l, and s. If r is before l, then they form “rl,” which is found in words of the nature of “curl” or “hurl.” Therefore, I infer that these two letters come at the end of the word. If there is also an s, then it should come after this combination, which would make the word plural, resulting in a word that would read ___rls. We are also aware that two vowels should be found in the word. Either these vowels encompass a consonant, or these vowels are found grouped together as the second and third letter. The latter is more probable, and thus we should consider the possible combinations. Numerous combinations are possible, but far fewer are likely due to the ending of the word. We might have had a u preceding the end of the word, but we would need two, and thus it is logical to deduce that the letters “ea” come next, as in “earls,” quite a noteworthy position in England. Then, we have the curious clue of the password relating to the sea. I inferred as much upon seeing several water-marks, and we can now conclude that the word is “pearls,” which meets all of the conditions set by the previously complex memos. Quite often, the most complicating point of a case is the one most likely to elucidate it, and – That’s okay, Sherlock, we’ve heard enough. Now, enter the letters to make “pearls”. If you need help deciding which letter goes where, use this chart. +-----------------------------------+ | Key Letter 1 m c o t

| | Key Letter 2 o t s y | | Key Letter 3 r e t s | | Key Letter 4 a t s c | | Key Letter 5 t e r o | | Key Letter 6 t e k r | +-----------------------------------+ Speak the password into the pipe to open the door. A long tentacle reaches forward, beckoning you forth. Go back a room, save, and then go forward into the chamber with Mario, Mallow, and Geno. +---------------------------------+ | King Calamari & Tentacles | +---------------------------------+ Jumping jackets! You’re facing three tentacles, and they look nasty. The left tentacle (1) has 200 HP, 87 attack, 70 defense, 35 magic attack, and 23 defense. The right tentacles (2) have 260 HP, 82 attack, 50 defense, 35 magic attack, and 49 magic defense. Start by destroying the right tentacles, as they are stronger. Geno is here for a reason, you know. With Geno Whirl, use the 9999 trick I have above (press the Y button just as the whirl is leaving the screen. A crack signals that you’ve done it correctly) on a tentacle. This will destroy it for sure, and you can then let Mario and Mallow finish another tentacle. Beat the first three and the party moves forward in the room to face off against three more tentacles, this time two on the left and one on the right. Use Geno Whirl on the right one first to beat it. Then let Mallow and Mario finish a left tentacle. These tentacles can take one character, including Mario, out of battle. For that time, attack any tentacle, not necessarily that which abducted the character in question to drop them down (they’re scared when they reappear, halving their attack and defense). After these tentacles, the gang moves forward to face the host of them – King Calamari. He has 800 HP, 100 attack, 80 defense, 30 magic attack, and 40 magic defense. Start by taking out its remaining tentacles with Geno Whirl, while Mario and Mallow attack King Calamari. Note that the king is weak to fire, and Super Flame is effective if you have the FP to spare. King Calamari has a few status attacks. Venom Drool can poison a character. He also has Drain Beam, a weak attack that hurts everyone. Ink Blast also deals a lot of damage. When you’ve beaten it, you get 100 coins and 34 Experience Points. Afterwards, you fall to a jump pad back in the ship. +-------------------------------+ | Sunken Ship (Continued) | +-------------------------------+ Enemies: Alley Rat (105 HP), Bandana Red (120 HP), Bloober (130 HP), Crusty (80 HP), Dry Bones (0 HP), Goombette (100 HP), Gorgon (140 HP), Greaper (148 HP), Hidon (600 HP), Leuko (220 HP), Mr. Kipper (133 HP), Reacher (180 HP), Straw Head (131 HP), Zeostar (90 HP) You may want to go back to save. From the jump pad, go north into a room with a Dry Bones and jump onto the stacked crates to reach the next tier of the room. Take the door and stop. Some Alley Rats are shooting Bullet Bills from cannons here. Now, you can attack Alley Rats to face them and maybe some other enemies, but note that there are no Blasters to be fought here. The Bullet Bills do not hurt you; they just push you into a gap in the room, making you start the room over. When you’ve reached the end, exit the room. Here, take the stairs down while avoiding Alley Rats and go through the door you find. Now, there are two seemingly unreachable chests in this room on some crates. First, don’t take the little hole in them. There’s an enemy in there, and it is unavoidable inside that tunnel. Get on the two stacked barrels and make a running jump for the crates. Get on top and you made it. From here, hit the chests for coins. Now take the northern door. A mirror Mario is found here. He’s actually quite useful. First, hit a hidden hook block toward the right limit of the screen, right in the middle. This makes a chest appear. Stand on your doppelganger and jump to reach the chest, containing a KerokeroCola. This drink recovers all party members completely. Now, to bypass your duplicate, run against it and then jump to pass over it. Now go right and then south to a new room. See the alcove against the left wall? Defeat the Dry Bones guarding it and then head down it to find a secret room with a Frog Coin in a chest in it. When ready to proceed, take the stairs down. Save at the Save Block and hit the chest for a Mushroom. Now, jump the barrels and hit the chest. It’s a Hidon, much like the Pandorite we fought in Kero Sewers. Fight it normally for a long battle, as it has plenty of attack to go around. Otherwise, beat it easily with Super Jump. If you fight it long enough, it will create Goombettes, small Goomba monsters with 100 HP apiece. They are very strong, and I suggest using specials like Thunderbolt and Geno Whirl on them. When you’ve won, you receive 100 coins, 17 Experience Points, and the Safety Badge. Equip it to Geno, and then equip the Trueform Pin to Toadstool. Now go north into a new room. We can currently do nothing; go north again. Get in the water and then take the whirlpool to the floor of the waterlogged room. Now go south. Collect the four Frog Coins here and avoid the Mr. Kippers. They may be partnered with a Crusty, imposing crablike creatures, or lobster-like creatures. They have awesome attack and defense, although their magic defense is very low, especially to thunder-type attacks (use Mallow’s Shocker or Thunderbolt on them). Now go north twice to end up in a log hallway filled with Zeostars and Mr. Kippers. Here’s where you’ll also encounter Bloobers and Leukos. Jump over them to reach the next room at the end. Here, you’ll see a Bloober with several smaller ones attached to it, like Blooper Babies (Bloobers are taken from old Mario enemies called Bloopers, first appearing in Super Mario Bros., although they actually were called “Bloobers” in Super Mario Bros. for the NES). Each little Bloober is a separate enemy. Anyways, jump up the barrels and you’ll reach a door. Don’t enter just yet. Instead, get back into the water and swim to the corner for a Frog Coin. Now enter the whirlpool. From where you land, go left and enter the door hidden from sight behind the barrels. Here, hit the chest for the Safety Ring, a new accessory, and a good one, too. It guards against mortal blows. So, equip it to Mario and let Toadstool have the Zoom Shoes. All in all, your party should be equipped like so: ----------------------------------------------------------------------- Character Weapon Armor Accessory ----------------------------------------------------------------------- Mario Masher Sailor Shirt Safety Ring ----------------------------------------------------------------------- Mallow Whomp Glove Sailor Pants Fearless Pin ----------------------------------------------------------------------- Geno Hand Gun Sailor Cape Safety Badge ----------------------------------------------------------------------- Bowser Hurly Gloves Work Pants Amulet ----------------------------------------------------------------------- Toadstool Slap Glove Nautica Dress Zoom Shoes ----------------------------------------------------------------------- The above combination is designed for the best possible stat increases. Use it and conquer. Now return to the door we found earlier. Take it to find… a room filled with shark-pirates! Yikes… They fight you (Looking for a Star? They’ll let you see stars!). These are Bandana Reds, minions of Jonathon Jones. Each has 120 HP. Not too tough, really. They have fairly strong special spear attacks, like Skewer and Pierce, but you’ll have beaten them by then. Let Mallow use Thunderbolt. Get a timed hit and you’ll have beaten them. They run off to warn the upper deck. Hit the chest for a Mushroom, and then head up the stairs. When you do, some Bandana Reds come charging down at you. As you go up, two more Bandana Reds drop a barrel, crushing the other ones. At the top of the stairs you’ll face more Bandana Reds. Remember the key to victory – Thunderbolt. When you win, take the door. You may want to go back to save before doing this, as this battle is no picnic. +----------------------+ | Jonathon Jones | +----------------------+ Sitting with soda in hand, Johnny sits before the Star, blue in color. After insulting your looks (well, he’s a shark!), he takes claim of the Star, as it fell into his sea. He then walks over to fight you. I recommend using: Mario, Mallow, and Geno. This strategy has several good points, and I have one strategy that will let you win. You’re pitted against Johnny and four Bandana Blues, his elite. Johnny has 820 HP, 85 attack, 80 defense, 25 magic attack, and 60 magic defense. Stellar stats, huh? Each Bandana Blue has 150 HP, 80 attack, 60 defense, 20 magic attack, and 30 magic defense. First, use Geno and Mario’s turns to attack two different Bandana Blues. You need to deal at least about 40 damage to each of the two you attack. Now, let Mallow use Thunderbolt, wiping out both the two you attacked and weakening the other two. Johnny and crew then attack, leaving no prisoners. Aside from that, then attack ONE, and ONLY ONE, of the remaining Bandana Blues, so that you leave only one in the fight. Now, for the rest of the battle, do not kill that Bandana Blue. Let him go about his ways, dealing one or so damage. Now, focus everyone’s attacks on Jonathon Jones. It is slow-going due to his fortress-like defense, but Mario’s Masher does a ton of damage (I think it can break through defense points). About halfway through, Johnny uses Get Tough, which will turn him red in color and will greatly increase his stats. He doubles them, in fact. Still, keep attacking Johnny, who uses his trident attack every time (Bandana Blues have all the reds’ attacks) he does damage. Eventually, normal attacks will let you win. Don’t even try special attacks; he’s not weak to any certain element and he has huge magic defense. You’ll eventually win. Now, if you do kill all of his Bandana Blues, his other Bandana Blues come in and fight Mallow and Geno alone. That’s right; it’s Mario vs. Johnny in a one-on-one fight. Well, this is quite tough. Without the aid of your partners, it can take a while to beat him, especially when he uses Get Tough. When you win, you get 57 Experience Points and 50 coins. Johnny is impressed, mate, and he gives you his Star. Think of it as a souvenir of your fight. Now go right and hit the trampoline to bounce out of here. On the World Map, quickly stop at Rose Town to use the Inn for free. Now return to Seaside Town. We need to give the Elder his Star for his own purposes. +-------------------------------+ | The Smithy Gang Strikes | +-------------------------------+ When you arrive, the townspeople assemble to welcome you. The Elder rejoices, but he then reveals a dark secret. He is Yaridovich, a member of Smithy’s gang. To earn brownie points, Yaridovich plans to personally deliver the Stars to Smithy, making his job all the easier. All the townspeople were just using you to get the Star! You know, now it seems rather obvious, but the first time I played this, I had no idea that that was going to happen. Give Yaridovich the Star and he and company run off. Follow him to the seashore. Blade, their ride, is late, and they now have to swim for it. Just then, Jonathon Jones and the Bandana Blues jump out of the water! Now that they are cornered, they take off their disguises as ordinary, although black and dull, Toads. GROUP FORMATION! Spinning around, they transform into the most horrid beast the world has ever known. +------------------+ | Yaridovich | +------------------+ Note: You may want to use Toadstool in this battle. She has Group Hug, and you’ll want it quite badly after and while fighting this loser. This guy is skin and bones, err, metal and bolts. He has one long spear, and you fight on some sort of broken cliff, even though that’s not where we were. Yaridovich has 1500 HP, 125 attack, 85 defense, 70 magic attack, and 75 magic defense. This thing makes Johnny look like a joke. Still, I find him to be much easier. Start off with a round of normal attacks. The atom bomb then hits. Yes, I’m referring to that accursed attack – Water Blast. It does more damage than any other attack we’ve seen yet from an enemy (collectively); it does 50-60 damage per character. See why I recommended Toadstool? Yeah, her Group Hug is a real life-saver. However, Yaridovich does have a weakness to thunder-based attacks and nothing else. For Mallow’s turn, each and every turn unless you’re using HP Rain or an item, use Shocker (8 FP). You’ll do 100 damage at the minimum, which can shorten the battle considerably. Combined with Masher, which does 70 or so damage in a timed hit, you’ll finish up this battle very quickly. However, let me note this loon’s other attacks. Static E can do minimal damage to everyone. Willy Wisp deals a lot of damage to one character (up to 50), and he can also split into two with a mirage attack. His mirage has 500 defense, 100 attack, 40 defense, 60 magic attack, and 10 magic defense. Yes, it can attack, too. However, you can dispose of it by attacking the real one. While in mirage, Yarodovich can use one attack that does 50-80 HP worth of damage called Pierce; be careful. To figure out which Yarodovich is real, use Thunderbolt. Because the fake has lower magic defense, the one that receives less damage is the real one, and the one that takes more damage is the fake. When he’s on death’s door, Yarodovich becomes one again. This fight’s all about persistence. Keep fighting and you’ll beat him easily. If a partner does die, use a Pick-Me-Up immediately, and always have one of your characters with 70+ HP in the reserves. If you aren’t using Toadstool, then let Geno be the item-provider, or Mario if you’re in really bad shape. Mallow is the key to victory in this battle. When you win, you come at smelling like a rose. You get 40 Experience Points and 50 coins. After just fighting Jonathon Jones, getting 97 Experience Points in total, someone practically has to level-up now. If not, you’re very unlucky. “Smithy is now in the race for the Star Pieces! What horrible surprises might he have in store for Mario?” ======================================================================= ===============================Red Star*=============================== ======================================================================= +---------------------------+ | Seaside Town Reborn | +---------------------------+ Go down and pick up the key here, called the Shed Key. It must open the locked door in town. Also, read the notice on the tree. It is from Jonathon Jones, wishing you good luck. Now go back to the shed and open it to find a room full of people. In gratitude, he gives you a Flower Box. If you said “No” to Yaridovich’s request for the Star, he would’ve tickle-tortured the townsfolk. If you keep saying “No,” you’ll eventually have to accept it. The more the townspeople are tortured, the worse the reward is (the worst possible being one coin). Anyways, assuming you got the Flower Box, use it now to add 5 to your FP count. Now exit the shed and let’s begin exploring Seaside Town, now alive and exciting. It’s the town that never sleeps! People from all over have shops set up in the item shops here. Take the first one. It’s a Snifit, from Booster Tower! This store is called Beetles are Us. For 150 coins, you can purchase a Beetle Box. Now, if you go to Booster Hill, you can catch beetles and bring them here for coins and the like. How sexist is this? Male beetles are worth 50 coins, while females are worth 1. Then, golden beetles are worth 1 Frog Coin. Now, go up one. The kids here run shops, the lower of which is great. It’s a weapons shop, and it has several new weapons for sale. The Masher, such a great item so early in the game, is still Mario’s strongest item. You should, however, buy the Parasol, the Double Punch, and the Ribbit Stick. Also, buy the Hammer if you want. It’s a Lucky Hammer, and you get the Lucky bonus in battles by defeating enemies with it (this lets you play the find Yoshi game). Near him is an armor shop. It has nothing we don’t already have, though. There’s another shopping complex to the upper-right. Starting from the left, you’ll see a health food store. You can buy HP/FP/condition healing items. Next door is the Mushroom Boy’s Shop. He eats mushrooms that you have and gives you items for them. “Rippin’” Mushrooms get you Rock Candy. “Berry” Mushrooms get you Maple Syrup, while “Flower” ones get you Flower Tabs. Find different types of mushrooms in Forest Maze. Next door is the accessory shop, which has nothing new for us. Also, you may want to see Frogfucius’s student to pick up See Ya. Also, talk to the Elder. He tells you that Land’s End leads to a town filled with monsters. He hears a Star is there… Now save and exit town. +----------------------------+ | Booster Pass Revisit | +----------------------------+ Enemies: Apprentice (120 HP), Artichoker (200 HP), Carroboscis (90 HP), Lakitu (124 HP), Spikester (50 HP), Spikey (20 HP) A while back in Booster Tower, we hit a switch that activated something in Booster Pass. In the first screen coming from Moleville, go left to find a new cave opening. Take it and then hop across the path. A Spookum is here, and you might jump into him. His name is Apprentice, and he’s searching for you. If he beats you, Booster might make him Snifit 4. Apprentice has 120 HP, not exactly tough. A few attacks will set him straight. Now go forward, hitting the chests for a KerokeroCola, a Frog Coin, and a Flower. Cool! +----------------------+ | Moleville Stop | +----------------------+ The miner in Moleville now has a new item for sale. It is called the Mystery Egg, and it’s yours for 200 coins. Ooh, what does it do? Well, that was a short side quest. +------------------+ | Land’s End | +------------------+ Enemies: Chewy (90 HP), Chow (80 HP), Fink Flower (200 HP), Formless (10 HP), Geckit (100 HP), Kriffid (320 HP), Mokura (620 HP), Octovader (250 HP), Ribbite (250 HP), Shogun (150 HP), Shy Away (140 HP), Spinthra (230 HP), Stinger (65 HP) In the screen you start in, there may be a puff of blue smoke in the air. If so, use the cannon ahead of you to launch forward and touch it. This is Formless, an optional boss. Formless has 10 HP, 0 attack, 0 defense, 50 magic attack, and 0 magic defense. Use any special attack on it and suddenly a green cloud called Mokura appears. It has 620 HP, 0 attack, 75 defense, 80 magic attack, and 90 magic defense. It has a number of special attacks, but it is very easy to beat. You get 30 Experience Points by winning, no coins, and possibly a Royal Syrup or a KerokeroCola. You can fight it multiple times, and this is the way to go for leveling-up. Back in the cannon, shoot yourself to the yellow platform rising up. When at its peak, jump to the upper-left to hit a chest with Red Essence in it. When used in battle, it keeps you invincible for three turns. Now go north once. Here, use the cannon to launch yourself forward. Should you land in the pit, three Chows come out. Chows are advanced K-9’s from way back when (Bandit’s Way, five Star Pieces ago). They also might be paired with an Octovader, similar to their cousins in Rose Way. Take out the Chow first, as it has relatively low HP in comparison to Octovaders. Chows can poison you, and Octovaders have several condition attacks. You may also fight a Shogun, ant warriors with swords. Defeat the Chows first, though. A timed hit by Mario’s Masher can beat a Shogun in one shot besides. Now, drop to the area between the cannon and the cliff ledge. In line with the cannon, jump to reveal a yellow platform. From it, on the cliff, jump a little ways forward to hit a second platform. Cannon to it and ride the platform to a chest containing a Frog Coin. Also, in the corner of the high cliff here (the lower-left one) is a hidden chest containing a KerokeroCola. Take it and then drop to the lower tier, moving on right to the next screen. Go forward, jumping over gaps to reach an orange Gecko, called a Geckit. Geckits are constantly confused, and they can hurt themselves as well as you and their partners. So, since they help you a lot, defeat the Spinthra they are partnered with first. They have lots of HP, and a very strong Poison attack, but their defense is quite low. Moving on, this area is quite interesting. You have the ability for two non- characteristic Mario actions – trying shooting yourself off the edge with a cannon or touching a moving cannon to tumble into the wall – and Geckits are operating cannons over here. Some are partnered with Chewies and a Shy Away. Start by taking down the Shy Away. It has strong attacks, and you don’t want to deal with it. Then take out the Chewy enemies, much like Piranha Plants from Pipe Vault. Anyways, the goal here is to jump across the gaps on the upper level to advance a screen. Once there, use the Save Block. The bee enemies here are Stingers, relatives of the Buzzer from Forest Maze. Also, they usually partner with Fink Flowers, also advanced versions of old enemies. Take out the Stinger first. They are pretty weak at 65 HP, and they have good attack. Fink Flowers are pathetically easy. Their defense is ultra-low, and they use Recover in dire straits, progress which can be easily undone. Here, use flowers like you did in Bandit’s Way to ascend the ledges. At the end, you’ll reach Sky Bridge. Remember how to get there, as we’re doing a short side quest. +------------------------+ | Cricket Jam Stop | +------------------------+ Drop down from Sky Bridge and go forward. See the hole with smoke rising? Jump into it to enter a tunnel. Follow the path, as it is rather straightforward, until you see a chest floating above some mushrooms and by a stack of crates. Jump from the crates to the chest for a Frog Coin. Now continue down the path until you reach a spring. Bounce on it up through a pipe to end up in… Kero Sewers! Jump to the left and get on the ledge there. Do not fall! If you do, you’ll have to start everything all over. Now head down and hit the chest for Cricket Jam, a special item. Now fall down in this room to a spring that you should use to exit Kero Sewers. Head for Tadpole Pond and give Frogfucius the Cricket Jam. Remember way back in Star Hill when he overheard people’s wishes. Frogfucius wished for Cricket Jam, so this is a dream come true for him. He gives you ten Frog Coins for your good deed, and he then says “My wish has come true.” Mario - wish-granter/plumber/hero/racer/party animal/tennis player/golf player/referee/doctor/carpenter/painter/many other things. +------------------------------+ | Land’s End (Continued) | +------------------------------+ Enemies: Chewy (90 HP), Chow (80 HP), Fink Flower (200 HP), Formless (10 HP), Geckit (100 HP), Kriffid (320 HP), Mokura (620 HP), Octovader (250 HP), Ribbite (250 HP), Shogun (150 HP), Shy Away (140 HP), Spinthra (230 HP), Stinger (65 HP) Return to Sky Bridge of Land’s End. Talk to the mystic here and he’ll let you play his game for 5 coins. There are three versions. On Normal, you simply jump across the platforms. Beat it for 5 coins. On Special, the blocks fall if your time runs out. You get 8 coins for clearing that. On Expert, jumps are harder and blocks will fall. Frog Coins are awarded for Expert. In each course, Bullet Bills are fired at you. Play if you want, or jump across the platforms for no fee at all. At the end, take the north path to drop into the desert region of Land’s End. Talk to the Rat Funk here and he’ll tell you how to find Monstro Town – take the whirl with the ant in it. Head north and look in the whirlpools of sand for a Shogun – the ant warriors. Find the right one and (you can jump on their heads for coins) fight it. When you win, take the whirlpool it was inhabiting and you’ll end up in a new screen with another Shogun. Repeat this process until you end up in the underground, as Rat Funk calls it. If you miss one, you start over. Also, note that Shoguns can use Carni-Kiss, quite powerful, and they can use Vigor Up. Also, Mokura (Formless) is present in some screens of this process. Now, to the underground! Here, drop down to a chest containing a Starman. With it, run right, defeating all enemies on the way, until you defeat a wall of Chows by a hole that says “In” by it. You fall to a room full of monsters. If you do face these Geckits, you might’ve fought a Kriffid, fake plants like Artichokers. Take it out first. There’s a mystic in the room (left, jump to him) who will sell you a Starman for 400 coins. TAKE IT! There are tons of Geckits in here, and you will certainly gain a level. Afterward, go north. +---------------------+ | Belome Temple | +---------------------+ Enemies: Chow (80 HP), Shy Away (140 HP) Belome has his own temple. I am so jealous! Anyways, follow the path to a mystic on a jump pad. He will let you use it to go to the surface for 100 coins, but you do not want to do that right now. Instead, go north of him. Hit the chest here for coins and then talk to the mystic. For 50 coins, he will tell you future. There are three statues on the wall. Hit them in the order of your choosing and your fortune awaits. Here are the combos and what they do. Left -> Middle -> Right: Some of the time you’ll get a Mushroom, while about the other half of the time you get a Yoshi Cookie. Left -> Right -> Middle: The room contains a Yoshi Cookie. Middle -> Left -> Right: Three Chows appear for you to defeat. Middle -> Right -> Left: Half of the time you’ll fight three Chows, half of the time you’ll fight three Shy Aways. Right -> Left -> Middle: A third of the time you’ll get a Frog Coin. The rest of the time, you get 100 coins. Right -> Middle -> Left: You’ll find 100 coins. Whatever you choose (I like the fifth choice myself), go north and take the pipe. You end up in the room with the things that were foretold to you by the statues. In the next room, hit the chests for coins and Frog Coins before continuing any further. Now, use the adjacent ledge or half-wall to jump onto the first chest you hit. Jump above it for a secret chest containing a Frog Coin. Now, on the ground, go right of the stairs and hug the wall near the stairs. When you reach a corner right of the stairs but left of the Frog Coin chest (the non-hidden one), jump there for a hidden chest containing a Frog Coin. Now you may proceed north. Here, a mystic tells you that the tile acts as an elevator, and any number of rooms can be arrived at. If you’re lucky, you’ll find Belome, and Monstro Town will be just beyond him. Hit the tongue of the statue and a message comes out. If it is “Mmm, I’m so hungry! Wish I had something to eat!,” then take the elevator. If not, exit the room, reenter, and repeat the process until you get the correct message. Take the elevator down and go right to a pipe. When you land, you’ll find Belome, whom you must touch to start fighting. +--------------+ | Belome | +--------------+ He’s got a second wind, and it is a hurricane! Seriously, he was a total wimp when he last saw this guy vacationing in Kero Sewers. Now he has the home field advantage, although he’s still very easy. Belome has 1200 HP, 120 attack, 80 defense, 20 magic attack, and 40 magic defense. He also has learned several new tricks. He is able to clone you and your partners with one attack, and each has varying stats. These clones can attack and do all those things as if they really were you. The chart below has their stats. ---------------+----------+----------+----------+----------+----------- Enemy Name | HP | AP | DP | MA | MD ---------------+----------+----------+----------+----------+----------- Mario Clone | 200 | 100 | 90 | 33 | 50 Mallow Clone | 150 | 80 | 65 | 70 | 80 Geno Clone | 250 | 120 | 60 | 60 | 30 Bowser Clone | 300 | 130 | 100 | 12 | 0 Toadstool 2 | 120 | 90 | 60 | 62 | 70 ---------------+----------+----------+----------+----------+----------- Even with clones present (just hope Toadstool is one of them…), keep attacking Belome. He’s the real danger, as he can produce clones. Ultra Jump is a good way to spend Mario’s turns (it’s basically Super Jump only it hits everyone). Also, he’s weak to thunder-type attacks, making Shocker equally effective. He’s starving, so he leaves for dinner. You still have to defeat the clones, though, to end the battle. This shouldn’t prove difficult, though. Afterward, hit the ! Switch and water comes gushing out! No, just kidding. Go through the door and talk to the Rat Funk. The pipe here is a shortcut to Monstro Town where they suspect the Star is, according to the Elder of Seaside Town. Take it to end up in the sleepy village. +--------------------+ | Monstro Town | +--------------------+ Note: The Save Block in this town is to the far-right in a small hole by some bushes and crates. This is one of the best, if not the best, towns in the game. Enter the item shop and you’ll see a Goomba formerly a member of the Koopa Troop. Bowser comes out he is immediately humbled. He introduces his triplets, each Goombettes, and begs Bowser for forgiveness. He does, and Bowser explains that he has a new troop now to take down Smithy. The Goomba will help you by equipping you, though. There are two equipments here, each for Bowser. Buy the Spiked Link, but not the Courage Shell. Believe it or not, Bowser’s sweaty Work Pants from Moleville, two Stars ago, are better than this. But, the Spiked Link, just like the Chomp we got in Booster Tower, is a new weapon that adds ten more attack to our tank, King Bowser. Now go to the leftmost door and open it. Inside, talk to the Toad-like creature, Monstermama, the landlord of the town. Yeah, the star is upstairs. Well, what are we waiting for? This easy star is like the sequel to Star Hill! Go upstairs. Ah, shoot. It’s a Zeostar! Go downstairs and exit the house. As you go, Monstermama asks you how you like the star. She says that the Star isn’t anywhere on land. This is the edge of it all. It must be up. And to go into the skies, you need to go to Bean Valley. She calls in several Sky Troopas, led by admirable Sergeant Flutter. Forming tight formation, they fly off with orders to get mustache here over the cliff to Bean Valley. Okay. As soon as we do a few things around town, we’re going to scale that cliff. We WILL succeed! +---------------------------------+ | Treasure in Belome Temple | +---------------------------------+ You might notice a key atop the entrance to one house. This is two doors left of the item shop. Enter it and talk to the Thwomp, the blue stony thing. He’s a very interesting character… Keep talking to him say, ten or fifteen times, and then exit the house. Because he jumps and crashes into the floor each time he talks, he knocks the key above a bit closer to the edge. Pick it up when it does fall for the Temple Key. Now, we’re going to further explore Belome Temple. Empty your pockets of unnecessary items, might I add. Enter Belome Temple via the spring to the far left in Monstro Town. Inside, go south and then jump on the spring. This time, go left once, and then take the elevator platform up to the upper area with the mystic and the statue. Hit the statue to get a message. If it is “Sorry, I’m not accepting visitors past my bedtime,” then take the elevator down and then use the pipe. Aside from the hungry Belome message, this is the only possible other message here. Now, you’ll see a golden statue of Belome here. He wants to eat the key, so give it to him. First, you’ll find eight Frog Coins. Then you’ll find four Flowers. In items, you’ll get a Max Mushroom, a Royal Syrup, and a Fire Bomb. Ka-ching! Now we have everything in Belome Temple, and we don’t ever need to enter that horrid place again (although we will in the near future). +-------------------------------------------------+ | The Three Musty Fears and the Ghost Medal | +-------------------------------------------------+ On ground level, the rightmost house in Monstro Town is the Inn. You can feel free to stay there for free, courtesy of the 3 Musty Fears. So, check the Amanita with A and you’ll go to sleep. Above you appears a Greaper! And a The Big Boo! And a Dry Bones! They want to see if you can hear them, and so they challenge you to a round of “Find the Flag,” what can only be described as the best game ever. They go off to hide the flags, and they come back to give you a hint. Greaper hid his flag behind a wooden flower. Dry Bones hid his flag under a green bed. The Big Boo hid his flag between “O” and “A.” Hmm, I think I know where they all are. Let’s go in order, shall we? First, go to Rose Town. The town emblem is a wooden sign in the shape of a flower. Check behind it to get the Greaper Flag. Note that you check with the A Button. Now go to Mario’s Pad. It’s swinging, bro. Check the bed, which is green, for the Dry Bones’ Flag. Now go to Yo’ster Isle. In the race track, the word “GOAL” is written, one letter to each lane. The Big Boo Flag is hidden there. Now, while on Yo’ster Isle, might I point out two new things. First, a baby Yoshi is born from an egg (in the left area). Second, Raz and Raini, the couple who married at Marrymore, are honeymooning here. Now, return to Monstro Town and sleep at the eerie Inn. In thanks for playing their game, they give away their grand prize. When you wake up, Mario will be equipped with the Ghost Medal. It’s actually quite bad, as it lowers stats in comparison to Mario’s Safety Ring; do not equip it. Earlier in the game, it would’ve been great, though. +-----------------+ | The Cliff | +-----------------+ Enter Belome Temple and pass through it until you reach the surface of Land’s End. Here, go north to the cliff, where Sergeant Flutter and his Sky Troopas position themselves. You must scale the cliff by jumping shell to shell on these Paratroopas. It is remarkably easy. At the top, go north into Bean Valley. +-------------------+ | Bean Valley | +-------------------+ Enemies: Box Boy (900 HP), Chewy (90 HP), Chomp Chomp (150 HP), Fautso (420 HP), Fink Flower (200 HP), Geckit (100 HP), Kriffid (320 HP), Octovader (250 HP), Shy Away (140 HP), Spinthra (230 HP), Stinger (65 HP) Curse this place! It has Bandit’s Way music, which I wasn’t in love with, and some of the most annoying enemies ever. Ahead of you are two pipes. Take the right one and you’ll emerge in a new area. Now go as far left as you are able to. Jump there for a Frog Coin in a hidden chest. Now take the left pipe. Here, go down until you reach a second pipe. Take it to a chest, which contains a Flower, and then reuse the warp pipe. Go north one screen at this time, please. Here you will find five pipes arranged like so. +------------------------+ | 2 | | | | 1 5 | | | | 3 4 | +------------------------+ That is somewhat accurate. Use the Save Block north of them and then return to the pipes. Wait for the Shy Away to water the Chewies in the pipes, and then jump on them to fight them. Upon winning, take the pipes down. Like in Forest Maze, I describe their contents below according to how I numbered the pipes. 1) Here, you’ll find a chest. Jump to hit it and you’ll experience a slot machine. Jump to stop the slots. Depending on what you get, mushrooms, flowers, or stars, you’ll get different items. Below is a chart showing the setup of the slots. +-----------------------------------------------+ | 3 of a Kind: Frog Coin | | 2 Mushrooms and Flower/Star: Mushroom | | 2 Flowers and Mushroom/Star: Flower | | 2 Stars and Mushroom/Flower: Rock Candy | | None Matching: Box Boy (see # 5) | +-----------------------------------------------+ 2) There are three Geckits and a Chomp Chomp to be found here. Defeat them all. The Chomp Chomp is merely a harder version of the Chomp from Booster Tower. 3) It’s another slot machine. Try for three of a kind – a Frog Coin. Use the spring to exit the place. 4) There’s yet another slot machine to be found here. Also, stand under the chest and walk due south. Jump as you go to find a hidden chest containing a KerekeroCola. 5) When you first enter, go left and hit the chest for a… Box Boy! Yes, this is just like the Pandorite in Kero Sewers and the Hidon in the Sunken Ship. This one, though, is much tougher. With 900 HP, you’re going to want to use Super Jump on Mario’s turns, regular attacks with Mallow and Geno’s. This is effective because it is weak to jumps. However, this accursed thing knows Water Blast, the bane of our existence. Oh, you thought Yaridovich was the only freak who knew that, huh? Well think again! Also, about halfway through the battle, it releases a Fautso, a terribly ugly genie-looking creature with 420 HP. It is weak to ice, and Mallow’s Snowy attack is great on it. Focus Mario on using Ultra Jump on the Box Boy, while Mallow and Geno attack Fautso. Watch out for their multi-attacks, and heal when appropriate. Blast is very strong, and Carni-Kiss is unbelievably so. When you win, you get a lot of coins and Experience Points (150 and 34, respectively). Now, go north of the Box Boy, defeated I hope, and jump under the stairs for a Frog Coin. Now climb the stairs, facing or avoiding the Geckits, and you’ll reach a spring. Use it to find a chest containing a Frog Coin. Also, in the chamber with the Box Boy in it, you can find a Red Essence hidden in a surprise chest north, slightly east of the spring, before a corner. Afterwards, save and go north of the pipe screen. Make sure you’re healed before doing this. A Shy Away is watering this Chewy. Attack it to start the fight. +---------------------------+ | Smilax & Megasmilax | +---------------------------+ Hmm, boss music. Plus, this is no Chewy. It’s a Smilax. Gasp! This pathetic thing (emphasize “pathetic”) has 200 HP, 100 attack, 80 defense, 70 magic attack, and 50 magic defense. One round of normal attacks will defeat it. Then Shy Away flies in, singing “La dee dah.” I quoted it because it will come in handy later (yes, that particular phrase. Beware Dr. Topper!). Watering the plant, two Smilaxes grow! This time, you’ll actually feel its sting. Smilax can bite you, which isn’t too bad, use Pollen Nap (which may put Mallow to sleep if you are using my accessory combo), Drain and Flame for minimal damage, and nothing else. It’s rather odd that a plant can use fire attacks, though. Defeat them both as you normally would, and then the Shy Away returns. This time, using recycled water, it makes three Smilaxes! Hi ho, dee dum is right! This time, you might want to use Mallow’s Snowy attack (they are all weak to ice), as it will probably beat them all instantly. To use a timed hit, rotate the control pad as many times as you can. This time, Shy Away added nutrients. Two Smilaxes appear, and one Megasmilax grows. One attack it has is Flame Wall, which actually does little damage (none to Mario, who is resistant). Still, don’t see it as weak. It is a titan. Petal Dance can do serious damage, as well as turning you into a mushroom. He can also bite you for around 40 HP worth of damage. And, Megasmilax has 1000 HP, 140 attack, 80 defense, 70 magic attack, and 80 magic defense. First, rid yourself of the Smilaxes. The best way to do this is with one Snowy attack by Mallow. Smilax and Megasmilax are weak to ice, and this is their only weak point. It can also use S’Crow Dust, which turns someone into a scarecrow. Only Mallow will be affected, and it’s better than being a mushroom. In the end, you’ll most likely win rather easily. Shy Away is furious at this. That Smilax was guarding the path to a place called Nimbus Land, according to this Shy Away, and Queen Valentina had told her to keep people out of it! It runs away, leaving a note behind. Check it and take the Seed. Wonder what it does… Take the pipe the Smilax was guarding and you’ll see a Brick Block, the type of block from Super Mario Bros.! Hit it and a beanstalk grows. Hit the block again to climb it. +-----------------+ | Beanstalk | +-----------------+ Enemies: Birdy (150 HP), Heavy Troopa (250 HP) To your left you’ll see a Birdy. They aren’t that tough (except for their Grinder attack, doing 40 damage to some), but just look who teamed up with them. Excuse me, but I must leave the room for a second (*mad laughter*). Yes, I’m back now. This is why I love this game! Heavy Troopas really ate their veggies, now didn’t they? I especially like their attacks. “Heavy Troopa’s ready to launch.” Anyways, they have low defenses, and their attacks aren’t that good. Defeat them first, though. Now, jump onto the green vine. Climb up it and then jump to the yellow one. Now stop. See the Birdy? When it’s low, jump clear over it. Now climb up. If you jumped at the right angle, you’ll be able to jump to a Frog Coin here. Now take the blue vine up to the next screen. Here, take the red vine and jump for a Flower at the top. Now jump to the blue vine and climb it to the top. Stop and stand in the very center of it. Now, walk right a bit to the edge, and place your thumb (without pressing it) on the leftmost and bottommost directions on the control pad. Now run and jump in that direction, hopefully grabbing onto the yellow vine. Alternately, jump onto the chest you hit earlier and then jump to the vine. Either way, get the Frog Coin and take the yellow vine up. Here, take the blue vine up and jump to the red vine. Jump for the Frog Coin, and then grab onto the vine again before climbing to the top. Jump to the yellow vine. Standing squarely on the top, jump once to reveal a hidden platform. Use the red vine to get onto it, and then jump to the green vine to the left. At the top, hit the two chests for a Frog Coin and the Rare Scarf, an accessory. Now fall through the hole. Hit these chests for two Flowers and fall again. At the bottom, hit the spring. Take the left spring. +-------------------+ | Nimbus Land | +-------------------+ When you arrive, Valentina is announcing that King Nimbus has fallen ill. But, she has found the missing prince! Prince Mallow, that is. Here he comes. Hmm, Prince Mallow looks like a large bird with a red- tipped beak. But who am I to judge? And, at the request of the prince, Valentina agrees to become the queen of Nimbus Land. Wait a minute! What a coincidence! There’s a prince with the same name as Mallow, that puffball guy in our group. Well then, let’s go left to the item shop. After buying the weapons, you’re going to want your equipment to look a little something like this. ----------------------------------------------------------------------- Character Weapon Armor Accessory ----------------------------------------------------------------------- Mario Mega Glove Fuzzy Shirt Safety Ring ----------------------------------------------------------------------- Mallow Sticky Glove Fuzzy Pants Rare Scarf ----------------------------------------------------------------------- Geno Hand Cannon Fuzzy Cape Safety Badge ----------------------------------------------------------------------- Bowser Spiked Link Work Pants Amulet ----------------------------------------------------------------------- Toadstool War Fan Fuzzy Dress Zoom Shoes ----------------------------------------------------------------------- Make sure to sell all your Happy armor and Sailor armor if you still have them. The Masher has finally met its match almost three Stars later. Equally amazing are the Work Pants, which we actually did get three Stars ago! To think that they’re Bowser’s best armor so late in the game but gotten so early on… If you inquire around, you’ll learn that everyone is shocked by Prince Mallow’s, err, um, weight gain. You know what? I feel like kicking butt. Let’s go infiltrate the castle. +--------------------------+ | Garro the Sculptor | +--------------------------+ Enter the house in the northwest corner and look around. Whoa! A Goomba statue! There are also three Valentina statues. Oh, and some ugly puffball statue. Hey, wait a sec, that’s Mallow! Check it and Mallow sees what it is, and the sculptor, Garro, says that it is a statue of King Nimbus when he was a lad. Garro seems confused. He called Mallow a prince. Mario then acts out Mallow’s childhood under Frogfucius. There’s no doubt about it. Mallow is, without a doubt, Prince Mallow. Then, that means that Valentina was tricking everyone in a political battle for supremacy in preying upon the hopes of the people for Mallow’s return and the alleged ailment of King Nimbus, which the people knew of only by report! Mallow runs out trying to enter the castle, and comes back beaten up by guards. But, Garro has an idea. Talk to him and he tells you to hold still. He then covers you in piping hot liquid metal (ouch) until you are gold, like a statue. Now, you have to be a statue. Garro then takes you to the castle, along with a Valentina statue. The guards let him in, but they wonder who the second statue is. Garro calmly explains that’s her nephew, Mariotta. Valentina then enters and critiques the statues. The first one is simply marvelous, while the second gets this response: “What, may I ask is THIS ugly thing?” There should have been a comma after “ask” right there, by the way. It is his latest masterpiece called “A Plumber’s Lament.” He even makes fun of Mario: “Observe... the thick mustache... covering the sad, innocent smile of a simple fool... And the sideburns... conveying his blue collar roots. And the legs... well defined... Strong. The legs of the masses! Is it to your liking?” After hearing the explanation, she decides she likes it. She then calls in Dodo to carry off the statues. If I were Mario, I’d have low self-esteem right now. +----------------------+ | Peck n’ Polish | +----------------------+ When Dodo leaves, go left to a new room with a Save Block in it. From there, go left again to a new room. Oops! As soon as you open it, you see Valentina slightly. She wonders if Dodo displayed it properly, and Dodo goes in to polish them. This is rather simple to avoid. When Dodo comes round, he pecks each statue to let his anger out or something. When he tries to peck you, jump. Get caught twice, either by jumping at the wrong time or getting pecked, you fight Dodo. I actually recommend this, as these are some easy Experience Points coming your way. +------------+ | Dodo | +------------+ If you do end up fighting this optional boss, he has 600 HP, 140 attack, 100 defense, 9 magic attack, and 60 magic defense. He’s a fast character; he can attack twice in one turn, doing thirty damage per shot. However, he’s still quite easy. Attack normally. With your weapons, you’ll do about 100 damage per attack, beating him in just six or seven turns. When he loses, he flies off, leaving you with 24 Experience Points. If you didn’t fight him, you’ll get the Feather from Dodo in the next room. +---------------------+ | Nimbus Castle | +---------------------+ Enemies: Birdy (150 HP), Bluebird (200 HP), Heavy Troopa (250 HP), Jawful (278 HP), Muckle (320 HP), Orbison (30 HP), Pinwheel (99 HP), Shaman (150 HP), Sling Shy (120 HP) Dodo runs off either after inspecting you or after fighting you. Heal if need be and then go left a room, saving. Go left again. Here, defeat or jump for the Birdies, depending on if you fought Dodo or not, and then go north. Let me explain a few new enemies. The fans are called Pinwheels. They are relatively weak at 99 HP. The Leuko- looking things are Muckles. They have very low defense, and I recommend defeating them first. Green Shy Guys are called Sling Shys, and they attack with a slingshot. Not too tough. Orbisons are like Orb Users in Booster Tower. They usually use Recover, but they can attack you. They’ve good defense, but you want to defeat them first. Jawfuls are the weird creatures with the forks. In battle, they are asleep until you attack them. Therefore, don’t hurt them until they’re singled out. Now, take the hallway down to a new room. Here, a Birdy is disguised as a statue. Don’t fall for it, though, unless you want to fight it. The chest contains a Mushroom. Now go north a room. Here, there are more disguised Birdies and other new enemies called Shamans. They look just like the mystics we sometimes see. Being magicians, though, they are incredibly weak, with low defense and HP. Take them out first if you fight them. Now, here, take the rightmost door. Go through the hall, avoiding confrontation, to find a room with a Flower in a chest. Also, you’ll see a Bluebird, another new enemy. They are advanced Birdies, and they use lots of FP-guzzling moves as such. Now go south twice and then take the left door. Here, go through a small hallway to a new room. Fight the enemies if you’d like and then stop. If you walk against the southern border, you can find a path in the black space to a hidden chest containing a Frog Coin. Now jump the Jawful to reach the door. Here, several castle workers have been locked up. There’s also a Save Block you’ll want to use. One man gives you a Flower Jar, too. And a former guard has a master key, but he was fired. As a result, he gives it to you. You got Castle Key 1! Now save at the Save Block. Now return to the room with the three doors, one of which is guarded by a Heavy Troopa. That’s one west and two south. When you’ve beaten the Koopa Paratroopa, you can open the door. Inside is a gigantic egg. A Shy Away is watering an egg here… Quite suspicious. Check the egg with A to talk to it. It wants to play. Accept the invitation and the battle begins. +-------------+ | Birdo | +-------------+ Ooh! An egg! I’m so scared. Please, really. Shelly has 500 HP, 0 attack, 80 defense, 0 magic attack, and 0 magic defense. As its HP drops, its egg cracks until a creature comes out. It’s Birdo! In Super Mario Bros. 2, Birdo was an egg-spitting enemy found at the end of most levels. Birdo has 777 HP, 160 attack, 130 defense, 6 magic attack, and 100 magic defense. Not too shabby if I do say so myself. I find it odd that its egg had less defense than it, but so it goes. This fight isn’t too hard… at all. Just keep attacking normally and heal when needed. If you block her egg attack, then the eggs ricochet off you to form Eggberts, which are rather strange enemies. Attack them right away to beat them. They have 10 HP, 210 attack, 0 defense, 0 magic attack, and 0 magic defense. Afterward, Birdo hands over the Castle Key 2 to you. You can use it on the north door. Note: Birdo seems a strange creature, no? Well, Birdo is actually from Super Mario Bros. 2, the American version based on Doki Doki Panic. Birdo was the boss of many a level, and her strategy usually included firing eggs at you, which you then threw back at her. However, Birdo is riddled with confusion. In the ending credits of Super Mario Bros. 2, which contained MANY typos, Birdo was called Ostro, which is the name of the ostrich-riding Shy Guys in the game. In the instruction manual, Birdo, who IS female, was said to be a male transvestite who preferred to be called Birdetta. However, as of late in the Mario world, Birdo has been made out to be a sort of partner for Yoshi, Nintendo’s other dinosaur. Birdo’s little-known appearance in this game did not mark her reentry, but it did help. However, most people don’t even realize it. In Super Smash Bros. Melee, the trophy with Birdo is accompanied by a little info paragraph, and in the paragraph it incorrectly states that Birdo hadn’t appeared in a game since Super Mario Bros. 2. So, Birdo doesn’t seem to have gotten much glory for her long-awaited reintroduction to the Mario world. +---------------------------------+ | Nimbus Castle (Continued) | +---------------------------------+ Enemies: Birdy (150 HP), Bluebird (200 HP), Heavy Troopa (250 HP), Jawful (278 HP), Muckle (320 HP), Orbison (30 HP), Pinwheel (99 HP), Shaman (150 HP), Sling Shy (120 HP) We’re going to heal and all that before continuing. Go south of Birdo’s room and then take the lower-left door. Here, drop to the below area and hit the chest for a Flower. Now go south, following the path, to the first room of the castle. From it, go south again to the outside. For some inscrutable reason, the guards are now off-duty when they’re needed most. Save, heal, and then return to Birdo. Go north of her using the key and jump the Jawful. Here, read the note. It says that the king is in bed there. However, the door is locked. A scene breaks out, and it ends in Mallow telling Bowser that they should find Valentina and force the truth out of her before busting down the door, lest they worsen the king’s condition. So, go north again. Here, you’ll fight another Heavy Troopa guard. Go north after it and you’ll find Valentina and Dodo. Shy Away reports Mario, and Valentina realizes that Garro brought Mario in by the statue! They then start talking, and Valentina ends it in laughing. Eventually, Dodo points out Mario, and Valentina notices him. Mallow jumps out and claims his position as prince. Valentina runs away, leaving Dodo and Shy Away behind. The other two follow as well, and you need to, too. In the new room, use the Save Block. Avoid guards if you can help it to reach a chest high in the air. Stand beneath it and jump to activate a hidden platform. Stand on it and then hit the chest for a Starman. Huzzah! Run forward, beating the Bluebirds, and into the next screen. Here, quickly touch Dodo to defeat him. If you don’t, you’ll end up fighting him again (he’s the same as last time, only with 200 + HP). At the end, you’ll walk out, falling straight through the clouds to the entrance of the hot springs. Take the springs back up to Nimbus Land and you’ll find Valentina being interrogated as she tries to make a getaway. Mario catches up with her, and the fight begins. +-----------------+ | Valentina | +-----------------+ As the fight begins, Dodo singles out your middle character. This time, Dodo has 1000 HP, 140 attack, 100 defense, 6 magic attack, and 60 magic defense. With whichever character you are, keep hitting him, healing when your HP runs below or on 45, and you’ll eventually beat it. Dodo can use Flutter Hush, which disables specials, Multistrike, a stronger beak attack, and a regular attacking. The damage ranges from around 20-40, while you can likely do better. Meanwhile, you and your other partner are fighting. Use Ultra Jump on Valentina as Mario, or just use normal attacks. She has 2000 HP, 120 attack, 80 defense, 80 magic attack, and 60 magic defense. When Dodo has about 500 HP left, he returns to the battle. Use Ultra Jump some more, and focus attacks on Valentina. You can target Dodo if you want, but he’s not bothering anyone. Valentina has several specials, each doing about 30 damage to everyone, but they aren’t that tough. Since you do about 100 damage per hit, she’ll go down easily. When you beat her, Dodo leaves as well. Note: You may be wondering what became of Valentina. No, she didn’t just disappear into obscurity; that would leave the possibility of her trying to conquer Nimbus Land again way too open. Instead, she landed on the balcony of Booster Tower, where Booster had been waiting diligently with his Snifits for a second bride to fall from the skies to him. They seem to fall in love, somehow, and the game leads us to believe that the two get married. I guess love IS blind, after all. +-----------------------------+ | King and Queen Nimbus | +-----------------------------+ As they take off, Valentina drops a key. Mallow runs in, it starts to rain, and then Mallow comes out, leading you in. It’s his parents! They are King and Queen Nimbus! Huzzah! They introduce everyone, and King Nimbus calls Star Road Star Street. Father like son, huh? Also, Queen Nimbus informs everyone that a Star fell into the volcano as Valentina left. That may have been why she dropped the key… But, The Czar Dragon inhabits the volcano. It’s a real danger. Queen Nimbus instructs you to find Hinopio in the volcano, whoever that is. He will be able to help us. Also, if you go to the Starman, you’ll reach a Flower. From the Starman, continue north to fall down to the entrance of the springs. Now, reenter Nimbus Land via the springs. +----------------------------+ | Croco in Nimbus Land | +----------------------------+ Enter the northeast house to find… Croco! Oh, that is one resilient reptile. I thought we’d heard the last of him in Moleville Mines. Approach him and he turns around, shocked. But, he doesn’t need to fight. He has a device that tells him where all the riches are. He runs off in a hurry to avoid a beating, collides with the wall, and then takes off. When he did, he dropped his device. It’s the Signal Ring. Equip it and a sound will be made when you are in a screen with hidden treasure. However, you could always use my hidden treasure section, and the Signal Ring is not a good accessory. +-----------------------+ | The Lazy Shells | +-----------------------+ In Nimbus Castle, explore to find all the statues of Birdies and Valentina to be replaced with statues of King Nimbus. Now go to the room before Birdo’s. Jump where the chest with the Flower was during Valentina’s reign to find a hidden chest containing a Frog Coin. Also, in Birdo’s former room, there are statues of Mario, Toadstool, Bowser, Geno, and in the center Mallow. Also, in the room that the king and queen were locked in, talk to the guard (who is now rehired) for a Flower Jar. Now exit the castle. Remember where we found Croco? Walk against the clouds to the east of that house and you’ll find a secret path leading out to Shy Away. She’s been hiding here since Valentina lost power. If you let her go, she’ll give you some Fertilizer. Accept it (you have to). Now you have Fertilizer and a Seed. Let’s go to Rose Town, as all of this is related to plants! Here, go to the item shop and head north. Yes, a new path has been uncovered. Here, talk to the Toad inside, who goes by “Gardener.” He has the legendary flower pot, but he needs the legendary Seed and Fertilizer to fill it with. Wow. When he sees you have them, give them to him. I didn’t catch much, but the Fertilizer comes from the renowned Shy Away clan famous for their gardening feats, and he looked for it in Bean Valley but failed. When he plants them, a beanstalk grows right out his chimney. I mean… right out his chimney! He’s going to report this to Happy Gardeners Monthly! It’s like winning the lottery without the taxes! Go outside and use the crates to jump to the beanstalk. Take it up to find two chests. Hit both for two Lazy Shells. One is armor, but one is a weapon. Give Mario the Lazy Shell weapon. It’s the most powerful one we have right now. Now, anyone can wear the Lazy Shell armor, and it seriously amplifies defense, but it also reduces attack. So, we’ll only use it for certain occasions (actually, I lie. We’ll be using it for the rest of the game starting soon). +-------------------------------+ | Knife Guy’s Bright Card | +-------------------------------+ Go to Booster Tower. As you climb it, you’ll eventually find Knife Guy juggling balls. Talk to him. He will apologize for the trouble he caused you earlier, but he will follow that up with a challenge. He juggles the balls, some red, one yellow, and asks which hands holds the yellow ball. He gives you a Wilt Shroom if you win. They are wastes. Still, keep playing. In fact, you need to beat the game thirteen times. Just follow the yellow blur. It’s very easy. He may throw in a Mushroom every now and then, too. He may even give a Mid Mushroom. He may also give away Rotten Mush. These wins don’t have to be consecutive, but it goes faster that way. Each time he starts juggling faster, and you need to beat the thirteenth level of difficulty. So, to beat this level, you must beat the game 13 times plus however many times you lose the game. On the thirteenth time, he gives you the Bright Card. Logically, you could just keep touching the same hand over and over. Since you have a 50 % chance at it, if you’re luck is any good, you’ll eventually get the Bright Card. A good way to do this is to watch his hands. The one which is lower at the end of his ball-throwing is the catching hand. Or, watch one hand. If the finger is up at the end, it is the other hand, and if it is down, it’s that hand. The last few are very hard. Try watching one hand to see which color ball is in it last. If yellow, pick it. If not, pick the other. With good luck, you’ll beat it. Now, take his Bright Card and head for Bean Valley. +---------------------------+ | The Secret Entrance | +---------------------------+ In Bean Valley, go to the screen with five pipes in it, the one south of where we fought Megasmilax and the Smilaxes. Enter the northernmost pipe and defeat the Chomp Chomp. Now, stand left of where it was (the very corner), and jump three times. If done correctly, you’ll hear a chime. This creates a yellow platform, which can be used to go up a tier and exit the pipe, leading to Grate Guy’s Casino on the map. +--------------------------+ | Grate Guy’s Casino | +--------------------------+ When you enter, you’ll find a house. Inside, talk to the two doormen. If you have the Bright Card, they let you in. When inside, you’ll find two Toads and Grate Guy himself. Here are game explanations. Slot Machines - The Toad to the left has a slot machine. They act just like those in Bean Valley. The only way to win is by getting three-of- a-kind for a Frog Coin, though. It costs 10 coins to play. Blackjack - Dealer, the right Toad, will let you play blackjack with him for one Frog Coin. For my not-so-gambling-oriented readers, I’ll explain the game. Each card in Blackjack has a number assigned to it, which is the number of a card (for example, a five of diamonds is worth five). In this game, face cards (jacks, queens, and kings) are worth ten. The goal is to draw cards, as many as you’d like, to see who is closest to the number 21. However, you can’t go over 21, or you automatically lose, regardless of the dealer’s hand. You automatically draw two cards at the start of the game, but you may draw as many as you want afterward. Also, in this game, you get two Frog Coins for winning, which includes the one you paid to play. If it’s a tie or you lose, the dealer wins. Here, use your better judgment. For example, if you have eleven or less, than always draw another card. If you have twelve, then also draw a card, as chances are good that you won’t get a ten. But, if you have, say, nineteen, do not draw, as you almost always will exceed 21 then. Really, a lot is involved in the game. Look the Other Way – Talk to Grate Guy a few times and he’ll let you play this. It is quite random. At the start, press right or left on the control pad. This is free, mind you. Then, he points his hand in a certain direction. If you look in the opposite direction, you win. You get a variety of worthless items for winning, like Rotten Mush, Moldy Mush, Wilt Shrooms, Mushrooms, while eventually he gives Red Essences and Rock Candies, plus one other item (read below). What’s the purpose of this place, you ask? Aside from gambling and getting Frog Coins, there’s one other function. Take the time to play and win Look the Other Way 100 times. These do not have to be consecutive by any means. In the very end, you get the Star Egg, an extremely useful item. How so? Have you ever used a Rock Candy? If you’ve been using my guide, then you have gotten several. Rock Candies are strong items that attack every enemy to do lots of damage. Star Eggs do the same thing, only they do only half the damage that Rock Candy does. However, you can the same Star Egg over and over and over again, never running out. In case you haven’t noticed, we have recently been stocking up on powerful items for a few enemies coming up soon. +--------------+ | Jagger | +--------------+ Assemble your party like so: Mario, Toadstool, and Bowser. This is the best choice for the upcoming battle. Also, come with Pick Me Ups and other healing items. Also, return to Monstro Town. Now, above the Inn is a staircase, correct? Take it up and open the door to find a Terrapin, named Jagger, also from Bowser’s Koopa Troop. He went AWOL because he knew he couldn’t beat Smithy, and he came here to train at the Dojo under his sensei, who isn’t in right now. He promises he’ll return one day and make you proud. Bowser forgives him, though. In the meantime, you can challenge Jagger to a fight. He’s an optional boss, I suppose, and he has 600 HP, 120 attack, 80 defense, 0 magic attack, and 50 magic defense. Not too hard, eh? He does have a particularly strong attack called Terrapunch, but you can work around it. Let Toadstool use Group Hug to heal everyone (or Therapy if need be) and keep attacking. Bowser’s Spiked Link is great here, and the Masher is also pretty nice. He’s not too hard, really. +------------+ | Jinx | +------------+ A voice comes from nowhere after the fight, praising Jagger. It’s a tiny bug from a bonsai plant! Ha! That’s the sensei of this dojo. The sensei says that she (I think it’s a she) will accept a challenge from you any day. So, go heal, save, and come back with the same party. Jinx is much tougher than her student, and she has 600 HP, 140 attack, 100 defense, 0 magic attack, and 80 magic defense. However, we can still win. First, note that Jinx has one bad attack called Jinxed, and she can use it twice in one turn. It does anywhere from 40-60 damage, depending on the character, and it’s a great reason for using Group Hug. Toward the end of the battle, Jinx uses Valor Up to raise her attack. She can also use Triple Kick, quite strong, but she will give in pretty early due to low HP. +--------------------+ | Jinx Rematch | +--------------------+ Jinx wants to have a rematch. Enter with the same party we had before and challenge her (heal at the Inn and save first, though). This time, Jinx has 800 HP, 160 attack, 120 defense, 0 magic attack, and 90 magic defense. She is also resistant to most types of special attacks (thunder, fire, etc.); don’t even try to use specials in this match. Have these accessories equipped to your group… ----------------------------------------------------------------------- Character Weapon Armor Accessory ----------------------------------------------------------------------- Mario Lazy Shell Fuzzy Shirt Safety Ring ----------------------------------------------------------------------- Toadstool War Fan Fuzzy Dress Zoom Shoes ----------------------------------------------------------------------- Bowser Spiked Link Lazy Shell Amulet ----------------------------------------------------------------------- With the Lazy Shell Armor, Bowser becomes a tank, although his attack (both magical and normal) suffer a -50 decrease. Bowser’s role in this battle will be to use items if need be, but also to keep you in the battle should Mario and Toadstool faint. And since Bowser has pretty weak attack now, let him use Star Egg for each of his turns to actually put a dent in Jinx. Bowser will take one or two damage from all her toughest attacks, and Mario’s Lazy Shell combined with the Star Egg do 200 damage a turn. In the meantime, Toadstool can heal the group members or bring them back with Come Back. Toadstool also has relatively low attack, and you can put her to good use if she’s not healing by using Star Egg, too. For the record, Jinx has Quicksilver, a very strong attack against anyone but Bowser, Triple Kick, a moderate attack, Jinxed, a comparatively weak attack, and Silver Bullet, which can instantly kill its target. That’s why Mario is wearing Safety Ring; he cannot be killed in one shot. If you truly wanted Bowser to be invincible, give him the Safety Ring. In any case, never let two allies be downed (fainted) at once, as there’s always the chance of Jinx pulling Silver Bullet. All and all, it’s an amazingly easy battle, even if she does use Valor Up. +-------------------+ | Sensei Jinx | +-------------------+ Fight Jinx one last time and she’ll hold nothing back. As a note of interest, Jinx has 1000 HP, 180 attack, 140 defense, 0 magic attack, and 100 magic defense. Magic attack never rises with her, but magic attack rises by ten each fight. Attack and defense rise by 20 in each fight, and her HP rises by 200 in each of her forms. Now, she’s tough as nails this times. She has several attacks at her disposal, while only two are new. Bombs Away will do mild damage to anyone but Bowser (by the way, have all the equipment as suggested above in your party), and Magnum can be horrific. She also has stronger versions of Quick Silver, Silver Bullet, Jinxed, and Triple Kick. And, also, she can use Valor Up. But, she’s still very simple to beat. For starters, let Bowser in all his defense use Star Egg each turn. When Toadstool isn’t healing the group, let her use it, too. It’s an easy 100 damage. Mario can do about 50 damage with the Lazy Shell, which brings us up to about 200-250 damage each turn. It will take no more than 5 turns to beat her, by that logic. Of course, her doubled defense due to Valor Up will make it a longer process, but it still won’t be an excruciatingly long battle. It will be further prolonged with a second Valor Up. Still, with Bowser the fort, it is easy picking. I feel bad for poor Jinx... Jinx: “Whoa...... You ARE the stronger champion, no doubt about it. My reputation was staked on this last fight, so I’ve lost the title of ‘Sensei’. From today, you are the Sensei of this dojo. Please take this belt, which only the highest ranking fighter in the dojo can wear. We will rename the dojo, ‘Mario Style Dojo’, and incorporate your jump technique into the training. Jagger and I will start our training immediately. 1000 warm up jumps! Ready, begin!” And that’s how you get the Jinx Belt, the reward for this series of fights. While it decreases magic defense by five, it dramatically increases attack and defense. For now, here are the equipment and accessories you should equip. ----------------------------------------------------------------------- Character Weapon Armor Accessory ----------------------------------------------------------------------- Mario Lazy Shell Fuzzy Shirt Safety Ring ----------------------------------------------------------------------- Mallow Sticky Glove Fuzzy Pants Rare Scarf ----------------------------------------------------------------------- Geno Hand Cannon Fuzzy Cape Safety Badge ----------------------------------------------------------------------- Bowser Spiked Link Lazy Shell Amulet ----------------------------------------------------------------------- Toadstool War Fan Fuzzy Dress Jinx Belt ----------------------------------------------------------------------- +-----------------------------+ | The Gates to Oblivion | +-----------------------------+ To Moleville! In the leftmost house above the item shop, talk to the grown mole here and he’ll sell you Fireworks for 500 coins. Sure, it’s a real setback, but we need it! Right of that house is a little mole girl running her pur-tend store. Give her the Fireworks for the Shiny Stone. Now, return to Monstro Town. You know the sealed door, right? Check it with A and the Shiny Stone reacts with it, opening the door. Be sure to have saved and healed beforehand. Have the Mario-Toadstool- Bowser party with all the above equipment. Now enter if you dare… +-------------+ | Culex | +-------------+ You are in an infinitely dark room, when suddenly a strange creature appears before you… “Greetings. I am Culex, Dark Knight of Vanda. I have crossed into this dimension to fight for the Dark Mage. But this world is uninhabitable for me and my kind. I must return to my own world. Before I go, though, I would like to challenge your strongest knight. Will you accept my challenge? You will enter combat against me? En garde!” Accept the dark warrior’s challenge. In case you didn’t know, Square Enix, the co-makers of this game, were also responsible for the Final Fantasy series. Culex is not from a Final Fantasy game, but he adds that flavor to the otherwise lighthearted Super Mario RPG. “I am matter… I am antimatter… I can see your past… I can see your future… I consume time… And I will consume you!” This music is highly uncharacteristic of a Mario game, although it may run parallel to Final Fantasy. I don’t really play that series that much (I’ve only played # 8, and from what I saw, it stunk). Culex immediately summons four crystals – the Wind Crystal, the Earth Crystal, the Water Crystal, and the Fire Crystal. This chart should prove useful for their stats. ---------------+----------+----------+----------+----------+----------- Enemy Name | HP | AP | DP | MA | MD ---------------+----------+----------+----------+----------+----------- Culex | 4096 | 250 | 100 | 100 | 80 Wind Crystal | 800 | 0 | 200 | 60 | 88 Earth Crystal | 3200 | 0 | 70 | 80 | 33 Water Crystal | 1800 | 0 | 130 | 120 | 50 Fire Crystal | 2500 | 0 | 100 | 130 | 60 ---------------+----------+----------+----------+----------+----------- Impressive, no? Not even the final boss can top Culex’s attack, although he can equal it. There are two good strategies for beating Culex that I currently have. I list them in order of hardness and based on how much fun they are. ---------- Strategy 1 ---------- Duke it out! This is very tough, though. Between the crystals and Culex, they have tons of attacks, and I won’t even try to record them. However, Culex has pretty low defense. Bowser won’t take much damage due to the Lazy Shell armor, but he will for certain attacks. Take, for example, Dark Star. To Toadstool, this did 180 damage for me. They have just about every magic attack in the book, and even some that are exclusive to this fight. But, we are in a nearly invincible position. With Lazy Shell armor, Bowser takes hardly any damage. With the Safety Ring, most FP-consuming attacks do no damage to Mario. Toadstool will admittedly suffer, but just let her go down. Spend Mario and Bowser’s turns attacking Culex, not the crystals. As you can see, the crystals can do very little damage to you. Also, I’d like to note one attack – Shredder. Culex uses it from time to time, and a pink ring of light scans each of you. What does it do? I think it had an original, horrible purpose, but they took it out and didn’t replace it because it was so bad. Or, maybe it was intended to be a break for the players. In any case, I have found that it negates all defensive and offensive power-ups (like Geno Boosts and the like). With your accessories, you are in a near impregnable position, and it leaves you with enough time to personally beat Culex turn-by-turn. Still, you WILL have to heal. Although he only attacks every few turns, Culex can bust through even Bowser’s defense, and it will hurt. So, while some consider Culex the hardest boss in the game, he’s made quite easy by the correct accessories. If you do want to take out a crystal, defeat the Earth Crystal. It has a few attacks that actually can damage Mario – Boulder and Blast, and possibly others. ---------- Strategy 2 ---------- Much easier, but a bit monotonous and not nearly as fun as going blow- for-blow with the Dark Knight of Vanda, this strategy centers around the Star Egg. Repeated use of it for every single character will destroy Culex’s crystals quickly and soon Culex himself. Heal when appropriate and he’ll be a piece of cake. Also, give Toadstool the Lazy Shell armor and the Safety Ring, as she is the vital character. If you need to, you can switch out between strategies using the Earlier Times item. Using this strategy, I have actually made the crystals and Culex run out of FP. And, of course, with no FP, Culex and the crystals are nothings. After hearing a new, special ending theme, as well as gaining no coins, you’ll receive 244 Experience Points (holy jeepers!). Afterward, you’re back in the dark realm you fought Culex in, except the music is now that of a harp. “Ahhhh! Your spirit……… is strong! Thank you, brave knight. I will treasure this memento of my journey here. Perhaps in another time, another game, we may have been mortal enemies… Let us part as comrades in arms. Take this. Treasure it as a keepsake of our fight. Farewell, champion knight!” And that’s you got the Quartz Charm. Unfortunately, it really isn’t that good, and we won’t be equipping it. Still… Amazing, simply amazing. We got three new items – the Ghost Medal, the Jinx Belt, and the Quartz Charm – within three doors. It looks like Culex won’t be able to serve the Dark Mage all that well, now does it? However, there’re two other items to be found here in Monstro Town… +-------------------------------------------+ | The Attack Scarf and the Super Suit | +-------------------------------------------+ Culex’s door no longer exists. Perhaps it was a path between the dimensions from which he came. In any case, he was very out of place in a Mario game, although he will be forever memorable. One door over is a Chow talking with a Thwomp. The Chow keeps record of how many times you’ve jumped on an enemy. Now, I’m just telling you it’s here, because this is truly the very hardest thing in the game to get. If you are able to jump on an enemy 30 times in a row in one Super Jump, you will get the Attack Scarf from the dog. If you are able to do it 100 times, you get the Super Suit, the ultimate accessory, from the dog. Now, I will not assume that you’ve gotten it, as most people pass it up. It is extremely hard to get, and I’ll just continue the guide as if you never got it. However, if you DID get the Super Suit, equip it to Mario. It has all the effects of the Safety Ring built into it, and it also raises every stat – including speed – by 50. Yes, 50! You’ll be so fast that you’ll be a blur. But, I’ll just assume you skipped over it because it is insanely difficult. I had to vegetate in front of my television for days of practice before I got it. But, maybe it’ll come easy to you; I don’t know. Note: If you did get the Super Suit, disregard every other time in the walkthrough that I tell you to equip any other accessory to Mario. The Super Suit is the ultimate accessory in the game. +-------------------------+ | To Barrel Volcano | +-------------------------+ Let’s get right down to plot-progression, shall we? Yes, we’ve done many things since beating Valentina, and here’s what your equipment should look like. ----------------------------------------------------------------------- Character Weapon Armor Accessory ----------------------------------------------------------------------- Mario Lazy Shell Fuzzy Shirt Safety Ring ----------------------------------------------------------------------- Mallow Sticky Glove Fuzzy Pants Rare Scarf ----------------------------------------------------------------------- Geno Hand Cannon Fuzzy Cape Safety Badge ----------------------------------------------------------------------- Bowser Spiked Link Lazy Shell Amulet ----------------------------------------------------------------------- Toadstool War Fan Fuzzy Dress Jinx Belt ----------------------------------------------------------------------- As it turns out, this Culex-fight gear is very, very versatile in real fighting situations, especially ones involving Bowser. As a matter of fact, we’ll be using this basic combo for a long time to come, so start liking it. Now, we’re going to actually seek out the next Star Piece. So, go to Nimbus Land. Once there, fall through the opening hole and then the upper hole on that screen. Here, talk to the two guards. Seeing Mallow, royalty, they step aside, letting you into the Hot Springs. You can heal in the water. Now go east. As you go, you fall down and straight into the volcano. +----------------------+ | Barrel Volcano | +----------------------+ Enemies: Armored Ant (230 HP), Body (300 HP) Chained Kong (355 HP), Corkpedite (200 HP), Magmus (50 HP), Oerlikon (85 HP), Pyrosphere (167 HP), Stumpet (500 HP), Vomer (0 HP) Egad! The music is pretty nice, despite the terrible surroundings. Take the next room and you’ll engage… a Magmus! Oh, the humanity! Seriously, these are just big rocks with tons of defense, which may remind you of a few past Moleville Mines enemies. They aren’t particularly hard. From there, go left and up the stairs, then follow the path to a cave door. Take it and you’ll see a Dry Bones. Nope, scratch that. These are Vomers, which differ from Dry Bones, their Sunken Ship relatives, in stats only. They are just as easy to beat, though; use any special attack against them. This one is paired with a Chained Kong, an obvious reference to Donkey Kong (In an arcade sequel to Mario’s very first game, Mario captured DK and it was up to Donkey Kong Jr. to rescue him, which explains the “chained” part). It has quite good HP, and it should for a relative of the Guerilla. Still, it has really low HP. By the way, for the party combos I recommend Mario, Mallow, and Bowser. Now continue up the path to a new screen. Here, hit the chest for a Flower. Then continue down this path to reach a chest with coins in it; hit it and empty it. Now continue down the path. Hit the chest for a Starman. Run! Go straight down the path, going south at the intersection, and then jump up the stairs here. The purple Spikeys are Oerlikons, and the huge stone monolith is a Corkpedite. Quickly defeat them to earn easy Experience Points. Now continue down the obvious path. Here, jump the Vomers to reach a Magmus, which is quite easily defeated. Afterward, take another exit to the screen. The Podoboos here are called Pyrospheres. They may have 167 HP, but they have just as low defense as ever. If you must fight an Oerlikon, they can be defeated with a simple attack doing more than 85 HP worth of damage, or the same amount. Also, once you’ve cleared out the enemies in this room, you can make an attempt at a running jump to the Frog Coin in the lava. When you get it, you’ll be taken back to the start of the room via burning jump. With it in pocket, continue down the obvious path. Here, you must jump over Pyrospheres to cross the lava flows. At the end, go into the next room, come back, and then jump into the lava (actually, it’s magma, but I’ll call it “lava” informally from here on out) to the right to jump onto the arch for the Frog Coin. Now go north. Here, jump up the two blocks to the left to reach a Frog Coin. Now go around to the other side and jump to another Frog Coin. Now go south into the next room. Continue this here and take the stairs up, hitting the chests for a Flower and Frog Coin along the way. Save at the Save Block, too, before going east. The monster here, called a Stumpet, produces Magmuses. Naturally, fight it right now. Focus on it at first, even though it isn’t that tough. Like Heavy Troopas, it takes two turns to attack. Then kill the two Magmus enemies. Now continue down this path to eventually go west. Take the path up here, probably fighting the Vomer and Oerlikons, until you reach a new screen. Here, you’ll have to actually fight the Corkpedite. There are two possible targets – its head or its body. The former has 200 HP, while the latter has 300. If you destroy the head, then the body will do a suicide attack that automatically knocks out one of your characters. Therefore, it is advisable to destroy the body first. Then clear any Oerlikons you see. Now follow the sign to a new screen. Here, defeat another Stumpet, and then proceed to the next screen. Here, avoid enemies and jump up the path to a chest (coins, my friend). Hey, an “In” sign. Hey, a funny Toad-looking guy. Hey, a shop! Talk to the Toad, who is well-built for a Mushroom Kingdom man, and he’ll reveal himself as Hinopio. His name is like that of “Toad” in Japanese. By the way, the music of his store is that of World 1-2 in the original Super Mario Bros. for the NES. It does include a few new sounds, though. He runs an item shop, an Inn, and an armor shop. Stop at the third one I mentioned. Here, buy every item for sale. Afterward, your equipment will look a little something like this: ----------------------------------------------------------------------- Character Weapon Armor Accessory ----------------------------------------------------------------------- Mario Lazy Shell Fire Shirt Safety Ring ----------------------------------------------------------------------- Mallow Sticky Glove Fire Pants Rare Scarf ----------------------------------------------------------------------- Geno Hand Cannon Fire Cape Safety Badge ----------------------------------------------------------------------- Bowser Spiked Link Lazy Shell Amulet ----------------------------------------------------------------------- Toadstool War Fan Fire Dress Jinx Belt ----------------------------------------------------------------------- Notice that I kept Bowser with his Lazy Shell. It lowers his attack too much for normal use, but still buy the Fire Shell; he needs a good back-up like the Fire Shell. Keep the Work Pants, though, as they raise attack. In any case, Bowser can wear any of the three, whichever you prefer. However, an upcoming battle makes it essential that Bowser keep his Lazy Shell on. Now, see the figurines to the upper-right? It’s cameo time! One is an Arwing, the trusted vehicles of the Star Fox series, while the other two are racers from the F-Zero series, both popular Nintendo divisions. Also, buy some Pick Me Ups at the Hino Mart. In fact, fill your pockets. It’s quite useful. Now exit to the southeast. Save at the Save Block. In the next screen, hop across the blocks (reminiscent of Sky Bridge in Land’s End) to reach the end. At the end, go forward to see several Pyrospheres, which merge to form a giant, flaming Yoshi thing (like the enemies in the dome levels of Super Mario World that hide in lava), also known as the dreaded Czar Dragon! I’m too young! +-------------------+ | Czar Dragon | +-------------------+ This actually is not a cakewalk, let me tell you. Conserve items and FP, ‘cause you’ll be needing it after this battle. In old Russia, “czars and czarinas” were basically the monarchs of the land, up until the point in which Vladimir Lenin introduced communism to a WWI- weakened peoples. So, the idea here is to say that the Czar Dragon has absolute power, or that he’s a tyrant. In any case, this, err, um, thing has 1400 HP, 160 attack, 100 defense, 120 magic attack, and 70 magic defense. Not much of a defensive powerhouse, really, but its not bad. Really, Czar Dragon is easy to beat. I recommend that Bowser be wearing the Lazy Shell armor now, as it will keep him from taking damage, as will Mario’s Safety Ring. It can use Water Blast (that makes no sense! It’s a fire creature!), Iron Maiden, which makes a character afraid, and Flame Wall, as well as a strong normal attack. Now, Czar Dragon is weak to ice attacks like Snowy, but you’ll easily get by with normal attacks. Keep using them until you win. Note that Czar Dragon can also summon Helios, each of which having 10 HP, 140 attack, 0 defense, 0 magic attack, and 0 magic defense. They are suicide creatures that come in fours. At that point, you should use Snowy to beat them all, additionally causing damage to the dragon. After the battle, Czar Dragon falls into the lava. When it emerges, it is Zombone!!! +---------------+ | Zombone | +---------------+ This is why the fight is so tough – you must fight two bosses in a row. Zombone has 1800 HP, 190 attack, 60 defense, 80 magic attack, and 100 magic defense. How did it get stronger by dying? Clearly, this is a dragon of many contradictions. Its attacks include the following: Boulder (yikes), Blast (also yikes), Bite (not too bad), and Storm (80 HP down the drain). Also, it can use Scream to make you afraid. Fortunately, the skeletal beast is weak to jumps and thunder. If you have any Bracers, use them. However, jumps don’t do enough damage unless you’re good; stick to Lazy Shell. With well-timed blocks and good healing practices, you’ll be able to win just slightly. Never let all of your partners’ HP run under 60, though! With any luck, you’ll manage to beat the beast once and for all here and now. It has low defense, and Lazy Shell can rip through it. Good luck! I always remembered this battle with dread, but it actually isn’t that hard… +---------------------+ | Axem Invasion | +---------------------+ Go forward into the next screen to find the Star! Huzz-huh?! Just as Mario is prepared to grab it, some freak with a hatchet jumps in and steals it! It’s Axem Red! Then Axem Green comes in, and then Yellow, Pink, and the coolest member – Black. Follow them up the path and they start making fun of your mustache. Axem Yellow, who I here quote, says “That guy’s worse looking than that clod, Mario!” It is then that Axem Green informs him that that is Mario. Axem Red, presumably the leader, then warns the group that they need to take this Star to the Blade, which Yaridovich mentioned as his air ride before transforming. They run off with the Star. Now, stop and make your party Mario, Geno, and Bowser, and be sure to keep the Lazy Shell armor on Bowser. Chase the Axems until eventually you reach a spring. Use it to launch yourself out of Barrel Volcano. Blade is late again, and Axem Yellow points out that Mario is here. Then it rises – Blade. It’s a giant axe-like thing. Mario jumps onto it, too, and the fight begins. Red: We fight for evil! Black: We live for disorder! Green: We like what we do! Pink: We struggle for chaos! Yellow: We are… All: the AXEM RANGERS!! +------------------------+ | The Axem Rangers | +------------------------+ Oh no! The mighty morphing Power Rangers, err, Axem Rangers! Running a similar vein, in the sequel to this game, the Koopa Bros. make fun of another pop-culture show – the Teenage Mutant Ninja Turtles. Still, let’s get back on topic. You’re up against five people, and you are but three. Here’s a chart to show their stats, as these guys are a boss, believe it or not. ---------------+----------+----------+----------+----------+----------- Enemy Name | HP | AP | DP | MA | MD ---------------+----------+----------+----------+----------+----------- Axem Pink | 400 | 120 | 80 | 80 | 100 Axem Black | 550 | 140 | 100 | 4 | 40 Axem Red | 800 | 150 | 100 | 24 | 80 Axem Yellow | 600 | 170 | 130 | 6 | 60 Axem Green | 450 | 110 | 60 | 90 | 120 ---------------+----------+----------+----------+----------+----------- Between these five, they have many attacks. However, they all have a basic hatchet attack dealing differing amounts of damage, except for Axem Black, who uses a scythe thing. On Geno’s first turn, use Geno Flash. This will damage everyone, and that’s the point. Then the Axem Rangers do their attacks. It is likely that Axem Pink will use Recover or Mega Recover on Axem Red. Now, as Mario, attack Axem Pink with the Lazy Shell. Now, as Bowser, use the Star Egg. This should destroy Axem Pink and her wretched recovering abilities (now I know how enemies feel when Toadstool uses Group Hug). Now, continue this process, only switch to Mario attacking Axem Black. He’s considerably weak already, and he has strong bomb attacks. Now, let’s rid ourselves of that pesky and scrawny Axem Green (he’s the Geno of the group) who keeps using special attacks. That means Star Egg and Geno Flash for them. As you defeat Axem Green, it is likely that Axem Red will use Vigor Up. This is of little importance, though. When the green machine is gone, we can move on to Axem Yellow. He’s extremely weak by now, and it’ll be an easy few swipes at him, or another turn of the Star Egg. He was the troublesome heavy-hitter of the group, causing lots of damage to us. Now we can beat Axem Red quite easily. Give him personal attention with your hits, and he’ll fall in no time. Here are their battle excuses when they run out of HP. Axem Pink: My make-up’s running!! Axem Black: I broke my shades! Axem Yellow: I’m… hungry!! Axem Green: I’ve got a headache. Axem Red: Enough!! Now I’m angry! Time to finish this! Formation…HO! Here we GO! Hmm, Axem Red didn’t sound like he was giving up. He’s now operating a turret of the Blade, and the other four are striking poses around him. Axem Rangers have 999 HP, 0 attack, 100 defense, 120 magic attack, and 100 magic defense. Still, they aren’t tough. Since Bowser has the Lazy Shell armor, the Breaker Beam, the most powerful and only attack that the rangers have, only does 8 or so damage to him. He can sit there and use Star Egg all he wants until you win. Keeping Mario and Geno up is optional, but they can speed things up. Luckily, the Axem Rangers need time to charge the Breaker Beam. Ten turns is all it takes, though. Axem Red: This isn’t possible! We are… invincible! Axem Pink: Can this be happening to the AXEM RANGERS? The Blade explodes, and we win. Take the Star, this time for once and for all. We now have all the Stars but one. “6 Star Pieces have finally been collected. Where could that last Star Piece be?” ======================================================================= =============================Yellow Star*============================== ======================================================================= +----------------------+ | The Frying Pan | +----------------------+ The man in Moleville has found his last find in Moleville Mines. It’s a “Metal Plate,” costing 300 coins. Take it! As it turns out, it is actually a Frying Pan, and it is Toadstool’s best weapon in the game. Equip it to her and bam! She now possesses the best weapon she can wield. I guess it’s out of the fan and into the frying pan for those enemies, huh? No, that was meant seriously, no pun/proverb rewording intended. +-------------------------+ | Frog Coins Galore | +-------------------------+ Let us now take a closer look at the Land’s End cliff. Go to Land’s End from Monstro Town and fall down the cliff. Go south and then back north. Sergeant Flutter and Sky Troopa company file out to let you cross them. If you didn’t notice before, Sergeant Flutter keeps track of how quickly you managed to get up the cliff. If impressive, you get rewards. Specifically, you get 5, count them, 5 Frog Coins for scaling it before the eleventh second. As a result, this is a very easy way to earn many Frog Coins, whose purposes are numerous. However, we will be raiding the store of Frogfucius’s pupil in Seaside Town, although they can be used for other things. Below is a diagram of the cliff. +-------------------------+ | 7 _ | | F | | 6 8 | | | +-----------------------------+ | 5 4 | | KEY | | 3 | +-----------------------------+ | 2 | | # = Number of Sky Troopas | | 1 | | F = Sergeant Flutter/Finish | | +---+ | | S = Starting Point | | |-S-| | +-----------------------------+ | |---+-------+ | | |-----------| | |---|-----------+---------| +-------------------------+ Now, this should help you visualize. When you get on Sky Troopa # 1, jump to # 2 immediately afterward. Wait for # 2 to pass under # 4 and then jump to # 3. From there, you can jump to # 4 right after landing. When # 4 is under # 8, jump to # 5, and then to # 6. Wait a bit and then jump to # 7. Now jump right down to # 8, and then make a jump as soon as you can for Flutter’s ledge. That time comes when you’re just about one and a half rock layers below the ledge. Do this and you might just break 12 seconds. The first time you get a time of under 12 seconds, you earn the Troopa Pin. Unfortunately, at this point in the game, such an accessory is useless to us. If you beat eleven and a half seconds, you get one Frog Coin. If you beat eleven seconds, then you get five Frog Coins. If you can perfect the strategy (due to the isometric view, many people don’t jump nearly soon enough when on Sky Troopa # 5, which can blow an entire second for you. Also, waiting on the seventh Sky Troopa is a repeated mistake), then you’ll be rich in Frog Coins, green gold. Really, it’s extremely easy once you get the hang of it. And, just in case you feel the need to be better than me, my record high score is 10:50. If you can beat that (don’t e-mail me about it), then you are a true Sky Troopa… Here are all the items you should buy if you haven’t already done so, from the frog residing in the second story of the Elder’s home in Seaside Town (prices in Frog Coins). +--------------------------------+ | Item Name Price | +--------------------------------+ | See Ya 10 | | Earlier Times 15 | | Exp. Booster 22 | | Coin Trick 36 | | Scrooge Ring 50 | +--------------------------------+ Yep, that’s every item he sells. I doubt you’ll use them all, but they are very nice to have. See Ya lets you run from battle automatically without taking a chance that you won’t make it. Earlier Times starts the battle over (you do not regain what items you had, though). Exp. Booster doubles the experience you get in a battle. Coin Trick doubles the coins you get from battle. The Scrooge Ring cuts the FP you use in battle by half. All of them are good, and each has its use. However, none of them are good for your stats, only their effects, and it will be at your discretion that you equip them. +--------------------+ | The Game Boy | +--------------------+ As you can tell, I’m just doing all extra things to prepare ourselves for our upcoming trials. You could’ve gotten this since the beginning of the game almost, but I withheld the information. Go to the Inn of Mushroom Kingdom. There’s a kid in the corner playing his Game Boy. Talk to him and he’ll mess up, blaming you. Talk to him over and over again and he’ll eventually be reaching his high score. When he gets it, he decides to sell it to you for 500 coins. Although some might consider the game a waste of time and money, you might find it fun. You control a beetle, and you shoot stars at shells flying in the air. Each time you hit one, your score rises (also, the number of points you get per little star that erupts from the beetle and hits the others doubles each time; it goes 1, 2, 4, 8, 16, 32, 64, and so on). Also, below “Switch” you now have the option “Game” on the Menu. Select it to play Beetle Mania. If you get hit, you must press A to recover. It is quite simple, but it can be addictive. I find the best strategy is to rapid-fire and zigzag to avoid the explosions of the shells. Have fun! +-----------------------+ | Progress Report | +-----------------------+ Before we continue, make sure you have everything I list here. In items, you’ll need the Star Egg, Earlier Times, and the See Ya. Also, keep other items for healing, etc. In levels, you’ll want everyone to be at either Level 21 or 20, Mario being at 21 preferably. Then, your equipment should be equipped like so (although you should also possess the Scrooge Ring, the Exp. Booster, and the Coin Trick in your inventory of equipment). ----------------------------------------------------------------------- Character Weapon Armor Accessory ----------------------------------------------------------------------- Mario Lazy Shell Fire Shirt Safety Ring ----------------------------------------------------------------------- Mallow Sticky Glove Fire Pants Rare Scarf ----------------------------------------------------------------------- Geno Hand Cannon Fire Cape Safety Badge ----------------------------------------------------------------------- Bowser Spiked Link Lazy Shell Amulet ----------------------------------------------------------------------- Toadstool Frying Pan Fire Dress Jinx Belt ----------------------------------------------------------------------- If you have all of this stuff, well and good. If not, either look through the earlier parts of the guide or check out the appropriate sections in Section 3. If you do have all of it, proceed onward to the next subsection, which advances into the final frontier. +---------------------+ | The Royal Bus | +---------------------+ Go talk to King and Queen Nimbus now that you’ve defeated the Czar Dragon and those fearsome Axem Rangers. Queen Nimbus says that the only place left to look is in Bowser’s Keep. But, there’s no way into it. Not even Mario can jump THAT far. But, King Nimbus has a smashing idea. You should ride the royal bus! Of course, why didn’t I think of that?! Yes, Mallow is now man enough to ride the bus. Exit the castle and head left. A giant Lakitu-looking taxi appears, and you hop on it. To Bowser’s Keep, and the final Star Piece! +---------------------+ | Bowser’s Keep | +---------------------+ Enemies: Alley Rat (105 HP), Amanita (52 HP), Armored Ant (230 HP), Bahamutt (1200 HP), Big Bertha (350 HP), Bloober (130 HP), Chained Kong (355 HP), Chester (500 HP), Chewy (90 HP), Chow (80 HP), Forkies (350 HP), Geckit (100 HP), Glum Reaper (180 HP), Greaper (148 HP), Gu Goomba (132 HP), Lakitu (124 HP), Magmus (50 HP), Malakoopa (95 HP), Muckle (320 HP), Oerlikon (85 HP), Orbison (30 HP), Pulsar (69 HP), Pyrosphere (167 HP), Rob-omb (42 HP), Sackit (152 HP), Shaman (150 HP), Shy Away (140 HP), Sling Shy (120 HP), Star Cruster (72 HP), Stinger (65 HP), Terra Cotta (180 HP), The Big Boo (43 HP), Tub-O-Troopa (500 HP), Vomer (0 HP), Zeostar (90 HP) The people of Mushroom Kingdom, Rose Town, Moleville, Marrymore, and Seaside Town gather on Vista Hill as Mario enters. Immediately, Bowser comments on the familiar scents. Smithy’s going to pay for stealing his castle! First, KEEP BOWSER IN YOUR PARTY! If you do, then many enemies in Bowser’s Keep will run away at the beginning of battle. In fact, the following enemies run away at the sight/smell of Bowser: Gu Goombas, Terra Cottas, and Malakoopas. Also, I’d just like to say that making that enemies list was annoying, and there are way too many enemies to be found here. Bowser’s minions – the ones that run away from you – usually inhabit the place, but they’ve long been replaced by Smithy’s minions. Go forward and into a new room. All the Terrapins are now Terra Cottas, and they are slightly stronger (still no match for you, though). Also, you’ll encounter a new enemy – the Forkies. Like Jawfuls, they start the battle off asleep (they’re technically enraptured this time, though), and they come to their senses as soon as you attack. So, don’t attack them until you’re ready to fight them, as they aren’t weak this time around. Their Storm can deal a good amount of damage, and even their normal fork attack is descent. I recommend avoiding the Terra Cottas if you can. In the next room, you’ll find Gu Goombas, possibly partnered with Star Crusters. The former have 132 HP, while the latter has 72 HP. Both are new enemies based on old ones. Keep Bowser in your party and you won’t have to worry about Gu Goombas, but Star Crusters are still a threat to some extent. They can put you to sleep or attack you rather weakly. At the end, hop across the blocks to a new room. It’s the room we fought Bowser in all that time ago… In this room, you’ll find Tub-O-Troopas, the new Heavy Troopas on the block. They attack similarly, and they have 500 HP, but low defense. Get to work on them and you can beat them before they do, though. Also, the Paratroopas here are called Malakoopas, and neither of them are that strong. At the end of the hall, go through the mouth of the Bowser statue into a dark room. Here, go forward, avoiding Gu Goombas, to reach a fork in the road. Go left, fighting a Gu Goomba to reach a chest containing a Mushroom. Now head right. You’ll soon reach a large red door. I may’ve touched upon this before, but let me delve into it a bit further this time around. The large red doors are common of Bowser’s Castle and the castles of his minions in Super Mario World. The red doors always marked an upcoming boss. Anyways, go through it. Here, hit the Save Block and… whoa! It’s Croco! However, he’s not out to steal your items/coins this time. No sir, he’s out to sell you items for relatively good prices. Stock up if need be, and then move on. He sells all the Fire armor, although you shouldn’t need it (you should have bought it in Barrel Volcano at the Hino Mart). Now, please move on to the next door. It’s the six doors! There are six doors here, and you must take four. Two lead to action courses (jumping and stuff like that). Two lead to battle courses (fighting several enemies to advance). The other two lead to puzzle courses. Since the door numbers are always random, I’ll just have to cover all six for you. They are listed in that order: action, fighting, and then puzzles. -------- 1-Action -------- Three Terrapins are jumping about the place, which makes the invisible path flash momentarily. Yes, you must cross the boiling lava, and you have ten tries to do it in. Here’s a diagram of the correct path. +-------------------------+ +---------------------+ | M | | C | | +--------+ +----+ | | +-------------+ | C | | | | | | | | | | | | | | | Y | | | | | | +--+ +--+ | +---+ +-+ +-------------+ | | | | | | S F | | +--+ | +--+ +-+ +-------------+ | | | | | | | | | | | | | | | | | | | C | | | +-------------+ +--------+ +--+ | +----------------------+ | C R | | Finish| +-------------------------------------+ +--------------------------+ +-----------------------+ | Key | +-----------------------+ | C = Coin | | F = Fright Bomb | | Finish = End Point | | M = Ice Bomb | | R = Royal Syrup | | S = Starting Point | | Y = Rock Candy | +-----------------------+ There are also several items in there. Go for them if you’d like, although your mail goal is to make it out of there alive. Note that your chances carry over into the next room, which is filled with lava and contains several platforms in it. Don’t go for the items and you’ll do fine. They aren’t that good, anyways. Note that when you jump, the platforms stop in place. At the end, it’s 3D Donkey Kong! Donkey Kong is the game that made Mario, his first game, and it also introduced DK to the scene in the arcade. In that game, Mario was known as Jumpman (his identity hadn’t developed yet, you see), and Mario tried to get up a construction site as DK threw barrels at him. Here, much the same thing is happening. Rush to the left and hide beneath the ledges to avoid getting hit by the barrels. When there’s a break in the barrage (watch for the vertically falling barrels), run out. You may have to jump over barrels, too. At the end, jump into the Guerilla, possibly a Chained Kong, to stop the barrage, and then advance into the next room. Hit the chest for the Super Slap, which actually isn’t Toadstool’s best weapon. The Frying Pan is, and we already have it, making the Super Slap almost pointless. Each room has a weapon/item at the end of it, by the way. -------- 2-Action -------- You start out over a pool of lava, much like the first challenge. However, there are platforms to take you across. Follow these instructions… Jump to the first platform that comes your way and take it to the bottom, toward the next platform, and then jump to the next. Continue this until you reach the last platform in the room. Let it take you all the way up, from where you should jump to the nearby high ledge. Go toward the start of the room to obtain a KerokeroCola in a chest, by the way. Now that you have that, return to the last platform and take it to the door. The next room is a rather simple one. You get on a cannonball and you can move it, but the controls are reversed (left makes it go right, etc.). Your only obstacle is getting to the other end while avoiding Bob-ombs. This is pretty easy to do, and there are lots of items you can get along the way. Here’s another one of my nifty diagrams. +------------------------------------+ | P M | | C C | | | | S C C C C C C F Finish | | | | F R | +------------------------------------+ +-----------------------+ | Key | +-----------------------+ | C = Coin | | F = Flower | | Finish = End Point | | M = Max Mushroom | | P = Pick Me Up | | R = Rock Candy | | S = Start Pint | +-----------------------+ The next room is a bit trickier. You get on one platform, and then the other revolves around it. This is a tricky stunt pulled in Bandit’s Way, and I highly recommend you go straight across unless you have serious skills. If you do, then actively seek out these items along the way: +-------------------------------------------------+ | F P | | | | S Finish | | F R K | | B | +-------------------------------------------------+ +-----------------------+ | Key | +-----------------------+ | B = Fire Bomb | | F = Flower | | Finish = End Point | | K = KerokeroCola | | P = Pick Me Up | | R = Royal Syrup | | S = Start Point | +-----------------------+ At the end, you reach a room with the chest containing the Sonic Cymbals, Mallow’s best weapon. -------- 3-Battle -------- Ugh, endless enemies are upon us. Let’s get to it, I suppose. It really helps to use Bowser here for the first few battles. +--------------+ | Room 1 | +--------------+ Gu Goomba x 5 Malakoopa x 2, Tub-O-Troopa The Big Boo x 2, Orbison x 2 Sling Shy x 5 +--------------+ | Room 2 | +--------------+ Chewy x 2, Shy Away x 2 Mr. Kipper, Muckle x 2 Amanita x 2, Orbison Glum Reaper, Greaper x 2 +--------------+ | Room 3 | +--------------+ Pyrosphere x 3 Lakitu x 3 Zeostar x 2, Shaman x 2 Shaman x 6 And for participating in all these battles, you get the Star Gun, Geno’s best weapon in the game. Also, notice the red Magikoopa who was creating the enemies we fought. We shall meet him again. -------- 4-Battle -------- Like last time, you have to face a bunch of enemies to get through. Here are the enemies by room (keep Bowser out). +--------------+ | Room 1 | +--------------+ Terra Cotta x 4 Oerlikon x 2, Star Cruster Sackit, Big Bertha x 2 Chow x 2, Forkies +--------------+ | Room 2 | +--------------+ Alley Rat, Armored Ant x 2 Bloober x 3, Star Cruster Stinger x 4 Geckit x 2, Chained Kong +--------------+ | Room 3 | +--------------+ Rob-omb, Big Bertha x 2 Vomer x 4 Magmus x 2, Pulsar x 2 Chester A note on that Chester, the final enemy. It is the hardest form of the Pandorite, and it has 500 HP, but not much defense. If you do an Ultra Jump, you could conceivably beat it in one turn. If not, a Bahamutt, a strange dragon creature, comes out. It has 1200 HP, and it provides most of the challenge. You get the Drill Claw by going through it, Bowser’s best weapon. -------- 5-Puzzle -------- It’s quiz time with Dr. Topper, a quite intelligent Hammer Bros. who seems to have spied on Mario during his adventures. He asks twelve questions, of which you need to get at least eight correct. You have five seconds to answer each question, and getting it wrong results in your block moving down once. I’ll try to make a list of questions that Dr. Topper asks, and make sure to use it if you don’t know. I try to organize them chronologically by when you’d know them. Question: What was Toadstool doing when she was kidnapped by Bowser? Answer: She was looking at flowers Question: What color are the curtains in Mario’s house? Answer: Blue Question: What is the fourth selection on the Menu Screen? Answer: Equip Question: What is Raini’s husband’s name? Answer: Raz Question: The boy at the Inn in the Mushroom Kingdom was playing with what? Answer: Game Boy Question: What was Mallow asked to get for Frogfucius? Answer: Cricket Pie Question: Where was the first Star Piece found? Answer: Mushroom Kingdom Question: What does Belome really like to turn people into? Answer: Scarecrows Question: Who is the famous composer at Tadpole Pond? Answer: Toadofsky Question: How many legs does Wiggler have? Answer: Six Question: What’s the first monster you see in the Pipe Vault? Answer: Sparky Question: What does the Red Essence do? Answer: Gives you strength. Question: Mite is Dyna’s WHAT? Answer: Little brother Question: How many underlings does Croco have? Answer: Three Question: Where was the third Star Piece found? Answer: Moleville Question: In the Moleville blue, it’s said that moles are covered in what? Answer: Soil Question: What did Carroboscis turn into? Answer: A carrot Question: What monster did not appear in Booster Tower? Answer: Terrapin Question: Booster is what generation? Answer: Seventh Question: The man getting his picture taken at Marrymore hates what? Answer: Getting his picture taken Question: The boy getting his picture taken at Marrymore can’t wait ‘til which season? Answer: Skiing Question: What’s the chef’s name at Marrymore? Answer: Torte Question: How long have the couple inside the Chapel been waiting for their wedding? Answer: 30 minutes Question: What the password in the Sunken Ship? Answer: Pearls Question: What’s the full name of the boss at the Sunken Ship? Answer: Jonathon Jones Question: What’s the name of the boss at the Sunken Ship? Answer: Johnny Question: Johnny loves WHICH beverage? Answer: Currant Juice Question: Yaridovich is what? Answer: A boss Question: How much does a female beetle cost? Answer: 1 coin Question: What technique does Bowser learn at Level 15? Answer: Crusher Question: What do Culex, Jinx, and Goomba have in common? Answer: They live in Monstro Town Question: What’s the name of Jagger’s “sensei”? Answer: Jinx Question: Who helped you up the cliff at Land’s End? Answer: Sky Troopas Question: What words does Shy Away use when he sings? Answer: La dee dah~ Question: Who is the famous sculptor at Nimbus Land? Answer: Garro Question: What color is the end of Dodo’s beak? Answer: Red Question: What does Birdo come out of? Answer: An eggshell Question: What is Hinopio in charge of at the middle counter? Answer: The inn Question: Who is the leader of The Axem Rangers? Answer: Red Question: Who is the ultimate enemy in this adventure? Answer: Smithy Those are all the possible questions Dr. Topper might ask you. Succeed to advance on into the next room, which continues Dr. Topper’s sinister puzzle games. Here, you must count barrels. In the first room, there are 12 barrels to begin with. Dr. Topper then adds some. Count how many he places, add that to twelve, and you’ll have the number of barrels. Note that the new barrels that you want to count are the lightly-colored ones. In the second room, there are 43 default barrels. You have twenty seconds to count this time. So, count the lighter barrels and add that number to 43 to get your number. After that, Dr. Topper moves on. Now you are given several clues as to how Boo (The Big Boo), Goo (Goomba), Bones (Dry Bones), and Kipp (Goby) did in a triathlon and then you must tell how they did. Each will say one of the following things (make note, on paper or in your head, of exactly who said what): I) “I outrode ____ on my bike, and _____ was never able to pass me.” II) “I fell into 4th place during the bike race, but finally ended up in the same place as I did in the swimming event.” III) “I placed in the same place in the swimming and cycling events, but 2 others beat me in the marathon.” IV) “I came in 3rd for swimming.” Talk to the creatures who said these things in this order, and you will pass yet another challenge to this long puzzler. At the end, go through the door, now rid of Dr. Topper, to find a room with a chest in it. This one contains a Rock Candy in it. It’s probably the worst room to get, actually. -------- 6-Puzzle -------- Without a guide, this is definitely the most challenging room. Luckily, you have me to help you along. As always, puzzles and quizzes are handled by THE quiz master himself, Dr. Topper the Hammer Bros. This time, he’s going to let you and him play a sort of coin blackjack. That is, there are 21 coins in a chest, and you hit the chest to get anywhere from one to four coins. Whoever takes the last coin is the loser (and you want to win, by the way). Dr. Topper is quite good, and he will always try to make you take the twenty-first by taking the twentieth himself. Count how many coins have been taken in total as you go, and make sure you don’t end up with the sixteenth-nineteenth coin, as Dr. Topper can take any number of coins he wants to take the twentieth coin, which results in you taking the twenty-first (and losing). Your goal is to take the twentieth coin. Good luck with that, as I can’t give much better strategy than that. In the next room, Dr. Topper challenges you to a game. The floor is covered with ! Switches, and jumping on one causes all the ones around it to rise if they are down or lower if they are up. Luckily for you, I have four easy steps with accompanying diagrams to help you through this challenge. ======================================================= -Step 1- Key ! ! ! ! --- ! ! ! ! X = Switch to Press ! ! ! ! O = Down Switches ! X ! ! ! = Up Switches -Step 2- Key ! ! ! ! --- X ! ! ! X = Switch to Press ! O ! ! O = Down Switches O O O ! ! = Up Switches -Step 3- Key O ! X ! --- O O ! ! X = Switch to Press O O ! ! O = Down Switches O O O ! ! = Up Switches -Step 4- Key O O O O --- O O O ! X = Switch to Press O O ! X O = Down Switches O O O ! ! = Up Switches -End Result- Key O O O O --- O O O O X = Switch to Press O O O O O = Down Switches O O O O ! = Up Switches ======================================================= And that’s all there is to it. Upon completing that, Dr. Topper moves on to his toughest game yet. If you’ve ever played the peg game before (the one with the triangular wooden board that has pegs in each hole in the board, and you try to finish the game with only one peg left in the board), this is basically it, only much easier. That is to say, you knock a cannonball along a bunch of other cannonballs. To move the cannonball, you must have it hop over another one to reach a new space, and the cannonball you skip over disappears. For example… M S E Let’s say each letter above stands for a cannonball, except for E, which is an empty space. If M is a cannonball and S is as well, then you could have cannonball M “hop over” cannonball S to the empty space E. This would cause S to disappear, and for the space M to become empty as well as S’s former spot. It’s really simple, actually. Well, let me make a good diagram for you of exactly how to play. The goal is to leave one cannonball only left over. Let’s begin, shall we? It takes fifteen steps. ======================================================= -Starting Arrangement- Key --- O O O O = Cannonball O O O O M = Cannonball to Move O O O O J = Cannonball You’re Jumping O O O O S = Space You’re Jumping To -Step 1- Key --- M J S O O = Cannonball O O O O M = Cannonball to Move O O O O J = Cannonball You’re Jumping O O O O S = Space You’re Jumping To -Step 2- Key --- S J M O = Cannonball O O O O M = Cannonball to Move O O O O J = Cannonball You’re Jumping O O O O S = Space You’re Jumping To -Step 3- Key --- O S O = Cannonball O O J O M = Cannonball to Move O O M O J = Cannonball You’re Jumping O O O O S = Space You’re Jumping To -Step 4- Key --- O O O = Cannonball M J S O M = Cannonball to Move O O O J = Cannonball You’re Jumping O O O O S = Space You’re Jumping To -Step 5- Key --- O O O = Cannonball S J M M = Cannonball to Move O O O J = Cannonball You’re Jumping O O O O S = Space You’re Jumping To -Step 6- Key --- O O O = Cannonball O M = Cannonball to Move M J S O J = Cannonball You’re Jumping O O O O S = Space You’re Jumping To -Step 7- Key --- O O O = Cannonball O S M = Cannonball to Move J O J = Cannonball You’re Jumping O O M O S = Space You’re Jumping To -Step 8- Key --- O M O = Cannonball O J M = Cannonball to Move S O J = Cannonball You’re Jumping O O O S = Space You’re Jumping To -Step 9- Key --- M O = Cannonball J M = Cannonball to Move S O O J = Cannonball You’re Jumping O O O S = Space You’re Jumping To -Step 10- Key --- O = Cannonball S M = Cannonball to Move O O J J = Cannonball You’re Jumping O O M S = Space You’re Jumping To -Step 11- Key --- O = Cannonball O M = Cannonball to Move M J S J = Cannonball You’re Jumping O O S = Space You’re Jumping To -Step 12- Key --- O = Cannonball M M = Cannonball to Move J J = Cannonball You’re Jumping O O S S = Space You’re Jumping To -Step 13- Key --- O = Cannonball M = Cannonball to Move J = Cannonball You’re Jumping M J S O S = Space You’re Jumping To -Step 14- Key --- O = Cannonball M = Cannonball to Move J = Cannonball You’re Jumping S J M S = Space You’re Jumping To -End Result Key --- O = Cannonball M = Cannonball to Move J = Cannonball You’re Jumping O S = Space You’re Jumping To ======================================================= And that’s how to get it done. Dr. Topper has had enough of you, and you have beat all his strategy/puzzle games. Go into the next room to find a chest containing Rock Candy. Well, you certainly could’ve gotten better luck as far as choosing doors goes. Oh well, though. At least you got to experience Dr. Topper. After four of them, you’ll fall out the door to a Save Block. Use it, as you won’t want to have to go through all that again, unless you got bad doors. Of course, what you get is random, but you’d want to get both battle doors and both action doors, although the first action door isn’t really needed that much. Now, do any healing you might need with Mallow’s HP Rain or Toadstool’s healing abilities. After all, that battling, if you did battle, might’ve hurt. In the next room, as hinted at by the Save Block, is a boss. The red Magikoopa that was casting enemies upon us in two of the battle screens is back, and now it’s trying to take you out in a more direct fashion. It’s go time. Wait, that wasn’t nearly dramatic enough… Hmm, let’s see here. Ah, that’s the ticket. IT’S GO TIME!!!!! +-----------------+ | Magikoopa | +-----------------+ It is actually rather pathetic that Bowser would not be able to defeat his own minion by himself, but so it goes. Anyways, Magikoopa has 1600 HP, 100 attack, 60 defense, 120 magic attack, and 100 magic defense. Not too shabby if I do say so myself. Due to his low defense, you will massacre him in just a few attacks. His attacks, on the other hand, are very weak due to your accessories. Bowser takes very little damage anyways due to his Lazy Shell armor, and Mario is vastly unaffected by special attacks. His Flame Wall won’t put a dent in either character, but he does have one recurring attack. That’s right, ANOTHER freak who knows Water Blast. It can do considerable damage, but it won’t be too crippling, as Magikoopa will go down quickly. However, Magikoopa will summon to the battle field three monsters. Their stats are in the below table. ---------------+----------+----------+----------+----------+----------- Enemy Name | HP | AP | DP | MA | MD ---------------+----------+----------+----------+----------+----------- Jinx Clone | 320 | 180 | 120 | 0 | 35 King Bomb | 500 | 0 | 130 | 80 | 0 Bahamutt | 500 | 170 | 100 | 80 | 20 ---------------+----------+----------+----------+----------+----------- As you can see, his monsters are very weak. However, each has a past with you. The Jinx Clone is like the clones Belome made of you and your partners in Belome Temple, except it’s of Jinx, the sensei bug in Monstro Town. King Bomb is the name of the gigantic Bob-omb that Punchinello summoned in a moment of desperation. Bahamutt is the dragon-like creature that somewhat resembles Hooktail, the boss of Chapter 1 in the sequel to this game’s sequel (Paper Mario: The Thousand-Year Door), who you may have fought when fighting the Chester in the action doors. Anyways, I did enjoy seeing the Yoshi egg and the old Super Mario World triangle/circle/square spell Magikoopas cast when he summons the monsters, but they are annoying. King Bomb is so big that you can only target it, not Magikoopa, for one. After several turns, it may use Big Bang, which does a lot of damage to everyone (but Bowser, who only takes one damage with his Lazy Shell armor on), as well as eliminating King Bomb. Jinx Clone uses the same attacks as the real Jinx, except it is dramatically weaker. Bahamutt is a weaker version of its Chester sidekick counterpart. In any case, you’ll need to defeat them first if you want to attack Magikoopa. In the end, this is a joke of a battle. +---------------------------------+ | Bowser’s Keep (Continued) | +---------------------------------+ Enemies: Alley Rat (105 HP), Amanita (52 HP), Armored Ant (230 HP), Bahamutt (1200 HP), Big Bertha (350 HP), Bloober (130 HP), Chained Kong (355 HP), Chester (500 HP), Chewy (90 HP), Chow (80 HP), Forkies (350 HP), Geckit (100 HP), Glum Reaper (180 HP), Greaper (148 HP), Gu Goomba (132 HP), Lakitu (124 HP), Magmus (50 HP), Malakoopa (95 HP), Muckle (320 HP), Oerlikon (85 HP), Orbison (30 HP), Pulsar (69 HP), Pyrosphere (167 HP), Rob-omb (42 HP), Sackit (152 HP), Shaman (150 HP), Shy Away (140 HP), Sling Shy (120 HP), Star Cruster (72 HP), Stinger (65 HP), Terra Cotta (180 HP), The Big Boo (43 HP), Tub-O-Troopa (500 HP), Vomer (0 HP), Zeostar (90 HP) Magikoopa turns from red to its usual blue. Bowser exclaims “Magikoopa,” and the Monstro Town music starts playing. Apparently, Magikoopa was brainwashed by Smithy as a defender of the keep. It’s great running into a loyal Koopa Trooper, you know. Bowser has a habit of confiding in a certain Magikoopa as his advisor or favorite. This may be because his childhood mentor/caretaker was Kamek, a Magikoopa. Recently, Bowser has made Kammy Koopa his Magikoopa advisor and right hand, but this was one of his earlier ones. It seems that Bowser has some tough new troopers, but Magikoopa can still help Bowser out. He casts a spell (Ho’okalakupua!), and he creates a golden chest. It never runs out of coins. Also, you can talk to Magikoopa to let him heal you completely. Neat-o! This is like an Inn only they give you coins! Hit the chest until you have 999 coins, as we’ll be spending them shortly. Enter the left door to find Croco. Yep, he’s restocked and selling stuff again. This is like a regular town! Croco sells several good items. The armor actually isn’t generic. Buy every item or armor. Also, sell all your old armor except for the Lazy Armor shell and anything else you’re attached to. This is all of the ultimate armor for each character, and Croco also sells items like Pick Me Ups (which you’ll want to stock up on). Afterward, here’s what to equip (if you have it. I understand if you don’t have all the weapons listed here, as the six doors are random). ----------------------------------------------------------------------- Character Weapon Armor Accessory ----------------------------------------------------------------------- Mario Lazy Shell Hero Shirt Safety Ring ----------------------------------------------------------------------- Mallow Sonic Cymbal Prince Pants Rare Scarf ----------------------------------------------------------------------- Geno Star Gun Star Cape Safety Badge ----------------------------------------------------------------------- Bowser Drill Claw Lazy Shell Amulet ----------------------------------------------------------------------- Toadstool Frying Pan Royal Dress Jinx Belt ----------------------------------------------------------------------- Everyone has changed a bit. You can buy as much as you want if you have the patience to use Magikoopa’s infinite coin chest. Go back a room, save, go up a room, and then take the right door. Here, Thwomps hit the ground, which temporarily stun and freeze you from the shockwaves. Go under the Thwomps when they are up and avoid the Bombshell Bills (golden Bullet Bills). If you don’t, you’ll face a Big Bertha, the new Blasters on the block. Their Blazer attack can kill you instantly; be sure to defend against it. And at the end, you enter a room much like the one you fought Bowser in for the first boss fight of the game. Go forward and you hear a voice. It’s some weird thing! It is on a chandelier, not supported by a Kinklink but by a Chandeli-ho, Shy Guys forced to hang onto them for all their lives. So you’re the notorious Mario! He is the final guardian of the sword, Boomer. En garde! +--------------+ | Boomer | +--------------+ Boomer seems to be a knight, and he has 2000 HP, 200 attack, 140 defense, 35 magic attack, and 26 magic defense. He makes Magikoopa look like a sissy. His attacks do amazing damage, too. He has the Blizzard attack, but his magic attack is very low. He also has Storm, Blast, and a few other weak magic attacks, nothing spectacular. Additionally, he can use a regular sword slash, whose strength is about 60-70. He can also use Shaker, an instant death move. On Mario’s turns, use Lazy Shell. Get the timed hit and you’ll do up to 200+ damage. Use every turn to use a regular attack, and he’ll soon use a sort of Valor Up that makes his armor blue. He can change between the two armors, by the way. His second form is better at magic, and it shares HP with its other form, has 120 attack, 90 defense, 100 magic attack, and 90 magic defense. Keep using regular attacks now that his defense is lowered, and you’ll make short work of Boomer. However, Boomer now has increased speed. He can attack twice a turn on occasions, and, if not successful in downing them, Shaker reduces your partner’s HP to 1. after a few turns, there’s a flash. Boomer is dieing (asthma attack, I think, and I mean that seriously), and he rejects your sympathy. He dies a soldier’s death by letting the chandelier fall. We never know if he actually does die or not. After all, they weren’t that high up… The Chandeli-ho you’re on takes you up, though, to the sword. But before that, Midas River music. Get funky! +------------+ | Exor | +------------+ You go from one boss battle to the next. It is the sword, whose hilt is a monster called Exor. The hilt ends at the creature knows as Neosquid (what? New Squid… That’s what neo- means, anyways… Man, his parents must hate him to give him that name). Also, you can attack Neosquid’s eyes. Here’s a little chart for the stats of each of your four opponents. ---------------+----------+----------+----------+----------+----------- Enemy Name | HP | AP | DP | MA | MD ---------------+----------+----------+----------+----------+----------- Exor | 1800 | 0 | 120 | 0 | 80 Left Eye | 300 | 153 | 130 | 47 | 80 Right Eye | 500 | 128 | 100 | 82 | 36 Neosquid | 800 | 180 | 80 | 86 | 50 ---------------+----------+----------+----------+----------+----------- Exor is weak, and it is the heart of the blade. However, it is protected by the eyes, and it cannot be hurt as long as they are intact. Also, Neosquid can be attacked, although this just gets rid of his attacks. And yes, they are annoying. For one, it knows Water Blast. It also has a variety of condition attacks (sleep, scarecrow, etc.). Neosquid doe the attacking, but the eyes can, too. Take out one eye and Exor loses its protection. At that point, focus everyone’s attacks on it. Don’t bother taking out Neosquid; it will revive a few turns after being defeated, anyways. Also, the eyes eventually come back (defeat the left one, as it is quicker to beat). If they do, though, keep attacking Exor until the message “The EYE is protecting Exor!” appears on the screen. If you have Geno in the party, you can use the 9999 Geno Whirl trick on the eyes (and Exor himself!) for a quick victory, too. And, if you want to attack everyone, Star Egg is a good attack to use. In the end, the battle isn’t a difficult one. Especially with Bowser’s Lazy Shell armor, you’re invincible. In the end, Exor’s flaming eyes extinguish, and Neosquid swallows you into its mouth. The five of you now fall into the final frontier, the Gate. This is the road to Smithy, as Geno points out, and Exor was a link between the two worlds. Now that Bowser has his castle back, he wants to leave, but Geno counters by saying that Smithy could easily send more forces to take it back. And, a spring behind you can take you out of this place if need be to the World Map. +----------------+ | The Gate | +----------------+ Enemies: Ameboid (220 HP), Doppel (333 HP), Glum Reaper (180 HP), Hippopo (400 HP), Jabit (150 HP), Li’l Boo (66 HP), Machine-Made (X HP), Mad Mallet (200 HP), Ninja (235 HP), Pounder (180 HP), Poundette (150 HP), Puppox (300 HP), Springer (122 HP) I suggest you have all the best weapons from my equipment table a bit above. If you don’t have it, then you can repeat the six doors trial to get them. That’s how I was able to write guides through each door, you see. Anyways, this place truly lives up to the Square Enix reputation; the place has that sort of music, it is a dark, sinister looking place, and surges of black clouds go by constantly. Go forward one screen and you’ll find the path end. Get on the long grooved bar and then onto its bolt. Jump on it to force it forward, and do so until you reach the next part. Save at the Save Block and then go forward another screen. Here you’ll find a Glum Reaper, which you may already be familiar with from Bowser’s Keep. Avoid it if you can, and cross the gap with the bolt and bar like before. At the end, a blue creature called an Ameboid appears. They are very weak, and should give you no trouble. There are other Glum Reapers here, too, and some might be partnered up with Hipoppos, which have 400 HP each. From the Ameboid, you’ll reach a crossroads. You can either go up or right, but either way you’ll end up in the same place. Go north from there to a new screen. Immediately you’ll notice a series of Ameboids dropping down from an upper area onto a ! Switch. Since you can beat them on your first attack with Mario’s Lazy Shell, you might want to fight some of the Ameboids in this never-ending line for 17 Experience Points a pop. However, you’re going to eventually want to hit the ! Switch, which creates a path. Go forward on it to a new screen. Save at the Save Block there and go north once again. Here, hit the chest to the left for the Ultra Hammer. Wow! However, even it is 20 attack points weaker than the Lazy Shell, which is Mario’s best weapon in the game. I will say, though, that the Ultra Hammer does make return appearances in the sequel and that’s sequel to this game (Paper Mario for the N64 and Paper Mario: The Thousand-Year Door for the Game Cube). When ready to continue, use the jump pad to reach the bolt, and then cross the second to reach a spring. Bounce on it to a large room. Ahead of you is a… giant clock! Alarm clock, that is. And the two bells on the side talk! They can’t believe you made it this far, but it’s the end of the line for you. By the way, keep Toadstool out for healing effects. +------------------+ | Count Down | +------------------+ The clock is named Count Down, and it seems to be asleep. The two bells are called Ding-a-Lings. Here are their stats: Count Down has 2400 HP, 0 attack, 80 defense, 120 magic attack, and 80 magic defense, while each Ding-a-Ling has 1200 HP, 180 attack, 120 defense, 20 magic attack, and 80 magic defense. Count Down, although seemingly asleep, is ticking constantly. As a result, he has different attacks for different times of the day. It does not attack constantly, and he can use Recover on itself. For this reason, start by attacking and destroying the Ding-a-Lings. They can use Doom Reverb (silencer), Dark Star (painful attack), Fear Roulette (instantly kills an ally, like its Russian counterpart), S’Crow Bell (turns you into a scarecrow), a regular attack (eh, not too bad), and it can move the time forward so Count Down has a different attack. At 3:00, Count Down uses Recover. At 5:00, Count Down uses Aurora Beam. At 6:00, Count Down uses Mega Recover. At 7:00, this son of a sundial can use Water Blast! Arrgh! I hate 7:00! At 9:00, Count Down leans back and does nothing. At 10:00 beware Petal Blast, which can turn you into a mushroom if Safety Ring/Badge isn’t equipped. And, at noon or, what would have been more likely due to the setting, midnight, Count Down uses Corona. At 1:00, it uses Crystal. All of his attacks are specials, which aren’t that weak, for that matter. Now, when defeating the Ding-a-Lings, keep in mind that they have fairly good defense, and you should use Star Egg if your character can’t do more than 100 damage. In fact, this is quite an effective way to quickly beat the Ding-a-Lings. Heal when needed during this process, and then Count Down will be a breeze. He has very low defense, and you can do 100-200 damage at least to him with regular attacks. A few rounds of that and he’s broken. +----------------------------+ | The Gate (Continued) | +----------------------------+ Enemies: Ameboid (220 HP), Doppel (333 HP), Glum Reaper (180 HP), Hippopo (400 HP), Jabit (150 HP), Li’l Boo (66 HP), Machine-Made (X HP), Mad Mallet (200 HP), Ninja (235 HP), Pounder (180 HP), Poundette (150 HP), Puppox (300 HP), Springer (122 HP) A Save Block appears behind you after the battle. Use it and then press onward. Here, you’ll find several conveyor belts. These are the Machine Made enemies, and they are robotic clones of past enemies. First, you’ll face the Machine Made Axem Rangers, which is odd because there can be two Axem Blacks in one attack force, etc. The below table has the stats of all the Machine Made enemies, alphabetized for your convenience. ---------------+----------+----------+----------+----------+----------- Machine Made | HP | AP | DP | MA | MD ---------------+----------+----------+----------+----------+----------- Axem Black | 120 | 120 | 110 | 4 | 40 Axem Green | 80 | 105 | 80 | 80 | 120 Axem Pink | 100 | 95 | 90 | 40 | 100 Axem Red | 180 | 135 | 95 | 24 | 80 Axem Yellow | 200 | 140 | 130 | 16 | 20 Bowyer | 1000 | 150 | 120 | 90 | 80 Drill Bit | 180 | 130 | 82 | 31 | 69 Mack | 300 | 160 | 120 | 95 | 40 Shyster | 100 | 135 | 95 | 90 | 65 Yaridovich | 800 | 180 | 130 | 90 | 50 ---------------+----------+----------+----------+----------+----------- Oddly enough, Machine Made Bowyer is tougher than Machine Made Yaridovich. They do technically have boss music, which is why they’re listed, but I do not consider them to be bosses because you fight them endlessly. If you hop up the first conveyor belt, which drops down Machine Made Axem Blacks and Yellows, you’ll reach a chest containing a Mushroom. Now fall into the pit near here. When you do, go forward to a screen with a Flower and a Mushroom in chests. Now go back to the spring, and take it up to the conveyor belts with the Machine Made enemies coming down. To bridge the gap, use the platforms. At the other end, Machine Made Axem Reds, Greens, and Pinks are coming down. Jump on the conveyor belt after one has just passed, and then fall to the ground. Now, whether you fight the Ameboids or not, go north. Here, an endless line of Jabits are coming down. With them are Mad Mallets, hammers with legs. Also, Bowyer arrows are raining down on you, and they can freeze you momentarily. Also possible is the presence of a Pounder and a Poundette, basically the same thing. Avoid these, as the arrows can make you fight them endlessly, and continue on. The Shyster-looking creatures are called Springers, and they may accompany Puppoxes, advanced Remo Cons. And further ahead you’ll find Machine Made Macks, which are surrounded by Machine Made Shysters. Mack does give lots of coins, despite its weakness. None of these enemies should prove difficult. In fact, most are one-hit-and-they-die machines. Go north again to find a new screen. Conveyor belts here form a path to solid ground, and at the end are Li’l Boos, some of the weakest enemies you’ll ever fight. At the end of the second set of conveyor belts is a chest containing a Royal Syrup. From it, go south to another set of conveyor belts, which will lead to a platform. Take it across the gap and then jump to the next conveyor belts. Go north until you see a chest to the left. Hit it for a Max Mushroom. Now go north after some more path and Li’l Boos. Here, jump up the conveyor belt stairs. As you go, a Machine Made Bowyer comes down. It has the ability canceling ability of his real counterpart, and it, like Machine Made Mack, gives lots of coins upon defeat. Now, to continue down the path, jump over the Machine Made Axem guards to reach another conveyor belt with Machine Made Bowyers on it. Wait for one to go by and then jump up it quickly. You’ll just barely avoid the next Bowyer and be able to go north, where you’ll find a Save Block. Go north of that screen to find two new enemies. First, the patrol robots are called Ninjas, and they are probably partnered with Doppels, rather weak, but advanced, versions of the Phantom. Ninjas attack you before they die, and they will run away, too, if their partner dies. Then, you’ll see Machine Made Yaridovich fall down to attack. I wonder if these are robotic clones, as if their memory and thoughts were inputted into the Machine Made enemies, or if the originals were actually Machine Made enemies. In any case, the former is probably true since the Machine Made enemies are so much weaker than the originals. Don’t fight it yet, though; go north to a room with two chests, a Mushroom and a Flower. Now go back south and beat Machine Made Yaridovich with relative ease. However, I should point out that, when fighting Machine Made Yaridovich, he can use “Multiplier,” which splits himself into four Machine Made Drill Bits. Defeat them and then Machine Made Yaridovich reappears to fight. Like his machine boss brothers, he gives mega coins upon death (as well as 60 Experience Points!). Defeat one Machine Made Yaridovich when it’s on the platform to destroy the platform, which creates a hole. Take it down to fight… +--------------------------+ | Cloaker and Domino | +--------------------------+ These guys do horrible Knife Guy and Grate Guy impressions. Plus, their names don’t really match them. In any case, do not take them lightly. Cloaker has 1200 HP, 170 attack, 130 defense, 12 magic attack, and 20 magic defense. That’s pretty good! Domino has 900 HP, 65 attack, 80 defense, 120 magic attack, and 150 magic defense. So, here’s the deal. Domino is much weaker than Cloaker; we can tolerate it for longer; let’s defeat Cloaker first. This is just like the Knife Guy/Grate Guy routine. Just for kicks, let’s review their attacks. It seems that, in this game, bosses in pairs follow the high attack, low magic attack/low attack, high magic attack rule. Domino has all of the following attacks: Endobubble (makes you afraid), Lightning Orb (pathetic), Blizzard (still pathetic), Diamond Saw (gasp), Solidify (it won’t hurt Mario or Bowser because of the Safety Ring and Lazy Shell, but it will be horrific to your other partner), Bolt (a joke), and Flame Stone (ha!). Cloaker has only a few attacks – sword-slash, boulder toss, and fire needles. Still, Cloaker is much more effective than Domino could ever hope to be. Also, I noticed that this battle has tons of sprite glitches – lines going through people where they shouldn’t, etc. Just keep attacking Cloaker normally and he will perish. Domino is extremely upset that you weaklings killed her/his partner, and it runs to seek help. Follow it to… +----------------------------+ | Domino and Mad Adder | +----------------------------+ Domino proves his/her robotic anatomy by electrically attaching itself to Mad Adder, a gigantic robotic cobra. Domino now has the same exact stats, but Mad Adder is a new element in this mix. It has 1500 HP, 150 attack, 70 defense, 90 magic attack, and 180 magic defense. Plus, it has a whole new bag of tricks. Mad Adder can bite you (ouch), use Sand Storm (makes everyone afraid), Storm (one-target very strong attack), or use Boulder (damage for everyone!). If any character is afraid, than your best weapon here is the Star Egg. I reiterate; if any character cannot do 100 damage in a normal attack to Mad Adder, then use Star Egg on their turn. Also, do not attack Domino, either. Domino is now on life-support, so to speak, and destroying its source of electricity destroys Domino (that is, destroy Mad Adder to destroy Domino, but not vice versa). If you heal often enough, this should be a very easy battle for you. By the way, “Mad Adder” is a double pun. An adder is a type of snake, but also, it refers to it as being a “mad hatter.” Hatters were considered mad because they used mercury to polish hats, which was their job, and mercury could damage the brain, making them insane. It is also a reference to Alice in Wonderland, if you’ve ever seen it (it’s a Disney movie). But, if you didn’t follow my directions and you defeated Domino first, you’ll face… +------------------------------+ | Cloaker and Earth Link | +------------------------------+ If you killed Domino, then Cloaker gets scared. He runs off to seek aid from Earth Link, a gigantic robotic cobra. He hooks up with Earth Link, proving that he is a robot, and Cloaker gains ten attack points. However, this is his only stat change. Earth Link has 2500 HP, 220 attack, 120 defense, 5 magic attack, and 10 magic defense. As you can see, the smart thing was to beat Cloaker so that you fought Mad Adder with Domino, a far, far easier boss. But, Earth Link is more than just a bunch of stats. Its attacks are deadly, too. Earth Link can use a poison attack, a bite, and Carni-Kiss, all of which do heavy damage. I hope you have either Mallow or Toadstool in your party, because between Cloaker and Earth Link, you will need it. However, the battle should be quick if you fight smartly. With only 10 magic defense, Earth Link is one gigantic special target. If you have Bowser, don’t use Poison Gas, as it has a immunity to it. Instead, use Bowser Crush. With Mario, use Ultra Jump. And, always remember to attack only Earth Link. If you attack Cloaker, you’re wasting your turn. Cloaker is using Earth Link as his life support now, and you beat Cloaker if you beat Earth Link. If you run out of FP, use constant Star Eggs. I recommend that your third partner, whoever that may be, heals everyone. Now, how was I able to cover guides for both Mad Adder and Earth Link? Well, it was quite simply the use of one of Frogfucius’s pupil’s items – Earlier Times. Anyways, you’ll eventually win, which ends all three of these possible battles. You end up, completely healed from the last battles, in the room you fell to by a spring. Go left to a new area, the Factory. +-------------------+ | The Factory | +-------------------+ Enemies: Clerk (500 HP), Director (1000 HP), Mad Mallet (200 HP), Manager (800 HP), Pounder (180 HP), Poundette (150 HP) The Factory is just several rooms filled with enemies. However, they are pretty strong, like sub-boss-like. First, notice all the enemies being made on the conveyor belt. Go forward to find the Clerk, asking about production schedules. He mentions that this new army will be plenty to replace the defeated members of the Smithy Gang – Mack, Bowyer, Yaridovich, and the venerable Axem Rangers. Mallow comes out upon hearing this, protesting that they’ve caused enough trouble already. He sends three Mad Mallets to defeat you. Beat them with relative ease and the Clerk attacks you. He looks like a mechanized knight with horns and an axe. Notice that the axe has the same insignia the Blade did, the airship of the Axem Rangers. Because Clerk is like a boss, though, I’ll list his stats. Clerk has 500 HP, 160 attack, 100 defense, 47 magic attack, and 60 magic defense. First defeat the Mad Mallets. It is very easy, and it can use Valor Up and Vigor Up in the same turn while fighting. Just bombard it with regular attacks. Go forward again and Mallow, who is quite energetic today, sees a ! Switch. Hit it and a giant crane comes down. Mario rescues Mallow and everyone is happy. Now, as you go forward, a voice stops you. It’s Toad! He somehow made it up here, which really undermines your fighting abilities. He also sees Toadstool is here, and he determines that he must help. Toad joins your party! No, I’m kidding. He just sells you items. It is actually very convenient. Buy as many Pick Me Ups as you can; they are far superior to Max Mushrooms and the like. However, he also does sells Max Mushrooms (for 39 coins). Afterward, he gives you a Rock Candy. Go forward again. The conveyor belt has Machine Made Drill Bits coming down it, which shows that all the enemies are Machine Made enemies before adding color. Pounder # 1-3 give reports on the progress of the factory. Pounder # 1 reports that the “Drill Bit” project is nearly complete. Pounder # 2 reports that they are ahead of schedule. Pounder # 3 claims that they’ll make Smithy proud. They start laughing, and Bowser can’t take it. He rules this world, not Smithy, and don’t you forget it! He’s surprised that Mack 2 and Yaridovich 2 didn’t stop him. He must be referring to the Machine Made series. Now we fight! Start by defeating the Pounders. The Manager has 800 HP, 170 attack, 110 defense, 60 magic attack, and 70 magic defense. A few regular attacks will deal him death, err, defeat. Note that he can summon new Pounders every turn, and so it might not be a good idea to defeat them each time. After the fight, Bowser recites a haiku, a Japanese poem with 5-7-5 syllable structure. I’d like to write it here… Like the moon over the day, my genius and brawn are lost on these fools. ~Haiku However, the haiku isn’t a good one, as the second line actually has 8 syllables. Go to the next screen and you’ll see that Poundettes hit the Machine Made Drill Bits to toughen them. Also, there’s a red armored guy here. Toadstool demands to know if he’s in charge. He is the Director, and he is afraid that it is impossible to stop the weapons production now. Any dissent against Smithy will result in his immediate melt down. Like before, attack him normally, ignoring the Poundettes. The Director has 1000 HP, 190 attack, 120 defense, 57 magic attack, and 80 magic defense. He isn’t too tough, but he can use both Valor Up and Vigor Up. When you win, go forward to find a Save Block. Here, a Ninja, who is the Factory Chief, is the final defense for Smithy. Savor the moment, ‘cause this is as far as you’ll ever get! +---------------------------------+ | Factory Chief and Gunyolk | +---------------------------------+ The Factory Chief claims that his own invention, the Gunyolk, will be the cause of your demise. Let’s prove him wrong! Factory Chief has 1000 HP, 200 attack, 120 defense, 70 magic attack, and 90 magic defense. Gunyolk has 1500 HP, 200 attack, 130 defense, 120 magic attack, and 80 magic defense. Let’s start by defeating the Factory Chief. He is incredibly strong himself. He can either hit you directly or use a Shuriken, but both can do quite a bit of damage (he also can use Thornet, which is almost identical to his normal attack). Gunyolk is much worse, though. It can use Breaker Beam, dealing about 100 damage to all characters (save Bowser, who uses the Lazy Shell armor), and Mega Drain and Electroshock don’t help the cause too much, either. Echofinder will silence a character (just hope it isn’t Toadstool or Mallow). When you’ve defeated the Factory Chief, after much healing I assume, the battle becomes much easier. Focus all your attacks on Gunyolk, obviously. Mallow becomes crucial as well, as he can use Snowy. Naturally, being a magma-powered machine, Gunyolk is weak to ice. However, Gunyolk is still amazingly good at using Breaker Beam almost every turn. To make the battle go faster, use Star Egg if your character can’t deal 100 damage to it. However, even if Mario and Mallow are downed and you don’t feel like using a Pick Me Up, Bowser’s Lazy Shell armor proves its worth again. Even the Breaker Beam does only 2 damage to him. With clever attacks, you’ll beat Gunyolk in no time flat. +--------------------------+ | Final Preparations | +--------------------------+ Geno comes out and notices that the production line still hasn’t stopped. A pipe is where the weapons come from. Smithy must be down there… Go back to the Save Block and use it. Now return to Toad’s shop earlier in the Factory. Buy as many Pick Me Ups as you can, and don’t worry if you have to sell some items to buy them. Now, arrange your party in a Mario-Toadstool-Bowser setup. Usually, this is the setup people use when fighting Smithy, although I confess that I almost always fight him with Mario-Toadstool-Geno, since Geno is my favorite partner. But, use Bowser instead. Your equipment should be used so: ----------------------------------------------------------------------- Character Weapon Armor Accessory ----------------------------------------------------------------------- Mario Lazy Shell Hero Shirt Safety Ring ----------------------------------------------------------------------- Mallow Sonic Cymbal Prince Pants Rare Scarf ----------------------------------------------------------------------- Geno Star Gun Star Cape Safety Badge ----------------------------------------------------------------------- Bowser Drill Claw Heal Shell Jinx Belt ----------------------------------------------------------------------- Toadstool Frying Pan Lazy Shell Scrooge Ring ----------------------------------------------------------------------- As you might have seen, we practically swapped equipment between Bowser and Toadstool. There’s a good reason for it, though. Toadstool is the most important character in this battle because she can heal. Furthermore, her usage of the Scrooge Ring lets her heal twice as much as she normally could because her FP usage is halved. Bowser, on the other hand, experiences a very large increase in strength. The Lazy Shell decreases attack, which is why Bowser was so weak when wearing it. But, this shouldn’t matter to Toadstool, who will not be attacking very often (trust me, every turn is a good turn to heal). Bowser also wears the Jinx Belt at the price of some of his FP to raise his attack power. After all, none of Bowser’s specials will be of use to you in the upcoming battle. So, although I wouldn’t recommend it for outside usage because Bowser has much higher natural defense than Toadstool, it is still absolutely effective for the final fight. Now, make sure you have full FP and HP before you start the battle. To start the fight, press the ! Switch that Factory Chief and Gunyolk were guarding. A crane lifts you and drops you down the pipe, leading right to the leader of the Smithy Gang himself – Smithy. +--------------+ | Smithy | +--------------+ This bearded titan holds a gigantic hammer in his right hand, and he hits it against liquid metal provided to him by the Smelter to create the Machine Made Drill Bits, his newest weapons. Mallow comes out and points to the final Star Piece – the yellow one on his chest. It is tiny on the giant. Geno comes out after Smithy demonstrates further the ease with which he can create his machines (if you haven’t noticed, Smithy is a pun name. Blacksmiths create weapons from metal, just as Smithy has all weapon-based robotic minions: Mack is a knife, Bowyer is a bow, Yaridovich is a spear, the Axem Rangers carry axes, and he has a hammer). Geno demands the Star Piece, and Smithy laughs. He realizes that you are Mario, and with brutal delight he predicts that you and he will have a dispute over the Star Piece. Bowser then comes out, demanding that he leave his castle. In quite a sinister manner, Smithy insists that he has grown fond of the place, and at that Toadstool comes out. She begs that he stop the invasion and just give the Star Piece to them. Smithy laughs at this. Better yet, he says, why don’t you all give him your Star Pieces? Then he could easily conquer the world, and fill it with his armies. The group reenters Mario, and Smithy makes a final demand. He will crush you all! Mario makes one leap Smithy, and so the ultimate conflict begins to decide the fate of Mushroom Kingdom, nay, the world. If you thought that Culex had good music, then you did not hear Smithy’s theme. From the opening, I think that no other music could have suited him better. It is some of the best videogame music I’ve ever heard. But, back to the heat of battle now. Smithy is a quick one, and he starts the battle off with Sledge, in which a gigantic crusher (like ones in Super Mario World) falls down to crush you all. Smithy has 2000 HP, 230 attack, 130 defense, 100 magic attack, and 100 magic defense. He is surprisingly easy, and his stats aren’t superb, either. Spend Mario and Bowser’s turn giving him damage while Toadstool heals any of your injuries and he’ll go down like a Goomba. However, Smithy has some help, I admit. He utilizes his Smelter in combat. It has 1500 HP, 0 attack, 120 defense, 0 magic attack, and 100 magic defense. So how, you ask, could Smelter, just a bunch of defense jammed into a target, be of any use to Smithy? Well, it smelts! That is, it creates enemies called Shypers, which are probably prototype Drill Bits. Each has 400 HP, 170 attack, 80 defense, 70 magic attack, and 50 magic defense. Still, focus on Smithy. Other than Sledge, he can use Mega Drain, Meteor Swarm, and hammer attacks. Meteor Swarm is the worst, as it attacks everyone with considerable force, while the other attacks are simply very strong one-target attacks. As I’ve said, Smelter attacks indirectly by creating Shypers. Shypers can use Sword Rain, an attack that hits everyone with force comparable to Meteor Swarm, and they can use a default attack for low damage. Heal when necessary and attack Smithy with your muscle. He’ll be easy. Use Come Back if a partner dies. Don’t be afraid to use items, either. You can’t save after the battle, so it’s not like you actually used them. When you win, Smithy starts screaming “No!” and he hits his hammer against the ground furiously. Aero, one of Bowyer’s arrows, Drill Bit, and Shyster warn Smithy about his blood pressure and ask him not to get so worked up. They only further infuriate Smithy, and with one more hammer smash, the arena starts quaking. Smithy and your fighters fall down into the depths of the factory, a red hot furnace room of some kind. Never has he been so furious. He will show you his true form, his true power, and he will teach you respect and take revenge. +-------------------+ | True Smithy | +-------------------+ From a blast of light, Smithy transforms into a giant robot. He can use his hammer to hit his head, which causes it to change shape. He is now truly omnipotent, and his stats even surpass those of Culex. Each of his heads has different strengths, and the below table shows them. ---------------+----------+----------+----------+----------+----------- Smithy’s Unit | HP | AP | DP | MA | MD ---------------+----------+----------+----------+----------+----------- Smithy Head | 8000 | 180 | 80 | 60 | 50 Smithy’s Body | 1000 | 180 | 80 | 20 | 60 Tank Head | 8000 | 250 | 130 | 10 | 50 Wizard Head | 8000 | 135 | 50 | 130 | 150 Chest Head | 8000 | 150 | 120 | 78 | 80 Masked Head | 8000 | 40 | 150 | 70 | 100 ---------------+----------+----------+----------+----------+----------- Of course, each of the heads shares the 8000 HP. Now, you can tell that you will need to use healing A LOT. Yes, Toadstool should heal on every turn. In the meantime, have Mario and Bowser attack the head. If Toadstool does have a free moment, attack the body with Star Egg or Rock Candy. Remember, you don’t save after this fight, so you can be as wasteful with your items as you want. Furthermore, Smithy has good speed, and quite often he can attack twice (head and body). However, his heads each have their weak points, but you won’t be able to utilize most of them because Mallow isn’t fighting alongside us. Smithy starts the battle off with his normal head, the Smithy Head, but he quickly switches to the Tank Head. It is weak to thunder, and strong against just about everything else. It is very strong, and you should watch out for one of its attacks – Magmum. It instantly kills its target. Now, if, say, Mario or Bowser dies, use Come Back to revive them. If Toadstool dies, you’ll be forced to use a Pick Me Up. Once, I went the entire battle without using a Pick Me Up, but that was hard. Smithy will switch from the Tank Head to the Wizard Head, which looks like a bucket and a creature with outreached arms. The Wizard Head is a blessing in disguise, as it drastically lowers Smithy’s defense. Attack it relentlessly. It has several specials, such as Arrow Rain, Sword Rain, Spear Rain, Dark Star, Boulder, and the like, and it is only further complemented by its body’s hand gun. It’s a good idea to defeat his body at times, as it freezes it for a few turns, but it comes back shortly, so it’s a moot point in the end. Shortly after the appearance of the Wizard Head, the Masked Head might break out. It is weak to ice, and it is generally weak. You should enjoy this. It uses weak attacks like Shredder, which has a questionable purpose, although it has good defense. It is weak to ice, which would be a good weakness to take advantage of if we had Mallow. The Masked Head can also use Recover. Eventually, it will switch to the Chest Head. It is close to the edge now. The Chest Head looks like a mailbox. It is weak to fire, which is why you should use Ultra Flame then and there. The Chest Head has lots of weird attacks, too. It can use a strange blurry blinking attack that makes Bowser afraid (heal it with Therapy), plus just about every other condition attack (scarecrow, poison, etc.), and you should be glad to be rid of it. After a long and strenuous battle, Smithy’s body explodes, and he leaves behind the Yellow Star. It comes down to you, and you have all seven Star Pieces! All seven fly up to Star Road, and Geno centers around the four. He thanks them, and he leaves to his home in Star Road with the Star Pieces. What is left behind is a doll of Geno, and the spirit that took over that doll makes its ascent to Star Road. Exor and Neosquid disintegrate, and Mushroom Kingdom is at peace again. Mallow becomes prince of Nimbus Land officially, and he now bonds with his parents. Bowser and his troops are busy repairing his castle and wiping out Smithy’s influence. Jonathon Jones stares into the sea in memory of Mario, and Croco joins the Yoshi gang in racing at Yo’ster Isle. Toadofsky of Tadpole Pond has a school, and Frogfucius and his old student enjoy music there. Dodo is the minister who marries Booster and Valentina before the many Snifits there, and Mario and Toadstool thank you for playing the game! Let the parade begin! This is Luigi’s second cameo in the game, as he is the leader of the parade at the end of the game. Frogfucius and Mallow plus family ride the Royal Bus, and Croco steals from Bowser’s castle, causing Bowser to chase him. Valentina has Dodo carry her around in celebration of her marriage, and Booster follows close behind in his trains while his Snifits spend their days catching beetles… with Booster, who steals Bowser’s air ride. Mack, Bowyer, and Yaridovich are still around, and Smithy rides the broken Blade around in the misery of defeat, inside of which I’m sure are the Axem Rangers. And Jonathon Jones is forever following them. Yoshi makes an appearance in the end, and Mushroom Kingdom slowly comes into focus. And in front of them are Toadstool and Mario on a shining star. Afterward, one small light comes down and then rises to Star Road, where Geno is now overseeing the granting of wishes. Fireworks end the joyous occasion. THE END. If you wait long enough, you can hear some Super Mario World music. Congratulations! You beat Super Mario RPG! But, there’s still more to do yet. You can fight Smithy all you want now, since you can’t save, or you could go out and get all the things you’re missing. In any case, this game just calls to be played again and again. May it serve you well! ----------------------------------------------------------------------- _________________________________________________________________ / \ / \ ||----------------------------Section 3*-----------------------------|| \ / \_________________________________________________________________/ ======================================================================= ==============================Level-Ups*=============================== ======================================================================= This section is not intended to be used as a guide to what level you get moves on (see the next section for that), but instead as a recommendation for what to choose when you level-up. This applies to all characters, not just Mario, although he certainly gave me the idea for such a chart. You see, Mario starts out with 20 HP, and some odd attack and defense. This is not balanced, though – his HP is about two levels higher than his attack and defense should be. So, to keep the balance for the most well-rounded Mario possible, you should level-up accordingly. By the way, when you do level-up, the POW is attack, the mushroom is HP, and the star is special. ----------------------------------------------------------------------- At Level Choose This ----------------------------------------------------------------------- 2 Special 3 Attack 4 HP 5 Special 6 Attack 7 HP 8 Special 9 Attack 10 HP 11 Special 12 Attack 13 HP 14 Special 15 Attack 16 HP 17 Special 18 Attack 19 HP 20 Special 21 Attack 22 HP 23 Special 24 Attack 25 HP 26 Special 27 Attack 28 HP 29 Special 30 Attack ----------------------------------------------------------------------- Furthermore, let it be noted that there are maximums for everything. As shown by the Max Mushroom and Royal Syrup, you can have at most 255 HP and 99 FP. Beyond that you cannot go with any character. For defense, attacks can do as little as 0 damage, while your offense can rise to 9999, the highest in the game, using Geno’s Geno Whirl (see the next section for the specifics on that). Also, you don’t have to follow my instructions. You can make Mario as special/attack/HP oriented as you want; my level suggestions above only help you balance Mario as much as possible. However, it may also be a good idea to focus on one area constantly (like defense. With high defense, you are invincible). ======================================================================= ==========================Moves and Attacks*=========================== ======================================================================= To help you get timed hits, I’ve made this section. Not only does it help with specials, but with weapons, and I also tell you when character learn certain moves. Note that, after a few original weapons, all weapons are basically stronger versions of their seniors (take, for example, the Masher, the Lucky Hammer, and the Ultra Hammer, all based off of Mario’s original Hammer). So, what’re we waiting for? On with the show! Note: If I say that a move is learned at Level 1, then it means that you start out with that move when you get control of that character. +---------------------+ | Mario’s Moves | +---------------------+ -------- Physical -------- Punch: Mario’s Unarmed attack, as well as a few gloves he wears, involve punching. Press A right before he hits the first time to pull off a second punch. As an origin note, Mario’s punches made their way into the extremely popular (and good) game Super Mario 64. However, they are generally uncharacteristic of Mario, who is more famous for his strong legs than arms. Hammer: Since day one in Donkey Kong, Mario has been wielding a hammer. For a long time he went without, so it’s nice to see him swinging it around again. Press A right before Mario hits the enemy initially to give them a second wallop. Shell: For the shells in this game that Mario kicks around, press A right before foot hits shell. Mario has a long history of this; in Super Mario Bros., after jumping on a Koopa Troopa to de-shell them, he could kick it against solid objects, and it could ricochet back off them to defeat other enemies. Best Weapon: Although the game deceptively leads you to believe that the best weapon is the Ultra Hammer, it is actually the Lazy Shell, a shell-type weapon. ------- Special ------- --------------------------------------------------------------- Name of Special FP Learned at Level --------------------------------------------------------------- Jump 3 1 Fire Orb 5 3 Super Jump 7 6 Super Flame 9 10 Ultra Jump 11 14 Ultra Flame 14 18 --------------------------------------------------------------- Jump: From the start, Mario knows Jump. Even in his first game – Donkey Kong – he was known as Jumpman. To time it perfectly, press Y just as you land on the enemy. Fire Orb: In Super Mario Bros., Mario could launch fireballs from his fists if he had a Fire Flower. In this game, press Y as fast as you can to use this move. Super Jump: Like Jump, the timed hit is just as Mario hits the enemy. However, you can keep jumping until you miss the timed hit with this move. Super Flame: Mario uses bigger fireballs now. But, it has the same timed hit as Fire Orb. Just press Y as quickly as your fingers allow. Ultra Jump: Not only can Mario use Jump until he misses the timed hit, but it hits multiple targets while focusing on one main target. To use the timed hit, press Y just as you hit the enemy. +----------------------+ | Mallow’s Moves | +----------------------+ -------- Physical -------- Punch: Both his Unarmed attack, as well as some gloves he gets, allow him to punch his targets. Press A just as his fist collides with them to do it again. Punching is used often, although there’s no background for Mallow’s punching, since Mallow is a brand new character. Stick: The Froggie and Ribbit Stick are good to whack people with. Press A just before they hit to hit again. This is definitely a reference to Frogfucius’s cane. In fact, Frogfucius is the one who gives you the Froggie Stick, which he himself wielded as a young lad. Cymbals: Mallow can attack with sound. Press A when you hear the clash (the cymbals collide) to do the timed hit. Origin? I haven’t the slightest. Best Weapon: You get the Sonic Cymbals, a cymbal-type weapon, in one of the six doors of Bowser’s Keep. ------- Special ------- --------------------------------------------------------------- Name of Special FP Learned at Level --------------------------------------------------------------- Thunderbolt 2 1 HP Rain 2 3 Psychopath 1 6 Shocker 8 10 Snowy 12 14 Star Rain 14 18 --------------------------------------------------------------- Thunderbolt: This attack is basic, but good. Press Y just before the bolt of lightning hits the ground. As for the background, I admit that I am somewhat confused. However, Mallow is a Nimbus person, which is why he has this attack. Also, Lightning attacks, at least, were already in the Mario world thanks to Super Mario Kart. In Mario’s racing title, Lightning could shrink all rivals, reducing their speed. HP Rain: Another weather reference, this is quite handy. There is a timed hit, and it heals one partner. To get the timed hit, just press Y as soon as the rain ends. It can also be used out of battle. Psychopath: I used this move a lot in finding out stats – it shows how much HP an enemy has left. Also, if you press Y just as the two spotlights coincide, you hear what the enemy is thinking. Also, this is, if you want a real stretch, probably something to do with weather forecasts, as it has to do with predicting. Shocker: Running the same vein as Thunderbolt, this has a gigantic bolt of lightning hit an enemy. Press Y just before the bolt hits ground. Snowy: More weather-based attacks. Rotate the control stick as many times as you can as the attack goes on to increase damage dealt. A giant snowman (a la Super Mario 64) falls on the enemies. Star Rain: Stars = Mario. Mario chases stars in almost all of his games, now, including this one. Starman items made him invincible in Super Mario Bros. But, this attack is a rain of stars. Press Y upon contact. +--------------------+ | Geno’s Moves | +--------------------+ -------- Physical -------- Punch: When Unarmed, which Geno will be for at least one battle, Geno launches his fists like rockets. Since he’s a doll, he can move his body in ways normal people couldn’t. That also explains his next attack series… Also, punches were seen shortly after this game as one of Mario’s main moves in Super Mario 64. Guns: Geno, if existing in real life, would be a proud member of the NRA (National Rifle Association). From his fingers or elbow he fires bullets or small lead balls, and the timed hit is the same for all of them. Press A just before he fires them to do extra damage. Although Mario games are generally devoid of gunnery, Bullet Bills, which are essentially guns, date back to Super Mario Bros. And, Mario used missiles/guns (hard to tell with the graphics) in Super Mario Land to fight one of the bosses from a plane. Best Weapon: Found in one of the six doors of Bowser’s Keep preceding the battle with Magikoopa, the Star Gun is Geno’s best. ------- Special ------- --------------------------------------------------------------- Name of Special FP Learned at Level --------------------------------------------------------------- Geno Beam 3 1 Geno Boost 4 8 Geno Whirl 8 11 Geno Blast 12 14 Geno Flash 16 17 --------------------------------------------------------------- Geno Beam: No, Geno isn’t narcissistic. He just names all his moves after himself. Hold Y until the three stars appear at the bottom of the screen and then release for maximum power. Geno uses a wand to release the blue beam involved with this move, which goes a long way to explain his cape and wizard’s hat. In fact, Geno’s style of clothing is almost like that of a Magikoopa… Geno Boost: Geno raises the power of an ally, both in defense and attack, like a sort of Valor/Vigor Up. Push Y just before it ends to get better boosts. Such upgrades were first seen in Donkey Kong, where Mario became invincible with his hammer, although a closer connection could be made to Mushrooms, which Mario ate to become taller (and, if you replace “taller” with one of its synonyms, you have yourself one of the first of several Mario drug references. Also note “Toads”). Geno Whirl: BEST ATTACK EVER! Yes, if done correctly, this attack will do 9999 damage, which I unfortunately first realized in Bowser’s Keep when it was rather unimportant in my first play-through. Press Y just as the beam leaves the screen and you’ll hear an explosion, indicating that 9999 damage indeed was done. However, it doesn’t work against bosses and some other enemies (although it does work on Exor and its eyes). This is a beam, much like Geno Beam except in ripples. Geno Blast: It’s basically a large Geno Beam that hits everyone. Hold Y until three stars appear at the bottom of the screen, and then release for maximum results. Geno Flash: This is, err, strange. Geno transforms into a cannon (what a gunman!) and fires the sun, which expands to hurt everyone. The sun may be a reference to Li’l Sparkies, sun enemies from Super Mario Bros. 3. Store power by holding Y until three appear in the lower-right corner of the screen, and then release for the most power possible. +----------------------+ | Bowser’s Moves | +----------------------+ -------- Physical -------- Claw: Bowser attacks the enemy bare-handed (this is his Unarmed attack, too). Press A before you connect to pull off the timed hit. This may go back to the first Super Mario Bros., in which you take damage just by touching King Koopa. And, when Bowser jumps and falls in some battles, it is kind of like a claw drop… Ball & Chain: That’s the basic idea. It may come in Chomps or in Spiked Links, but whenever Bowser has a weapon he swings over his head in a circle and then launches at an enemy, press A just as the end hits it. Although this attack style is rather unique to this game, it is an innovative way to use a Chain Chomp. Hurl: The Hurly Gloves let Bowser pick up Mario or a Mario doll and throw him into an enemy. Press A right before Mario hits the target for a timed hit. The description for it calls it classic. Well, I’ll tell you, this never happens in Mario games. But, Mario does a similar thing to Bowser in Super Mario 64. He grabs Bowser’s tail, spins around, says “So long-a King Bowser!” and tosses him into a bomb. So, maybe this is the inspiration… Best Weapon: The Drill Claw, a claw-type weapon, is Bowser’s best course of action. It is found in his own castle, which makes me wonder why he didn’t use it before that. ------- Special ------- --------------------------------------------------------------- Name of Special FP Learned at Level --------------------------------------------------------------- Terrorize 6 1 Poison Gas 10 12 Crusher 12 15 Bowser Crush 16 18 --------------------------------------------------------------- Terrorize: Of course, Bowser is supposed to be scary. Use this move and you might frighten enemies into running away, and do damage to boot. In the next two Paper Mario games, this game’s sequels, there’s an item called the Fright Jar. Use it and a giant apparition resembling Bowser comes up to spook enemies. Rotate the control pad as much as you can to do more damage. Poison Gas: Bowser can breathe a lot of stuff, not just fire. This has the potential (won’t always work) to poison foes. Rotate the control pad to do more damage. Crusher: A gigantic rock comes up and damages an enemy. Press Y just as it hits the enemy for more damage. You’ll hear a cracking sound if done correctly. Bowser doesn’t usually manipulate rocks and the like in his fights, but he did control the ground around him in Super Mario 64. In the final fight, when hit twice he did a little dance or gesture and the ground collapsed so that the platform they were on became a star. Maybe he can manipulate stone. Bowser Crush: Now this has Mario history. Bowser summons a giant green thing to come out and crush everyone. Well, this is giant green thing is none other than Mecha-Koopa, enemies from the final castle in Super Mario World. Note that Super Mario World was very popular at this time. Press Y repeatedly to do more damage. +-------------------------+ | Toadstool’s Moves | +-------------------------+ -------- Physical -------- Slap: Toadstool likes to slap people silly. In fact, she comes with an item called Slap Glove, which is a slap-type weapon. As you would imagine, press A before the slap connects. Although Toadstool generally isn’t violent at all (ever), it is often seen in many older movies that proper ladies would slap the cheek of any man getting too fresh with them. This is, in my opinion, the source of the attack. Parasol: In Japan, parasols are umbrellas used to keep the sun off of you, so of course Toadstool uses one. Just at Toadstool pokes them, press A to expand the parasol, doing more damage. Whack: This is with either the War Fan or Frying Pan. Press A just before Toadstool hits the first time to hit again. The War Fan is a fan, which is characteristic of young ladies in old times. As for the Frying Pan, Toadstool is the stereotypical baker-type. Man, this game is extremely sexist. Best Weapon: Of course it’s the Frying Pan! Whack people with metal or a fan? The game leads you to believe it’s the Super Slap, but it is indeed the Frying Pan, bought from the miner in Moleville after defeating the Axem Rangers. ------- Special ------- --------------------------------------------------------------- Name of Special FP Learned at Level --------------------------------------------------------------- Therapy 2 1 Group Hug 4 1 Sleepy Time 4 11 Come Back 2 13 Mute 3 15 Psych Bomb 15 18 --------------------------------------------------------------- Therapy: This heals the HP of one enemy. Press Y just as the healing is coming to a close to increase the amount of HP restored. In Mario games, it is often true that a kiss from Toadstool can heal Mario completely. Group Hug: Same principle as Therapy, except this heals everyone in the party (unless they’re downed). It has the same type of timed hit, too. Sleepy Time: This can put an enemy to sleep if successful. Rotate the control pad as much as you can to make it more effective. A giant sheep falls on the enemy, which is clearly from the old saying “counting sheep.” Come Back: This revives a fallen ally and gives them half their total HP. In it, a Starman comes down from above to heal them. If you press Y as the Starman is above the character’s collapsed body, they’ll be revived completely. In Super Mario Bros., Starmen made Mario or Luigi invincible for a short period of time. Mute: This can silence an enemy (make it impossible for them to use specials) if done correctly. Just rotate the control pad as many times as you can. A balloon pops over the enemy to release the mute, and I don’t see any origin for it. Psych Bomb: Toadstool’s getting angry! Press Y as many times as you can to make it more effective. She throws bombs at everyone, which might be a hint at Bob-ombs. And those are all the specials and moves and timed hits. I hope you’ve enjoyed them, ‘cause it’s enemy time! ======================================================================= ==============================Enemy List*============================== ======================================================================= I confess; my favorite part of Section 3 is the enemy section. I do not list strategies for enemies, however. They can be found in the section of my guide dealing with that. But, I will list the stats for all enemies, their spoils (Experience Points, coins, items), and their weak points and defenses. Also, I have a list of all the places in the game where you can fight enemies at the end of this section. But first, I categorize enemies as either bosses or enemies, and some bosses are said to be optional bosses. How do you define a boss? Boss: If a monster has 1) its own unique music, 2) the music which the Hammer Bros. have, or 3) the music that Mack had, and if that monster can only be fought a finite number of times in a single completion of the game, then it is a boss. Optional Boss: If a boss can be fought, but the fight can be avoided, than the boss is an optional boss. Enemy: If a monster is not a boss, than it is an enemy, usually possessing the same music as a Goomba. Now, notes on the descriptions. In boss, the music separates them from common enemies. Smithy and Culex have their own music that no one else has, which makes them bosses. Enemies like Croco and Smilax have the “tough enemy” music, which makes them bosses. Bowyer and Yaridovich and the like have the Smithy’s minion music, a slight variation of the former, making them bosses. Then, limiting the number of times a boss can be fought makes all the Machine Made enemies, who have the Smithy’s minion music theme, non-bosses, as well as Mokura and Formless. Now, some enemies appear in boss fights, and so I list them under bosses. Furthermore, Jagger would not be considered a boss. I placed him there anyways because he is, obviously. ----------------------------------------------------------------------- Monster Name HP: Weakness: Attack: Special Defense: Defense: Experience Points: Magic Attack: Coin: Magic Defense: Item: ----------------------------------------------------------------------- Above is the setup for each entry. Note that I list weaknesses and special defenses. A weakness is any attack which does extra damage to an enemy. A special defense means that the enemy’s defense rises when being attacked by a certain attack. Here’s the code for those: +----------------+ | Physical | +----------------+ Jump (Jump, Super Jump, Ultra Jump) Fire (Fire Orb, Super Flame, Ultra Flame) Thunder (Thunderbolt, Shocker) Ice (Snowy) +--------------+ | Status | +--------------+ Fear (Terrorize) Poison (Poison Gas) Sleep (Sleepy Time) Silence (Mute) There are also a few items, like Ice Bomb or Fright Bomb, which I think you could figure out on your own. I can’t list all of them, now can I? The list is alphabetized, by the way, except for the boss section (which is in order of battles). And with that, let the list begin! Note: You don’t always get items from beating a certain enemy. These are just items you have a chance of getting. ======================================================================= Bosses ======================================================================= Hammer Bros. HP: 50 Weakness: Jump Attack: 6 Special Defense: None Defense: 13 Experience Points: 6 Magic Attack: 6 Coin: 20 Magic Defense: 8 Item: Flower Jar ----------------------------------------------------------------------- Croco (1) HP: 320 Weakness: Fire Attack: 25 Special Defense: Sleep Defense: 25 Experience Points: 9 Magic Attack: 30 Coin: 20 Magic Defense: 18 Item: Flower Tab ----------------------------------------------------------------------- Mack HP: 480 Weakness: Thunder Attack: 22 Special Defense: Status Defense: 25 Experience Points: 12 Magic Attack: 15 Coin: 20 Magic Defense: 20 Item: None Bodyguard HP: 30 Weakness: None Attack: 20 Special Defense: None Defense: 26 Experience Points: 0 Magic Attack: 18 Coin: 0 Magic Defense: 10 Item: None ----------------------------------------------------------------------- Belome (1) HP: 500 Weakness: Thunder Attack: 30 Special Defense: Sleep Defense: 25 Experience Points: 15 Magic Attack: 15 Coin: 40 Magic Defense: 20 Item: None ----------------------------------------------------------------------- Bowyer HP: 720 Weakness: None Attack: 50 Special Defense: Status Defense: 40 Experience Points: 20 Magic Attack: 30 Coin: 50 Magic Defense: 35 Item: Flower Box ----------------------------------------------------------------------- Croco (2) HP: 750 Weakness: Fire Attack: 52 Special Defense: Sleep Defense: 50 Experience Points: 10 Magic Attack: 27 Coin: 50 Magic Defense: 50 Item: None ----------------------------------------------------------------------- Punchinello HP: 1200 Weakness: None Attack: 60 Special Defense: Jump, Status Defense: 42 Experience Points: 0 Magic Attack: 22 Coin: 0 Magic Defense: 40 Item: None Micro Bomb HP: 30 Weakness: Jump, Fire Attack: 42 Special Defense: Sleep Defense: 30 Experience Points: 0 Magic Attack: 6 Coin: 0 Magic Defense: 10 Item: None Bob-omb HP: 90 Weakness: Jump, Fire Attack: 50 Special Defense: None Defense: 38 Experience Points: 0 Magic Attack: 1 Coin: 0 Magic Defense: 10 Item: None Mezzo Bomb HP: 150 Weakness: Jump, Fire Attack: 70 Special Defense: Sleep Defense: 40 Experience Points: 0 Magic Attack: 0 Coin: 0 Magic Defense: 10 Item: None ----------------------------------------------------------------------- Knife Guy HP: 700 Weakness: Fire Attack: 70 Special Defense: Thunder, Sleep Defense: 55 Experience Points: 0 Magic Attack: 20 Coin: 0 Magic Defense: 10 Item: None Grate Guy HP: 900 Weakness: Thunder Attack: 60 Special Defense: Fire, Sleep Defense: 40 Experience Points: 30 Magic Attack: 25 Coin: 25 Magic Defense: 40 Item: Flower Jar ----------------------------------------------------------------------- Torte HP: 100 Weakness: None Attack: 60 Special Defense: All Defense: 50 Experience Points: 0 Magic Attack: 8 Coin: 0 Magic Defense: 27 Item: None Bundt HP: 900 Weakness: Jump Attack: 65 Special Defense: All but Jump and Silence Defense: 10 Experience Points: 25 Magic Attack: 20 Coin: 0 Magic Defense: 15 Item: None Raspberry HP: 600 Weakness: Jump Attack: 70 Special Defense: All but Jump and Silence Defense: 20 Experience Points: 0 Magic Attack: 28 Coin: 0 Magic Defense: 25 Item: None ----------------------------------------------------------------------- Tentacle (Right) HP: 260 Weakness: Fire Attack: 82 Special Defense: Sleep, Silence Defense: 50 Experience Points: 0 Magic Attack: 35 Coin: 0 Magic Defense: 49 Item: None Tentacle (Left) HP: 200 Weakness: Sleep, Silence Attack: 87 Special Defense: Fire Defense: 70 Experience Points: 0 Magic Attack: 35 Coin: 0 Magic Defense: 23 Item: None King Calamari HP: 800 Weakness: Fire Attack: 100 Special Defense: Status Defense: 80 Experience Points: 34 Magic Attack: 30 Coin: 100 Magic Defense: 40 Item: None ----------------------------------------------------------------------- Johnny HP: 820 Weakness: None Attack: 85 Special Defense: Sleep Defense: 80 Experience Points: 57 Magic Attack: 25 Coin: 50 Magic Defense: 60 Item: None Bandana Blue HP: 150 Weakness: Fire, Thunder Attack: 80 Special Defense: None Defense: 60 Experience Points: 0 Magic Attack: 20 Coin: 0 Magic Defense: 30 Item: None ----------------------------------------------------------------------- Yaridovich HP: 1500 Weakness: Thunder Attack: 125 Special Defense: Status Defense: 85 Experience Points: 40 Magic Attack: 70 Coin: 50 Magic Defense: 75 Item: None Yaridovich (Mirage) HP: 500 Weakness: Thunder Attack: 100 Special Defense: Status Defense: 40 Experience Points: 0 Magic Attack: 60 Coin: 0 Magic Defense: 10 Item: None ----------------------------------------------------------------------- Belome (2) HP: 1200 Weakness: Thunder Attack: 120 Special Defense: Sleep Defense: 80 Experience Points: 41 Magic Attack: 20 Coin: 20 Magic Defense: 40 Item: None Mario Clone HP: 200 Weakness: None Attack: 100 Special Defense: Jump, Fire, Status Defense: 90 Experience Points: 0 Magic Attack: 33 Coin: 0 Magic Defense: 50 Item: None Mallow Clone HP: 150 Weakness: None Attack: 80 Special Defense: Thunder, Ice, Status Defense: 65 Experience Points: 0 Magic Attack: 70 Coin: 0 Magic Defense: 80 Item: None Geno Clone HP: 250 Weakness: Fire Attack: 120 Special Defense: Ice, Status Defense: 60 Experience Points: 0 Magic Attack: 60 Coin: 0 Magic Defense: 30 Item: None Bowser Clone HP: 300 Weakness: Ice Attack: 130 Special Defense: Jump, Fire, Status Defense: 100 Experience Points: 0 Magic Attack: 12 Coin: 0 Magic Defense: 0 Item: None Toadstool 2 HP: 120 Weakness: None Attack: 90 Special Defense: Status Defense: 60 Experience Points: 0 Magic Attack: 62 Coin: 0 Magic Defense: 70 Item: None ----------------------------------------------------------------------- Smilax HP: 200 Weakness: Ice Attack: 100 Special Defense: Status Defense: 80 Experience Points: 0 Magic Attack: 70 Coin: 0 Magic Defense: 50 Item: None Megasmilax HP: 1000 Weakness: Ice Attack: 140 Special Defense: Status Defense: 80 Experience Points: 40 Magic Attack: 70 Coin: 0 Magic Defense: 80 Item: None ----------------------------------------------------------------------- Shelly HP: 500 Weakness: None Attack: 0 Special Defense: Status Defense: 80 Experience Points: 0 Magic Attack: 0 Coin: 0 Magic Defense: 0 Item: None Birdo HP: 777 Weakness: None Attack: 160 Special Defense: Fire, Status Defense: 130 Experience Points: 20 Magic Attack: 6 Coin: 30 Magic Defense: 100 Item: 0 Eggbert HP: 10 Weakness: None Attack: 210 Special Defense: Status Defense: 0 Experience Points: 0 Magic Attack: 0 Coin: 0 Magic Defense: 0 Item: None ----------------------------------------------------------------------- Valentina HP: 2000 Weakness: None Attack: 120 Special Defense: Ice, Status Defense: 80 Experience Points: 54 Magic Attack: 80 Coin: 200 Magic Defense: 60 Item: None Dodo (3) HP: 1000 Weakness: Sleep, Silence Attack: 140 Special Defense: Fire Defense: 100 Experience Points: 0 Magic Attack: 6 Coin: 0 Magic Defense: 60 Item: None ----------------------------------------------------------------------- Czar Dragon HP: 1400 Weakness: Ice Attack: 160 Special Defense: Fire, Sleep Defense: 100 Experience Points: 50 Magic Attack: 120 Coin: 0 Magic Defense: 70 Item: None Zombone HP: 1800 Weakness: Jump, Thunder Attack: 190 Special Defense: Fire, Ice, Status-Silence Defense: 60 Experience Points: 0 Magic Attack: 80 Coin: 0 Magic Defense: 100 Item: None Helio HP: 10 Weakness: Ice Attack: 140 Special Defense: Fire, Status Defense: 0 Experience Points: 0 Magic Attack: 0 Coin: 0 Magic Defense: 0 Item: None ----------------------------------------------------------------------- Axem Pink HP: 400 Weakness: Fire Attack: 120 Special Defense: Ice, Sleep, Silence Defense: 80 Experience Points: 0 Magic Attack: 80 Coin: 0 Magic Defense: 100 Item: None Axem Black HP: 550 Weakness: Thunder Attack: 140 Special Defense: Fire, Sleep Defense: 100 Experience Points: 0 Magic Attack: 4 Coin: 0 Magic Defense: 40 Item: None Axem Red HP: 800 Weakness: Ice Attack: 150 Special Defense: Fire, Fear, Sleep Defense: 100 Experience Points: 0 Magic Attack: 24 Coin: 0 Magic Defense: 80 Item: None Axem Yellow HP: 600 Weakness: Jump Attack: 170 Special Defense: Thunder, Poison, Sleep Defense: 130 Experience Points: 0 Magic Attack: 6 Coin: 0 Magic Defense: 60 Item: None Axem Green HP: 450 Weakness: Ice Attack: 110 Special Defense: Sleep, Silence Defense: 60 Experience Points: 0 Magic Attack: 90 Coin: 0 Magic Defense: 120 Item: None Axem Rangers HP: 999 Weakness: Thunder Attack: 0 Special Defense: Status Defense: 100 Experience Points: 17 Magic Attack: 120 Coin: 0 Magic Defense: 100 Item: None ----------------------------------------------------------------------- Magikoopa HP: 1600 Weakness: None Attack: 100 Special Defense: Poison, Sleep, Silence Defense: 60 Experience Points: 10 Magic Attack: 120 Coin: 0 Magic Defense: 100 Item: None Bahamutt HP: 500 Weakness: Ice Attack: 170 Special Defense: Fire, Fear, Sleep Defense: 100 Experience Points: 0 Magic Attack: 80 Coin: 0 Magic Defense: 20 Item: None King Bomb HP: 500 Weakness: Jump, Fire Attack: 0 Special Defense: Status Defense: 130 Experience Points: 0 Magic Attack: 80 Coin: 0 Magic Defense: 0 Item: None Jinx Clone HP: 320 Weakness: Jump Attack: 180 Special Defense: Fear, Sleep Defense: 120 Experience Points: 0 Magic Attack: 0 Coin: 0 Magic Defense: 35 Item: None ----------------------------------------------------------------------- Boomer (Red) HP: 2000 Weakness: None Attack: 200 Special Defense: Status Defense: 140 Experience Points: 19 Magic Attack: 35 Coin: 9 Magic Defense: 26 Item: None Boomer (Blue) HP: 2000 Weakness: None Attack: 120 Special Defense: Status Defense: 90 Experience Points: 0 Magic Attack: 100 Coin: 0 Magic Defense: 90 Item: None ----------------------------------------------------------------------- Exor HP: 1800 Weakness: None Attack: 0 Special Defense: Thunder, Status Defense: 120 Experience Points: 34 Magic Attack: 0 Coin: 0 Magic Defense: 80 Item: None Neosquid HP: 800 Weakness: None Attack: 180 Special Defense: Sleep Defense: 80 Experience Points: 0 Magic Attack: 86 Coin: 0 Magic Defense: 50 Item: None Right Eye HP: 500 Weakness: Jump, Fire Attack: 128 Special Defense: Thunder, Sleep Defense: 100 Experience Points: 0 Magic Attack:82 Coin: 0 Magic Defense: 36 Item: None Left Eye HP: 300 Weakness: Jump, Fire Attack: 153 Special Defense: Thunder, Sleep Defense: 130 Experience Points: 0 Magic Attack: 47 Coin: 0 Magic Defense: 80 Item: None ----------------------------------------------------------------------- Count Down HP: 2400 Weakness: Jump, Thunder Attack: 0 Special Defense: Status Defense: 80 Experience Points: 67 Magic Attack: 120 Coin: 100 Magic Defense: 80 Item: None Ding-a-Ling HP: 1200 Weakness: Ice Attack: 180 Special Defense: Status Defense: 120 Experience Points: 0 Magic Attack: 20 Coin: 0 Magic Defense: 50 Item: None ----------------------------------------------------------------------- Cloaker (1) HP: 1200 Weakness: None Attack: 170 Special Defense: Status Defense: 130 Experience Points: 40 Magic Attack: 12 Coin: 0 Magic Defense: 20 Item: None Domino (1) HP: 900 Weakness: None Attack: 65 Special Defense: Status Defense: 80 Experience Points: 40 Magic Attack: 120 Coin: 0 Magic Defense: 150 Item: None Mad Adder HP: 1500 Weakness: None Attack: 150 Special Defense: Status Defense: 70 Experience Points: 0 Magic Attack: 90 Coin: 0 Magic Defense: 180 Item: None Earth Link HP: 2500 Weakness: None Attack: 220 Special Defense: Status Defense: 120 Experience Points: 0 Magic Attack: 5 Coin: 0 Magic Defense: 10 Item: None Cloaker (2) HP: 1200 Weakness: None Attack: 180 Special Defense: Status Defense: 130 Experience Points: 0 Magic Attack: 12 Coin: 0 Magic Defense: 20 Item: None Domino (2) HP: 900 Weakness: None Attack: 65 Special Defense: Status Defense: 80 Experience Points: 0 Magic Attack: 120 Coin: 0 Magic Defense: 150 Item: None ----------------------------------------------------------------------- Factory Chief HP: 1000 Weakness: None Attack: 200 Special Defense: Thunder Defense: 120 Experience Points: 0 Magic Attack: 70 Coin: 0 Magic Defense: 90 Item: None Gunyolk HP: 1500 Weakness: Ice Attack: 200 Special Defense: Fire Defense: 130 Experience Points: 60 Magic Attack: 120 Coin: 100 Magic Defense: 80 Item: None ----------------------------------------------------------------------- Smithy HP: 2000 Weakness: None Attack: 230 Special Defense: Status Defense: 130 Experience Points: 0 Magic Attack: 100 Coin: 0 Magic Defense: 100 Item: None Smelter HP: 1500 Weakness: Thunder Attack: 0 Special Defense: Fire, Status Defense: 120 Experience Points: 0 Magic Attack: 0 Coin: 0 Magic Defense: 100 Item: None Shyper HP: 400 Weakness: None Attack: 170 Special Defense: Status Defense: 80 Experience Points: 0 Magic Attack: 70 Coin: 0 Magic Defense: 50 Item: None ----------------------------------------------------------------------- Smithy Head HP: 8000 Weakness: None Attack: 180 Special Defense: Status Defense: 80 Experience Points: 0 Magic Attack: 60 Coin: 0 Magic Defense: 50 Item: None Smithy’s Body HP: 1000 Weakness: None Attack: 180 Special Defense: Status Defense: 80 Experience Points: 0 Magic Attack: 20 Coin: 0 Magic Defense: 60 Item: None Tank Head HP: 8000 Weakness: Thunder Attack: 250 Special Defense: Status Defense: 130 Experience Points: 0 Magic Attack: 10 Coin: 0 Magic Defense: 50 Item: None Wizard Head HP: 8000 Weakness: None Attack: 135 Special Defense: All but Jump Defense: 50 Experience Points: 0 Magic Attack: 130 Coin: 0 Magic Defense: 150 Item: None Chest Head HP: 8000 Weakness: Fire Attack: 150 Special Defense: Thunder, Status Defense: 120 Experience Points: 0 Magic Attack: 78 Coin: 0 Magic Defense: 80 Item: None Masked Head HP: 8000 Weakness: Ice Attack: 40 Special Defense: All but Ice Defense: 150 Experience Points: 0 Magic Attack: 70 Coin: 0 Magic Defense: 100 Item: None ======================================================================= Optional Bosses ======================================================================= Booster HP: 800 Weakness: Jump Attack: 75 Special Defense: Sleep Defense: 55 Experience Points: 22 Magic Attack: 1 Coin: 145 Magic Defense: 40 Item: Flower Box, Mushroom Snifit HP: 200 Weakness: Ice Attack: 60 Special Defense: None Defense: 60 Experience Points: 0 Magic Attack: 20 Coin: 0 Magic Defense: 20 Item: None ----------------------------------------------------------------------- Jagger HP: 600 Weakness: None Attack: 120 Special Defense: Jump, Poison Defense: 80 Experience Points: 0 Magic Attack: 0 Coin: 0 Magic Defense: 50 Item: None ----------------------------------------------------------------------- Jinx (1) HP: 600 Weakness: None Attack: 140 Special Defense: All but Jump Defense: 100 Experience Points: 0 Magic Attack: 0 Coin: 0 Magic Defense: 80 Item: None ----------------------------------------------------------------------- Jinx (2) HP: 800 Weakness: None Attack: 160 Special Defense: All but Jump Defense: 120 Experience Points: 0 Magic Attack: 0 Coin: 0 Magic Defense: 90 Item: None ----------------------------------------------------------------------- Jinx (3) HP: 1000 Weakness: None Attack: 180 Special Defense: All but Jump Defense: 140 Experience Points: 0 Magic Attack: 0 Coin: 0 Magic Defense: 100 Item: None ----------------------------------------------------------------------- Culex HP: 4096 Weakness: None Attack: 250 Special Defense: Status Defense: 100 Experience Points: 244 Magic Attack: 100 Coin: 0 Magic Defense: 80 Item: None Fire Crystal HP: 2500 Weakness: Ice Attack: 0 Special Defense: Fire, Status Defense: 100 Experience Points: 0 Magic Attack: 130 Coin: 0 Magic Defense: 60 Item: None Water Crystal HP: 1800 Weakness: Fire Attack: 0 Special Defense: Ice, Status Defense: 130 Experience Points: 0 Magic Attack: 120 Coin: 0 Magic Defense: 50 Item: None Earth Crystal HP: 3200 Weakness: Jump, Status Attack: 0 Special Defense: Thunder Defense: 70 Experience Points: 0 Magic Attack: 80 Coin: 0 Magic Defense: 33 Item: None Wind Crystal HP: 800 Weakness: Jump Attack: 0 Special Defense: Thunder, Status Defense: 200 Experience Points: 0 Magic Attack: 60 Coin: 0 Magic Defense: 88 Item: None ----------------------------------------------------------------------- Dodo (1) HP: 600 Weakness: Fire Attack: 140 Special Defense: Sleep, Silence Defense: 100 Experience Points: 24 Magic Attack: 9 Coin: 0 Magic Defense: 60 Item: None ----------------------------------------------------------------------- Dodo (2) HP: 800 Weakness: Fire Attack: 140 Special Defense: Sleep, Silence Defense: 100 Experience Points: 24 Magic Attack: 9 Coin: 0 Magic Defense: 60 Item: None ======================================================================= Enemies ======================================================================= Alley Rat HP: 105 Weakness: None Attack: 70 Special Defense: None Defense: 55 Experience Points: 9 Magic Attack: 13 Coin: 3 Magic Defense: 12 Item: Mushroom ----------------------------------------------------------------------- Amanita HP: 52 Weakness: Thunder Attack: 35 Special Defense: None Defense: 30 Experience Points: 3 Magic Attack: 31 Coin: 0 Magic Defense: 18 Item: Mushroom ----------------------------------------------------------------------- Ameboid HP: 220 Weakness: Fire Attack: 130 Special Defense: Jump Defense: 1 Experience Points: 10 Magic Attack: 30 Coin: 0 Magic Defense: 120 Item: Royal Syrup ----------------------------------------------------------------------- Apprentice HP: 120 Weakness: Ice Attack: 50 Special Defense: None Defense: 50 Experience Points: 1 Magic Attack: 20 Coin: 4 Magic Defense: 20 Item: Mid Mushroom ----------------------------------------------------------------------- Arachne HP: 82 Weakness: Ice Attack: 35 Special Defense: None Defense: 35 Experience Points: 6 Magic Attack: 6 Coin: 6 Magic Defense: 0 Item: Able Juice ----------------------------------------------------------------------- Armored Ant HP: 230 Weakness: Ice Attack: 130 Special Defense: Fire Defense: 120 Experience Points: 30 Magic Attack: 24 Coin: 5 Magic Defense: 80 Item: None ----------------------------------------------------------------------- Artichoker HP: 200 Weakness: Jump, Fire Attack: 50 Special Defense: Thunder Defense: 54 Experience Points: 12 Magic Attack: 27 Coin: 10 Magic Defense: 24 Item: Fright Bomb ----------------------------------------------------------------------- Bahamutt HP: 500 Weakness: Ice Attack: 170 Special Defense: Fire, Fear, Sleep Defense: 100 Experience Points: 50 Magic Attack: 80 Coin: 200 Magic Defense: 20 Item: None ----------------------------------------------------------------------- Bandana Red HP: 120 Weakness: Fire, Thunder Attack: 78 Special Defense: None Defense: 60 Experience Points: 18 Magic Attack: 25 Coin: 10 Magic Defense: 25 Item: Mushroom ----------------------------------------------------------------------- Big Bertha HP: 350 Weakness: Thunder Attack: 170 Special Defense: None Defense: 130 Experience Points: 35 Magic Attack: 0 Coin: 7 Magic Defense: 0 Item: None ----------------------------------------------------------------------- Birdy HP: 150 Weakness: Ice Attack: 110 Special Defense: Fire, Sleep Defense: 75 Experience Points: 16 Magic Attack: 55 Coin: 3 Magic Defense: 13 Item: Energizer ----------------------------------------------------------------------- Blaster HP: 120 Weakness: Thunder Attack: 70 Special Defense: None Defense: 70 Experience Points: 12 Magic Attack: 0 Coin: 0 Magic Defense: 10 Item: Pick Me Up ----------------------------------------------------------------------- Bloober HP: 130 Weakness: Fire, Thunder Attack: 80 Special Defense: None Defense: 36 Experience Points: 12 Magic Attack: 21 Coin: 0 Magic Defense: 16 Item: None ----------------------------------------------------------------------- Bluebird HP: 200 Weakness: Fire Attack: 95 Special Defense: Ice, Sleep Defense: 50 Experience Points: 14 Magic Attack: 80 Coin: 6 Magic Defense: 94 Item: Bracer ----------------------------------------------------------------------- Bob-omb HP: 90 Weakness: Jump, Fire Attack: 50 Special Defense: None Defense: 38 Experience Points: 4 Magic Attack: 1 Coin: 1 Magic Defense: 10 Item: Pick Me Up ----------------------------------------------------------------------- Box Boy HP: 900 Weakness: Jump Attack: 180 Special Defense: All but Jump Defense: 110 Experience Points: 150 Magic Attack: 80 Coin: 34 Magic Defense: 40 Item: None ----------------------------------------------------------------------- Buzzer HP: 43 Weakness: Fire, Ice Attack: 37 Special Defense: None Defense: 15 Experience Points: 4 Magic Attack: 4 Coin: 1 Magic Defense: 1 Item: None ----------------------------------------------------------------------- Carroboscis HP: 90 Weakness: Jump, Fire Attack: 55 Special Defense: None Defense: 44 Experience Points: 10 Magic Attack: 28 Coin: 4 Magic Defense: 22 Item: Able Juice ----------------------------------------------------------------------- Chained Kong HP: 355 Weakness: Ice Attack: 150 Special Defense: Fire Defense: 80 Experience Points: 35 Magic Attack: 22 Coin: 8 Magic Defense: 50 Item: Max Mushroom ----------------------------------------------------------------------- Chester HP: 1200 Weakness: Jump Attack: 220 Special Defense: All but Jump Defense: 120 Experience Points: 0 Magic Attack: 120 Coin: 0 Magic Defense: 80 Item: None ----------------------------------------------------------------------- Chewy HP: 90 Weakness: None Attack: 110 Special Defense: Jump, Status1 Defense: 82 Experience Points: 14 Magic Attack: 70 Coin: 0 Magic Defense: 52 Item: Sleepy Bomb ----------------------------------------------------------------------- Chomp HP: 100 Weakness: Thunder Attack: 60 Special Defense: None Defense: 65 Experience Points: 10 Magic Attack: 5 Coin: 0 Magic Defense: 31 Item: Mushroom ----------------------------------------------------------------------- Chomp Chomp HP: 150 Weakness: Thunder Attack: 100 Special Defense: None Defense: 92 Experience Points: 12 Magic Attack: 14 Coin: 5 Magic Defense: 30 Item: None ----------------------------------------------------------------------- Chow HP: 80 Weakness: None Attack: 82 Special Defense: Fear, Sleep Defense: 77 Experience Points: 15 Magic Attack: 8 Coin: 3 Magic Defense: 28 Item: None ----------------------------------------------------------------------- Clerk HP: 500 Weakness: None Attack: 160 Special Defense: None Defense: 100 Experience Points: 30 Magic Attack: 47 Coin: 22 Magic Defense: 60 Item: None ----------------------------------------------------------------------- Cluster HP: 60 Weakness: None Attack: 50 Special Defense: Jump Defense: 50 Experience Points: 8 Magic Attack: 21 Coin: 8 Magic Defense: 10 Item: Pick Me Up ----------------------------------------------------------------------- Corkpedite (Body) Note: Elsewhere, this is referred to as just Body. I put it under Corkpedite for clarity. HP: 300 Weakness: Ice Attack: 100 Special Defense: Fire, Status Defense: 99 Experience Points: 30 Magic Attack: 6 Coin: 0 Magic Defense: 1 Item: Honey Syrup, Royal Syrup ----------------------------------------------------------------------- Corkpedite (Head) HP: 200 Weakness: Ice Attack: 130 Special Defense: Fire, Status Defense: 110 Experience Points: 50 Magic Attack: 80 Coin: 10 Magic Defense: 20 Item: Fright Bomb ----------------------------------------------------------------------- Crook HP: 38 Weakness: None Attack: 35 Special Defense: None Defense: 32 Experience Points: 10 Magic Attack: 12 Coin: 10 Magic Defense: 25 Item: Honey Syrup ----------------------------------------------------------------------- Crusty HP: 80 Weakness: Fire, Thunder Attack: 100 Special Defense: Jump Defense: 100 Experience Points: 25 Magic Attack: 12 Coin: 7 Magic Defense: 35 Item: Honey Syrup, Royal Syrup ----------------------------------------------------------------------- Director HP: 1000 Weakness: Thunder Attack: 190 Special Defense: None Defense: 120 Experience Points: 61 Magic Attack: 57 Coin: 92 Magic Defense: 80 Item: None ----------------------------------------------------------------------- Doppel HP: 333 Weakness: None Attack: 140 Special Defense: Jump Defense: 60 Experience Points: 40 Magic Attack: 44 Coin: 12 Magic Defense: 50 Item: Pure Water ----------------------------------------------------------------------- Dry Bones HP: 0 Weakness: Thunder Attack: 74 Special Defense: None Defense: 0 Experience Points: 12 Magic Attack: 7 Coin: 5 Magic Defense: 0 Item: Pure Water, Max Mushroom ----------------------------------------------------------------------- Enigma HP: 150 Weakness: Jump Attack: 55 Special Defense: None Defense: 40 Experience Points: 10 Magic Attack: 30 Coin: 5 Magic Defense: 35 Item: Pure Water, Max Mushroom ----------------------------------------------------------------------- Fautso HP: 420 Weakness: Jump, Ice Attack: 130 Special Defense: Fire, Thunder, Status-Sleep Defense: 100 Experience Points: 5 Magic Attack: 60 Coin: 0 Magic Defense: 60 Item: None ----------------------------------------------------------------------- Fink Flower HP: 200 Weakness: Fire Attack: 95 Special Defense: Status Defense: 32 Experience Points: 20 Magic Attack: 63 Coin: 2 Magic Defense: 90 Item: Mid Mushrooms ----------------------------------------------------------------------- Fireball HP: 10 Weakness: Jump, Ice Attack: 55 Special Defense: Fire Defense: 16 Experience Points: 8 Magic Attack: 30 Coin: 0 Magic Defense: 16 Item: Pick Me Up ----------------------------------------------------------------------- Forkies HP: 350 Weakness: None Attack: ? Special Defense: None Defense: ? Experience Points: 33 Magic Attack: ? Coin: 14 Magic Defense: ? Item: Sleepy Bomb ----------------------------------------------------------------------- Formless HP: 10 Weakness: None Attack: 0 Special Defense: Jump, Thunder, Status Defense: 0 Experience Points: 0 Magic Attack: 50 Coin: 0 Magic Defense: 0 Item: None ----------------------------------------------------------------------- Frogog HP: 80 Weakness: Fire, Thunder Attack: 15 Special Defense: None Defense: 8 Experience Points: 3 Magic Attack: 0 Coin: 4 Magic Defense: 8 Item: Mushroom ----------------------------------------------------------------------- Geckit HP: 100 Weakness: Ice Attack: 84 Special Defense: Fire Defense: 63 Experience Points: 18 Magic Attack: 20 Coin: 0 Magic Defense: 8 Item: Able Juice ----------------------------------------------------------------------- Gecko HP: 92 Weakness: Fire Attack: 68 Special Defense: Thunder Defense: 46 Experience Points: 10 Magic Attack: 9 Coin: 0 Magic Defense: 32 Item: None ----------------------------------------------------------------------- Glum Reaper HP: 180 Weakness: None Attack: 120 Special Defense: Fire Defense: 55 Experience Points: 35 Magic Attack: 60 Coin: 3 Magic Defense: 80 Item: Pure Water ----------------------------------------------------------------------- Goby HP: 40 Weakness: Thunder Attack: 22 Special Defense: None Defense: 14 Experience Points: 3 Magic Attack: 2 Coin: 2 Magic Defense: 10 Item: Mushroom ----------------------------------------------------------------------- Goomba HP: 16 Weakness: Fire Attack: 3 Special Defense: None Defense: 3 Experience Points: 1 Magic Attack: 1 Coin: 0 Magic Defense: 1 Item: None ----------------------------------------------------------------------- Goombette HP: 100 Weakness: Jump, Fire, Thunder Attack: 90 Special Defense: None Defense: 10 Experience Points: 20 Magic Attack: 30 Coin: 0 Magic Defense: 30 Item: Mid Mushroom ----------------------------------------------------------------------- Gorgon HP: 140 Weakness: Thunder Attack: 86 Special Defense: None Defense: 73 Experience Points: 20 Magic Attack: 24 Coin: 0 Magic Defense: 52 Item: Mid Mushroom ----------------------------------------------------------------------- Greaper HP: 148 Weakness: None Attack: 72 Special Defense: None Defense: 58 Experience Points: 5 Magic Attack: 62 Coin: 0 Magic Defense: 120 Item: Pure Water, Honey Syrup ----------------------------------------------------------------------- Gu Goomba HP: 132 Weakness: None Attack: 115 Special Defense: None Defense: 66 Experience Points: 15 Magic Attack: 13 Coin: 1 Magic Defense: 66 Item: Max Mushroom ----------------------------------------------------------------------- Guerilla HP: 135 Weakness: Thunder Attack: 42 Special Defense: None Defense: 32 Experience Points: 8 Magic Attack: 1 Coin: 8 Magic Defense: 5 Item: Able Juice ----------------------------------------------------------------------- Heavy Troopa HP: 250 Weakness: Jump Attack: 160 Special Defense: None Defense: 100 Experience Points: 32 Magic Attack: 1 Coin: 4 Magic Defense: 50 Item: None ----------------------------------------------------------------------- Hidon HP: 600 Weakness: Jump Attack: 110 Special Defense: All but Jump Defense: 90 Experience Points: 50 Magic Attack: 60 Coin: 100 Magic Defense: 30 Item: None ----------------------------------------------------------------------- Hippopo HP: 400 Weakness: Thunder Attack: 150 Special Defense: Status Defense: 110 Experience Points: 80 Magic Attack: 85 Coin: 50 Magic Defense: 53 Item: None ----------------------------------------------------------------------- Hobgoblin HP: 50 Weakness: Jump Attack: 22 Special Defense: None Defense: 22 Experience Points: 4 Magic Attack: 8 Coin: 3 Magic Defense: 12 Item: Pure Water ----------------------------------------------------------------------- Jabit HP: 150 Weakness: Thunder Attack: 120 Special Defense: None Defense: 95 Experience Points: 0 Magic Attack: 27 Coin: 0 Magic Defense: 34 Item: None ----------------------------------------------------------------------- Jawful HP: 278 Weakness: None Attack: 130 Special Defense: Fear Defense: 110 Experience Points: 27 Magic Attack: 8 Coin: 0 Magic Defense: 12 Item: Sleepy Bomb ----------------------------------------------------------------------- Jesters HP: 151 Weakness: Fire Attack: 48 Special Defense: Thunder, Ice Defense: 35 Experience Points: 10 Magic Attack: 22 Coin: 10 Magic Defense: 35 Item: None ----------------------------------------------------------------------- K-9 HP: 30 Weakness: None Attack: 13 Special Defense: None Defense: 13 Experience Points: 2 Magic Attack: 1 Coin: 0 Magic Defense: 10 Item: None ----------------------------------------------------------------------- Kriffid HP: 320 Weakness: Ice Attack: 95 Special Defense: Fire, Poison Defense: 100 Experience Points: 35 Magic Attack: 50 Coin: 6 Magic Defense: 40 Item: None ----------------------------------------------------------------------- Lakitu HP: 124 Weakness: None Attack: 450 Special Defense: Thunder Defense: 43 Experience Points: 10 Magic Attack: 35 Coin: 3 Magic Defense: 40 Item: Mid Mushroom, Maple Syrup ----------------------------------------------------------------------- Leuko HP: 220 Weakness: Fire Attack: 65 Special Defense: Thunder Defense: 50 Experience Points: 20 Magic Attack: 42 Coin: 3 Magic Defense: 60 Item: Mid Mushroom, Honey Syrup ----------------------------------------------------------------------- Li’l Boo HP: 66 Weakness: None Attack: 120 Special Defense: Jump Defense: 20 Experience Points: 28 Magic Attack: 74 Coin: 0 Magic Defense: 120 Item: None ----------------------------------------------------------------------- Machine Made (Axem Black) HP: 120 Weakness: Thunder Attack: 120 Special Defense: Fear, Sleep Defense: 110 Experience Points: 20 Magic Attack: 4 Coin: 0 Magic Defense: 40 Item: Max Mushroom ----------------------------------------------------------------------- Machine Made (Axem Green) HP: 80 Weakness: Ice Attack: 105 Special Defense: Sleep, Silence Defense: 80 Experience Points: 10 Magic Attack: 80 Coin: 0 Magic Defense: 120 Item: Royal Syrup ----------------------------------------------------------------------- Machine Made (Axem Pink) HP: 100 Weakness: Fire, Ice Attack: 95 Special Defense: Sleep, Silence Defense: 90 Experience Points: 30 Magic Attack: 40 Coin: 0 Magic Defense: 100 Item: Maple Syrup ----------------------------------------------------------------------- Machine Made (Axem Red) HP: 180 Weakness: Ice Attack: 135 Special Defense: Fire, Fear, Sleep Defense: 95 Experience Points: 50 Magic Attack: 24 Coin: 0 Magic Defense: 80 Item: Royal Syrup ----------------------------------------------------------------------- Machine Made (Axem Yellow) HP: 200 Weakness: Jump Attack: 140 Special Defense: Thunder, Poison, Sleep Defense: 130 Experience Points: 25 Magic Attack: 16 Coin: 0 Magic Defense: 20 Item: Max Mushroom ----------------------------------------------------------------------- Machine Made (Bowyer) HP: 1000 Weakness: None Attack: 150 Special Defense: Status Defense: 120 Experience Points: 150 Magic Attack: 90 Coin: 40 Magic Defense: 80 Item: Ice Bomb ----------------------------------------------------------------------- Machine Made (Drill Bit) HP: 180 Weakness: None Attack: 130 Special Defense: None Defense: 82 Experience Points: 0 Magic Attack: 31 Coin: 0 Magic Defense: 69 Item: None ----------------------------------------------------------------------- Machine Made (Mack) HP: 300 Weakness: Thunder Attack: 160 Special Defense: Status Defense: 120 Experience Points: 120 Magic Attack: 95 Coin: 30 Magic Defense: 40 Item: Fire Bomb ----------------------------------------------------------------------- Machine Made (Shyster) HP: 100 Weakness: None Attack: 135 Special Defense: None Defense: 95 Experience Points: 0 Magic Attack: 90 Coin: 0 Magic Defense: 65 Item: None ----------------------------------------------------------------------- Machine Made (Yaridovich) HP: 800 Weakness: None Attack: 180 Special Defense: Status Defense: 130 Experience Points: 180 Magic Attack: 90 Coin: 50 Magic Defense: 50 Item: None ----------------------------------------------------------------------- Mad Mallet HP: 200 Weakness: Thunder Attack: 120 Special Defense: None Defense: 80 Experience Points: 0 Magic Attack: 34 Coin: 0 Magic Defense: 85 Item: None ----------------------------------------------------------------------- Magmite HP: 26 Weakness: Ice Attack: 45 Special Defense: Jump Defense: 70 Experience Points: 5 Magic Attack: 3 Coin: 1 Magic Defense: 1 Item: None ----------------------------------------------------------------------- Magmus HP: 50 Weakness: Ice Attack: 110 Special Defense: Jump, Fire, Status Defense: 140 Experience Points: 18 Magic Attack: 3 Coin: 3 Magic Defense: 25 Item: Bracer ----------------------------------------------------------------------- Malakoopa HP: 95 Weakness: Thunder Attack: 130 Special Defense: None Defense: 120 Experience Points: 23 Magic Attack: 47 Coin: 3 Magic Defense: 98 Item: Honey Syrup ----------------------------------------------------------------------- Manager HP: 800 Weakness: None Attack: 170 Special Defense: None Defense: 110 Experience Points: 44 Magic Attack: 60 Coin: 46 Magic Defense: 70 Item: None ----------------------------------------------------------------------- Mastadoom HP: 180 Weakness: Fire Attack: 90 Special Defense: Thunder Defense: 65 Experience Points: 20 Magic Attack: 30 Coin: 0 Magic Defense: 50 Item: Mid Mushroom ----------------------------------------------------------------------- Mokura HP: 620 Weakness: None Attack: 0 Special Defense: Jump, Thunder, Status Defense: 75 Experience Points: 30 Magic Attack: 80 Coin: 0 Magic Defense: 90 Item: Royal Syrup, KerokeroCola ----------------------------------------------------------------------- Mr. Kipper HP: 133 Weakness: Fire, Thunder Attack: 75 Special Defense: None Defense: 45 Experience Points: 8 Magic Attack: 14 Coin: 2 Magic Defense: 10 Item: Able Juice ----------------------------------------------------------------------- Muckle HP: 320 Weakness: Fire Attack: 90 Special Defense: Ice, Status Defense: 44 Experience Points: 6 Magic Attack: 90 Coin: 3 Magic Defense: 44 Item: Ice Bomb ----------------------------------------------------------------------- Mukumuku HP: 108 Weakness: Fire Attack: 60 Special Defense: Thunder Defense: 47 Experience Points: 8 Magic Attack: 22 Coin: 1 Magic Defense: 30 Item: Maple Syrup ----------------------------------------------------------------------- Ninja HP: 235 Weakness: None Attack: 130 Special Defense: All except Jump Defense: 76 Experience Points: 32 Magic Attack: 51 Coin: 6 Magic Defense: 67 Item: Maple Syrup ----------------------------------------------------------------------- Octolot HP: 99 Weakness: Fire, Thunder Attack: 38 Special Defense: None Defense: 27 Experience Points: 6 Magic Attack: 25 Coin: 4 Magic Defense: 30 Item: None ----------------------------------------------------------------------- Octovader HP: 250 Weakness: Fire Attack: 90 Special Defense: Thunder Defense: 50 Experience Points: 30 Magic Attack: 63 Coin: 8 Magic Defense: 50 Item: None ----------------------------------------------------------------------- Oerlikon HP: 85 Weakness: Ice Attack: 120 Special Defense: Jump, Fire, Status Defense: 125 Experience Points: 22 Magic Attack: 17 Coin: 0 Magic Defense: 50 Item: Energizer ----------------------------------------------------------------------- Orb User HP: 8 Weakness: None Attack: 42 Special Defense: Fire, Thunder, Ice Defense: 80 Experience Points: 5 Magic Attack: 28 Coin: 2 Magic Defense: 40 Item: Honey Syrup ----------------------------------------------------------------------- Orbison HP: 30 Weakness: Jump Attack: 113 Special Defense: Fire, Thunder, Ice Defense: 140 Experience Points: 18 Magic Attack: 63 Coin: 0 Magic Defense: 65 Item: Pure Water ----------------------------------------------------------------------- Pandorite HP: 300 Weakness: Jump Attack: 30 Special Defense: All but Jump Defense: 20 Experience Points: 20 Magic Attack: 20 Coin: 30 Magic Defense: 20 Item: Flower Jar ----------------------------------------------------------------------- Pinwheel HP: 99 Weakness: None Attack: 120 Special Defense: Thunder, Status Defense: 90 Experience Points: Magic Attack: 70 Coin: Magic Defense: 66 Item: ----------------------------------------------------------------------- Piranha Plant HP: 168 Weakness: None Attack: 45 Special Defense: Jump Defense: 14 Experience Points: 5 Magic Attack: 20 Coin: 5 Magic Defense: 22 Item: Sleepy Bomb ----------------------------------------------------------------------- Pounder HP: 180 Weakness: Thunder Attack: 130 Special Defense: None Defense: 70 Experience Points: 24 Magic Attack: 45 Coin: 2 Magic Defense: 60 Item: None ----------------------------------------------------------------------- Poundette HP: 150 Weakness: Thunder Attack: 140 Special Defense: None Defense: 60 Experience Points: 28 Magic Attack: 66 Coin: 3 Magic Defense: 45 Item: 0 ----------------------------------------------------------------------- Pulsar HP: 69 Weakness: Fire Attack: 75 Special Defense: Jump Defense: 90 Experience Points: 15 Magic Attack: 33 Coin: 12 Magic Defense: 35 Item: Pick Me Up ----------------------------------------------------------------------- Puppox HP: 300 Weakness: Fire Attack: 145 Special Defense: Thunder Defense: 110 Experience Points: 30 Magic Attack: 20 Coin: 10 Magic Defense: 32 Item: None ----------------------------------------------------------------------- Pyrosphere HP: 167 Weakness: Ice Attack: 105 Special Defense: Fire, Poison Defense: 66 Experience Points: 17 Magic Attack: 100 Coin: 2 Magic Defense: 48 Item: None ----------------------------------------------------------------------- Rat Funk HP: 32 Weakness: Fire Attack: 20 Special Defense: None Defense: 14 Experience Points: 2 Magic Attack: 0 Coin: 6 Magic Defense: 6 Item: Able Juice ----------------------------------------------------------------------- Reacher HP: 18 Weakness: Thunder Attack: 4 Special Defense: None Defense: 95 Experience Points: 30 Magic Attack: 75 Coin: 8 Magic Defense: 80 Item: None ----------------------------------------------------------------------- Remo Con HP: 88 Weakness: Fire Attack: 56 Special Defense: Thunder, Ice Defense: 52 Experience Points: 8 Magic Attack: 25 Coin: 7 Magic Defense: 10 Item: Honey Syrup ----------------------------------------------------------------------- Ribbite HP: 250 Weakness: Ice Attack: 115 Special Defense: Fire, Poison Defense: 20 Experience Points: 22 Magic Attack: 31 Coin: 8 Magic Defense: 29 Item: None ----------------------------------------------------------------------- Rob-omb HP: 42 Weakness: Jump, Fire Attack: 54 Special Defense: None Defense: 63 Experience Points: 6 Magic Attack: 1 Coin: 1 Magic Defense: 20 Item: Pick Me Up ----------------------------------------------------------------------- Sackit HP: 152 Weakness: None Attack: 70 Special Defense: None Defense: 53 Experience Points: 20 Magic Attack: 13 Coin: 30 Magic Defense: 20 Item: Max Mushroom, Royal Syrup ----------------------------------------------------------------------- Shadow HP: 85 Weakness: None Attack: 24 Special Defense: Jump Defense: 5 Experience Points: 3 Magic Attack: 20 Coin: 2 Magic Defense: 20 Item: Pick Me Up ----------------------------------------------------------------------- Shaman HP: 150 Weakness: None Attack: 92 Special Defense: None Defense: 50 Experience Points: 17 Magic Attack: 80 Coin: 4 Magic Defense: 90 Item: Maple Syrup, Honey Syrup ----------------------------------------------------------------------- Shogun HP: 150 Weakness: Ice Attack: 100 Special Defense: Fear, Sleep Defense: 80 Experience Points: 24 Magic Attack: 1 Coin: 10 Magic Defense: 32 Item: Pick Me Up ----------------------------------------------------------------------- Shy Away HP: 140 Weakness: Ice Attack: 90 Special Defense: None Defense: 50 Experience Points: 1 Magic Attack: 39 Coin: 30 Magic Defense: 73 Item: Honey Syrup ----------------------------------------------------------------------- Shy Guy HP: 78 Weakness: None Attack: 29 Special Defense: None Defense: 30 Experience Points: 2 Magic Attack: 20 Coin: 1 Magic Defense: 6 Item: None ----------------------------------------------------------------------- Shy Ranger HP: 300 Weakness: None Attack: 100 Special Defense: Physical Defense: 80 Experience Points: 60 Magic Attack: 4 Coin: 1 Magic Defense: 10 Item: None ----------------------------------------------------------------------- Shyster HP: 30 Weakness: None Attack: 20 Special Defense: None Defense: 26 Experience Points: 3 Magic Attack: 18 Coin: 2 Magic Defense: 10 Item: Honey Syrup ----------------------------------------------------------------------- Sky Troopa HP: 10 Weakness: Jump Attack: 4 Special Defense: None Defense: 16 Experience Points: 1 Magic Attack: 6 Coin: 1 Magic Defense: 4 Item: Mushroom ----------------------------------------------------------------------- Sling Shy HP: 120 Weakness: None Attack: 108 Special Defense: None Defense: 80 Experience Points: 3 Magic Attack: 42 Coin: 20 Magic Defense: 21 Item: Honey Syrup ----------------------------------------------------------------------- Snapdragon HP: 90 Weakness: Fire Attack: 28 Special Defense: None Defense: 25 Experience Points: 4 Magic Attack: 31 Coin: 3 Magic Defense: 25 Item: Mushroom ----------------------------------------------------------------------- Snifit HP: 200 Weakness: Ice Attack: 60 Special Defense: None Defense: 60 Experience Points: 2 Magic Attack: 20 Coin: 15 Magic Defense: 20 Item: Mushroom ----------------------------------------------------------------------- Sparky HP: 120 Weakness: Ice Attack: 40 Special Defense: Fire Defense: 1 Experience Points: 4 Magic Attack: 38 Coin: 1 Magic Defense: 50 Item: None ----------------------------------------------------------------------- Spikester HP: 50 Weakness: Ice Attack: 48 Special Defense: Jump Defense: 60 Experience Points: 6 Magic Attack: 12 Coin: 2 Magic Defense: 4 Item: None ----------------------------------------------------------------------- Spikey HP: 20 Weakness: None Attack: 6 Special Defense: Jump Defense: 11 Experience Points: 1 Magic Attack: 4 Coin: 2 Magic Defense: 2 Item: Honey Syrup ----------------------------------------------------------------------- Spinthra HP: 230 Weakness: Ice Attack: 110 Special Defense: Poison Defense: 70 Experience Points: 30 Magic Attack: 4 Coin: 4 Magic Defense: 32 Item: Bracer ----------------------------------------------------------------------- Spookum HP: 98 Weakness: Ice Attack: 50 Special Defense: None Defense: 45 Experience Points: 8 Magic Attack: 32 Coin: 4 Magic Defense: 5 Item: Mid Mushroom ----------------------------------------------------------------------- Springer HP: 122 Weakness: None Attack: 155 Special Defense: None Defense: 110 Experience Points: 29 Magic Attack: 100 Coin: 2 Magic Defense: 79 Item: Energizer ----------------------------------------------------------------------- Starcruster HP: 72 Weakness: Ice Attack: 135 Special Defense: Jump Defense: 145 Experience Points: 36 Magic Attack: 16 Coin: 30 Magic Defense: 53 Item: None ----------------------------------------------------------------------- Starslap HP: 62 Weakness: Fire, Thunder Attack: 25 Special Defense: None Defense: 24 Experience Points: 2 Magic Attack: 4 Coin: 2 Magic Defense: 10 Item: None ----------------------------------------------------------------------- Stinger HP: 65 Weakness: None Attack: 78 Special Defense: None Defense: 80 Experience Points: 13 Magic Attack: 23 Coin: 1 Magic Defense: 10 Item: Able Juice ----------------------------------------------------------------------- Straw Head HP: 131 Weakness: Thunder Attack: 80 Special Defense: None Defense: 63 Experience Points: 17 Magic Attack: 18 Coin: 12 Magic Defense: 12 Item: Pure Water ----------------------------------------------------------------------- Stumpet HP: 500 Weakness: Ice Attack: 200 Special Defense: Fire, Status Defense: 120 Experience Points: 70 Magic Attack: 6 Coin: 15 Magic Defense: 60 Item: Fright Bomb, Fire Bomb ----------------------------------------------------------------------- Terra Cotta HP: 180 Weakness: None Attack: 120 Special Defense: Fire Defense: 85 Experience Points: 35 Magic Attack: 36 Coin: 0 Magic Defense: 35 Item: Mushroom ----------------------------------------------------------------------- Terrapin HP: 10 Weakness: None Attack: 1 Special Defense: None Defense: 8 Experience Points: 0 Magic Attack: 0 Coin: 0 Magic Defense: 1 Item: None ----------------------------------------------------------------------- The Big Boo HP: 43 Weakness: None Attack: 18 Special Defense: Jump, Fear Defense: 0 Experience Points: 2 Magic Attack: 18 Coin: 0 Magic Defense: 24 Item: Honey Syrup ----------------------------------------------------------------------- Tub-O-Troopa HP: 500 Weakness: Thunder Attack: 200 Special Defense: None Defense: 80 Experience Points: 40 Magic Attack: 7 Coin: 11 Magic Defense: 34 Item: None ----------------------------------------------------------------------- Vomer HP: 0 Weakness: Thunder Attack: 110 Special Defense: Status Defense: 0 Experience Points: 19 Magic Attack: 9 Coin: 0 Magic Defense: 0 Item: Pure Water ----------------------------------------------------------------------- Wiggler HP: 120 Weakness: Thunder Attack: 40 Special Defense: None Defense: 25 Experience Points: 6 Magic Attack: 18 Coin: 10 Magic Defense: 20 Item: Honey Syrup ----------------------------------------------------------------------- Zeostar HP: 90 Weakness: Fire Attack: 75 Special Defense: None Defense: 60 Experience Points: 10 Magic Attack: 28 Coin: 3 Magic Defense: 20 Item: Mushroom ----------------------------------------------------------------------- ----------------------------------------------------------------------- ----------------------------------------------------------------------- And there you have it! Pant, pant, the list is done. Now, I’ll list all the locations with enemies in them and then list what enemies, plus their HP amounts for your convenience (that’s pretty much the only thing you want to know for regular enemies, anyways). Numbers indicate the time you visit it (for example, at first Bowser’s Keep only has Terrapins, but later on in the game it has all sorts of things in it). ---------------------------Bowser’s Keep (1)--------------------------- Enemies: Terrapin (10 HP) -----------------------------Mushroom Way------------------------------ Enemies: Goomba (16 HP), Sky Troopa (10 HP), Spikey (20 HP) ---------------------------Mushroom Kingdom---------------------------- Enemies: Shyster (30 HP) -----------------------------Bandit’s Way------------------------------ Enemies: Frogog (80 HP), Goomba (16 HP), K-9 (30 HP), Sky Troopa (10 HP), Spiky (20 HP) ------------------------------Kero Sewers------------------------------ Enemies: Goby (40 HP), Hobgoblin (50 HP), Pandorite (300 HP), Rat Funk (32 HP), Shadow (85 HP), The Big Boo (43 HP) -------------------------------Rose Way-------------------------------- Enemies: Arachne (82 HP), Crook (38 HP), Shy Guy (78 HP), Snapdragon (90 HP), Starslap (62 HP) ------------------------------Forest Maze------------------------------ Enemies: Amanita (52 HP), Buzzer (43 HP), Guerilla (135 HP), Octolot (99 HP), Rat Funk (32 HP), Wiggler (120 HP) ------------------------------Pipe Vault------------------------------- Enemies: Frogog (80 HP), Goomba (16 HP), Piranha Plant (168 HP), Shy Ranger (? HP), Spikey (20 HP), Sparky (120 HP) ----------------------------Moleville Mines---------------------------- Enemies: Bob-omb (90 HP), Cluster (60 HP), Crook (38 HP), Enigma (150 HP), Magmite (26 HP), Sparky (120 HP) ---------------------------Booster Pass (1)---------------------------- Enemies: Artichoker (200 HP), Carroboscis (90 HP), Lakitu (124 HP), Spikester (50 HP) -----------------------------Booster Tower----------------------------- Enemies: Blaster (120 HP), Chomp (100 HP), Fireball (10 HP), Jester (151 HP), Orb User (8 HP), Remo Con (88 HP), Rob-omb (42 HP), Snifit (200 HP), Spookum (98 HP) ---------------------------Booster Pass (2)---------------------------- Enemies: Apprentice (120 HP), Artichoker (200 HP), Carroboscis (90 HP), Lakitu (124 HP), Spikester (50 HP), Spikey (20 HP) -------------------------------Star Hill------------------------------- Enemies: Gecko (92 HP), Mastadoom (180 HP), Mukumuku (108 HP), Pulsar (69 HP), Sackit (152 HP) --------------------------------The Sea-------------------------------- Enemies: Bloober (130 HP), Leuko (220 HP), Mr. Kipper (133 HP), Zeostar (90 HP) ------------------------------Sunken Ship------------------------------ Enemies: Alley Rat (105 HP), Bandana Red (120 HP), Bloober (130 HP), Crusty (80 HP), Dry Bones (0 HP), Goombette (100 HP), Gorgon (140 HP), Greaper (148 HP), Hidon (600 HP), Leuko (220 HP), Mr. Kipper (133 HP), Reacher (180 HP), Straw Head (131 HP), Zeostar (90 HP) ------------------------------Land’s End------------------------------- Enemies: Chewy (90 HP), Chow (80 HP), Fink Flower (200 HP), Formless (10 HP), Geckit (100 HP), Kriffid (320 HP), Mokura (620 HP), Octovader (250 HP), Ribbite (250 HP), Shogun (150 HP), Shy Away (140 HP), Spinthra (230 HP), Stinger (65 HP) -----------------------------Belome Temple----------------------------- Enemies: Chow (80 HP), Shy Away (140 HP) ------------------------------Bean Valley------------------------------ Enemies: Box Boy (900 HP), Chewy (90 HP), Chomp Chomp (150 HP), Fautso (420 HP), Fink Flower (200 HP), Geckit (100 HP), Kriffid (320 HP), Octovader (250 HP), Shy Away (140 HP), Spinthra (230 HP), Stinger (65 HP) -------------------------Bean Valley (Beanstalk)----------------------- Enemies: Birdy (150 HP), Heavy Troopa (250 HP) -----------------------------Nimbus Castle----------------------------- Enemies: Birdy (150 HP), Bluebird (200 HP), Heavy Troopa (250 HP), Jawful (278 HP), Muckle (320 HP), Orbison (30 HP), Pinwheel (99 HP), Shaman (150 HP), Sling Shy (120 HP) ----------------------------Barrel Volcano----------------------------- Enemies: Armored Ant (230 HP), Body (300 HP) Chained Kong (355 HP), Corkpedite (200 HP), Magmus (50 HP), Oerlikon (85 HP), Pyrosphere (167 HP), Stumpet (500 HP), Vomer (0 HP) ---------------------------Bowser’s Keep (2)--------------------------- Enemies: Alley Rat (105 HP), Amanita (52 HP), Armored Ant (230 HP), Bahamutt (1200 HP), Big Bertha (350 HP), Bloober (130 HP), Chained Kong (355 HP), Chester (500 HP), Chewy (90 HP), Chow (80 HP), Forkies (350 HP), Geckit (100 HP), Glum Reaper (180 HP), Greaper (148 HP), Gu Goomba (132 HP), Lakitu (124 HP), Magmus (50 HP), Malakoopa (95 HP), Muckle (320 HP), Oerlikon (85 HP), Orbison (30 HP), Pulsar (69 HP), Pyrosphere (167 HP), Rob-omb (42 HP), Sackit (152 HP), Shaman (150 HP), Shy Away (140 HP), Sling Shy (120 HP), Star Cruster (72 HP), Stinger (65 HP), Terra Cotta (180 HP), The Big Boo (43 HP), Tub-O-Troopa (500 HP), Vomer (0 HP), Zeostar (90 HP) -------------------------------The Gate-------------------------------- Enemies: Ameboid (220 HP), Doppel (333 HP), Glum Reaper (180 HP), Hippopo (400 HP), Jabit (150 HP), Li’l Boo (66 HP), Machine-Made (X HP), Mad Mallet (200 HP), Ninja (235 HP), Pounder (180 HP), Poundette (150 HP), Puppox (300 HP), Springer (122 HP) --------------------------------Factory-------------------------------- Enemies: Clerk (500 HP), Director (1000 HP), Mad Mallet (200 HP), Manager (800 HP), Pounder (180 HP), Poundette (150 HP) Okay, that’s how the enemies are distributed about the lands. Now, a note on optional bosses… Booster: You fight Booster if you get caught by his Snifits in the curtain mini-game that precedes the Knife Guy/Grate Guy fight three times. I suggest you actually do win, though, as you get the Amulet in this way, which is useful until the very end of the game. Jagger: In Monstro Town, up the stairs at the far-right end of the place, you’ll find a Dojo. Jagger, a member of the Koopa Troop who went AWOL because he was afraid he couldn’t beat Smithy, has been training here, but his master is out. But, Jagger can still fight you. Challenge him and beat him to make his sensei appear. Jinx: In the same dojo you fight Jagger in when touring Monstro Town is his sensei Jinx. To challenge her, you must first defeat Jagger. Beat her (I think it’s a her, but they never refer to Jinx as a gender) and she’ll challenge you to another fight, slightly harder. Beat her again to fight her one last time, this time for the Jinx Belt. Culex: I recommend waiting at least until you have the Lazy Shell armor and the Star Egg to make this fight. I have a complete strategy for him, as I do with all bosses, under “Red Star” of Section 2, toward the end. He is the hardest enemy in the game, and he lives in Monstro Town behind the sealed door. To open it, first buy the Fireworks from a mole in his house in Moleville. Then give these Fireworks to the mole girl just right of the house that you bought the Fireworks in for the Shiny Stone. Use the Shiny Stone on the sealed door to break the seal and enter a dark portal between the dimensions where you shall meet and probably fight Culex, Dark Knight of Vanda, servant of the Dark Mage. He is unbelievably strong; be ready. He also gives more Experience Points than any other enemy in the entire game (although Smithy probably would give more if you could save after that fight). Dodo (1): You’re first extra opportunity to fight Dodo comes when you are posing as a statue in Nimbus Castle. Let him peck you twice or jump at the wrong time twice, or both, and he will suspect you, thus attacking. I recommend not fighting this, though, as you get the Feather if you can avoid violence, proving that rewards are far greater without violence. Dodo (2): Later on, you’ll find Dodo wandering the halls of Nimbus Castle toward the end (after seeing Valentina run away with Shy Away). Normally, you’d use a Starman to beat him without a fight, but if it runs out too early, you’ll have to engage him. And that’s everything you’ll want to know concerning enemies… Except for the next section… ======================================================================= ==========================Psychopath Quotes*=========================== ======================================================================= If you get the timed hit with Mallow’s Psychopath, you can read their thoughts (well, for Mario, he hears their thoughts, but there was no voice acting in this game, luckily). It is rather interesting, and it throws some light on some questions I’ve had about the Machine Made series. That is, I wondered if they were just robots with the same design as the originals, or whether they were actual robotic clones of the original. The personalities of the originals are reflected in the Machine Made series (which I know due to Psychopath quotes), so I believe that the latter is true. In any case, we I’ll make this an alphabetized list of all monsters who can be read. Boy, I never thought they’d be thinking this in the heat of battle… -----------------------------------+----------------------------------- Enemy Name | Psychopath Quote -----------------------------------+----------------------------------- Alley Rat | “Don’t pity me, Mario!” Amanita | “Gotta work on my tan!” Ameboid | “Get outta my face.” Apprentice | “I’ve had ENOUGH.” Arachne | “[note] Day-o…” Armored Ant | “Do one good turn a day!” Artichoker | “Relax a little, okay?” Axem Black | “You’re timing stinks!” Axem Green | “Are we done here?” Axem Pink | “Red, WRONG POSITION!” Axem Rangers | “It’s a melee!” Axem Red | “I’m all thumbs today!” Axem Yellow | “We’re lookin’ GOOD!” Bahamutt | “Give me a chance, here.” Bandana Blue | “Color me Blue, mates!!” Bandana Red | “I love the color RED!” Belome (1) | “I just… wanna sleep.” Belome (2) | “Gotta yummy in my tummy!” Big Bertha | “Adabing, ADABANG!” Birdo | “I just love life!” Birdy | “I HATE Valentina.” Blaster | “Wanna join me?” Bluebird | “You are… magnificent.” Bloober | “I love floating around.” Bob-omb | “Ouch, HEY! Watch it!” Body (Corkpedite) | “……” Bodyguard | “Boing, boing, boing.” Boomer | “It’s all over now…” Booster | “This is like realizing you’re | outside without your clothes on!” Bowser Clone | “Grr… my castle…” Bowyer | “What’s with these folks?” Box Boy | “Been waitin’ 100 years!” Bundt | “Congratulations.” Buzzer | “Buzzzzz…” Carroboscis | “I ALWAYS eat my vegetables!” Chained Kong | “A tad warm, isn’t it?” Chester | “I love my job![heart]” Chewy | “I’m just a fresh flower.” Chomp | “Workin’ on a chain gang.” Chomp Chomp | “Hey, let’s PLAY!” Chow | “Hey, I fought you already!” Clerk | “10 years I’ve been here!” Cloaker (1) | “I love cold hard steel!” Cloaker (2) | “Sh… sho… shocked!” Cluster | “I’ll psyche you out!” Corkpedite | “Off! FORGET IT!” Count Down | “We’re into overtime!” Croco (1) | “Gosh, I’m good!” Croco (2) | “Ooh! I’m good!” Crook | “You can’t run away! Ha!” Crusty | “Look at THIS!” Culex | “A little off, eh?” Czar Dragon | “Flamin’ hot, right at ya!” Ding-a-Ling | “Wake up sleepy heads!” Director | “I just lost EVERYTHING.” Dodo (1) | “I’m STARVED!” Dodo (2) | “I’m starved… later!” Dodo (3) | “I’m starved… later!” Domino (1) | “MAGIC! DEAL with it!” Domino (2) | “Sh… sho… shocked!” Doppel | “This has been a bad year!” Dry Bones | “I’m sick of getting’ hit!” Earth Crystal | “I hate being awakened!” Earth Link | “What a royal pain!” Enigma | “Gather around! Watch it!” Exor | “Gotta mow the lawn soon.” Factory Chief | “Who DARES to fight ME?!” Fautso | “Thanks to you I’m free!” Fink Flower | “Gimme your best shot!” Fireball | “Blurb blurb blurb…” Fire Crystal | “I gotta vacuum tonight!” Forkies | “Shikashikashika~~!” Formless | “I have a secret!” Frogog | “This bright sunlight better not | fry me!” Geckit | “Geck… Geck… GOCK?” Gecko | “Red? What about Green?” Geno Clone | “Star Pieces… Star…” Glum Reaper | “Comin’ through…” Goby | “Blub blub blub…” Goomba | “Goomba gumba… phew!” Goombette | “Me speak soft, BIG STICK!” Gorgon | “I just wanna go home.” Grate Guy | “Peace is just a dream.” Greaper | “Any reaping to be done?” Guerilla | “Don’t confuse me with someone | else” Gu Goomba | “Hey, maybe I CAN win!” Gunyolk | “If we’re beaten, the boss is | alone” Heavy Troopa | “I’ll make ya beautiful!” Helio | “I’m burnin’ up inside!” Hidon | “You wanna run, huh?!” Hippopo | “This is a drag…” Hobgoblin | “Havin’ a blast today!” Jabit | “This is the pits!” Jagger | “Oh! I’m so excited!” Jawful | “Huh?” Jester | “I’ve failed my King…” Jinx (1) | “You’re just a beginner!” Jinx (2) | “Sympathy!? Not from me!” Jinx (3) | “Ooh! I’m gonna hurt ya!” Jinx Clone | “I’m the REAL thing!” Johnny | “Whoa! It’s all over.” K-9 | “May I take a BITE?” King Bomb | “I LIVE to explode!” King Calamari | “The ship’s MINE! SCRAM!” Knife Guy | “Happiness is hip!” Kriffid | “Aloe~ there!” Lakitu | “Why do people hate me?” Left Eye | “I can’t see a thing!” Leuko | “Floating’s a bad habit.” Li’l Boo | “Beep pa doodle dee![music note]” Machine Made (Axem Black) | “Will I make the team?” Machine Made (Axem Green) | “Whew! Vertigo!” Machine Made (Axem Pink) | “Oh! My makeup!” Machine Made (Axem Red) | “Gotta fight for evil!” Machine Made (Axem Yellow) | “I’m STARVED!” Machine Made (Bowyer) | “Nya! I’ll SNUFF ya! NYA!” Machine Made (Drill Bit) | “Look out, LOSERS!” Machine Made (Mack) | “Mario! I’m BAAAAAAAACK!” Machine Made (Shyster) | “Boing, boing, boing.” Machine Made (Yaridovich) | “My promotion’s at stake!” Mack | “Boing, boing, boing.” Mad Adder | “I’m alive and kicking.” Mad Mallet | “Work, work, work…” Magikoopa | “That’s… my child?” Magmite | “Got a thorn in my foot.” Magmus | “Clobber me for good life!” Malakoopa | “Just call me ‘General!’” Mallow Clone | “Ma? Pa? Where are ya?” Manager | “25 years of work, sigh.” Mario Clone | “……” Mastadoom | “Phew, I’m FREEZING…” Megasmilax | “I was a water baby!” Mezzo Bomb | “Look out!” Micro Bomb | “Small is as small does.” Mokura | “Mwa ha ha…” Mr. Kipper | “I’m a fresh little fish.” Muckle | “Gotta know your limits.” Mukumuku | “Ya trying to bug me?!” Neosquid | “I’m so utterly alone…” Ninja | “Wooo HOOO! I’m a FOO!” Octolot | “Check out my legs!” Octovader | “I’m a part-time typist!” Oerlikon | “I live to eat.” Orbison | “Don’t jump on me!” Orb User | “I hate Kinklinks!” Pandorite | “I’m trying to sleep, OK?” Pinwheel | “What a day it’s been…” Piranha Plant | “Pretty boring nowadays.” Pounder | “Wham bam SLAM!” Poundette | “Love conquers ALL.” Pulsar | “I’m a mini-pulsar.” Punchinello | “Yeeha! I see we’re already | famous! Puppox | “What does it all MEAN?” Pyrosphere | “Vroom, VROOM!!” Raspberry | “Congratulations!” Rat Funk | “Squeek, squeek…” Reacher | “Hope you’ll stay close.” Remo Con | “The world is history.” Ribbite | “My dad says, ‘Hello.’” Right Eye | “I’ve got an astigmatism!” Rob-omb | “Disappear? Maybe later!” Sackit | “This is just how I am.” Shadow | “You’re a model, right?” Shaman | “I’m losing this fight!” Shelly | “Slow down!” Shogun | “Do as you like.” Shy Away | “La Dee Dah~ Ha Ha.” Shy Guy | “Hold still, okay?” Shy Ranger | “Transmitting information… Over | and out.” Shyper | “Ooh! This’ll be fun!” Shyster | “Boing, boing, boing.” Sky Troopa | “What a gorgeous day!” Sling Shy | “Hear my song.” Smelter | “I brush after each meal!” Smilax | “Turn your eyes!” Smithy | “Eh?! Not bad!” Smithy (Body) | “What a heavy head!” Smithy (Robot Head) | “Nothin’ can hurt me!” Smithy (Tank Head) | “Don’t shock me! DON’T!” Smithy (Wizard Head) | “Good magic, bad defense.” Smithy (Masked Head) | “This isn’t good at all!” Smithy (Chest Head) | “What’s hidden inside?!” Snapdragon | “I did a lot in my youth.” Snifit | “Minimum wage for THIS?!” Sparky | “Fire EVERYWHERE!” Spikester | “Why, you’re AFRAID of me!” Spikey | “Just try and jump on me!” Spinthra | “Oh! I’m gonna poison ya!” Spookum | “Que pasa?” Springer | “What’s going on here?” Star Cruster | “I’M NOT A CRAB!!” Starslap | “They think I’m goofy…” Stinger | “Strike the pose!” Straw Head | “Gotta press this shirt!” Stumpet | “Express yourself!” Tentacle | “You wouldn’t… EAT me?!” Terra Cotta | “Oh, Mr. Bowser~~” Toadstool Clone | “It’s tough to be pretty!” Torte | “Cake! Vatch zee CAKE.” The Big Boo | “Stop staring at me!” Tub-O-Troopa | “My shell’s shot!” Valentina | “I tell ya, he’s NOTHING!” Vomer | “Nobody, NOBODY likes me.” Water Crystal | “Get me back underground!” Wiggler | “I’m just a helpless wiggler…” Wind Crystal | “Whhhhhhooooo…” Yaridovich | “My promotion’s at stake!” Yaridovich (Mirage) | “I’m not the real McCoy!” Zeostar | “Oh, I can’t stand him!” Zombone | “Hey! We’re not done yet!” -----------------------------------+----------------------------------- Yes we are, Zombone! So, there you have it. Now, away from offenses and the like, let’s get to the item section. Of course, it begins with the invisible ones… ======================================================================= ============================Surprise Boxes*============================ ======================================================================= There are 39 hidden treasure chests, which the Box Boy in Monstro Town calls surprise boxes. What are they, exactly? They are invisible chests that you must jump around to get. The list is made much with the help of Croco; in Nimbus Land, he could be found after giving Valentina the boot, whereupon he ran into a wall, dropping the Signal Ring, which makes a beep in rooms with surprise boxes. ----------------------------------------------------------------------- Surprise Box # Location: Notes: ----------------------------------------------------------------------- Above is the setup for each entry, thirty-nine in all. Here is the list of them, in order of when you can get them. ----------------------------------------------------------------------- Surprise Box # 1 Location: Mushroom Kingdom Notes: Go to the item shop and enter the basement. Here, talk to the Toad walking around, and he will demand you stand in front of him and jump. Do so for a Flower from an invisible chest. This is your introduction to surprise boxes, and the easiest one to find, too. ----------------------------------------------------------------------- Surprise Box # 2 Location: Mushroom Kingdom Notes: In the basement of the item shop, same room as # 1, jump from the Toad’s head to the upper-right corner, where you’ll find a surprise box containing a Flower. ----------------------------------------------------------------------- Surprise Box # 3 Location: Mushroom Kingdom Notes: You can only get this at the very beginning of the game – the first time you enter the castle, in fact. When you enter and Toad talks to you, jump on his head and ride him down the path. He pauses before the door. Jump onto the rim above the door. This is where you can find the chest. If you miss it this time, then you’ll never be able to get it for the remainder of the game. It is a Frog Coin, by the way. ----------------------------------------------------------------------- Surprise Box # 4 Location: Bandit’s Way Notes: Remember the screen of Bandit’s Way with the rotating red flowers that you must jump off of? Get to the end of that screen as if chasing Croco, and then get on the flower there. When facing to the right, jump off of it. You’ll hit the chest as you leap off of it, taking from it a KerokeroCola, this early in the game! ----------------------------------------------------------------------- Surprise Box # 5 Location: Rose Town Notes: Remember the house with the ! Switch that makes the stairs appear? It is in the upper-left corner of Rose Town. In the room of the second floor of that house, which has the aforementioned switch in it, jump onto the bed and bounce around to hit a chest containing a Frog Coin. ----------------------------------------------------------------------- Surprise Box # 6 Location: Rose Town Notes: Go to the item shop of Rose Town. Inside, get to the upper-left hand corner, where you should jump for a Frog Coin within a surprise box. ----------------------------------------------------------------------- Surprise Box # 7 Location: Forest Maze Notes: This is the first of several Forest Maze chests. In the very first screen of it, go the entrance, and head left (that is, left relative the exit path) of it into a corner. Jump there to reveal a… chest with a KerokeroCola in it! ----------------------------------------------------------------------- Surprise Box # 8 Location: Forest Maze Notes: Upon exiting the first underground section via jump pad, you’ll reach the great outdoors. Go left of the stump you emerge from, and in the corner you should jump to hit a chest for a Frog Coin. ----------------------------------------------------------------------- Surprise Box # 9 Location: Forest Maze Notes: This is coming at you from the screen with the seven stump pipes. Enter the first stump in the right row. From where you fall, walk diagonally left (up) to reach a lighted area. Jump in the center of it to hit a chest with a Flower stuffed inside. ----------------------------------------------------------------------- Surprise Box # 10 Location: Forest Maze Notes: In the screen containing the seven stump pipes, take down the second one in the left row. In one of the lighted areas, situated to the upper left of the spot you fall to when you first enter the underground area, and then head up a little bit to reach an unlighted corner-like area, jump to hit a chest… with nothing inside! It says that you missed. Well, that’s a rip-off in a big way. ----------------------------------------------------------------------- Surprise Box # 11 Location: Forest Maze Notes: In the very last stump in the screen with the seven stumps, the one with the sleeping Wiggler inside that you need to wake to continue in the forest, jump behind where the Wiggler was to hit a chest. What’s inside? Why a KerokeroCola of course! ----------------------------------------------------------------------- Surprise Box # 12 Location: Forest Maze Notes: When you reach the Save Block in Forest Maze in the screen before you reach the four-way maze part that Geno guides you through in your first run-through, stop. Jump right of the exit to this place, and persist in it to soon hit a chest containing a Red Essence. Wow! They stuck some great items in early in the game. ----------------------------------------------------------------------- Surprise Box # 13 Location: Pipe Vault Notes: In Pipe Vault, you’ll reach one screen with six pipes in it. Take the second of the six down and you’ll end up by a hovering ledge of blocks. Stand so that you would be under the blocks if you went any further, and then jump to reveal a hidden yellow switch. From there, jump onto the ledge. Right about in the center, jump for a chest containing a Frog Coin. ----------------------------------------------------------------------- Surprise Box # 14 Location: Pipe Vault Notes: Four spaces ahead of the previous surprise box, jump to hit another chest with another Frog Coin inside. ----------------------------------------------------------------------- Surprise Box # 15 Location: Yo’ster Isle Notes: When you first come out of Pipe Vault, you’ll see a Save Block. Jump behind it to hit another surprise box, containing another Frog Coin. ----------------------------------------------------------------------- Surprise Box # 16 Location: Booster Pass Notes: In the first screen of Booster Pass, go all the way left that you can; you’ll reach a bush. Stand on it and jump to hit a chest containing a Flower. ----------------------------------------------------------------------- Surprise Box # 17 Location: Booster Pass Notes: Go to the exit of the first screen of Booster Pass that leads to the second screen. Before progressing in the pass, though, stand on the bush to the left of the exit and jump from it to hit a surprise box, of course. As it turns out, it contains a Rock Candy. ----------------------------------------------------------------------- Surprise Box # 18 Location: Booster Tower Notes: In the second screen of Booster Tower, the one with the endless supply of Spookums descending down a staircase, you need to reach the top. Toward the right, jump around the back wall to find a surprise box holding a Frog Coin in it. ----------------------------------------------------------------------- Surprise Box # 19 Location: Booster Tower Notes: Remember the Thwomp on the seesaw that you had to jump on to bounce up to the above room? In that above room, head up it until you reach the stairs. There’s a little gap between the stairs and another block; go between the two in this gap and jump for a Frog Coin. ----------------------------------------------------------------------- Surprise Box # 20 Location: Booster Tower Notes: Destination? The room with the Save Block in it almost at the very top of the tower. It has yellow blocks in it of rising altitude. Go to the right corner of this room, lower-right, and jump about there to hit a chest, which contains a Mushroom to heal you. ----------------------------------------------------------------------- Surprise Box # 21 Location: Booster Tower Notes: Go to the same room that the last chest was in. Jump up the yellow blocks here, making running jumps to reach the next. See the chest at the end? You’re going to want to make a running jump so that you land on top of the chest here. Jump from atop it to hit a chest containing the Goodie Bag. When you use it in battle, you get one coin. Alternately, you can sell it for 555 coins. So, if you don’t plan on using it that much, selling it is the way to go. ----------------------------------------------------------------------- Surprise Box # 22 Location: Marrymore Notes: In the hotel, check into (or just go into) the regular hotel room. You know, the cheap-o depot one. For the sophisticated type such as myself, it was painful just being there. But seriously, stand in the lower-left hand corner. You’ll have to jump up shelve to reach it. Jump there for a Frog Coin. Huzzah! ----------------------------------------------------------------------- Surprise Box # 23 Location: Sunken Ship Notes: Go to the room that has the Mario clone in it. Jump towards the right side of the middle of the room to hit a yellow switch, which in turn makes a chest appear. Jump onto the Mario doppelganger’s head and use it to reach the platform. From there, simply jump to the chest, winning yourself a Flower. ----------------------------------------------------------------------- Surprise Box # 24 Location: Land’s End Notes: Drat! Land’s End and its cleverly hidden chests… Even the first screen is rather difficult to describe. Cannon to the first platform and stand on the right edge. When it is at its highest point, jump straight forward to hit a chest, which holds a Flower. ----------------------------------------------------------------------- Surprise Box # 25 Location: Land’s End Notes: In the second screen, stand on the ground and go straight forward from the cannon until you reach the cliff. Jump there to make a yellow platform appear. Use the cannon to land on the platform, which makes it move. Use it to reach the top of the highest ledge. Stand on the left side and jump to reveal a chest containing a Flower. ----------------------------------------------------------------------- Surprise Box # 26 Location: Land’s End Notes: Go to the part of Land’s End with the Stingers and the red flowers that spin. On the ground, head toward the right path as if going to the floor of the Sky Bridge screen. Jump to the top of the second blue flower on the way, and jump there to hit a chest containing a Frog Coin. ----------------------------------------------------------------------- Surprise Box # 27 Location: Land’s End Notes: This is found in the little underground part of Land’s End that leads to Kero Sewers (to enter it, go to the Sky Bridge screen and jump into the hole in the second cliff). In the first screen of this underground part, in the corner there’s a little niche for a Chow. Evade it and jump by it for a Frog Coin. ----------------------------------------------------------------------- Surprise Box # 28 Location: Belome Temple Notes: Both this and the next chest are in the same room. Which one, though? It is a hallway, one which is directly before the room with the tile elevator that may or may not lead to Belome, and is a bit after the first fortune-telling where you had to hit the statues in a certain order to determine what room you had to take. In here, go down the stairs and you’ll make a sharp turn to a visible chest (one that is not hidden). Go down from it four tiles, and then go left once, ending up in a corner. Jump there for a chest containing a Frog Coin. ----------------------------------------------------------------------- Surprise Box # 29 Location: Belome Temple Notes: Use the ledges in the room that had # 28 in it to jump onto the first of the visible chests in the room. Jump from it to hit an invisible chest, which contains a Frog Coin. ----------------------------------------------------------------------- Surprise Box # 30 Location: Monstro Town Notes: From where you enter, go right all the way to a door. Take it. In here, there’s a note that says they hoped you enjoyed your visit to Monstro Town, please come again, and so on. Jump behind the bush by the letter, and then jump from there for a chest containing a Flower. ----------------------------------------------------------------------- Surprise Box # 31 Location: Bean Valley Notes: When you first enter Bean Valley, take the right path. Here, head left and jump around to find a formerly hidden chest. Now that I think of it, my guide takes away the surprise element of surprise boxes… In said chest is a Frog Coin. ----------------------------------------------------------------------- Surprise Box # 32 Location: Bean Valley Notes: Go to the screen with five pipes. Below is a numbered diagram of the pipes. 2 1 5 3 4 Enter the pipe labeled 4. See the plainly visible chest? Walk about five or six spaces from it down the corridor and jump to reach a hidden chest, which contains a KerokeroCola. ----------------------------------------------------------------------- Surprise Box # 33 Location: Bean Valley Notes: The above a entry, I have a diagram. Enter the pipe labeled 5 in it. Here, walk north, slightly east, of the spring you can exit by to hit a chest containing a Red Essence. Pay-off! ----------------------------------------------------------------------- Surprise Box # 34 Location: Nimbus Land Notes: Enter the item shop. Get onto the boxes against the back wall, specifically at the top of the boxes. Hold Y to run before jumping in the direction of the Nimbus shopkeeper. You should hit the chest, which contains a Frog Coin as all the Nimbus Land chests do, in mid-air as you go. ----------------------------------------------------------------------- Surprise Box # 35 Location: Nimbus Land Notes: In Nimbus Castle, in the hallway with three doors in it (the center leading to Birdo), stand left of the door, and stand by the birdcage. Jump there to reveal a surprise box. Furthermore, you’ll reveal a Frog Coin. ----------------------------------------------------------------------- Surprise Box # 36 Location: Nimbus Land Notes: From # 35, take the left door. Follow this path until you reach a Jawful (if you’ve already beaten Valentia, the Jawful won’t be there. So, to help you out, he guards the exit to the room, which is right before the holding cell for all the Nimbus prisoners, one of whom gives you the key to Birdo’s room). Defeat it and stand where it was. Jump to hit a surprise box. Surprise! It’s a Frog Coin. ----------------------------------------------------------------------- Surprise Box # 37 Location: Nimbus Land Notes: From where you hit the last chest, you’ll notice black void in the lower-left region of the room. Walk against it from the north and you’ll find an invisible path leading on it. After a turn, you’ll reach the end, where you can jump for a Frog Coin in a chest you weren’t supposed to know about. ----------------------------------------------------------------------- Surprise Box # 38 Location: Nimbus Land Notes: Upon beating Birdo, take the back door of the room. Through this room, you’ll reach a chest. Jump onto it and then jump again to hit another chest and another Frog Coin inside. ----------------------------------------------------------------------- Surprise Box # 39 Location: The Gate Notes: In the same screen as the one with the second Save Block of Smithy’s pre-Factory domain, stand in the corner down and left of the Save Block before jumping, which results in an extra Mushroom for you via a surprise box. ----------------------------------------------------------------------- ----------------------------------------------------------------------- ----------------------------------------------------------------------- And that’s how every surprise box is hit. They are good for Flowers and Frog Coins, and coins in the case of the Goodie Bag (# 21), and some good items at good times. I suggest you get them all if you can, although it isn’t essential to beating the game. ======================================================================= ==============================Frog Coins*============================== ======================================================================= The official monetary unit in Mushroom Kingdom is the coin, but Tadpole Pond has its own unit, too. The Frog Coin, which seems to be worthy many coins, is used in some stores. But, the question is, how do you get Frog Coins? I am particularly fond of one method - the one I used to get all my Frog Coins – and I’ll share it here. By the by, most of it is a direct extract from my guide, under “Yellow Star.” Head to Land’s End, the last cliff that you must scale to reach Monstro Town. Sergeant Flutter and his Sky Troopas assemble to let you get up them. Unbeknownst to you, Flutter times you as you make your way up. Well, get up fast enough and you can earn yourself five Frog Coins in one sitting. And it’s easy! Below is a diagram showing the positions of the Sky Troopas. +-------------------------+ | 7 _ | | F | | 6 8 | | | +-----------------------------+ | 5 4 | | KEY | | 3 | +-----------------------------+ | 2 | | # = Number of Sky Troopas | | 1 | | F = Sergeant Flutter/Finish | | +---+ | | S = Starting Point | | |-S-| | +-----------------------------+ | |---+-------+ | | |-----------| | |---|-----------+---------| +-------------------------+ Now, this should help you visualize. When you get on Sky Troopa # 1, jump to # 2 immediately afterward. Wait for # 2 to pass under # 4 and then jump to # 3. From there, you can jump to # 4 right after landing. When # 4 is under # 8, jump to # 5, and then to # 6. Wait a bit and then jump to # 7. Now jump right down to # 8, and then make a jump as soon as you can for Flutter’s ledge. That time comes when you’re just about one and a half rock layers below the ledge. Do this and you might just break 12 seconds. The first time you get a time of under 12 seconds, you earn the Troopa Pin. Unfortunately, at this point in the game, such an accessory is useless to us. If you beat eleven and a half seconds, you get one Frog Coin. If you beat eleven seconds, then you get five Frog Coins. If you can perfect the strategy (due to the isometric view, many people don’t jump nearly soon enough when on Sky Troopa # 5, which can blow an entire second for you. Also, waiting on the seventh Sky Troopa is a repeated mistake), then you’ll be rich in Frog Coins, green gold. Really, it’s extremely easy once you get the hang of it. And, just in case you feel the need to be better than me, my record high score is 10:50. If you can beat that (don’t e-mail me about it), then you are a true Sky Troopa… if only you had shell and wings… And there you have it! In this manner, you can buy Frog Coin-expensive items easily. Again, we’re working toward the items, and to that we must give you the means to get them… ======================================================================= ===========================Melody Bay Cards*=========================== ======================================================================= In Tadpole Pond you’ll find a composer named Toadofsky, who just can’t get the notes out. He also is loaded in cards, which let you make purchases from the tadpoles in the pond (in Frog Coins, of course). But, you just can’t make up any tune and show him! If you could, this section would be nearly pointless. No, there’s an exact way to play the short beats, and you don’t actually need musical talent. That is, the shorts are given to you by other people in conversation, whose jingles are actually inspirational songs. But, since not everyone has the patience to translate all those notes, I have three nifty charts to help you out as to where to jump. By the way, Melody Bay is one screen right of the main screen in Tadpole Pond. Pretty small place, huh? Now, for each diagram I have, notice they are horizontal. Well, this is to show not only that Melody Bay is set up with its lines like a staff (the little horizontal bars) on a music sheet, but also note that in reality, Melody Bay is slanting toward the upper-right due to the isometric view of the game. Also, I number each diagram by note, so the first note is the first one to play, the second the second, and so on and so forth. +------------------------------+ | Frogfucius’ Suite # 18 | +------------------------------+ Note: You must have met Frogfucius before you can play this song and reap the rewards. Reward: Alto Card 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 ----------------------------------------------------------------------- O -------------------------------O-----------------O-----------------O--- O O ----------------------------------------------------------------------- O ----O------------------------------------------------------------------ ----------------------------------------------------------------------- O = Tadpole +---------------------------+ | Mole Mountain Blues | +---------------------------+ Note: You must have ridden in the mine cart to rescue Dyna and Mite before you can play the song and take the card. Reward: Tenor Card 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 ----------------------------------------------------------------------- O ----------------------------------------O------------------------------ O O O ----------------------------------------------------------O------------ O ----------------------O------------------------------------------------ ----------------------------------------------------------------------- O = Tadpole +---------------------------+ | Monstro Town Melody | +---------------------------+ Note: Only after you’ve seen the Zeostar on the second floor of Monstermama’s house can you play this song for the reward, which is the same one as the star’s. Reward: Soprano Card 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 ----------------------------------------------------------------------- O -------------------------------O--------------------------O------------ O O -------------O--------------------------------------------------------- O ----------------------------------------O------------------------------ ----------------------------------------------------------------------- O = Tadpole And that’s a wrap. Remember, though, that all the songs here are winners, and we commend them all. But, some will rise to the very top, and we… oh, sorry, wrong setting. Yes, Toadofsky is a dirty thief who steals others’ songs to write his own. However, you do get cards from him, which let you buy new items from the tadpoles in the left wing of Tadpole Pond. And, not only that, but you can get discounts on items, too. Now that we’ve built up to it, let’s get right to the item list. ======================================================================= ==============================Item List*=============================== ======================================================================= As it so happens, Super Mario RPG has many items. Well, it IS an RPG, after all. Items fall under one of three categories. Items are those which appear under “Items” in the Menu. If it’s under “Equip” in the Menu, then it’s equipment. Under “Special Items,” then it’s a special item. Each item has a function, method of obtaining, and a universal sales/buying price in stores. ----------------------------------------------------------------------- Special Item Name Obtain: Function: ----------------------------------------------------------------------- Above is the setup for special items. ----------------------------------------------------------------------- Obtain: Buy: Sell: Attack: Defense: M. Attack: M. Defense: Speed: Function: ----------------------------------------------------------------------- Above is the setup for accessories, not other equipment. ----------------------------------------------------------------------- Obtain: Buy: Sell: Function: ----------------------------------------------------------------------- Above is the item setup, which we’ll start with. It is also the setup for equipment, except for accessories. ======================================================================= Items ======================================================================= Able Juice Obtain: You can buy this from some stores. Buy: 4 Coins Sell: 2 Coins Function: When used in battle, Able Juice cures abnormal battle conditions – mushroom, scarecrow, poison, etc. ----------------------------------------------------------------------- Bad Mushroom Obtain: You can buy this item only before beating Yaridovich in Seaside Town’s item shop. Buy: 30 Coins Sell: 15 Coins Function: Bad Mushrooms are probably based on Poison Mushrooms, which are from Super Mario Bros.: The Lost Levels (the Japanese version of Super Mario Bros. 2). You can use them on enemies to possibly poison them. ----------------------------------------------------------------------- Bracer Obtain: You can get these from battle or buy them from the Tadpole Pond shop. Buy: 2 Frog Coins Sell: 1 Coin Function: This raises a fighter’s defensive power in one battle, like getting a Defense Up bonus. ----------------------------------------------------------------------- Bright Card Obtain: After the entire Booster ordeal ends, Knife Guy and Grate Guy seemingly disappear. However, Knife Guy can be found, a reformed individual now, along the path leading to the top of Booster Tower juggling balls. Play his game and win the thirteenth difficulty of it to get this item. Buy: NA Sell: 777 Coins Function: You can use the Bright Card to gain access to Grate Guy’s Casino. Look into “Secrets and Side Quests” for a full explanation of this. Also, a man in Marrymore will buy it off of you for 100 Coins. Refuse him and he’ll offer five Frog Coins. Refuse him again and he’ll offer 10 Frog Coins. However, if you do sell it, you’ll have to buy it off of him for 15 Frog Coins if you ever want it back. ----------------------------------------------------------------------- Carbo Cookie Obtain: If you give the Shiny Stone to the mole child in the item shop of Moleville, they’ll give this to you. Buy: NA Sell: 1 Coin Function: Kind of pointless, but you can give it to the mole child in a bucket to make her move. ----------------------------------------------------------------------- Crystalline Obtain: You can buy this from the shopkeepers in Tadpole Pond. Buy: 5 Frog Coins Sell: 2 Coins Function: Like a Bracer, this raises defense. However, unlike a Bracer, this raises the entire party’s defense. ----------------------------------------------------------------------- Earlier Times Obtain: Buy this from the pupil of Frogfucius who lives in the second story of the elder’s house in Seaside Town. Buy: 15 Frog Coins Sell: 7 Coins Function: Use this in battle and the fight starts over from turn one. However, any items you’ve used in the first battle will not be restored to you. ----------------------------------------------------------------------- Elixir Obtain: You can buy this at Tadpole Pond for prices that, depending on which card you have from Melody Bay, vary. Buy: Varies (Frog Coins) Sell: 24 Coins Function: This restores everyone’s HP by 80 when used in or out of battle. ----------------------------------------------------------------------- Energizer Obtain: This can be bought in Tadpole Pond. Buy: 5 Frog Coins Sell: 1 Coin Function: When used in battle, one party member receives an increase in attack power for the remainder of the bout. ----------------------------------------------------------------------- Fertilizer Obtain: After ending the short reign of Valentina in Nimbus Land, Shy Away will escape. Walk against the upper part of the right border of the screen in Nimbus Land (near the house that Croco is found in) until you walk off the edge on an invisible path. At the end is Shy Away, who gives you the Fertilizer to bribe you not to beat it up. Buy: NA Sell: 100 Coins Function: Although useless by itself, if you give the Gardener in Rose Town the Seed and Fertilizer, a beanstalk grows out of his chimney to the clouds where the Lazy Shell items are found. ----------------------------------------------------------------------- Fire Bomb Obtain: It can be bought, specifically from the pre-Yaridovich Seaside Town shop. Buy: 200 Coins Sell: 100 Coins Function: When used, a fiery explosion deals 100 damage to everyone, possibly less due to Valor Up, fire resistance, etc. ----------------------------------------------------------------------- Fireworks Obtain: In one house in Moleville, talk to the adult mole there. He will sell you Fireworks for 500 coins, but they are needed for the Culex side quest. Buy: 500 Coins Sell: 250 Coins Function: The more of these in your inventory at the end of the game, the fireworks shown in the ending cinema are different. Also, you can trade these to the mole girl right of the house these are bought in for the Shiny Stone. ----------------------------------------------------------------------- Flower Box Obtain: This is gotten in battles or from the good citizens of Seaside Town after freeing them from their boring doppelgangers. Buy: NA Sell: 500 Coins Function: When used, it raises your maximum Flower Point (FP) total by five, as well as restoring all your spent FP. ----------------------------------------------------------------------- Flower Jar Obtain: The guard in Nimbus Land who gives you the Master Key will give you two of these if you talk to him. Also, you may get these from certain battles. Buy: NA Sell: 300 Coins Function: Used outside of battle, this restores all of your spent FP and raises your maximum Flower Point count by three. ----------------------------------------------------------------------- Flower Tab Obtain: From certain battles, certain events, helping people out, and so on, as well as getting “Flowers” in chests, you get one of these. However, the chest variation are used automatically. Buy: NA Sell: 100 Coins Function: Not only do they refill all your absent FP, but they add one FP to your total. ----------------------------------------------------------------------- Freshen Up Obtain: You can buy these from shops, the earliest being the one in the Sea, right up until Toad’s last stop shop. Buy: 50 Coins Sell: 25 Coins Function: This cures everyone in your party of their abnormal status conditions (like mushroom, scarecrow, poison, etc.). ----------------------------------------------------------------------- Fright Bomb Obtain: This can be bought from the store in Seaside Town before Yaridovich is given the boot. Buy: 100 Coins Sell: 50 Coins Function: You can use a fear attack on all enemies. ----------------------------------------------------------------------- Froggie Drink Obtain: You can buy this from the Juice Bar at Tadpole Pond for varying prices. Buy: Varies (Frog Coins) Sell: 8 Coins Function: The entire party recovers 30 HP. ----------------------------------------------------------------------- Goodie Bag Obtain: This is gotten from a surprise box in Booster Tower. Specifically, get to the room with the second Save Block in it (it has a series of yellow platforms in it slowly rising). Jump up the platforms here and then make a running jump onto the chest at the end. Jump from it to hit an invisible chest, earning you this little number. Buy: NA Sell: 555 Coins Function: When used in battle, you get one coin. However, unless you plan to use it 555 times or more, then you should sell it – preferably when you have 444 coins or less. ----------------------------------------------------------------------- Honey Syrup Obtain: Buy these or get them in battle. Buy: 10 Coins Sell: 5 Coins Function: This restores 10 FP in or out of battle. ----------------------------------------------------------------------- Ice Bomb Obtain: Buy these in the item shop of Seaside Town before whooping Yaridovich. Buy: 250 Coins Sell: 125 Coins Function: It hits all enemies with an icy explosion. Neat-o! ----------------------------------------------------------------------- Lamb’s Lure Obtain: You wouldn’t guess it… Equip Toadstool with the B’Tub Ring and then use the Mystery Egg with her ten times. This item is born. Buy: NA Sell: 1 Coin Function: This will turn an enemy into a lamb (possibly; it doesn’t always work), and they then run away. ----------------------------------------------------------------------- Lucky Jewel Obtain: Buy this from the miner (Toad in blue) who sets up shop in the item shop of Moleville after beating Punchinello. Buy: 100 Coins Sell: 50 Coins Function: Use it in battle to automatically get the Lucky bonus, allowing you to play the Yoshi game to double experience/coins. ----------------------------------------------------------------------- Maple Syrup Obtain: Buy this at shops… Hmm, this seems to be a rather pointless line… Buy: 30 Coins Sell: 15 Coins Function: This recovers forty of your Flower Points (FP). ----------------------------------------------------------------------- Max Mushroom Obtain: These are gotten in various ways, but can be bought toward the end of the game rather cheaply. Buy: 39 Coins Sell: 39 Coins Function: This restores all of your HP by adding 255 to your count, which is as high as it goes. ----------------------------------------------------------------------- Megalixir Obtain: Buy this in Tadpole Pond. Buy: Varies (Frog Coins) Sell: 60 Coins Function: This’ll restore 150 HP per partner. Dire straits, huh? ----------------------------------------------------------------------- Mid Mushroom Obtain: Buy it! Buy: 20 Coins Sell: 10 Coins Function: This restores 80 HP, in or out of battle. ----------------------------------------------------------------------- Moldy Mush Obtain: This worthless item is given to you by Knife Guy or Grate Guy when you beat their games from time to time. They are real cheapskates, as this item has almost no practical purposes. Buy: NA Sell: 1 Coin Function: Use it to recover 1 HP. You’ll use it all the time! ----------------------------------------------------------------------- Muku Cookie Obtain: You can buy these in Seaside Town before Yaridovich reveals himself. Buy: 69 Coins Sell: 34 Coins Function: Everybody recovers 69 HP. Hooray! ----------------------------------------------------------------------- Mushroom Obtain: Buy this in many early shops. Buy: 4 Coins Sell: 2 Coins Function: Restore 30 HP for one fighter. ----------------------------------------------------------------------- Mushroom Obtain: No, this is not a typo or me listing the same item twice. Instead, it’s the type of Mushroom the triplet Goombettes sell in Monstro Town alongside their pops. Buy: 4 Coins Sell: 2 Coins Function: Sure, it restores 30 HP of yours, but it also turns that character into a mushroom. So, use it at your own risk. ----------------------------------------------------------------------- Mystery Egg Obtain: Purchase this from the miner in Moleville’s item shop after you’ve defeated Yaridovich. Buy: 200 Coins Sell: 100 Coins Function: If you use the Mystery Egg ten times in battle by Toadstool while she’s equipped with the B’Tub Ring, then it will become the Lamb’s Lure, another item. ----------------------------------------------------------------------- Pick Me Up Obtain: Buy this at stores. Simple enough, no? Buy: 5 Coins Sell: 2 Coins Function: Perhaps the most useful item in battle, Pick Me Ups are used to revive fallen comrades. When they return, they have full HP. ----------------------------------------------------------------------- Power Blast Obtain: Buy this in Tadpole Pond, which explains the Frog Coin price. Buy: 5 Frog Coins Sell: 2 Coins Function: Appropriately named, this increases the attack strength of every member of the party for the remainder of the battle when used. ----------------------------------------------------------------------- Pure Water Obtain: This is gotten by defeating ghost-type enemies, like The Bigger Boo, Shadow, or Hobgoblin. Buy: NA Sell: 75 Coins Function: This is so easy to get and is worth so much! Yes, the real advantage to Pure Water is to sell it for major cash. But, it can also be used to automatically killing (well, destroying, since they’re already dead) ghost-type enemies. ----------------------------------------------------------------------- Red Essence Obtain: This can be gotten in different ways. Getting it from chests is one way, but there’s another easier one. At the Inn in Nimbus Land, save and then sleep there, but be sure to buy a Dream Pillow. If your dream shows Toad revealing his true monstrous self, Toad will be there when you wake up, and he’ll give you two Red Essences. Buy: NA Sell: 200 Coins Function: This prevents the character that uses it from being attacked for three turns. ----------------------------------------------------------------------- Rock Candy Obtain: Get this from chests. They are pretty hard to come by, really. You can get them rather easily at the Mushroom Boy’s Shop, though. Buy: NA Sell: 200 Coins Function: Use this in battle to deal 200 damage to all enemies, unless something like Valor Up reduces the damage they take. ----------------------------------------------------------------------- Rotten Mush Obtain: I guess rot is better than mold, as this item is better than Moldy Mush. Knife Guy and Grate Guy are guilty of emptying their pockets of this junk when you win their games. What a great prize… Buy: NA Sell: 2 Coins Function: This restores 5 HP for one ally. Maybe it would’ve been good to have at the beginning of the game for rare occasions, but giving it out past the third Star Piece is ridiculous. ----------------------------------------------------------------------- Royal Syrup Obtain: These are gotten in various ways, but can be found in chests for the most part. Buy: NA Sell: 50 Coins Function: These restore 99 FP – all of it, for FP can only go as high as 99. ----------------------------------------------------------------------- See Ya Obtain: Buy this from Frogfucuis’s pupil in the elder’s home in Seaside Town. It’s the cheapest item he sells, and is probably in your price range. Buy: 10 Frog Coins Sell: 5 Coins Function: This lets you automatically run from battle (if you can. Some enemies, like bosses, cannot be ran from) without running the risk of failing, which you often do when using the B command to run away. ----------------------------------------------------------------------- Seed Obtain: When you beat Megasmilax and the Smilaxes, Shy Away flies off, leaving a note. Read it to find the Seed, which you should take. Buy: NA Sell: 150 Coins Function: Although a waste of space alone, if you give the Gardener in Rose Town the Seed and Fertilizer, he makes a beanstalk grow out of his chimney straight into the clouds, where the Lazy Shells are found. ----------------------------------------------------------------------- Sheep Attack Obtain: Use Lamb’s Lure 48 times in battle (not a battle, but in total) and Lamb’s Lure transforms into this. Buy: NA Sell: 1 Coin Function: Like Lamb’s Lure, this will potentially turn enemies into sheep and then make them run away. However, this affects all enemies, not just one. ----------------------------------------------------------------------- Shiny Stone Obtain: Give the Fireworks to the mole girl right of the house of the mole who sold them to you and she’ll reimburse you with this (in Moleville). Buy: NA Sell: 2 Coins Function: This can and should be used to open the sealed door in Monstro Town, the door to Culex. Otherwise or afterward, give it to the mole in the bucket in Moleville for a Carbo Cookie. ----------------------------------------------------------------------- Sleepy Bomb Obtain: Gotten from certain battles yes, but it is also to be found in Tadpole Pond stores. Buy: 1 Frog Coin Sell: 0 Coins Function: If an enemy has not a special defense against sleep, then this could put them to sleep in the heat of battle. ----------------------------------------------------------------------- Star Egg Obtain: Again, you wouldn’t guess the method for this… Play “Look the Other Way” in Grate Guy’s Casino with the grated guy himself. You must win 100 times, not necessarily consecutively, to take this prize. Buy: NA Sell: 1 Coin Function: Use this in battle to deal 100 HP of damage to all enemies. Basically, it’s a half-strength Rock Candy. However, it can be used an infinite number of times and it never runs out. ----------------------------------------------------------------------- Wallet Obtain: Croco drops this after your first fight with the reptile. Buy: NA Sell: 180 Coins Function: If you give this to its panicked owner in Mushroom Kingdom, he’ll give you, model citizen/saint, a Flower Tab. If not, sell it for lots of coins. I suggest the former, since taking the latter causes the poor Toad to worry about his wallet for the rest of the game. ----------------------------------------------------------------------- Wilt Shroom Obtain: Coming at you from the great minds of Grate Guy and Knife Guy… it’s the Wilt Shroom! Play either of the duo’s games and win to take one of these as a possible prize. Buy: NA Sell: 4 Coins Function: This will restore 10 of your HP when used, although it is still very useless. A comparable item – called a Dried Shroom – appears in both Paper Mario sequels of this game, and it restores only 1 HP of yours. ----------------------------------------------------------------------- Yoshi-Ade Obtain: Feed the baby Yoshi on Yo’ster Isle a lot of cookies to receive this. Pretty secretive, eh? Buy: NA Sell: 100 Coins Function: In battle, use it on a partner to augment their attack and defense abilities. ----------------------------------------------------------------------- Yoshi Candy Obtain: If you use a Yoshi Cookie and Yoshi fails to turn an enemy into an item, then you at least get this. Buy: NA Sell: 70 Coins Function: This restores 100 HP of a partner. ----------------------------------------------------------------------- Yoshi Cookie Obtain: Get these in threes by winning the races on Yo’ster Isle. See “Secrets and Side Quests” for strategies. Buy: NA Sell: 1 Coin Function: Yoshi is summoned to battle when you use this with hopes of turning one enemy into an item. If he should find himself unable to do so, at least you get compensated with a Yoshi Candy. ======================================================================= Special Items ======================================================================= Alto Card Obtain: Get this by playing the right song – Frogfucius’s Suite # 18 – at Melody Bay in Tadpole Pond for Toadofsky. Function: This opens new items at the Juice Bar in Tadpole Pond, and it lowers the price of other items. ----------------------------------------------------------------------- Bambino Bomb Obtain: Croco drops this when making his hasty escape after being completely WHOOPED by you in Moleville Mines. Function: The Bambino Bomb is the only way to blow up a solid wall in the mines needed to advance past the endless circle that Croco fled around. ----------------------------------------------------------------------- Beetle Box Obtain: After defeating Yaridovich and freeing the poor citizens of Seaside Town, a Snifit takes over the item shop. At the cost of 150 coins in total, it gives you this. Function: If you ever go to the Booster Hill, you can play the game there in an attempt to catch beetles. A male beetle is worth 50 coins, a female is worth 1 coin (sexist!), and golden beetles are worth 1 Frog Coin. Take your beetles to Beetles Are Us (Seaside Town) and give them to the Snifit, to give to Booster no doubt, to reap the rewards. ----------------------------------------------------------------------- Big Boo Flag Obtain: Stay at the Inn in Monstro Town to be approached by the Three Musty Fears (three musketeers homonym). They want to play a game with you in which you must find the three flags that they hide. The Big Boo hides his between the “O” and “A” in the GOAL line of Yo’ster Isle. Function: With the other three flags, you’ll beat the Three Musty Fears’ game, and they’ll reward you with the Ghost Medal. ----------------------------------------------------------------------- Castle Key 1 Obtain: A guard in Nimbus Castle gives you this just by talking to him. He was laid off, and he doesn’t need it anymore, anyways. Function: This unlocks the door to Birdo, one of Valentina’s front-man, err, woman, err, thing. ----------------------------------------------------------------------- Castle Key 2 Obtain: You’ll find this shortly after showing Birdo what-for in Nimbus Castle. Birdo was actually a boss from Super Mario Bros. 2, finishing up in most levels. Function: This lets you open the locked door that is to the north of Birdo, and it ultimately leads to Valentina. ----------------------------------------------------------------------- Cricket Jam Obtain: This is a rather odd process. In Land’s End, go to Sky Bridge. Fall off to the lower level of the screen with the bridge and go left until you see a gaping hole in the side of one of the rock pillars. Jump in to be brought to an underground area. At the end, you’ll reach Kero Sewers, and a few jumps will let you reach an otherwise impossible-to-reach chest containing this item. Function: Frogfucius loves crickets (he’s a frog), and will give you ten, count ‘em, ten Frog Coins for this snack. According to Star Hill, it was his wish. ----------------------------------------------------------------------- Cricket Pie Obtain: When you get the Rare Frog Coin from beating Croco, give it to the shopkeeper in Mushroom Kingdom. He’ll give you this, just as Frogfucius ordered. Function: Give this to Frogfucius to perk him up and get the Froggie Stick, Mallow’s first weapon. ----------------------------------------------------------------------- Dry Bones Flag Obtain: When you sleep at the Inn of Monstro Town, the Three Musty Fears challenge you to a game of find-the-flags. The Dry Bones of the trio hides his flag under your bed in Mario’s Pad. Function: The Dry Bones Flag is needed along with the other two flags to win the Three Musty Fears’ game, which wins you the Ghost Medal. ----------------------------------------------------------------------- Elder Key Obtain: In the first room of Booster Tower, there is a line of family portraits. Later on in the tower, an out-of-order line is to be found. Check the portraits in this order: 4 5 3 6 2 1 Booster the Seventh, the current Booster, appears from behind the frame and runs, leaving behind the Elder Key. Function: This opens the door to the left of the portraits in the same room, which contains a Chain Chomp. This particular Chain Chomp had misbehaved (it bit Booster), and was locked up for it. Bowser detaches the Chomp and can use it as a weapon. ----------------------------------------------------------------------- Greaper Flag Obtain: When you sleep in the Inn in Monstro Town, three ghastly spirits haunt your dreams. The Three Musty Fears challenge you to a game in which you must find the flags. Greaper of the gang hides his flag behind the wooden flower sign in Rose Town. Function: Combined with the other two flags, you’ll beat the Three Musty Fears’ game, which wins you the Ghost Medal. Huzzah! ----------------------------------------------------------------------- Rare Frog Coin Obtain: When you beat Croco in Bandit’s Way, Mallow slugs him, and he leaves this token behind. Function: Mallow will finally stop whining about it, as this is the Frog Coin Frogfucius gave him. Give it to the shopkeeper of the item shop in Mushroom Kingdom and he’ll give you Cricket Pie. ----------------------------------------------------------------------- Room Key Obtain: This is out in plain site in the booby-trapped room of Booster Tower with all the Fireballs in it. Function: In the same room as the one it’s found in is a locked door, inside of which are the Zoom Shoes. ----------------------------------------------------------------------- Shed Key Obtain: You get this after beating Yaridovich. He leaves it behind for you to take a little ways from the battleground. Function: This opens the oddly shaped shed in Seaside Town, releasing its formerly captive inhabitants. ----------------------------------------------------------------------- Soprano Card Obtain: Play the Monstro Town Melody after meeting the Zeostar in the upper story of her house at Melody Bay, Tadpole Pond. For inspiring Toadofsky one last time, you get this. Function: More items are now available to you at the Juice Bar, and the prices drop quite a bit, too. ----------------------------------------------------------------------- Temple Key Obtain: You may have noticed this tantalizing key above a door in Monstro Town with seemingly no way to reach it. Take the door below it to find a Thwomp who stomps the ground everyone time you talk to him. Each time he does, the key is knocked slightly forward. Keep talking to him enough and the key falls. Function: In the elevator room of Belome Temple, exit and reenter, each time hitting the statue for a fortune. When it is “Sorry, I’m not accepting visitors past me bedtime,” take the elevator down. A golden statue of Belome is there, and it wants to eat the key. Let it and it disappears, leaving a room chockfull of goodies. ----------------------------------------------------------------------- Tenor Card Obtain: Play the Mole Mountain Blues after rescuing Dyna and Mite at Melody Bay, Tadpole Pond. Toadofsky has a flash of inspiration, and thanks you with this little number. Function: New items at the Juice Bar appear, and you get discounts on existing items. ======================================================================= Weaponry ======================================================================= Chomp Obtain: In Booster Tower, use the Elder Key on the locked door in the room you get it in (see “Elder Key” under “Special Items”). Inside is a Chain Chomp sealed away from mankind because it bit Booster, probably in the behind. Bowser says she (how he knows is anyone’s guess) wants to get loose and cause some mischief, so Bowser has you turn the other way (to respect her privacy) as he unchains her. Buy: NA Sell: 70 Coins Function: + 10 Attack. For Bowser, this is actually a good first weapon. He is so strong that his weapons only slightly increase his power, as he doesn’t need huge increases like Mario does. Bowser swings around the Chomp and then launches it at an enemy. That would hurt. ----------------------------------------------------------------------- Chomp Shell Obtain: Marrymore is the place to buy this, although the Chomp is superior to it. Buy: 60 Coins Sell: 30 Coins Function: + 9 Attack. The Chomp is better than the shell as it has more substance. Chomp Shell is the shell (yuck) of a Kinklink, the Chain Chomp chains Bowser uses sometimes to support chandeliers in his castle. He attacks as if it were the Chomp, too. ----------------------------------------------------------------------- Cymbals Obtain: The Cymbals are sold at Moleville as Mallow’s first mass- produced weapon. Buy: 42 Coins Sell: 21 Coins Function: + 30 Attack. Mallow attacks enemies with sound by clapping his cymbals together. Clash! ----------------------------------------------------------------------- Double Punch Obtain: Buy this at the weapons store in Seaside Town once Yaridovich is no more. Buy: 88 Coins Sell: 44 Coins Function: + 35 Attack. This is for Geno, and it isn’t exactly a strong weapon… Still, punching isn’t Geno’s specialty. ----------------------------------------------------------------------- Drill Claw Obtain: This is gotten in one of the six doors of Bowser’s Keep, which are random. So, if you miss it, then you should exit Bowser’s Keep and reenter to try for it again. Buy: NA Sell: 59 Coins Function: + 40 Attack. Bowser’s claw lunges straight into his target, making it his most forceful weapon in all the game. ----------------------------------------------------------------------- Finger Shot Obtain: You can buy this at Moleville, but you can also get it for free by talking to Gaz once Geno has joined your party. Aw, the little feller wants to help out. Buy: 50 Coins Sell: 25 Coins Function: + 12 Attack. Geno finally recognizes his obsession with gunpowder with this, in which he fires bullets through his fingers. ----------------------------------------------------------------------- Froggie Stick Obtain: Once you exchange the Rare Frog Coin gotten from Croco for the Cricket Pie with the merchant in Mushroom Kingdom, give the Cricket Pie to Frogfucius. He gives this to you, which he himself used as a lad. Buy: NA Sell: Function: + 20 Attack. Mallow whacks enemies with this staff, that of a great frog before him. ----------------------------------------------------------------------- Frying Pan Obtain: You buy this from the miner (Toad in blue) in Moleville’s very own item shop after defeating the Axem Rangers. Buy: 300 Coins Sell: 150 Coins Function: + 90 Attack. This is Toadstool’s strongest weapon, and she pounds a frying pan made of iron into her foe. Ouch… ----------------------------------------------------------------------- Hammer Obtain: Beat up the Hammer Bros. blocking the path to Mushroom Kingdom on Mushroom Way. They leave behind their precious hammer, which was Mario’s first weapon in this game and in general. Buy: NA Sell: 35 Coins Function: + 10 Attack. This is used to attack enemies, obviously. They go to Mario. ----------------------------------------------------------------------- Hammer Obtain: Buy this in the post-Yaridovich Seaside Town. Buy: 123 Coins Sell: 61 Coins Function: + 20 Attack. This is a “lucky” hammer. Beat an enemy with it and you automatically get the Lucky bonus, which lets you play the Yoshi Egg game. Mario will wield it. ----------------------------------------------------------------------- Hand Cannon Obtain: This is bought in Nimbus Land. Buy: 105 Coins Sell: 52 Coins Function: + 45 Attack. Geno started falling behind in attack from the beginning, and this is no exception, despite the fact that he fires a small cannonball from his elbow at the enemy. ----------------------------------------------------------------------- Hand Gun Obtain: Buy this from the Inn/Item Shop in Marrymore, the place where love is realized. Buy: 75 Coins Sell: 37 Coins Function: + 24 Attack. This is pathetic! Geno’s really starting to lag in the offense department. This time, a shot comes from his wrist, his hand lowering. So, is Geno a doll? No, he is clearly an action figure, as dolls don’t use guns and have detachable hands. ----------------------------------------------------------------------- Hurly Gloves Obtain: Buy this in the Sea or the Sunken Ship, but preferably the former. Buy: 92 Coins Sell: 46 Coins Function: + 20 Attack. Bowser picks up either Mario or a substitute doll in his likeness and chucks it at a target. They call it classic in the game, although this is the first time Bowser has ever thrown Mario around. ----------------------------------------------------------------------- Lazy Shell Obtain: Get the Seed and Fertilizer from Shy Away, and you’ll find a path to the north has opened in Rose Town. It is the home of Gardener, who is called as such, who has spent his life in search of the legendary seed and fertilizer, but to no avail. Give them to him and he’ll plant them in his undoubtedly legendary pot, growing a beanstalk! Go outside and climb it to reach a cloud, on which are two chests – both Lazy Shells. Buy: NA Sell: 100 Coins Function: + 90 Attack. This is Mario’s best weapon, and only he can use it. It might well be the shell of a Heavy Troopa. ----------------------------------------------------------------------- Masher Obtain: Go to Booster Tower. In the room with all the Rob-ombs circling around up a flight of stairs, you’ll find two exits to the south. Take the right one to find a balcony of sorts. Jump off of it so that you fall at the center of the room. To reach it, stand on the lower yellow tile on the floor and jump so that you’re in line with the second panel on the wall. You’ll land on a catapult, sending a Rob-omb straight up, and then landing to send you straight up into a chest containing the Masher. It even hits Mario’s head! Buy: NA Sell: 80 Coins Function: + 50 Attack. For having gotten it so early on, it is a very powerful weapon for a long while. It is essentially the same as Mario’s Hammer. ----------------------------------------------------------------------- Mega Glove Obtain: Buy this from shops in Nimbus Land. Buy: 102 Coins Sell: 51 Coins Function: + 60 Attack. Mario dons his dueling gloves to give monsters a thrashing. Don’t mess with Mario. ----------------------------------------------------------------------- Noknok Shell Obtain: You can get it for free at Midas River if you do well enough, or you can buy it in Rose Town. Buy: 20 Coins Sell: 10 Coins Function: + 20 Attack. Named after Nokonokos, the Japanese name for Koopa Troopas, some of Mario’s oldest enemies, the Noknok Shell can be kicked into foes courtesy of Mario. ----------------------------------------------------------------------- Parasol Obtain: Buy this in the new Seaside Town (that is, without Yaridovich and the shady residents) at the weapons shop. Buy: 84 Coins Sell: 42 Coins Function: + 50 Attack. Toadstool had a parasol that she used to float down from her room in Mushroom Kingdom (why not from the balcony of Booster Tower?); why didn’t she have it earlier? In any case, Toadstool pokes enemies with her Parasol’s sharp point. ----------------------------------------------------------------------- Punch Glove Obtain: This is sold in Moleville. Buy: 36 Coins Sell: 18 Coins Function: + 30 Attack. Mario gives enemies the old one-two-punch when he wears this, similar to his Unarmed move. ----------------------------------------------------------------------- Ribbit Stick Obtain: You can buy this at Seaside Town once Yaridovich has been kicked out. Buy: 86 Coins Sell: 43 Coins Function: + 50 Attack. This is a weapon for Mallow, which lets him bonk enemies with his cane. Get the game description? It’ll come in handy, emphasis on handy. Yeah, I cracked up the first time, too. ----------------------------------------------------------------------- Slap Glove Obtain: Toadstool comes equipping with this, but it can also be bought at Seaside Town. Buy: 100 Coins Sell: 50 Coins Function: + 40 Attack. This is Toadstool’s basic attack, and she slaps chauvinistic monsters with it. ----------------------------------------------------------------------- Sonic Cymbals Obtain: This is gotten in one of the six doors of Bowser’s Keep. If you miss it the first time, you can reenter the keep and try your luck again. Buy: NA Sell: 54 Coins Function: + 70 Attack. This is Mallow’s best weapon, and it uses sound waves to damage foes. ----------------------------------------------------------------------- Spiked Link Obtain: This is bought from the Goomba salesman in Monstro Town, who is a former member of the Koopa Troop. Buy: 94 Coins Sell: 47 Coins Function: + 30 Attack. This is Bowser’s upgrade on the Chomp, which is actually a ball and chain. He swings it around and then launches it at an enemy, releasing bright, possibly seizure-inducing, flashes of light if you get the timed hit. ----------------------------------------------------------------------- Star Gun Obtain: This is down one of the six doors of Bowser’s Keep. If you missed it in the first run-through due to chance, start over in Bowser’s Keep and try your luck again. Buy: NA Sell: 60 Coins Function: + 57 Attack. Geno combines his love of stars with his love of guns. Still, it’s a weak combination, considering that everyone else gets a + 70 weapon in Bowser’s Keep/Gate (the latter in the case of Mario), except for Bowser, who makes up with it in natural strength. ----------------------------------------------------------------------- Sticky Glove Obtain: This is sold at Nimbus Land for the Nimbus in your party. Buy: 98 Coins Sell: 49 Coins Function: + 60 Attack. Mallow punches the enemies like only he can for a pretty powerful attack. ----------------------------------------------------------------------- Super Hammer Obtain: This is sold in Marrymore, although it doesn’t compare to the Masher. Buy: 70 Coins Sell: 35 Coins Function: + 40 Attack. This is like any hammer of Mario’s, but I recommend skipping it in favor of the Masher. ----------------------------------------------------------------------- Super Slap Obtain: This is gotten in one of the six doors of Bowser’s Keep, and you can get it if you want by multiple trips to Bowser’s Keep should you miss it, although it isn’t nearly as strong as the Frying Pan, which can actually be gotten earlier in the game. Buy: NA Sell: 55 Coins Function: + 70 Attack. This is Toadstool’s strongest slap glove, although it isn’t her best weapon. ----------------------------------------------------------------------- Troopa Shell Obtain: This is sold in post-Yaridovich Seaside Town. Buy: 90 Coins Sell: 45 Coins Function: + 50 Attack. Even after the fifth Star Piece, the Masher is still Mario’s weapon of choice! That is, the Masher is on par with the Troopa Shell, so use whichever you prefer. A Koopa Troopa is a turtle- like enemy, like Terrapins, that Mario has faced even since Mario Bros. ----------------------------------------------------------------------- Ultra Hammer Obtain: This is in plain site after a Save Block in the Gate, right before Count Down. Buy: NA Sell: 57 Coins Function: + 70 Attack. This is the best hammer in the game, sure, but the Lazy Shell is a better choice than this by a long shot. ----------------------------------------------------------------------- War Fan Obtain: Buy this in Nimbus Land at the item shop, of course. Buy: 100 Coins Sell: 50 Coins Function: + 60 Attack. Toadstool will whack an enemy with her fan, twice if you get the timed hit. ----------------------------------------------------------------------- Whomp Glove Obtain: Buy this in Marrymore while you’re there. Buy: 72 Coins Sell: 36 Coins Function: + 40 Attack. Mallow’s punching days continue still with this weapon, although playing music is more his calling. ======================================================================= Armor ======================================================================= Courage Shell Obtain: You can buy this at Monstro Town, though it’s hardly worth it. Buy: 60 Coins Sell: 30 Coins Function: + 12 Defense. + 6 Magic Defense. Sure, Geno usually gets ripped off in his defense, and Bowser seems even more ripped-off. However, like strength, Bowser has lots of natural defense, and he only needs a slight push. However, this shell doesn’t compare to the Work Pants, gotten three Star Pieces earlier. ----------------------------------------------------------------------- Fire Cape Obtain: This is sold at the Hino Mart deep in Barrel Volcano. I wouldn’t imagine that he gets good business. Buy: 90 Coins Sell: 45 Coins Function: + 30 Defense. + 15 Magic Defense. Geno not only has lesser weapons, but his armor isn’t even on par with everyone else’s. Well, at least he can play D & D whenever he feels like it. ----------------------------------------------------------------------- Fire Dress Obtain: This is sold in the Hino Mart of Barrel Volcano. I wonder what Hinopio has one for… Buy: 90 Coins Sell: 45 Coins Function: + 42 Defense. + 21 Magic Defense. For armor, Toadstool uses dresses. I’d imagine that’d be really effective… ----------------------------------------------------------------------- Fire Pants Obtain: Buy these at the Hino Mart in Barrel Volcano. Buy: 90 Coins Sell: 45 Coins Function: +42 Defense. + 21 Magic Defense. Ugh, Fire Pants? That would hurt so badly. Well, Mallow can handle it, I guess. ----------------------------------------------------------------------- Fire Shell Obtain: Buy this at the Hino Mart in the depths of Barrel Volcano. Buy: 90 Coins Sell: 45 Coins Function: + 18 Defense. + 9 Magic Defense. Bowser can handle fire, and it even gives him a little boost, too, that is plenty for King Bowser. ----------------------------------------------------------------------- Fire Shirt Obtain: Buy this at the Hino Mart in Barrel Volcano, just like all the other fire armor. Buy: 90 Coins Sell: 45 Coins Function: + 42 Defense. + 21 Magic Defense. This is a shirt for Mario that offers pretty good defense all around. ----------------------------------------------------------------------- Fuzzy Cape Obtain: Buy this while in Nimbus Land. Buy: 70 Coins Sell: 35 Coins Function: + 24 Defense. + 12 Magic Defense. How does a cape defend Geno? I mean, most enemies attack him from the front. No wonder most of his armor stinks. ----------------------------------------------------------------------- Fuzzy Dress Obtain: This is sold in Nimbus Land, home of the whopper. Buy: 70 Coins Sell: 35 Coins Function: + 36 Defense. + 18 Magic Defense. Not too shabby, eh? But seriously though, folks, this is the princess’s normal armor. ----------------------------------------------------------------------- Fuzzy Pants Obtain: Buy this in Nimbus Land. Why fuzzy? Shouldn’t it be fluffy? Buy: 70 Coins Sell: 35 Coins Function: + 36 Defense. + 18 Magic Defense. Mallow’s new pants are very stylish, I must admit. ----------------------------------------------------------------------- Fuzzy Shirt Obtain: This is the Nimbus Land series of armor; buy it there. Buy: 70 Coins Sell: 35 Coins Function: + 36 Defense. + 18 Magic Defense. For Nimbus Land, this armor isn’t half-bad. Being a shirt, it goes to Mario. ----------------------------------------------------------------------- Happy Cape Obtain: Buy this in Marrymore, where else? Buy: 38 Coins Sell: 19 Coins Function: + 12 Defense. + 6 Magic Defense. Well, when others are getting twice the bonus, Geno gets stuck with half. He’s going to need that luck guaranteed to you in this cape… ----------------------------------------------------------------------- Happy Pants Obtain: They sell these at Marrymore, quite conveniently. Buy: 38 Coins Sell: 19 Coins Function: + 24 Defense. + 12 Magic Defense. This pair of pants is “lucky.” Well, when using it, all enemies went after Mallow – all of them. Okay, I’m kidding there, but no luck is involved! ----------------------------------------------------------------------- Happy Shell Obtain: Buy this in Marrymore, just like all the other happy armor. Buy: 38 Coins Sell: 19 Coins Function: + 6 Defense. + 3 Defense. Not so good, but then again it is for Bowser. With all his natural defense, this is plenty for the titan. ----------------------------------------------------------------------- Happy Shirt Obtain: Buy this at Marrymore in the Inn/Item Shop. Buy: 38 Coins Sell: 19 Coins Function: + 24 Defense. + 12 Magic Defense. This goes to Mario as another shirt of his. ----------------------------------------------------------------------- Heal Shell Obtain: This is sold to you by Croco in Bowser’s Keep. Croco is through the upper-left door in the room that Magikoopa is found in. Buy: 100 Coins Sell: 50 Coins Function: + 24 Defense. + 12 Magic Defense. This is Bowser’s best regular armor, although the Lazy Shell and Super Suit would be more suited to him. Get it? The armor would be more “suited” to him. Ha! I made a funny. ----------------------------------------------------------------------- Hero Shirt Obtain: Buy this from Croco in Bowser’s Keep; from Magikoopa, take the upper-left door to find Croco, who is now selling items. Buy: 100 Coins Sell: 50 Coins Function: This is Mario’s legendary shirt, and the best piece of armor for him, not counting the Lazy Shell or Super Suit. ----------------------------------------------------------------------- Lazy Shell Obtain: Get the Seed and Fertilizer from Shy Away, and you’ll find a path to the north has opened in Rose Town. It is the home of Gardener, who is called as such, who has spent his life in search of the legendary seed and fertilizer, but to no avail. Give them to him and he’ll plant them in his undoubtedly legendary pot, growing a beanstalk! Go outside and climb it to reach a cloud, on which are two chests – both Lazy Shells. Buy: NA Sell: 111 Coins Function: + 127 Defense. + 127 Magic Defense. Now, those are some GREAT stats. However, there is a downside. The Lazy Shell armor also decreases attack strength considerably. I let Bowser wear this at all times. With his high natural defense, he’s like a fortress with this on. Most attacks do either one or zero damage. Even Culex could only do 46 damage to him, which is respectable for other enemies, but an extremely weak attack for Culex, Dark Knight of Vanda. ----------------------------------------------------------------------- Mega Cape Obtain: Buy this in Moleville as Geno’s first article of armor. Buy: 22 Coins Sell: 11 Coins Function: + 6 Defense. + 3 Magic Defense. Well, it looks like Geno missed the train again. His armor reeks. Just look at those lousy increases! ----------------------------------------------------------------------- Mega Pants Obtain: Buy this while in Moleville, the happiest place on Earth. Buy: 22 Coins Sell: 11 Coins Function: + 18 Defense. + 9 Magic Defense. You know, Mallow gets more bang for his buck than Mario does when it comes to the mega armor. As Pants, they are exclusively for Mallow. ----------------------------------------------------------------------- Mega Shirt Obtain: Moleville has all the mega armor series, and you can buy it there therefore. Buy: 22 Coins Sell: 11 Coins Function: + 8 Defense. + 10 Magic Defense. Mario will have a blast wearing this shirt, which actually doesn’t have a 2:1 ratio for defense and magic defense. ----------------------------------------------------------------------- Nautica Dress Obtain: Buy this in the Sea, preferably, although it can also be found in the Sunken Ship and in new Seaside Town. Buy: 50 Coins Sell: 25 Coins Function: + 30 Defense. + 15 Magic Defense. I thought it was bad luck to take a woman onboard a ship. Well, apparently they made them anyways. It is for Toadstool, as all dresses are. ----------------------------------------------------------------------- Pants Obtain: Buy these at Mushroom Kingdom. Buy: 7 Coins Sell: 3 Coins Function: + 6 Defense. + 3 Magic Defense. Mallow’s first pair of pantaloons are these. A little too loud for my tastes, though. ----------------------------------------------------------------------- Polka Dress Obtain: Princess Toadstool of the Mushroom Kingdom joins your party most cordially while wearing this splendid garment. Buy: NA Sell: 80 Coins Function: + 24 Defense. + 12 Magic Defense. See, without Toadstool starting with her Slap Glove and Polka Dress, she’d be a total wimp. This is her starter dress. ----------------------------------------------------------------------- Prince Pants Obtain: Croco sells these in Bowser’s Keep. To find him, take the left door instead of the right in the fork that leads to Boomer. Buy: 100 Coins Sell: 50 Coins Function: + 48 Defense. + 24 Magic Defense. The people speak of these pants in legend… Yep, these pants are legendary, and I’d imagine Mallow wears them while ruling over his homeland with an iron fist. ----------------------------------------------------------------------- Royal Dress Obtain: Buy this from a reformed Croco while in Bowser’s Keep. Take the upper-left door in the room with Magikoopa and the endless coin chest in it to find that REPTILE. Buy: 100 Coins Sell: 50 Coins Function: + 48 Defense. + 24 Magic Defense. If this dress is so legendary, then how does Croco have an endless supply of them? ----------------------------------------------------------------------- Sailor Cape Obtain: Buy this in the Sea from the mystic. Buy: 50 Coins Sell: 25 Coins Function: + 18 Defense. + 9 Magic Defense. Sailors wear capes? Again, Geno got the short end of the stick when it comes to defense. Maybe he should’ve chosen a different doll… ----------------------------------------------------------------------- Sailor Pants Obtain: Buy these in the Sea as soon as you can. Buy: 50 Coins Sell: 25 Coins Function: + 30 Defense. + 15 Magic Defense. I don’t know if Mallow is sailor enough to wear this, but they are for him. ----------------------------------------------------------------------- Sailor Shirt Obtain: You can buy this at all the sea-themed places – the Sea, Sunken Ship, and Seaside Town after Yaridovich. Buy: 50 Coins Sell: 25 Coins Function: + 30 Defense. + 15 Magic Defense. It does a stand-up job at defending Mario. However, I wonder if any enemies are ever smart enough to hit his legs… ----------------------------------------------------------------------- Shirt Obtain: This, Mario’s first article of armor, can be bought in Mushroom Kingdom. Buy: 7 Coins Sell: 3 Coins Function: + 6 Defense. + 6 Magic Defense. Layers! No, but really, this is a good start for Mario’s career in armor-buying. ----------------------------------------------------------------------- Star Cape Obtain: Buy this from Croco in Bowser’s Keep. He’s through the upper- left door in the room you fight Magikoopa in. Buy: 100 Coins Sell: 50 Coins Function: + 36 Defense. + 18 Magic Defense. In the ultimate armor series, Geno gets stuck with this. ----------------------------------------------------------------------- Super Suit Obtain: This is very hard to get, but it pays off if you do get it. In Monstro Town, there is a Chow who keeps track of how many consecutive jumps you’ve done on an enemy. If you use a Super Jump or Ultra Jump, and somehow do 100 consecutive jumps, then that Chow will give you this, although it is nearly impossible to do. Buy: NA Sell: 350 Coins Function: + 50 Defense. + 50 Magic Defense. No, don’t let this fool you. Those are pretty good stats in and of themselves, but the Super Suit is not give justice by that summary. Actually, EVERY stat is increased by 50, including Speed! And, the Super Suit has the effect of the Safety Ring built into it. Basically, you’re a god when you wear this. Anyone can, but I recommend it for Mario. After all, he earned it. ----------------------------------------------------------------------- Thick Pants Obtain: Buy these at Rose Town for everyone’s favorite marshmallow. Buy: 14 Coins Sell: 7 Coins Function: + 12 Defense. + 6 Magic Defense. These are for Mallow. Now, why not buy two? Then he could have double the defense. Ah, but alas, he cannot. ----------------------------------------------------------------------- Thick Shirt Obtain: This is the Rose Town spin on armor. Buy: 14 Coins Sell: 7 Coins Function: + 12 Defense. + 8 Magic Defense. This is rather odd, that the Thick Shirt has less defense than the Mega Shirt, which comes next, but oh well. It’s Mario’s new shirt, and he’s practically invincible with it on. ----------------------------------------------------------------------- Work Pants Obtain: This are sold at Moleville. Buy: 22 Coins Sell: 11 Coins Function: + 15 Defense. + 5 Magic Defense. Anyone can wear these sweaty work pants, but I recommend that Bowser use them. They are his best armor all the way until Barrel Volcano, almost four Star Pieces away. ======================================================================= Accessories ======================================================================= Amulet Obtain: If you manage to dodge Snifits 1-3 in the curtain mini-game you play with him, then Booster will give you the Amulet upon finding his favorite Mario doll. Buy: NA Sell: 100 Coins Attack: + 7 Defense: + 7 M. Attack: + 7 M. Defense: + 7 Speed: - 5 Function: I recommend this for Bowser. According to the game, after all, it smells badly. ----------------------------------------------------------------------- Antidote Pin Obtain: Purchase this while in Rose Town if you’d like. It might actually be of some use in the upcoming Forest Maze. Buy: 28 Coins Sell: 14 Coins Attack: NA Defense: + 2 M. Attack: NA M. Defense: + 2 Speed: NA Function: Aside from stat increases, this prevents you from being poisoned. ----------------------------------------------------------------------- Attack Scarf Obtain: In Monstro Town there is a Chow who counts the number of times you’ve used Super Jump consecutively. Do it 30 times, which is torture, and you’ll get this by talking to him again. Buy: NA Sell: 750 Coins Attack: + 30 Defense: + 30 M. Attack: + 30 M. Defense: + 30 Speed: + 30 Function: Combine this with the Super Suit and you’ll be truly invincible. Anyone can wear it, but I suggest Mario. ----------------------------------------------------------------------- B’Tub Ring Obtain: You can buy this in Marrymore. Buy: 145 Coins Sell: 72 Coins Attack: NA Defense: NA M. Attack: NA M. Defense: NA Speed: NA Function: Seems rather pointless, hmm? Actually, it has a purpose. If you equip it to Toadstool – the only one who can equip it – and use Mystery Egg ten times, then it becomes Lamb’s Lure, an attack enemy. Use Lamb’s Lure 48 times to get Sheep Attack, a very good item. Pointless? I think not. ----------------------------------------------------------------------- Coin Trick Obtain: You buy this from the frog pupil of Frogfucius residing in the elder’s house of Seaside Town. Buy: 36 Frog Coins Sell: 18 Coins Attack: NA Defense: NA M. Attack: NA M. Defense: NA Speed: NA Function: When you win a battle with this equipped, you get double the number of coins you normally would. ----------------------------------------------------------------------- Exp. Booster Obtain: The frog – pupil of Frogfucius – in Seaside Town’s elder’s house’s upper story’s desk’s chair sells this. Buy: 22 Frog Coins Sell: 11 Coins Attack: NA Defense: NA M. Attack: NA M. Defense: NA Speed: NA Function: Quite handy, indeed. When you equip this, you double the number of Experience Points you get per battle unconditionally. When you fight Culex, wear this! ----------------------------------------------------------------------- Fearless Pin Obtain: They sell this in Rose Town’s very own item shop. Buy: 130 Coins Sell: 65 Coins Attack: NA Defense: + 5 M. Attack: NA M. Defense: + 5 Speed: NA Function: Not only does it raise defense stats, but it prevents you from being scared, which would normally halve your attack and defense. ----------------------------------------------------------------------- Feather Obtain: In Nimbus Land, when you’re posing as the statue (pun!) and Dodo tries to peck you, avoid fighting Dodo and you’ll find this in the next room. Buy: NA Sell: 333 Coins Attack: NA Defense: + 5 M. Attack: NA M. Defense: + 5 Speed: + 20 Function: Not bad. Although it raises defense, too, it would be used mainly for the speed increase. ----------------------------------------------------------------------- Ghost Medal Obtain: If you stay at the Inn in Monstro Town, three ghastly spirits come to haunt your dreams – The Big Boo, Greaper, and Dry Bones. They challenge you to find three flags that they hide. These are the Big Boo Flag, the Greaper Flag, and the Dry Bones Flag. They are found behind the sign in Rose Town (Greaper), under Mario’s bed in Mario’s Pad (Dry Bones), and between the “O” and “A” in the word “GOAL” in Yo’ster Isle. When you have all three, sleep at the Inn. The ghosts appear again, and when you awaken Mario will be wearing the Ghost Medal. Buy: NA Sell: 800 Coins Attack: NA Defense: NA M. Attack: NA M. Defense: NA Speed: NA Function: Although seemingly pointless, the Ghost Medal is worth a lot. Also, in battle, your defense (magic, too) is raised by 2. It would’ve been better earlier in the game, so now it’s only good for cash. ----------------------------------------------------------------------- Jinx Belt Obtain: In Monstro Town, go up the stairs and through the door to find a dojo. Jagger, an AWOL member of the Koopa Troop, is there to train so that he might make Bowser proud one day. Beat him in battle and his sensei, a bug-like creature named Jinx, comes out. She is very tough, but you can beat her three times to get this item, as well as become the sensei of the dojo. Mario-style! Buy: NA Sell: 999 Coins Attack: + 27 Defense: + 27 M. Attack: NA M. Defense: NA Speed: + 12 Function: This is the only item in the game that sells for 999 coins! Also, it’s good for attack, like Jinx, but not affected by magic, like Jinx. Emblem of power! ----------------------------------------------------------------------- Jump Shoes Obtain: These can be bought at Mushroom Kingdom as your first possible accessory. Buy: 30 Coins Sell: 15 Coins Attack: NA Defense: + 1 M. Attack: + 5 M. Defense: + 1 Speed: + 2 Function: These always go to Mario. Aside from stat changes, they also let you use Jump and the related attacks on any enemy – like the Spiky. It isn’t that good, though… ----------------------------------------------------------------------- Quartz Charm Obtain: You must beat Culex, Dark Knight of Vanda, servant of the Dark Mage, in glorious battle. Good luck with that. See “Secrets and Side Quests” for more information. Buy: NA Sell: 3 Coins Attack: NA Defense: NA M. Attack: NA M. Defense: NA Speed: NA Function: This simply makes it impossible for you to fall victim to instant-death attacks, like Silver Bullet (Jinx). ----------------------------------------------------------------------- Rare Scarf Obtain: This is found along the beanstalk rising up to Nimbus Land. See “Red Star,” under sub-section “Beanstalk,” for more details. Buy: NA Sell: 75 Coins Attack: + 15 Defense: NA M. Attack: + 15 M. Defense: + 15 Speed: NA Function: This has no unordinary purpose outside of raising stats, quite well at that. ----------------------------------------------------------------------- Safety Badge Obtain: Defeat a Hidon by one of the Save Blocks in the Sunken Ship. Buy: NA Sell: 250 Coins Attack: NA Defense: + 5 M. Attack: NA M. Defense: + 5 Speed: NA Function: In addition to raising defense, this protects the wearer from mute and poison. ----------------------------------------------------------------------- Safety Ring Obtain: This is found in the Sunken Ship. Here’s an extract from my guide for getting it. Start from the Save Block in Sunken Ship by the Hidon. Go north into a new room. We can currently do nothing; go north again. Get in the water and then take the whirlpool to the floor of the waterlogged room. Now go south. Collect the four Frog Coins here and avoid the Mr. Kippers. They may be partnered with a Crusty, imposing crablike creatures, or lobster-like creatures. They have awesome attack and defense, although their magic defense is very low, especially to thunder-type attacks (use Mallow’s Shocker or Thunderbolt on them). Now go north twice to end up in a log hallway filled with Zeostars and Mr. Kippers. Here’s where you’ll also encounter Bloobers and Leukos. Jump over them to reach the next room at the end. Here, you’ll see a Bloober with several smaller ones attached to it, like Blooper Babies (Bloobers are taken from old Mario enemies called Bloopers, first appearing in Super Mario Bros., although they actually were called “Bloobers” in Super Mario Bros. for the NES). Each little Bloober is a separate enemy. Anyways, jump up the barrels and you’ll reach a door. Don’t enter just yet. Instead, get back into the water and swim to the corner for a Frog Coin. Now enter the whirlpool. From where you land, go left and enter the door hidden from sight behind the barrels. Here, hit the chest for the Safety Ring, a new accessory, and a good one, too. Buy: NA Sell: 400 Coins Attack: NA Defense: + 5 M. Attack: NA M. Defense: + 5 Speed: + 5 Function: Aside from raising stats, this guards against all mortal blows (ones that kill you unconditionally, like Jinx’s Silver Bullet), as well preventing all abnormal conditions – poison, sleep, silence, etc. ----------------------------------------------------------------------- Scrooge Ring Obtain: This is sold in Seaside Town by the grown pupil of Frogfucius (upstairs of the elder’s home). Buy: 50 Frog Coins Sell: 25 Coins Attack: NA Defense: NA M. Attack: NA M. Defense: NA Speed: NA Function: Well not affecting your stats, this cuts the amount of FP you use for special moves in battle by half. ----------------------------------------------------------------------- Signal Ring Obtain: In Nimbus Land, once Valentina is out, go to the house right of Nimbus Castle. It’s Croco! That REPTILE just never gives up, huh? This time, though, he realizes that you’d beat him up, so he makes a hasty retreat. In doing so, he bumps into the wall, which knocks loose his “treasure-finder.” Okay, he didn’t actually call it that. Buy: NA Sell: 300 Coins Attack: NA Defense: NA M. Attack: NA M. Defense: NA Speed: + 10 Function: A sound will alert you that there’s a surprise box (hidden chest) in a screen when you enter. Don’t equip it, though, as you have a guide for this. I’m sure you can spend your accessories in a better way than this. ----------------------------------------------------------------------- Troopa Pin Obtain: You have to scale the cliff in Land’s End making good time. Please see “Frog Coins” for details on that. Buy: NA Sell: 500 Coins Attack: NA Defense: NA M. Attack: NA M. Defense: NA Speed: + 20 Function: This makes you a true Sky Troopa. Also, in battle, your magic attack by 1.5. ----------------------------------------------------------------------- Trueform Pin Obtain: You can but it in Rose Way, or defeat a Pandorite in Kero Sewers for it. Buy: 60 Coins Sell: 30 Coins Attack: NA Defense: + 4 M. Attack: NA M. Defense: + 4 Speed: NA Function: With it, you cannot be turned into a mushroom or scarecrow. Neat-o! ----------------------------------------------------------------------- Wake Up Pin Obtain: A Toad gives it to you during the Shyster invasion of Mushroom Kingdom (in the castle) for free, but you can also buy it in Rose Town. Buy: 42 Coins Sell: 21 Coins Attack: NA Defense: + 3 M. Attack: NA M. Defense: + 3 Speed: NA Function: This stops any mute or sleep attacks if you wear this. ----------------------------------------------------------------------- Zoom Shoes Obtain: You can buy them in several shops – Rose Town, for instance – but you can get them for free by using the Master Key (see that under “Special Items” of this section) in Booster Tower. Buy: 100 Coins Sell: 50 Coins Attack: NA Defense: + 5 M. Attack: NA M. Defense: + 5 Speed: + 10 Function: It increases your speed by 10. Not-a-bad, eh? ----------------------------------------------------------------------- ----------------------------------------------------------------------- ----------------------------------------------------------------------- And there you have it! Pant, I’m done with, pant, this section. *Passes out*. Now, while on the subject of items… ======================================================================= ==========================Yoshi Cookie Items*========================== ======================================================================= Yoshi Cookies are items cleverly named after Yoshi’s Cookie, a puzzle game starring Yoshi on the NES. When you use a Yoshi Cookie, Yoshi will come out and possibly turn an enemy into an item. Below is the list of what enemies turn into what items. So, make sure to save your cookies for when it counts. -----------------------------------+----------------------------------- Items | Enemies -----------------------------------+----------------------------------- Able Juice | Alley Rat, Frogog, Guerilla, | Stinger Bad Mushroom | Amanita, Chewy Bracer | Chomp, Crusty, Jabit, Magmus Elixir | Bloober, Springer, Tub-O-Troopa Energizer | Arachne, Enigma, Geckit, Mad | Mallet, Oerlikon, Pounder, | Poundette Freshen Up | Li’l Boo Fright Bomb | Chow Froggie Drink | Gecko, Gu Goomba, Octovader Honey Syrup | Carroboscis, Greaper, Jester, | Octolot, Shadow, Shy Guy Maple Syrup | Gorgon, Lakitu, Malakoopa, Orb | User, Shy Away, Sling Shy Max Mushroom | Ameboid, Fink Flower, Sackit Mid Mushroom | Crook, Terra Cotta Muku Cookie | Mukumuku Mushroom | Body, Buzzer, Chomp Chomp, Dry | Bones, Goby, Goomba, Machine Made | (Shyster), Mr. Kipper, Rat Funk, | Starslap Pick Me Up | Big Bertha, Chained Kong, Cluster, | Pulsar, Reacher, Remo Con, Rob-omb Power Blast | Ninja Pure Water | Glum Reaper, Hobgoblin, Vomer Royal Syrup | Forkies, Orbison, Shaman, Shogun, | Stumpet Sleepy Bomb | Snapdragon -----------------------------------+----------------------------------- And there we have it! No more item junk for me! Huzzah! ======================================================================= =======================Secrets and Side Quests*======================== ======================================================================= Here’s where I compile a bunch of side quests and mini-games so that I don’t get e-mail about it. Let us begin, shall we? +-----------------------+ | Jagger and Jinx | +-----------------------+ In Monstro Town, there is a dojo up some stairs. Jagger, an AWOL Koopa Trooper, has fled there in hopes of becoming strong enough to defeat Smithy and make Bowser proud. His sensei is out now, so you can challenge him. When you win, his sensei appears – Jinx. You can challenge her to three different fights, each harder than the last. Beat her three times for the Jinx Belt. From my guide, here’s my guide for beating them. I recommend being at least past Nimbus Castle. ------ Jagger ------ Assemble your party like so: Mario, Toadstool, and Bowser. This is the best choice for the upcoming battle. Also, come with Pick Me Ups and other healing items. Also, return to Monstro Town. Now, above the Inn is a staircase, correct? Take it up and open the door to find a Terrapin, named Jagger, also from Bowser’s Koopa Troop. He went AWOL because he knew he couldn’t beat Smithy, and he came here to train at the Dojo under his sensei, who isn’t in right now. He promises he’ll return one day and make you proud. Bowser forgives him, though. In the meantime, you can challenge Jagger to a fight. He’s an optional boss, I suppose, and he has 600 HP, 120 attack, 80 defense, 0 magic attack, and 50 magic defense. Not too hard, eh? He does have a particularly strong attack called Terrapunch, but you can work around it. Let Toadstool use Group Hug to heal everyone (or Therapy if need be) and keep attacking. Bowser’s Spiked Link is great here, and the Masher is also pretty nice. He’s not too hard, really. ---- Jinx ---- A voice comes from nowhere after the fight, praising Jagger. It’s a tiny bug from a bonsai plant! Ha! That’s the sensei of this dojo. The sensei says that she (I think it’s a she) will accept a challenge from you any day. So, go heal, save, and come back with the same party. Jinx is much tougher than her student, and she has 600 HP, 140 attack, 100 defense, 0 magic attack, and 80 magic defense. However, we can still win. First, note that Jinx has one bad attack called Jinxed, and she can use it twice in one turn. It does anywhere from 40-60 damage, depending on the character, and it’s a great reason for using Group Hug. Toward the end of the battle, Jinx uses Valor Up to raise her attack. She can also use Triple Kick, quite strong, but she will give in pretty early due to low HP. ------- Jinx II ------- Jinx wants to have a rematch. Enter with the same party we had before and challenge her (heal at the Inn and save first, though). This time, Jinx has 800 HP, 160 attack, 120 defense, 0 magic attack, and 90 magic defense. She is also resistant to most types of special attacks (thunder, fire, etc.); don’t even try to use specials in this match. Have these accessories equipped to your group… ----------------------------------------------------------------------- Character Weapon Armor Accessory ----------------------------------------------------------------------- Mario Lazy Shell Fuzzy Shirt Safety Ring ----------------------------------------------------------------------- Toadstool War Fan Fuzzy Dress Zoom Shoes ----------------------------------------------------------------------- Bowser Spiked Link Lazy Shell Amulet ----------------------------------------------------------------------- With the Lazy Shell Armor, Bowser becomes a tank, although his attack (both magical and normal) suffer a -50 decrease. Bowser’s role in this battle will be to use items if need be, but also to keep you in the battle should Mario and Toadstool faint. And since Bowser has pretty weak attack now, let him use Star Egg for each of his turns to actually put a dent in Jinx. Bowser will take one or two damage from all her toughest attacks, and Mario’s Lazy Shell combined with the Star Egg do 200 damage a turn. In the meantime, Toadstool can heal the group members or bring them back with Come Back. Toadstool also has relatively low attack, and you can put her to good use if she’s not healing by using Star Egg, too. For the record, Jinx has Quicksilver, a very strong attack against anyone but Bowser, Triple Kick, a moderate attack, Jinxed, a comparatively weak attack, and Silver Bullet, which can instantly kill its target. That’s why Mario is wearing Safety Ring; he cannot be killed in one shot. If you truly wanted Bowser to be invincible, give him the Safety Ring. In any case, never let two allies be downed (fainted) at once, as there’s always the chance of Jinx pulling Silver Bullet. All and all, it’s an amazingly easy battle, even if she does use Valor Up. -------- Jinx III -------- Fight Jinx one last time and she’ll hold nothing back. As a note of interest, Jinx has 1000 HP, 180 attack, 140 defense, 0 magic attack, and 100 magic defense. Magic attack never rises with her, but magic attack rises by ten each fight. Attack and defense rise by 20 in each fight, and her HP rises by 200 in each of her forms. Now, she’s tough as nails this times. She has several attacks at her disposal, while only two are new. Bombs Away will do mild damage to anyone but Bowser (by the way, have all the equipment as suggested above in your party), and Magnum can be horrific. She also has stronger versions of Quick Silver, Silver Bullet, Jinxed, and Triple Kick. And, also, she can use Valor Up. But, she’s still very simple to beat. For starters, let Bowser in all his defense use Star Egg each turn. When Toadstool isn’t healing the group, let her use it, too. It’s an easy 100 damage. Mario can do about 50 damage with the Lazy Shell, which brings us up to about 200-250 damage each turn. It will take no more than 5 turns to beat her, by that logic. Of course, her doubled defense due to Valor Up will make it a longer process, but it still won’t be an excruciatingly long battle. It will be further prolonged with a second Valor Up. Still, with Bowser the fort, it is easy picking. I feel bad for poor Jinx… Jinx: “Whoa...... You ARE the stronger champion, no doubt about it. My reputation was staked on this last fight, so I’ve lost the title of ‘Sensei’. From today, you are the Sensei of this dojo. Please take this belt, which only the highest ranking fighter in the dojo can wear. We will rename the dojo, ‘Mario Style Dojo’, and incorporate your jump technique into the training. Jagger and I will start our training immediately. 1000 warm up jumps! Ready, begin!” And that’s how you get the Jinx Belt, the reward for this series of fights. While it decreases magic defense by five, it dramatically increases attack and defense. For now, here are the equipment and +-----------------------------------+ | Culex, Dark Knight of Vanda | +-----------------------------------+ From my guide, here’s an extract for getting the Quartz Stone and beating the toughest enemy in the entire game. Culex is NOT from a Final Fantasy game! --------------------- The Gates to Oblivion --------------------- To Moleville! In the leftmost house above the item shop, talk to the grown mole here and he’ll sell you Fireworks for 500 coins. Sure, it’s a real setback, but we need it! Right of that house is a little mole girl running her pur-tend store. Give her the Fireworks for the Shiny Stone. Now, return to Monstro Town. You know the sealed door, right? Check it with A and the Shiny Stone reacts with it, opening the door. Be sure to have saved and healed beforehand. Have the Mario-Toadstool- Bowser party with all the above equipment. Now enter if you dare… ----- Culex ----- You are in an infinitely dark room, when suddenly a strange creature appears before you… “Greetings. I am Culex, Dark Knight of Vanda. I have crossed into this dimension to fight for the Dark Mage. But this world is uninhabitable for me and my kind. I must return to my own world. Before I go, though, I would like to challenge your strongest knight. Will you accept my challenge? You will enter combat against me? En garde!” Accept the dark warrior’s challenge. In case you didn’t know, Square Enix, the co-makers of this game, were also responsible for the Final Fantasy series. Culex is not from a Final Fantasy game, but he adds that flavor to the otherwise lighthearted Super Mario RPG. “I am matter… I am antimatter… I can see your past… I can see your future… I consume time… And I will consume you!” This music is highly uncharacteristic of a Mario game, although it may run parallel to Final Fantasy. I don’t really play that series that much (I’ve only played # 8, and from what I saw, it stunk). Culex immediately summons four crystals – the Wind Crystal, the Earth Crystal, the Water Crystal, and the Fire Crystal. This chart should prove useful for their stats. ---------------+----------+----------+----------+----------+----------- Enemy Name | HP | AP | DP | MA | MD ---------------+----------+----------+----------+----------+----------- Culex | 4096 | 250 | 100 | 100 | 80 Wind Crystal | 800 | 0 | 200 | 60 | 88 Earth Crystal | 3200 | 0 | 70 | 80 | 33 Water Crystal | 1800 | 0 | 130 | 120 | 50 Fire Crystal | 2500 | 0 | 100 | 130 | 60 ---------------+----------+----------+----------+----------+----------- Impressive, no? Not even the final boss can top Culex’s attack, although he can equal it. There are two good strategies for beating Culex that I currently have. I list them in order of hardness and based on how much fun they are. ---------- Strategy 1 ---------- Duke it out! This is very tough, though. Between the crystals and Culex, they have tons of attacks, and I won’t even try to record them. However, Culex has pretty low defense. Bowser won’t take much damage due to the Lazy Shell armor, but he will for certain attacks. Take, for example, Dark Star. To Toadstool, this did 180 damage for me. They have just about every magic attack in the book, and even some that are exclusive to this fight. But, we are in a nearly invincible position. With Lazy Shell armor, Bowser takes hardly any damage. With the Safety Ring, most FP-consuming attacks do no damage to Mario. Toadstool will admittedly suffer, but just let her go down. Spend Mario and Bowser’s turns attacking Culex, not the crystals. As you can see, the crystals can do very little damage to you. Also, I’d like to note one attack – Shredder. Culex uses it from time to time, and a pink ring of light scans each of you. What does it do? I think it had an original, horrible purpose, but they took it out and didn’t replace it because it was so bad. Or, maybe it was intended to be a break for the players. In any case, I have found that it negates all defensive and offensive power-ups (like Geno Boosts and the like). With your accessories, you are in a near impregnable position, and it leaves you with enough time to personally beat Culex turn-by-turn. Still, you WILL have to heal. Although he only attacks every few turns, Culex can bust through even Bowser’s defense, and it will hurt. So, while some consider Culex the hardest boss in the game, he’s made quite easy by the correct accessories. If you do want to take out a crystal, defeat the Earth Crystal. It has a few attacks that actually can damage Mario – Boulder and Blast, and possibly others. ---------- Strategy 2 ---------- Much easier, but a bit monotonous and not nearly as fun as going blow- for-blow with the Dark Knight of Vanda, this strategy centers around the Star Egg. Repeated use of it for every single character will destroy Culex’s crystals quickly and soon Culex himself. Heal when appropriate and he’ll be a piece of cake. Also, give Toadstool the Lazy Shell armor and the Safety Ring, as she is the vital character. If you need to, you can switch out between strategies using the Earlier Times item. Using this strategy, I have actually made the crystals and Culex run out of FP. And, of course, with no FP, Culex and the crystals are nothings. After hearing a new, special ending theme, as well as gaining no coins, you’ll receive 244 Experience Points (holy jeepers!). Afterward, you’re back in the dark realm you fought Culex in, except the music is now that of a harp. “Ahhhh! Your spirit……… is strong! Thank you, brave knight. I will treasure this memento of my journey here. Perhaps in another time, another game, we may have been mortal enemies… Let us part as comrades in arms. Take this. Treasure it as a keepsake of our fight. Farewell, champion knight!” And that’s you got the Quartz Charm. Unfortunately, it really isn’t that good, and we won’t be equipping it. It looks like Culex won’t be able to serve the Dark Mage all that well, now does it? However, there’re two other items to be found here in Monstro Town… +---------------------------------------+ | The Attack Scarf and Super Suit | +---------------------------------------+ Next door to Culex lives a Chow who counts how many times you’ve been able to jump consecutively during a Super or Ultra Jump. If you can manage to do 30, talk to the Chow. He’ll give you the Attack Scarf, one of the better, if not the best, accessories in the game. Do 100 and he’ll give you the Super Suit, the best armor in the game (both can be equipped to anyone). Wear them together for a total of + 80 in all categories, including speed. In plain English, you’ll be absolutely invincible with this combo on. +-----------------------------+ | The Three Musty Fears | +-----------------------------+ This is also in Monstro Town… And this is an extract from my guide. On ground level, the rightmost house in Monstro Town is the Inn. You can feel free to stay there for free, courtesy of the 3 Musty Fears. So, check the Amanita with A and you’ll go to sleep. Above you appears a Greaper! And a The Big Boo! And a Dry Bones! They want to see if you can hear them, and so they challenge you to a round of “Find the Flag,” what can only be described as the best game ever. They go off to hide the flags, and they come back to give you a hint. Greaper hid his flag behind a wooden flower. Dry Bones hid his flag under a green bed. The Big Boo hid his flag between “O” and “A.” Hmm, I think I know where they all are. Let’s go in order, shall we? First, go to Rose Town. The town emblem is a wooden sign in the shape of a flower. Check behind it to get the Greaper Flag. Note that you check with the A Button. Now go to Mario’s Pad. It’s swinging, bro. Check the bed, which is green, for the Dry Bones’ Flag. Now go to Yo’ster Isle. In the race track, the word “GOAL” is written, one letter to each lane. The Big Boo Flag is hidden there. Now, while on Yo’ster Isle, might I point out two new things. First, a baby Yoshi is born from an egg (in the left area). Second, Raz and Raini, the couple who married at Marrymore, are honeymooning here. Now, return to Monstro Town and sleep at the eerie Inn. In thanks for playing their game, they give away their grand prize. When you wake up, Mario will be equipped with the Ghost Medal. +----------------+ | Game Boy | +----------------+ Toward the end of the game, you’ll find a boy in the Inn of Mushroom Kingdom playing a Game Boy. Talk to him and he’ll eventually set the high score, and then has no need for it. For 500 Coins, he’ll sell the Game Boy to you. If you buy it, then you can play the game from that point on from the Menu. I’m not too good at it, but you might be. Simply move around a beetle and press A to shoot at Koopa shells all over the place, and each sequence of hits (that is, all hits that result from the stars of one hit) you do doubles your points (2, 4, 8, 16, 32, 64, etc.). Also, you can change the background using either Mallow and Toadstool as your second partner or Geno and Bowser as your second partner. In either case, it’s just for fun, and nothing happens when you do well. +-------------------+ | Midas River | +-------------------+ Even after washing down its banks the first time, you can pay a fee to swim down Midas River again. Here’s a guide through it to get the most bang for your buck, assuming you haven’t gotten any of the starter Frog Coins. When you reach the fork in the road, go left. At the next fork, go right. You can get a total of four Frog Coins (the green ones) from this. Afterward, you’ll reach a barrel section, in which you run down a rolling barrel in the river. Now, I’ll name the different lanes L and R, L being the left one, R being the right one. Take this path for optimum coinage: R, R, R, L, R, R, L (C), R, R, R, L, R, R The C represents a Cheep Cheep that will try to hit you as you go. You can direct your direction by either hitting or jumping the barrels. If you just want to get it done as easily as possible, stick to the right. There are only regular coins on the path, mind you. Jump Cheep Cheeps or you lose coins. At the end, the man tallies up how many coins you got. Based on how many coins you’ve gotten, the man will exchange your coins for Frog Coins. Here’s a chart showing what the charges are. Also, if you get 100 coins, he’ll automatically give you five Frog Coins, although it’s rather difficult to do. +------------------------------------------------+ | Coins Acquired Price of Frog Coin | +------------------------------------------------+ | 100 Coins 50 Coins | | 90-99 Coins 60 Coins | | 80-89 70 Coins | | 70-79 75 Coins | +------------------------------------------------+ +-----------------------+ | Pipe Vault Game | +-----------------------+ Down one pipe in Pipe Vault is a mole from Moleville who operates a simple game related to Whack-a-Mole. You must jump on what comes out of the pipes for points. A Goomba is worth one point, a Golden Goomba is worth 3, and a Spiny takes away one of your points. If you get twenty points or more the first time you play, you get a Flower Tab. The next time you break your High Score you’ll get a Flower Jar. Each time you break it after that, you get a Frog Coin. +----------------------+ | Mushroom Derby | +----------------------+ There are races on Yo’ster Isle, the source of all your Yoshi Cookies. Here’s an extract from my guide on beating Boshi… Get on Yoshi, the green dinosaur, and talk to the pink Yoshi for cookies. When you have the Cookies, talk to Boshi. He’ll let you race if you bet them. Now, racing is based on rhythm, so turn up the volume. The background music has a certain pace, and you need to alternate between A and B to make Yoshi run. This is harder than it sounds, but you’ll eventually get a good grasp on it. Also, you can press Y to eat a Yoshi Cookie, which gives you a short boost of speed. They are nearly essential, and I advise you use all three, even if you are in the lead. Soon, you’ll understand the beat, and you’ll win quite easily. Generally, the horns and cymbals in the background music tell you when to press A and B. When I caught onto this, it became simplicity itself. From now on, Yoshi’s the new BOSS of the island! Huzzah! But, comparable to George Washington after being nominated as king of the United States preceding the defeat of Great Britain in the Revolutionary War, as the abolishment of this very title was the point of the war, Yoshi decides that he doesn’t want to be a BOSS. Let’s just let everyone race! Boy, never thought I’d compare Washington to Yoshi, but I managed. From now on, if you ever want to get a Yoshi Cookie, items that summon Yoshi to battle to attack enemies (turning some into items. See the section entitled “Yoshi Cookie Items” for a list of what enemies turn into what to wisely spend your cookies), just win the race in a group competition. From then on, you can wager cookies to race in party races. +--------------------------+ | Moleville Mountain | +--------------------------+ Once you’ve beaten Punchinello and rescued Dyna and Mite, you can ride the mine carts again for a small fee (either pay ten coins or bet thirty coins). You want to finish as quickly as possible. To do this, jump on the cart to reach Mushrooms, and use them for speed on the 2D portions of the track. Make sure not to jump at turns, and to brake and tilt the control stick in the direction of the turn when making one. If you break your high score for time, you get 50 coins. +--------------------+ | Booster Hill | +--------------------+ I’m not talking about the Booster/Snifit chase you had the first time you played in Booster Hill. No, I’m referring to beetle-hunting. Please, allow me to explain. After beating Yaridovich, a shop in town becomes “Beetles Are Us.” There, for a collective cost of 150 coins, you can buy a Beetle Box, which lets you play this game. On Booster Hill, you’ll run up trying to catch beetles, which you can exchange for prizes at Beetles Are Us. Jump on the barrels to get a slight speed boost, whereas you fall back if you get hit by barrels. Male beetles are worth 50 coins, females are worth 1 (sexist!), and gold beetles are worth one Frog Coin. +--------------------+ | Mushroom Boy | +--------------------+ In Seaside Town, one store is devoted to mushrooms. His establishment is a good way to get good items. Here’s how it works. First, go to Mushroom Boy. He eats mushrooms that you have and gives you items for them. When he eats one, he judges what type they are. “Rippin’” Mushrooms get you Rock Candy. “Berry” Mushrooms get you Maple Syrup, while “Flower” ones get you Flower Tabs. Find different types of mushrooms in Forest Maze. As you can see, it’s well worth the effort. +------------------+ | Sky Bridge | +------------------+ In Land’s End, you can play this game by talking to the mystic at Sky Bridge. You can cross the bridge normally, or you can do this. Talk to the shaman and he’ll let you play it for 5 coins. There are three versions. On Normal, you simply jump across the platforms. Beat it for 5 coins. On Special, the blocks fall if your time runs out. You get 8 coins for clearing that. On Expert, jumps are harder and blocks will fall. Frog Coins are awarded for Expert. In each course, Bullet Bills are fired at you. When you finish, you can possibly double your prize by getting back over. I advise against this, as if you lose, you lose it all. +-----------------+ | The Cliff | +-----------------+ See “Frog Coins” for a good explanation of this. +--------------------------+ | Grate Guy’s Casino | +--------------------------+ This is a direct extract from my guide on getting into the casino and getting its item – the Star Egg. Go to Booster Tower. As you climb it, you’ll eventually find Knife Guy juggling balls. Talk to him. He will apologize for the trouble he caused you earlier, but he will follow that up with a challenge. He juggles the balls, some red, one yellow, and asks which hands holds the yellow ball. He gives you a Wilt Shroom if you win. They are wastes. Still, keep playing. In fact, you need to beat the game thirteen times. Just follow the yellow blur. It’s very easy. He may throw in a Mushroom every now and then, too. He may even give a Mid Mushroom. He may also give away Rotten Mush. These wins don’t have to be consecutive, but it goes faster that way. Each time he starts juggling faster, and you need to beat the thirteenth level of difficulty. So, to beat this level, you must beat the game 13 times plus however many times you lose the game. On the thirteenth time, he gives you the Bright Card. Logically, you could just keep touching the same hand over and over. Since you have a 50 % chance at it, if you’re luck is any good, you’ll eventually get the Bright Card. A good way to do this is to watch his hands. The one which is lower at the end of his ball-throwing is the catching hand. Or, watch one hand. If the finger is up at the end, it is the other hand, and if it is down, it’s that hand. The last few are very hard. Try watching one hand to see which color ball is in it last. If yellow, pick it. If not, pick the other. With good luck, you’ll beat it. Now, take his Bright Card and head for Bean Valley. In Bean Valley, go to the screen with five pipes in it, the one south of where we fought Megasmilax and the Smilaxes. Enter the northernmost pipe and defeat the Chomp Chomp. Now, stand left of where it was (the very corner), and jump three times. If done correctly, you’ll hear a chime. This creates a yellow platform, which can be used to go up a tier and exit the pipe, leading to Grate Guy’s Casino on the map. When you enter, you’ll find a house. Inside, talk to the two doormen. If you have the Bright Card, they let you in. When inside, you’ll find two Toads and Grate Guy himself. Here are game explanations. Slot Machines - The Toad to the left has a slot machine. They act just like those in Bean Valley. The only way to win is by getting three-of- a-kind for a Frog Coin, though. It costs 10 coins to play. Blackjack - Dealer, the right Toad, will let you play blackjack with him for one Frog Coin. For my not-so-gambling-oriented readers, I’ll explain the game. Each card in Blackjack has a number assigned to it, which is the number of a card (for example, a five of diamonds is worth five). In this game, face cards (jacks, queens, and kings) are worth ten. The goal is to draw cards, as many as you’d like, to see who is closest to the number 21. However, you can’t go over 21, or you automatically lose, regardless of the dealer’s hand. You automatically draw two cards at the start of the game, but you may draw as many as you want afterward. Also, in this game, you get two Frog Coins for winning, which includes the one you paid to play. If it’s a tie or you lose, the dealer wins. Here, use your better judgment. For example, if you have eleven or less, than always draw another card. If you have twelve, then also draw a card, as chances are good that you won’t get a ten. But, if you have, say, nineteen, do not draw, as you almost always will exceed 21 then. Really, a lot is involved in the game. Look the Other Way – Talk to Grate Guy a few times and he’ll let you play this. It is quite random. At the start, press right or left on the control pad. This is free, mind you. Then, he points his hand in a certain direction. If you look in the opposite direction, you win. You get a variety of worthless items for winning, like Rotten Mush, Moldy Mush, Wilt Shrooms, Mushrooms, while eventually he gives Red Essences and Rock Candies, plus one other item (read below). What’s the purpose of this place, you ask? Aside from gambling and getting Frog Coins, there’s one other function. Take the time to play and win Look the Other Way 100 times. These do not have to be consecutive by any means. In the very end, you get the Star Egg, an extremely useful item. How so? Have you ever used a Rock Candy? If you’ve been using my guide, then you have gotten several. Rock Candies are strong items that attack every enemy to do lots of damage. Star Eggs do the same thing, only they do only half the damage that Rock Candy does. However, you can the same Star Egg over and over and over again, never running out. In case you haven’t noticed, we have recently been stocking up on powerful items for a few enemies coming up soon. +-------------------+ | Bellhop Job | +-------------------+ Mario can get employed in this game. If you stay at the suite in Marrymore, but you don’t have the coins to pay it off, then you’ll be forced to work as a bellhop, the Toads that must escort you to your room and demand tips. Well, it isn’t nearly as glamorous as it looks. First, you stand around until someone’s going to the suite. You then escort them up the stairs, explain everything, and you might even get a tip, too. You must repeat this over and over until you’ve paid off your debt to the hotel. I hope that set you straight, hoodlum! +----------------+ | 2D Mario | +----------------+ In Booster Tower, the room right after the first Save Block, if you go behind the curtains, you’ll emerge as 8-bit, 2D Mario! He has a mushroom, as if in Super Mario Bros. for the NES. The music changes to World 1-1’s theme, too. When you try to leave the room, Mario does the hit gesture from that game, jumps into the air as if he has been killed, and runs back behind the curtains while the Game Over jingle plays from Super Mario Bros. Let the nostalgia flow! And those are all the secrets and side quests you could hope to do. ======================================================================= =================================FAQ*================================== ======================================================================= FAQ stands for Frequently Asked Questions. That’s right, here’s where I put questions that I’m sick and tired of answering in e-mail so I won’t get them anymore. Now, I’ve noticed that I’m usually a bit harsher in my FAQ sections than in my actual e-mail responses. I’ve been told I’m quite nice in actual e-mail. Read the last question for details on contacting me. Now, let the interrogations commence! Question: Which Final Fantasy game is Culex from? Answer: None of them. He is a Final Fantasy-like character, who even has the remix of the boss music for the first FF as his theme, but he isn’t actually from one of their games. Square Enix, the makers of this game, are responsible for such titles as Final Fantasy and Chrono Trigger, so it’s only natural they throw in a character who’s not exactly Mario-typical. Question: Who is Culex? Answer: An optional boss. Please read “Secrets and Side Quests” for details. Question: How long did it take you to write this walkthrough? Answer: Why do you care? But really, I started on April 3, 2005, and I finished on April 24, 2005. So, it took me twenty-one days, or exactly three weeks, to write this. I normally don’t take nearly this long, but I’ve been having a lot of activity in my life lately, and this is a very long guide. I’ll be taking another little break, maybe ten or so days, before I get into full swing with walkthroughs again. Question: So, IS Luigi in this game? Answer :Yes. In fact, Luigi makes two cameos. In case you’ve been in a coma for the past twenty years, Luigi is Mario’s younger brother. First, Luigi makes a wish on Star Hill you can hear (“I wanna be a great plumber like my brother Mario.”). Second, Luigi leads the parade during the credits for Super Mario RPG. Question: Wario makes a cameo? Answer: Quite. First, Booster does resemble the scraggly Wario a bit, and one of the portraits of Booster’s ancestors is Wario. Other than that, he’s not present. Question: What other cameos are made in this game? Answer: Plenty! First, Link from The Legend of Zelda series is in this game. To see him, get the second Star Piece and stay at Rose Town’s Inn. If you try to talk to him, it will make the secret sound from the original The Legend of Zelda (NES). Then, in the Hino Mart, ships from Star Fox and F-Zero are in the corner. Finally, Samus Aran from the Metroid series makes two cameos. The first is in Booster Tower. Look in the toy box during the Booster/Snifit interface in the highest room of the tower to see a Samus action figure. Then, although this never works for me, if you go to Mushroom Kingdom after getting the fifth Star Piece, you can find her sleeping in the guest room of the castle. Talk to her and she’ll say that she’s resting up for Mother Brain. Question: a/s/l? Answer: Shut up! For any of you who aren’t so IM-savvy, “a/s/l” means “age/sex/location,” and it’s a question. I do NOT respond to personal questions. I’m not trying to be antisocial or anything, but I simply don’t have time to get to know everyone. Hundreds of people read my guides daily, and I sure don’t want to chat with all of them! Question: Can I use your guide on my site? Answer: No. Absolutely not. But, don’t feel bad about it. I say no to everyone. See my legal section for details, ‘cause only GameFaqs.com and its affiliates can use my guides. Question: What other games do you have walkthroughs for? Answer: This is my twenty-seventh walkthrough. As you can tell, I spend all my spare time writing videogame walkthroughs. I know what you’re thinking… Here’s the list, in order of my writing them: The Legend of Zelda: Four Swords Adventures, Harvest Moon: A Wonderful Life, Sonic the Hedgehog 2 and 1, Sonic Heroes, Mario Kart: Double Dash, The Legend of Zelda: Ocarina of Time, The Legend of Zelda: Ocarina of Time/Master Quest, The Legend of Zelda: The Wind Waker, Super Smash Bros. Melee, Zelda II: The Adventure of Link, Paper Mario: The Thousand-Year Door, The Legend of Zelda, Super Mario 64, Super Mario 64 DS, The Legend of Zelda: Majora's Mask, Sonic Adventure 2 Battle, Luigi's Mansion, Super Mario Sunshine, The Legend of Zelda: The Minish Cap, The Legend of Zelda: A Link to the Past, The Legend of Zelda: Link's Awakening, The Legend of Zelda: Link's Awakening DX, Mario Power Tennis, Mario Party 6, Paper Mario, and you’re reading my latest. See a pattern? Yep, I sure do like my The Legend of Zelda and Mario, with a little Sonic on the side. For an up-to-date listing of games I’ve written for, please use the below link: http://www.gamefaqs.com/features/recognition/46879.html Question: How can I contact you? Answer: By e-mail only. I do not accept IM's anymore at all. My e- mail is listed at the top of this guide. Say Super Mario RPG (the Star part is unnecessary) and I'll know which game you need help on. And, please, read all my FAQ before that. Don't send me Spam, chain letters, or "tags," which are essentially the same thing. I have never sent chain letters once in my life, and I've never once seen bloody Mary appear in my mirror and slay me with a dagger. Don't ask me for personal information because I won't answer that, either. My e-mail is not given for your social hour but for helping you with this game. And, please read all the sections about your question before asking me. Last, don't ask me about games I don't have guides for. Seriously, people ask me once a week what I think of a game I've never even played. And please don't send me additions to the guide. I do not write incomplete guides, and I move on after writing each one. I might, and that's a big might, include your tip, but I usually don't. I just don't have time to keep updating them. Follow these guidelines to get the most info out of me as possible. And that’s it, folks. All that up there was fun, but let’s move on to the real gem of this guide. The spectacular, fantabulous… ----------------------------------------------------------------------- _________________________________________________________________ / \ / \ ||----------------------------Section 4*-----------------------------|| \ / \_________________________________________________________________/ ======================================================================= ====================Credits and Legal Information*===================== ======================================================================= I admit, I absolutely despise writing this section, and this is a direct extract from another walkthrough. If you know which guide this boilerplate is taken from, then either you’re a stalker or you have way too much time on your hands. Reading legal sections is about as fun as watching a foreign-language film about the making of boxes in black and white. First, though, the credits. Yes, I know that everybody is dying to know who helped me write this. Let's get started, shall we? +---------------+ | Credits | +---------------+ First, I'd like to thank myself for writing the guide, playing the game, and for posting it. The man! The myth! The legend! Second, a big round of applause for Nintendo. They made Mario and this game, and this guide wouldn't be around without them. Third, let's all thank GameFaqs, the great site that is the only place where you can find my guides. Without them, you wouldn't be reading this. Recently, some more people have helped me out. Here's a list of who they are and what they did. - Nintendo Power’s official guide, from which all enemy information comes (it would’ve taken me way longer than it did without it). Granted, they did mess up a few times, but it was still a huge help. - Tyler Harris, who told me how to get the timed hits for HP Rain, Group Hug, Therapy, and Come Back. - Tyler, for disconfirming the Luigi and Wario cameo theories and correcting the name of “Spy Guy,” who was actually “Shy Ranger.” - Xero, who also corrected the Luigi and Wario cameo theories (originally, this guide included a theory that Luigi and Wario were the two hidden characters you could talk to behind houses in Rose Town and Mushroom Kingdom, respectively. Using an emulator, you can see that Mario is actually talking to the ground, it seems). - jkwik6football9oracle, for correcting me on some stats I switched around, as well as for the weakness to fire of the Geno Clone. - spacepope4u, a fellow contributor on GameFaqs. With his advanced knowledge of Mario, he created the Mario Series Character Guide, the best Mario character encyclopedia around. I learned a lot from it myself, and I recommend it to any Mario fan. Thanks for the info, spacepope4u! That's it for now, but I'm sure that list will grow. Now for the legal section. If you're really obsessed with my guides, you'll know which one I copied the legal boilerplates out of. +-------------------------+ | Legal Information | +-------------------------+ First of all, I take no credit for the creation, distribution, production, idealizing, or in any way making this game. That honor goes to Nintendo, not me, and I do not deny this. Second, this document is Copyright 2005-2006 Brian McPhee. Third, this may not be reproduced in part of in full under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. To phrase that first item legally, all trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. To make it clear for those of you who might having problems absorbing information, no one but the website GameFaqs may use my guides on their sites, books, magazines, etc. DO IT AGAIN! Oh, sorry, I just love legal sections so much. Plus, I didn’t realize you were still here. Seriously, who reads this section? No one, that’s who, because I still get “can I put your guide on my site?” questions. But, I ramble. And, I must add, that I had a great time writing this walkthrough and playing an old game I probably wouldn’t have otherwise set up my Super Nintendo to play. It’s been a blast, but all good things must come to an end. I won’t cry if you won’t. So, now I will make my great escape with my trademarked signature move… It defies logic, gravity, and possibility; it’s the greatest Houdini ever! Yeah, that’s right, I’m referring to my one-of- a-kind, classic, mega-totally-off-the-chain-super-tight and x-treme good-bye phrase that’ll leave your heart pounding and you shouting for more. Get ready! Drum roll, please… Adios. No, that’s not it. Here it comes. See ya later.