******************************************************************************* Find Mii II Rabbit Locations January 3rd, 2012 By: shadowmathfreak (Jeffrey Feng) Copyright (c) 2012 Jeffrey Feng Version 0.5 ------------------------------------------ Legal Notice ------------------------------------------ This FAQs may not be reproduced except for private or personal use. The only site allowed to host this guide is http://www.gamefaqs.com. If you want to host this guide, send me an e-mail, and I will most likely say yes. I don't mind you using my guide, but please give me credit whenever necessary. ========================================= Contact Information ========================================= If you see any errors in my FAQ, want to make suggestions, or ask me other things, send me an e-mail at email@example.com. If you do, put "Mii2" in the topic title. I'll do my best to respond to all e-mails, though I might not be able to. I didn't access my previous contributor email at all, but I promise I will regularly check this one. ============================= Table of Contents ============================= 1. Basic Info 2. The Quest 3. Secret Quest 4. Credits ------------------------------------------ 1. Basic Info ------------------------------------------ Did you complete the original Find Mii twice? Find it too easy? Well, for those who did, and found all the hats in the original quest, Find Mii II is available, but you'll need to download the system update that was available on December 2011. For those currently reading this guide, if your system is up to date, then you're good to go. Just make sure you've completed Find Mii twice and gotten all the hats. Find Mii II plays a lot like the original Find Mii. However, in this new quest, enemies are tougher, new enemies are introduced, and you can now combine your heroes into teams to create devastating combos. When you have a hero attack an enemy, that hero will attack three times before the enemy scares your hero away, unless you manage to defeat it. The amount of damage you deal is determined by the level of your hero. A level 1 hero will do 1 damage per hit, while a level 6 hero will do 6 damage per hit. A critical hit deals three times the normal damage. To increase the level of your heroes, you must Streetpass with another Mii multiple times. The level of any hero cannot exceed 7. However, in this quest, you're able to team up heroes and attack together. Only similar or same colors may team up. What constitues similar colors is unknown to me at this moment. The level of a team is determined by adding the levels of the two heroes together, then adding one to that number. For example, a combo of a level 5 and a level 3 hero will team up to form a level 9 team. That team then can attack for 9 damage per hit! It's very useful, as you can get more damage than you normally would from attacking with a single hero. If you decide to use magic, your hero will cast his or her magic once, before getting tired and retreat. Magic can be useful for attacking and powering up your heroes. Keep in mind that some magic is useful for only the current room. The effect wears off when all of your heroes have fled, or you clear the current room. The list of magic is as follows. The magic a hero casts is dependent on the color of the shirt he or she is wearing: Purple - Poisons enemy. At the end of each round, the enemy will take a single damage of health before scaring your hero off. If you have ten heroes with you, cast the purple magic first for best results. Red - Fire Magic. This is one of the only two magic spells that deals damage. Can hit through shields. Pink - Fills all subsequent heroes with daring. The chance of a critical hit increases, but the chance of missing also increases. Your hero won't flee until he or she attacks at least once. Light Blue - Freezes all enemies in the room. Allows your hero to get in extra hits until the enemy unfreezes. Dark Blue - Water Magic. The other of the two magic that deals damage. Again, useful for attacking through shields if you do not have a specific Mii of a certain color. Yellow - Summons a sandstorm. Reduces the accuracy of your own heroes, but also reduces the accuracy of the enemies. Green - Strengthens the next hero in line, doubling their original level, so a level 2 hero behind the hero casting green magic would temporarily be level 4. However, this magic is only good for the next hero in line, not every other hero. If you decide to switch heroes after casting the magic, you've essentially wasted that magic. No levels can exceed 7, so you cannot use green magic to buff a level 6 hero to level 12. How unfortunate. :( Orange - Invigorates all subsequent heroes, granting them an extra attack per round. This means all heroes/teams will attack four times instead of the usual three. One of the more useful magics out there. White - Casts light magic. This is useful only for lighting up dark rooms. Black - Casts a shadow over the room. This is useful only to darken dazzling rooms. Light Green - Puts all enemies in the room to sleep, allowing your heroes to get extra hits in before your enemies wake up. Brown - Summons a wandering hero. The level of the hero may be higher, lower, or the same as the hero casting it, so you may get unlucky, or you just might simply get a hero with a useful magic spell. You can also combine spells in this new quest. Only teams of the same color can use combination spells: Dark Blue + Dark Blue = Attacks with great water damage. Red + Red = Attacks with great fire damage. Yellow + Yellow = Summons a great sandstorm. Green + Green = Greatly strengthens the next hero in line. Light Green + Light Green = Puts enemies in an even deeper sleep. Go attack crazy. Light Blue + Light Blue = Same as light green in terms of effects. Orange + Orange = Greatly invigorates all subsequent heroes, allowing them even more attacks to the usual three you get. Purple + Purple = Inflicts enemy with deadly poison, taking two damage at the end of each set of attacks instead of one. I'll test out the other magic combos later. Another thing to note is that when two same colored Miis perform a combo attack, they get one extra hit, allowing four hits instead of the usual three. You have to rescue your Mii and his two children, but how can you rescue them without heroes? In Find Mii II, you can gather heroes through Streetpass, hiring wandering heroes, or hiring old allies. Streetpass costs nothing, however, hiring allies do. You can hire wandering heroes like in the original quest, at the cost of two play coins. Unfortunately, their levels can only be level one or two. New to Find Mii II, you have the option to hire old allies, up to three at any given time. These are Miis you have Streetpassed with, and helped you in your original Find Mii quest. The cost to hire a level 1 old ally is 3 play coins, and the cost increases for each level, up to 9 play coins for a level 7 hero. They cost a lot because you could potentially have a couple level 7s at your disposal, or you might need a specific magic user. You can only have a maximum of ten heroes in any given session. Also new to Find Mii II is the ability to purchase potions. These potions can benefit you during battle in certain ways. The potions are as followed: Vial of Valor - Calls back up to three heroes that have left the battle. Costs 8 play coins to purchase. This potion is especially useful if you have two level 7 heroes who left, as it would normally cost 18 play coins to hire them from the start. Power Potion - When you use this potion, the next hero in line will have their level doubled, so it is essentially green magic, but at the cost of 20 play coins. Remember that recalling the hero will waste that potion, so order your heroes carefully! Dispelling Draft - Blows away the enemy's gas at the cost of 2 play coins. Useful in rooms where enemy spews gas that prevents you from using magic, weakening your heroes, etc. Bottled Barrier - Prevents enemies from using their magic. If you know an enemy will cast magic at a later time, you can use 2 play coins to prevent them from doing so. Now, select Venture Forth, and proceed with the quest! ------------------------------------------ 2. The Quest ------------------------------------------ Perilous Prairie – Entrance Enemies – Yellow Slime (10 HP) Nothing too special here. If you have a level 4+ Mii it will go down pretty quickly if none of your attacks miss. Rewards: Yoshi Hat, Peach’s Crown (2nd playthrough), Boo Hat (3rd playthrough) Perilous Prairie – Exit Enemies – Yellow Slime (x2) (10 HP each) It’s pretty much the same as the previous room, except there are two of them now. Easy enough if you have level 4+ Miis. At this point, there’s a fork in the path. The top path leads to the Bewitching Bog area, while the bottom path leads to the Ransacked Ruins area. I’ll be covering both areas. Bewitching Bog – West Enemies – Blue Slime (25 HP) Unfortunately a level 7 Mii cannot defeat this enemy by his or her self unless there’s a critical hit, or the Blue Slime is put to sleep or frozen, or if a previous orange Mii uses its magic. Otherwise, it’s the same as any other enemy. Bewitching Bog – East Enemies – Blue Slime (25 HP), Yellow Slime (10 HP) Try to knock out the Yellow Slime with a single Mii or single team if possible, because if you don’t, the blue slime will use healing magic to restore some HP to the yellow slime. Rewards – Top Hat Ransacked Ruins – West Enemies – Shambling Mummy (15 HP) The mummy will scare off the first hero in line unless the Mii’s color is the same as the mummy. Attack it, shouldn’t be long before it goes down. Ransacked Ruins – East Enemies – Shambling Mummy (15 HP), Yellow Slime with yellow shield (10 HP) Once again, the mummy will scare off your first Mii unless it’s the same color as the enemy. Attack the yellow slime with a yellow, or use blue or red magic for less damage. Rewards – Pirate Hat No matter if you picked the top or the bottom path, they eventually meet up at the Restless Rise. Restless Rise – South Enemies – Blue Ghost (25 HP) The blue ghost will use mirage magic, creating a fake clone of itself. If your hero attacks the fake clone, he or she will give up and turn back. However, the blue ghost won’t create another clone for one turn, giving you the chance to attack the real deal. Another way to deal with this bastard is to bring a red-shirt Mii. If that Mii uses his fire magic, he or she will destroy the fake clone and damage the real one as well. Rewards: Arwing Hat, Triforce Hat (2nd playthrough), Fox Hat (3rd playthrough) Restless Rise – North Enemies – Armored Ghost (20 HP) Level 1s won’t dent this enemy at all unless they somehow manage to get a critical hit. This enemy takes damage one less than the level of your Mii/team. For example, a level 5 Mii will only deal four damage in this case. Either use level 2+ heroes, use green magic or a Power Potion to temporarily boost the levels of your Miis, use the magic of a red or blue shirt Mii, or combo team the armored ghost. Upon defeating the armored ghost, the prince will be freed. Once again, there’s a fork in the path, however, this time there are three choices. You can take the top path towards Mount Malice, the middle path to the Forest of Sorrow, or the bottom path to the Diabolical Altar. Like always, I will cover all three paths. Mount Malice – West Enemies – Granite Golem (25 HP) This guy is tough. The granite golem will take damage two less than the level of your hero/team, so a level four team will only deal two HP of damage per hit. Use the same tactics as you would against the armored ghost, except this time, don’t allow a level 2 hero attack by him or herself unless you’re confident with critical hits. Mount Malice – East Enemies – Pink Slime (50 HP) For every Mii/team that doesn’t defeat the pink slime, it will use growth magic on itself. I have no idea what that magic does, so if you know what it does, let me know and I’ll credit you for it. Just unleash your attacks on him, combined with sleep/freezing spells, and he’ll go down before you know it. Rewards – Cheeseburger Hat Diabolical Altar – West Enemies – Shambling Mummy (15 HP), Yellow Ghost with Shadowlight Shield (10 HP) Like always, the shambling mummy scares off the first Mii unless a certain condition applies. In order to get rid of the Shadowlight Shield, you must use a combo attack with a black shirt Mii and a white shirt Mii. Alternatively, just attack with red or blue magic for less damage. Diabolical Altar – East Enemies – Armored Ghost (20 HP), Roaming Mummy (30 HP) Upon entering this room, you’ll notice you’re in an extremely bright, dazzling room. You need to use a black shirt Mii’s magic to return the room to seeable condition. All other heroes in front are wasted. The easiest way to use the least amount of play coins is to streetpass with someone you know that has a black shirt Mii. Upon getting rid of the light, the roaming mummy will scare your next hero in line unless certain conditions apply. The armored ghost takes less damage once again. Defeat the enemies to clear the room. Nothing too special about this room. Rewards: Ninja Hood, Soccer Ball Hat (2nd playthrough) After clearing the eastern part of the Diabolical Altar, you come across yet another fork in the path. However, the bottom path is blocked unless you have the Bronze Key, which can only be obtained after clearing this quest two times. If you don’t have the Bronze Key, you’ll be forced to take the top path, towards the Forest of Sorrow. If you’re on your third playthrough, keep reading ahead. If not, skip ahead to the Forest of Sorrow. Ominous Shrine Enemies – Golden Golem (65 HP) Oooooh, a shiny enemy. Like any golem, he takes two less damage than he normally would. Team up to create high levels and keep attacking him to bring this shiny guy down. Rewards – Shy Guy Mask Forest of Sorrow – Entrance Enemies – Armored Demon (40 HP) Nothing special about this room besides the demon having +1 defense. Forest of Sorrow – Exit Enemies – Reaper Cadet (30 HP) Upon entering this room, you’ll notice it is filled with poison. You’ll need to use two consecutive yellow shirt Miis in order to get rid of the poison using sandstorm magic. Upon clearing the poison, the enemy spews curse gas, which I have no idea what it does because I OHKOed it in one round. This enemy takes one less damage than usual. Rewards: Floral Hat Castle of Darkness – Entrance Enemies – Iron Golem (45 HP) The iron golem is essentially a buffed up granite golem. Once again, he takes two less damage from regular attacks, however, in addition, he also takes slightly less damage from magical attacks. Unleash your attacks and he’ll go down eventually. Upon defeating the golem, the princess will be freed. Only your Mii remains! Castle of Darkness – Courtyard Enemies – Roaming Mummy (30 HP), Marauding Mummy (45 HP) The roaming mummy will scare off the first hero in line in your party unless you’re the same color as it is, so make sure that hero is a low leveled one or is the same color. On occasion, the roaming mummy will use healing magic, restoring some of the marauding mummy’s HP. Just keep attacking them and they’ll eventually go down before long. Rewards: Epona’s Hat, Cake Hat (2nd playthrough), Pizza Hat (3rd playthrough) Castle of Darkness – Throne Room Enemies – Armored Demon (40 HP), Reaper Captain (45 HP) When you enter this room, you’ll see it is in flames. To extinguish the flames, you must have two CONSECUTIVE dark blue Miis in your party. Any other heroes in front of them, if any, are a waste. The two Miis will then use combo magic, then retreat due to tiredness. After the flames are gone, the reaper captain will spew barrier gas, preventing you from using magic, unless you use the dispelling draft. Both enemies take one less damage than they normally would from regular attacks. Keep attacking them and they’ll both eventually go down. Rewards: Donkey Kong Hat, Beehive Wig (2nd playthrough), Red Ribbon (3rd playthrough) Castle of Darkness – Roof (Final Room) Enemies – Armored Archfiend (60 HP) You’ll see your imprisoned Mii as soon as you walk into this room. Like always, armored enemies take one less damage than they normally would. After the archfiend scares off a Mii, it will cast fortifying magic, which makes it stronger against your attacks, increasing its defense by 1 each time, which can be troublesome if you stay in the room too long without defeating it. Use a combination of magic and high level Miis if you have them. Light-green and Light-blue Miis are especially helpful here, as they enable you to get in extra attacks. Orange Miis work too. You can purchase a dispelling draft to get rid of the magic as well. Upon freeing your Mii, a hand grabs the ruler of the kingdom. Ultimate Ghost – 150 HP The final boss of the previous Find Mii returns, and scares away the first Mii in your party. It will also spew level down gas, which temporarily lowers all of the Miis in your party by 1. Level 1s however cannot be weakened any further. Purchase a dispelling draft if you desire to return your levels to normal. Use a combination of orange, light blue, light green heroes, and high leveled heroes to take down the ultimate ghost. Upon defeating the Ultimate Ghost, your Mii rejoices again, until being grabbed YET AGAIN. Dark Lord – 200 HP Dang this guy has TONS of HP. Neither Light blue nor light green magic will affect him. It will take a while to bring this guy down if you don’t have two level 7 heroes wearing similar or same colors. He will also spew level down gas, which you can get rid of with a dispelling draft. One he’s defeated, sit back and watch the ending. Rewards: Prince’s Hat, Wario Cap and Bronze Key (2nd playthrough), Dark Lord Helmet (3rd playthrough) After you beat the Find Mii II regular quest for the first time, the next time you play, you'll see there's an option for a secret quest. This quest involves even more places to explore, tougher enemies, and many more hats to collect. Venture forth if you dare! ------------------------------------------ 3. Secret Quest ------------------------------------------ Perilous Prairie - Entrance Enemies - Yellow Slime (x2) (10 HP each) Nothing special for a beginning room, attack away and they'll go down quickly. Rewards: Warp Pipe Hat, Daisy's Crown (2nd playthrough), Yellow Yoshi Hat (3rd playthrough) Perilous Prairie - Exit Enemies - Yellow Slime, Ghost with Yellow Shield (10 HP each) Again, nothing special about this room. Be sure to attack the yellow ghost with a yellow hero, or use blue or red magic. At this point you have three paths to choose from. One is blocked off at the moment, but as you read on, you'll know how to unlock the room. You can choose to go to the Bewitched Bog, Ransacked Ruins, or the Shrine of Judgment. The Shrine of Judgment is the path currently blocked. 1st path: Bewitched Bog - West Enemies - Yellow Slime, Ghost with Light Blue Shield (10 HP each) Same as the Perilous Prairie - Exit, except the shield is light blue this time, so attack with a light blue hero instead. Bewitched Bog - East Enemies - Blue Ghost (25 HP) This ghost will use mirage magic, so either get lucky with hitting the real one, or use one hero to destroy the clone, then attack away before it creates a clone again. Don't use blue magic against this guy, it's useless. Merciless Mountain - West Enemies - Blood Red Ghost (50 HP) Don't use red magic against this guy. Slash away and he'll go down eventually. Rewards: Tomato Hat Merciless Mountain - East Enemies - Granite Golem (25 HP) This guy, again, takes two less damage than the level of your hero/team. Use a team or level 3+ heroes to defeat this guy. Magic works wonders too. The prince will be freed upon defeating the golem. There's yet another fork in this road. You can proceed to the Forest of Fright, or the Dolorous Deepwood. Forest of Fright - Entrance Enemies - Reaper Cadet (30 HP) This guy will spew curse gas upon the start, which may jinx your hero(es), making them lose a turn and wasting your hero(es). Use a dispelling draft to get rid of the gas. This enemy takes one less damage than your level. Forest of Fright - Exit Enemies - Green Slime (7 HP) This guy is infuriating. He will evade every single one of your attacks, even magic, unless you put it to sleep or freeze it. Even then, he may still somehow evade. However, putting him to sleep or freezing him is the only way to even have a chance of hitting this guy. Luckily this guy has crap HP, so a level 7 hero can take it out in one hit. Rewards - Penguin Hat Yet another fork in the road. It's either the Shrines of Shadows, or the eastern part of Dolorous Deepwood. Shrine of Shadows - West Enemies - Reaper Cadet (30 HP), Blue Slime with Shadowlight Shield (25 HP) The reaper cadet will spew curse gas again, so some of your heroes may get jinxed. Use a dispelling draft. Attack the slime with a combo of a black and white shirted heroes to get rid of that shield. Shrine of Shadows - East Enemies - Marauding Mummy (x2) (45 HP each) Your lead Mii will be scared off, but not all the time, but a high chance of running away. Slash away to bring them both down. Rewards: Bear Hat 2nd path: Ransacked Ruins - West Enemies - Roaming Mummy (30 HP), Shambling Mummy with Yellow Shield (15 HP) If the first mummy doesn't scare your hero away, the second one might, so it's up to luck to see if you still have your first hero. Attack the shambling mummy with a yellow hero or use red or blue magic to defeat it. Rewards: Panda Hat, Samurai Wig (2nd runthrough) Ransacked Ruins - East Enemies - Marauding Mummy (45 HP) Again, your first hero in line might be scared off. Nothing special otherwise, attack away. Another fork. Choose whatever you haven't went through. Restless Rise - South Enemies - Armored Ghost (20 HP) Don't attack with a lone level one hero using physical attacks and you should be good. Rewards - Ice Cream Hat Restless Rise - North Enemies - Armored Demon (40 HP) Same tactics apply for all +1 defense enemies. The prince is freed afterwards. Alternate path: Dolorous Deepwood - West Enemies - Armored Ghost (20 HP) This room is filled with poison, so bring to consecutive yellow Miis to summon a sandstorm that gets rid of the poison. You should know how to take down this guy by now. Rewards: Lacy Headband Dolorous Deepwood - East Enemies - Reaper Captain (45 HP) The captain will spew bubbles to prevent you from using magic. Take this guy down, make sure not to attack with level one heroes. The prince is then freed. Swamp of Sacrifice Enemeis - Green Slime with Light Blue Shield (7 HP) What makes this battle infuriating is not only a high evade enemy, but a shield to deal with as well. Put the green slime to sleep or freeze it, then hack away with a light blue hero. Mount Malice - West Enemies - Iron Golem (45 HP) There are flames in this room, so douse it with two consecutive dark blue heroes. Don't attack with level 2s or lower. Mount Malice - East Enemies - Pink Slime (50 HP) Nothing special, hack away. Rewards: Hot Dog Hat The prince is then freed. Diabolical Altar - Front Enemies - Rampaging Mummy (60 HP) He'll scare your first hero off sometimes, so be prepared for that. Attack away to defeat him, nothing special otherwise. Rewards: Silver Key, which unlocks the room at the beginning of the quest. Forest of Sorrow - Entrance Enemies - Two green slimes, one with Shadowlight Shield (7 HP each) Wow, this has got to be the most annoying room yet. Two extremely evasive enemies, one with a shield. Magic won't do anything, so you must bring a light blue or light green hero, along with a black and white hero, to bring these douches down. Even while frozen, they still manage to evade attacks. No freakin awards either. :( Forest of Sorrow - Exit Enemies - Armored Demon (40 HP), Reaper Captain (45 HP) Again, poison fills the room, so bring two consecutive yellow Miis to do their job. The reaper captain will spew barrier gas to prevent the use of magic. You know what to do. Rewards: Football Helmet Silver Key Path: Shrine of Judgment Enemies - Iron Golem (45 HP) Fire fills the room, so bring two consecutive dark blue heroes to extinguish the fire. Remember not to attack with anything lower than level 3. Rewards: ? Block Hat, Chomp Hat Dolorous Deepwood - South Enemies - Armored Ghost (20 HP), Reaper Captain (45 HP) The reaper spews barrier gas, so get a bottled barrier if you want to use magic. Attack with level 2s and above. Dolorous Deepwood - East Enemies - Reaper Captain Just attack away, you're familiar with this now. He spews curse gas, so purchase a dispelling draft. The prince is freed after its defeat. You have two paths to choose from. I'll cover both. Diabolical Altar - West Enemies - Roaming Mummy (30 HP), Marauding Mummy (45 HP) Your lead hero might get scared off. Otherwise, nothing special. Diabolical Altar - East Enemies - Rampaging Mummy (75 HP) Beware of getting scared off, that's all. Rewards: Blooper Hat Alternate Path Perilous Peak - West Enemies - Blood Ghost (50 HP) Don't attack with red magic and you should be fine. Rewards: Sunflower accessory Perilous Peak - East Enemies - Pink Slime (50 HP) Attack away nothing special. Ominous Shrine Enemies - Golden Golem (65 HP) Don't attack with level 1s or twos and you should be fine. Ice fills this room, so bring two consecutive red heroes to melt the ice. Sealed Passage Enemies - Reaper General (75 HP), Marauding Mummy (45 HP) Another annoying room. The reaper general spews curse gas, the mummy might scare off your hero, and the reaper general takes two less damage than normal enemies. In addition, the general can COMPLETELY REVIVE the marauding mummy. It would be in your best interest to get rid of the gas, and take down the reaper before taking down the mummy. Rewards: Nintendo 3DS Hat, NES Hat Castle of Darkness - Entrance Enemies - Diamond Golem (85 HP) Oooooo, another shiny enemy. This guy takes two less damage than your level. In addition, he'll also use fortifying magic from time to time, making you cause less damage. Use high level Miis or red or blue magic to defeat this guy. The princess will be freed upon the golem's defeat. Castle of Darkness - Courtyard Enemies - Reaper Captain (45 HP), Marauding Mummy (45 HP) Upon entering this room, you'll notice it is covered in ice. You'll need two consecutive red shirt heroes to melt the ice covering the room. The marauding mummy will then sometimes scare off your lead Mii. AFTER that, the reaper captain will spew barrier gas, preventing you from using magic unless you purchase a dispelling draft. Remember that the reaper captain must be attacked by level 2+ heroes or teams. Castle of Darkness - Throne Room Enemies - Armored Demon (40 HP), Reaper Commander (60 HP) Upon entering this room, you'll notice you cannot see anything, as it's pitch black. Bring a white hero for him or her to cast white magic to bring light into the room. The reaper captain will spew curse gas to jinx your heroes, so be sure to purchase a dispelling draft so you don't lose your heroes. Every single enemy in this room must be attacked by level 2+ heroes/teams. Rewards: Piranha Plant, Magic Hat (2nd playthrough), Devil Horns (3rd playthrough) Castle of Darkness - Roof Enemies - Armored Archfiend (60 HP) Attack away with level 2+ teams/heroes. Purchase the bottled barrier if you wish so he doesn't increase his defenses. Use blue or red magic as an alternative. Your Mii will then be freed. However, like the last quest, that is short lived. Ultimate Ghost - 150 HP Same tip applies as in the regular quest. After being freed YET AGAIN, your Mii rejoices until he or she is GRABBED AGAIN. Dark Emperor - 250 HP Wow, even more than the Dark Lord? This guy will spew level down gas, so purchase a dispelling draft if you want to return your levels to normal. Just keep attacking and he'll go down after a long time. Thank god this guy has no armor... Rewards: Princess's Crown, Waluigi Cap (2nd playthrough) and Golden Key (2nd playthrough), Dark Emperor Helmet (3rd playthrough). The golden key unlocks the room in the bottom right of the map. I know I'm still missing hats from this playthrough. If you know which hats are missing and how to obtain them, I'll give you credit the next time I update this FAQ. ================================= 4. Credits ================================= Credits: -SBAllen, and CJayC before him, for running such a wonderful site. -Nintendo, for making an awesome handheld, and including an awesome game within the handheld itself.