_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + |
|			        Table of Contents		 	      |
|_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_|

You see those weird collecting of two letters and two numbers? Punch those in
when you bring up your comptuer's FIND ability to instantly skip to that
section. It's an easy way to get to one part of the FAQ without having to slow
down.

Complete 100%: The chapter has been completed and no changes will be made from
here
on UNLESS there's an error in the section

Complete: The chapter has been completed, but changes can still be made

Near completion: The chapter is nearly done (90%+ complete)

Good progress: The chapter has a lot of information, but it is not yet complete
(60-
89% complete)

Halfway: The chapter is or is a little over halfway (50-59% complete)

Not complete: The chapter has enough solid info, but hasn't been fully completed
yet(15-49% complete)

Small progress: The chapter has been started, but very little info is inside
(1-14% complete)

Not started: The chapter has not yet begun (0% complete)


+--------------------------------------------------------------+---------------+
|(01)|   WALKTHROUGH   |    -   | Guide on how to beat the game| Complete 100% |
| -- | Prologue 1      | PTPTTC | Prologue 1 guide             | Complete 100% |
| -- | Prologue        | PRAPFS | Prologue guide               | Complete 100% |
| -- | Chapter 1       | C1SKBF | Chapter 1 guide              | Complete 100% |
| -- | Chapter 2       | C2MDDR | Chapter 2 guide              | Complete 100% |
| -- | Chapter 3       | C3TITB | Chapter 3 guide              | Complete 100% |
| -- | Chapter 4       | C4TTTB | Chapter 4 guide              | Complete 100% |
| -- | Chapter 5       | C5HHLI | Chapter 5 guide              | Complete 100% |
| -- | Chapter 6       | C6DDFF | Chapter 6 guide              | Complete 100% |
| -- | Chapter 7       | C7SSOI | Chapter 7 guide              | Complete 100% |
| -- | Bowser's Castle | C8SPSH | Bowser's Castle guide        | Complete 100% |
+--------------------------------------------------------------+---------------+
|(02)| Sidequests      | 02SDQS | Sidequests                   | Complete 100% |
+--------------------------------------------------------------+---------------+
|(03)| Enemies         | ENMDSE | Enemies                      | Complete 100% |
+--------------------------------------------------------------+---------------+
|(04)| Items	       | 04ITES | Items			       | Complete 100% |
+--------------------------------------------------------------+---------------+
|(05)| Badges	       | BDGPWN | Badges		       | Complete 100% |
+--------------------------------------------------------------+---------------+
|(06)| Recipes         | RCIPES | How to cook certain items    | Complete 100% |
+--------------------------------------------------------------+---------------+
|(07)| Shop List       | SHPLST | Shop Lists		       | Complete 100% |
+--------------------------------------------------------------+---------------+
|(08)| Basics	       | 08BSCS | Basics of the Game	       | Complete 100% |
+--------------------------------------------------------------+---------------+
|(09)| Author Stuff    | ATHSTF |			       | Complete 100% |
+--------------------------------------------------------------+---------------+


Introduction by me frog
-----------------------
Hey, it's me frog here doing yet another FAQ. This is going to be a very short
intro because, well, I need to go to bed 'cause I'm dead tired and I really
suck at introductions. Anyway, it's your favorite FAQ author here, me frog
(like I already told you). I've done a ton of FAQs and this is like my FAQ
year since I have it all planned out. And I've made a lot of changes but not
to Paper Mario. It's one of the best games ever (though I'm now officially
bored with it) so I decided to join my friend Yami to work on it. This FAQ
will cover pretty much everything, from items to badges to moves (bad
descriptions because I was lazy) but I think you'll be pretty satisfied with
this finished product. Later!



Introduction by Yami Shuryou
----------------------------
Well, I finally get the chance to work with one of my favourite authors as well
as
friend, me frog. (In some cultures known as "Hyper FAQer on plentya' crack")
This
is to be my sixth FAQ in what I hope to be an expansive FAQing career, and
kicking
it off with what I consider to be my first guide where I can put in true
experience is bliss to me.

As the Yami Shuryou, I'm outside less than I should be.


Despite the fact that many aspects of this FAQ are not as good as other well
respected FAQing veteran's Paper Mario FAQs, IMO, I do believe that this guide
will come as close as possible to answering the three Unholy Questions;

1. Why is Peach taller than Mario?
2. Why does everybody in the Two Castles survive up in space, without oxygen and
   cold temperatures?
3. Why am I forced to block 3+ people a day for asking me for Mario porn?
 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + |
|				Prologue to Prologue			      |
|				  The Two Castles			PTPTTC|
|		      (Not to be confused with The Two Towers)		      |
|_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_|

IMPORTANT NOTE: Until the end of Chapter 2, I, Yami Shuryou, will be doing the
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ	walkthrough.


The game starts off as Mario and Luigi receive an invitation from Princess Peach
to a party. The two obviously go, and the game gives us a rundown on a few areas
until we reach the castle. After Mario and Luigi part, talk to the toads if you
wish (notice that the castle layout is much like that of Super Mario 64?), and
then head up the center stairs and through the door. Talk to any you want to
here,
then go up either length of stairs, and through the wooden door. Continue along
the route through the last door.

Here, you'll meet Peach, (Who o_0 enough is taller than you) whom invites you to
her private chambers. Your plans are however disrupted as a castle belowground
submerges, taking Peach's castle with it into the sky. Bowser then comes
crashing
through a window, and reveals that they are indeed in the sky, with Bowser's
castle below Peach's. Mario rushes to stop Bowser, and Peach tells Bowser that
he
can't win. Bowser retorts that it is different this time. Mario is quickly
beaten
as Bowser reveals a magical artifact, the Star Rod, that he stole from Star
Haven.
After a few traded hits, Mario is sent out the window Bowser came through, and
falls to the planet below. Peach looks onward, praying.

 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + |
|				      Prologue			    	      |
|				A Plea from the Stars			PRAPFS|
|_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_|

==============
Goomba Village
==============
Mario is lying unconscious on a forest floor when seven stars appear and give
him
their energy. A goomba then comes out, and after figuring out who Mario is calls
her parents.

As Mario is resting on a bed, one of the stars from earlier appears. He
introduces
himself as Eldstar, and tells you to come to Shooting Star Summit where he'll
have
the strength to tell you of something.

A toad then comes in and relives to Mario the current situation. After Mario
comments on Eldstar, the toad tells you what it may mean. After the
conversation,
go out and talk to the Goombas. For now, you can't get to town, so save at the
Save Block, and head into the second building, then head through the second
door.
Speak to Goompa, then leave the house altogether. Goombario tells you the gate
is
fixed, so go and talk to Goompapa. He and the sister wish you good luck, when
suddenly the witch who was accompanying Bowser appears. She expresses her
surprise
at Mario being well, then introduces herself as Kammy Koopa. She suddenly
summons
a block to stop you from proceeding, then leaves!

Goompapa is not pleased, and he tells you to go and fetch Goompa's hammer after
he
learns of Princess Peach's plight. Save at the Save Block, then go and see
Goompa.
However, when you try to go see him, the veranda is missing, and Mario falls for
the second time in one day. Poor Mario! <_<


==================================
Wildness outside of Goomba Village
==================================
Go to see Goompa, who after telling you of the veranda, discovers a block and
tells you that his hammer is missing. Go left, and after getting some coins from
the other bushes, get the hammer from the centre west bush. With your newfound
weapon, hit the trees and the blocks for some coins and a Dolly. Head right
then.
Goompa will be knocked back, and a Koopa with egg shells on him comes out.
Introducing himself as Master Jr. Troopa, he then fights you.

 _________________
(Master Jr. Troopa)
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
5 HP, 20 Star Points
Strategy: Although this is an introductory battle to the game, it will only
introduce the basics of the hammer, as you've already gone through the basics
with
Bowser. After he says that he is powering up, one more hit will do Jr. Troopa
in.


After losing, Jr. will bawl, and run away, after telling you he'll be back. Now,
save at the Save Block, then head right.

Here, hit the immediate block for a coin, then continue right and destroy the
larger yellow block with your new hammer. Proceeding along, ignore the platinum
block, and hit the clear block with a heart to heal yourself. Head up and jump
onto the spring to get some coins, then drop off left to get a Fire Flower. With
all that you can do here done, continue heading east onto the next screen.

Here, Goompa will warn you of the enemies, which happen to be some Goombas. With
the next few battles, you'll learn some of the battle mechanics. After you
dispatch the winged Goomba, head left along the upper cliff, and make your way
to
Star Piece. With that done, head off the cliff, then go right again, this time
all
the way, to make it back to the Goomba residence. Here, you'll encounter a
locked
gate, but Goompa will open it for you.

==============
Goomba Village
==============
Goombaria and Goombario will welcome you back. Goompa will go to fetch
something,
and then Goombario will notice the Dolly, saying that that is the one that
Goombaria lost. Give it back to her, and she'll give you a Star Piece, plus a
kiss! Goombario asks Mario how he seems to beat up enemies so easily, and then
Goompa comes back out, and gives you a Power Jump badge. He'll explain about
badges and the Heart Blocks. After some more bereft conversation, Goompa will
let Mario use his hammer, then tells Goombario to go along with Mario! Goombario
will be excited, and then join you. Basically, Goombario will be your source of
information on your surroundings. Goompa then leaves. Go and rest at the Toad
House, then smash the block that was blocking your way. Start heading for the
path
to Toad Town.


=================
Path to Toad Town
=================
Here, look at the sign to attract a Goomba, and then fight it. Goombario will
give
you some advice on allies, though it won't be required until later. With the
chance to test out Goombario and allies in general, fight the next few Goombas
that litter the road. Hit the three blocks for some coins, and then fight the
next
enemy. Continue into the next area.

Here, fight the lone enemy, and hit the block for the Close Call badge. Look at
the sign to get a Mushroom, then dispatch yet another enemy. Hit the Heart
Block,
then head into the next area.

Here, you'll encounter two oddly coloured Goombas, who will forbid you from
passing. They then decide to fight.
 _______________________
(Blue Goomba, Red Goomba)
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Blue Goomba: 6 HP, 1 Attack Power, 10 Star Points
Red Goomba: 7 HP, 1 Attack Power, 10 Star Points
Strategy: These guys aren't really hard. With your new Power Jump, eliminate
Blue
Goomba with the taste of it twice, then defeat Red Goomba with your remaining
resources.
"He's the younger of the two notorious Goomba Bros. As you heard in his little
speech, he's one of the Goomba King's men. He doesn't look that healthy. He's
weaker than his brother." - Blue Goomba
"He's the older of the two notorious Goomba Bros. The Goomba King ordered him to
try to stop you. You can take this guy, no prob. He has just a little more HP
than
an ordinary Goomba." - Red Goomba


After you defeat the two, they'll cry and run away, letting you have free
access.
Before you go jump onto the spring, save at the Save Block. Jump onto the spring
now, and go into the next area.

Here, fight the Goomba disguised as a Mushroom, and head onwards. Here, you'll
see a cut scene with the Red and Blue Goombas, pleading to King Goomba and going
into King Goomba's Fortress. Mario and Goombario march onto the scene, and
Goombario tells Mario about a bridge. Suddenly, the three Goombas pop out and
start fighting Mario.

 __________________________________________________
(King Goomba, Blue Goomba, Red Goomba, Goomnut Tree)
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Blue Goomba: 2 HP, 1 Attack Power, 10 Star Points
Red Goomba: 2 HP, 1 Attack Power, 10 Star Points
King Goomba: 10 HP, 1 Attack Power, 10 Star Points
Goomnut Tree: 1 HP
Strategy: Start by hitting the Goomnut Tree, which will drop a nut on the three
Goombas, eliminating Red and Blue, and taking a chunk off of King Goomba's. From
there, continue attacking King Goomba.
"He's really big. I mean, look at him! He looks really powerful. He's the boss
of
the Red Goomba and Blue Goomba. Who cares if he's strong? You're much stronger.
I
wonder what he ate to become so big? I'd like to be a bit bigger, too." - King
Goomba
"He's the younger of the two notorious Goomba Bros. As you heard in his little
speech, he's one of the Goomba King's men. He doesn't look that healthy. He's
weaker than his brother." - Blue Goomba
"He's the older of the two notorious Goomba Bros. The Goomba King ordered him to
try to stop you. You can take this guy, no prob. He has just a little more HP
than
an ordinary Goomba." - Red Goomba
"Spikey Goomnuts will fall down if you hit this tree. They'll definitely hurt if
they hit you, but it may be worth it to use them against the enemy."


The three will flee into the fortress, and listening in on them, you'll learn
about a switch of sorts. Hit the upper tree for a Star Piece, and then check the
bush for a switch. Jump on it to make the fortress collapse and the bridge to
rebuild itself. With that done, cross the bridge to get into Toad Town. That
done,
you will also see Kammy Koopa, as she flies off.


===============
The Two Castles
===============
Kammy Koopa informs Bowser that Mario has defeated Goomba King, and is now
heading
for Toad Town. Bowser is infuriated, commenting that Goomba King was a wimp.
Kammy
then reassures Bowser that they cannot be defeated. Bowser then asks if the Star
Spirits have any way of giving Mario their power, and Kammy again reassures
Bowser. Bowser then asks if the Koopa Brothers guarding the nearest star can
defeat Mario if he somehow reaches them, and the four Koopa Brothers come in.
Although they do seem quite a bit quirky, they show Bowser a special attack.
They
are pleased, until Bowser learns that nobody is guarding the star they were
tasked
to do. They then run back to their fortress. We now regain control of Mario.


=================
Path to Toad Town
=================
Head down the cliffs to start. At the end, go down and left, and get from the
Block a Sleepy Sheep. Continue right, and just before the large roof, hit the
tree above for a spring to come down. Jump onto it, and go across the roof. Open
the chest for the Hammer Throw badge, then fall off the left. Continue across
into
Toad Town now.


=========
Toad Town
=========
As you walk into the residency of Toad Town, one toad tells you what we already
know, and pleads you to save Peach. You now have a good portion of the town to
yourself, though a good amount is blocked off by some wood that fell in the
middle
of the road. Rest up at the Toad House; buy some Items at the shop, (signified
by
a Fire Flower) and save at the Save Block. With all that done, head up past the
blue gate with a star.


============================
Path to Shooting Star Summit
============================
Talk to the toad here to learn that Luigi made it out of the castles, then
continue along the pretty much straightforward path. After you come to a
crossroad, go up the cliffs into the Shooting Star Summit.


====================
Shooting Star Summit
====================
Here, head up the cliffs, and at the top, speak to the star that keeps fading in
and out. The seven Star Spirits then appear, and explain the plot in whole to
you;
they grant wishes to good people, and ignored the wishes of the selfish. Bowser
was one of the selfish, and when he found out that they were not granting his
wishes, he came up to Star Haven and stole the Star Rod. For now, he's content
with his evildoings, but it may worsen. If Mario can rescue all seven of the
Star
Spirits, they may be able to help him. For now, their power is diminished, and
they disappear. After some conversation between Goombario and Mario, we go back
to
The Two Castles.


===============
The Two Castles
===============
Crying in her chambers over the situation, Peach is suddenly intruded on by
Bowser
and Kammy. Kammy discourages Peach of hoping for Mario, and Bowser tells her
that
if she has a wish he finds suitable, she can ask of him to grant it for her.
Kammy
warns Peach to not make trouble, and the two Koopas then leave.

Peach wishes that somebody could help her, and suddenly, a Star Kid (A small
star)
comes in through the windows! He introduces himself as Twink, and tells Peach he
came from Star Haven to grant her wish. When he admits that he cannot get the
Star
Rod back from Bowser or take her away from The Two Castles, Peach gives him the
task of taking a message to Mario plus a Lucky Star. Twink leaves, happy he
could
help. Peach then goes out onto the cathedral, wondering where Mario is, as we
switch back to the person in question.


============================
Path to Shooting Star Summit
============================
Back before the Shooting Star Summit, head back to Toad Town. As we try to cross
the bridge, Twink suddenly comes out of nowhere and bonks Mario on the head by
accident. He immediately apologizes and figures out that Mario is Mario, and
gives
Mario the Lucky Star. He also offers an explanation on the action command.

After you get an explanation or refuse one, a Magikoopa suddenly comes out of
the
sky and, dissing Twink, says that if she defeats Mario, she'll be famous. She
then forces us into a fight.

 _________
(Magikoopa)
 ŻŻŻŻŻŻŻŻŻ
8 HP, 3 Attack Power
Strategy: Knock her off her broom first with your Power Jump ability. If you get
a Nice! on both, you can beat her. Otherwise, just pick her off with regular
attacks after your FP runs out.


After the battle, Twink congratulates Mario, then leaves. He returns to relay
Peach's message, then leaves for real after telling Mario to rescue Peach.
Goombario comments on Twink's bravery. For now, let's go back into town.


=========
Toad Town
=========
Back in town, the toad next to the gate tells you that Morton was looking for
you.
He then comments on how rare that is. Go to Morton's house, which is the one
with
the spinning roof. After knocking the door twice, it'll open, smashing Mario.

Merlon comes out and wonders why Mario's 'sleeping' there. After Mario gets up
and
Merlon finds out who it is, he invites Mario into his house.

In his house, he starts going into a long story that puts Mario to sleep.
Thankfully, we don't have to listen to very much of it. After, he wakes Mario
up,
tells him that he can predict the path Mario should take for a path, and for now
leaves us with the answer that we need to go to Koopa Brothers Fortress. Leave
now
and save at the Save Block. Go and talk to the toads on the west path, who will
refuse to let you pass. Go back now and talk to Morton.

Morton will be shocked at the fact that toads are blocking the way, and orders
you
to follow him. Do so, and he will confront the toads with a fact; they are not
toads. They'll protest, but Morton will do some super-spell which makes the
toads
reveal their true selves - The four Koopa Brothers! Red wonders how they were
caught, and then orders the four to retreat. After they run, Morton tells Mario
who they were, and tells him that he should stop off at Koopa Village, as to get
to the fortress, he'll need a blue-shelled Koopa. He then leaves. Go west, to
start up Chapter 1.

 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + |
|				      Chapter 1			    	      |
|			     Storming Koopa Bros. Fortress		C1SKBF|
|_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_|

====================
West Mushroom Region
====================
Walking along the expanse, start off by fighting the Koopa enemy. Continuing,
disable the Winged Goombas, then grab from the chests some coins. Defeat the
next
enemy that's impatiently waiting in line, then grab from these here chests a
Dizzy Attack badge. Continue to get a Fright Jar. Head right now.

Here, grab from the yellow block a POW Block, then fight the Koopa Troopas. With
no bridge connecting the ledge you are on and the other side, hit the tree near
you with your hammer for a switch to come down. Jump on the switch for a bridge
to be built.

Head across, and hit the brown block to fight some Spiked Goombas. Fight the
normal Goomba that's around, then continue right, ignoring the bottom path. Kill
the last enemy that is around, a Koopa Troopa, get some coins from the end
block,
then continue right onto the next screen.
Here, head down the path into Koopa Village.


=============
Koopa Village
=============
As you enter, a Koopa welcomes you, recognizing you as Mario, and tells you that
the village is in an uproar because of the Fuzzies. A Fuzzy drops out of nowhere
and grabs the Koopa's shell. Hit the shell to retrieve it for the Koopa. You've
got some work ahead of you.

First off, head down and hit the block to bring down the Koopa's shell. Now, go
right and hit the tree for another shell to fall down. Also, check the bush
to the right of the tree for a Koopa Leaf. Save at the Save Block, and head
east.
In this part, check the first bush for another Koopa Leaf, then go and hit the
moving shell for gracious thanks from another Koopa. Head right to see another
shell on top of a brown block. You can't reach it, so push the blue block under
the brown, jump onto the blue block, then hit the brown block to bring down yet
another Koopa shell. Now, head into the house with a green roof.

A Koopa will come out, who's known as - what else? - Kooper. He needs his shell
also, however, so he asks you to do it, and tells you the Fuzzy thief is inside
his house. Now go inside. However, the Fuzzy will run away, so chase him into
the
woods.

Here, you'll be forced into a mini-game. Four Fuzzies will jump over four trees,
and you have to keep track of where the one with the blue shell is. It's not
that
hard, though. After hitting the correct tree three times with your hammer, the
Fuzzy will give you back the shell, then leave.

Try to leave the woods, and Kooper will show up, and put his shell back on. He
then asks Mario if he knows about Professor Kolorado, an archaeologist, and it
leads to his wanting to go with Mario. Since he must be the blue-shelled Koopa
in
Morton's fortune, accept. As you try to leave, however, the Fuzzy along with
three of his friends will show up.
 ________
(Fuzzy x4)
 ŻŻŻŻŻŻŻŻ
3 HP, 1 Attack Power
Strategy: The thing is, it's a bit hard for precise timing on dodging their
attacks. Nevertheless, if you hit them with Mario's hammer and use Kooper's
Power
Shell to hit all four of the Fuzzies, you'll defeat them easily.
"Why do Fuzzies always jump up and down? They need to chill out! The problem
with
Fuzzies is their quickness. It's really tough to time their attacks. If they
latch
on to you, watch out! They'll absorb your HP."


After you win, the Fuzzies will run off. Head left now.

When you come to the stumps in the former area, jump up onto the second one,
and use Kooper's ability to toss him over, thus granting you an HP Plus Badge.
Head all the way back to town now.

Back in Koopa Village, push the blue block in the small plot of land and hit the
brown block for a Star Piece this time. In the far right house, talk to Koopa
Koot to do some favours if you wish. Finishing that, rest at the Toad House,
save at the Save Block, then leave Koopa Village.


====================
West Mushroom Region
====================
Out of Koopa Village, head up the stairs and go left. Back on this screen, take
the down path and use Kooper to get a Star Piece. Head back to the last screen,
and go behind the third striped pole for a Honey Syrup. Then, head across the
bridge onto the next screen. Claim the coins as your own here, fighting the
Koopa
Troopa that will pop out of the tree. Heading down, fight the Spiked Goomba,
ignoring the block for now. Continuing, kick Kooper across to hit the switch,
thus
allowing you access across. Head onwards the next screen.


=======================
Koopa Brothers Fortress
=======================
On the next screen, save at the Save Block, then try to go up to the door. The
black Koopa Brother will come out, panic at the sight of Mario, and then run
back
in. Follow him inside.

In here, defeat the Koopa Troopa, whom will drop a Fortress Key. Pick it up and
use it on the locked door near you to open it. Go through, and defeat the two
Bob-ombs who occupy this room. Finishing that, head on.

Here, you'll see the green Koopa Brother be all high and haughty, but he will
run
away when Mario comes in. Defeat the Koopa Troopa, then head on. Dispatch the
second Koopa Troopa that will come out running from behind a cell, then continue
to fight a third Koopa Troopa. That done, go into the next room.

In this section of the fortress, fight the lone Koopa Troopa for a switch to
drop
down from nowhere. Go and jump on it, and the stairs will lower. Head down for
now, and go left. The two exits will rise up out of reach, and you'll be left in
a room of three Koopa Troopas, two of them Paratroopas. Defeat all of them, and
the two exits will plop back down to earth, so go through the left exit.

In this room, a fire will be spinning around. Time your jump to cross the flame,
then continue through a second flame to nab another Fortress Key. That done,
head
back to the top of the set of stairs, and unlock the door to the right. Head in.
We'll catch a scene of the yellow Koopa Brother making a block, then runs after
he spots Mario. Inside this room, go down and outside to save at the Save Block,
then come back into the fortress. Climb the long length of ramps, and at the
top,
hit the yellow block with a ? expression. The floor will collapse under you, and
the yellow Koopa Brother will come out and snicker at your misfortune.

Down to earth, you'll meet Bombette, a Bob-omb, who will tell you of the problem
the imprisoned Bob-ombs have had with the Koopa Brothers, and why they are in a
prison. She'll then ask Mario to help her get out, so accept. Bombette will now
join the party. She'll be able to make things explode, then will show you a spot
in the wall that you can destroy. Do so, then recover at the Heart Block after a
bit of general silliness chat. Now, try to leave the room. A Koopa Troopa and
two
Bob-ombs will find out Mario has escaped, so you'll end up fighting them. After
that is done, head up the stairs, and go left.

Here, explode over the immediate wall to retrieve a Fortress Key. Head left, and
when you see another crack, destroy it, and head inside the cell to get a Power
Bounce badge. This is highly useful, so you'll likely want to equip it now. With
that particular out of the way, head back up the ramps, and go left through the
door this time. Here, fight the Paratroopa. Continue left to unlock the door,
and
head on inwards.

In this room, switch to Kooper, and kick him across the floor to hit a switch,
which will cause both floors and barriers to come out of the walls. Walk across
the two platforms, then hit the switch again to bring the floors and barriers
back
into the wall. Go past where the second barrier was, and kick Kooper for the
third
time into a switch to the left. This will cause two more floors and another
barrier to lengthen, so again, go over the floors, then hit the switch for the
last time for the barrier to disappear. Head up the stairs now.

In this room, head down, and fight the Koopa Troopa. Hit the switch for the
stairs
to lower, and then go down. Use Bombette's explosion to destroy the crack in the
wall, then head through. Here, grab the Fortress Key, then head back up the
stairs
and unlock the door.

Hit the switch in the lower part of this room to bring up some stairs from the
pool downstairs. Go up the stairs, fighting the two Koopa Troopas, and the two
ramps. Fight the Bob-omb, then get the Smash Charge Badge. Go back down a ramp,
and head right through the door to get outside again.

Out here, along a long and narrow hall, you'll meet up with the Koopa Brothers
again, who will start shooting Bullet Bills at you. You'll have to run across
the
whole hall, jumping over the Bullet Bills when necessary. Also, there are some
parts where you can go down out of the way of the Bullet Bills. At the first
stop,
use Bombette's explosion ability to destroy the rock, and get from the yellow ?
block a Maple Syrup. At the second stop, recover at the Heart Block and save at
the Save Block. At the end, clear out the Bill Blasters, and recover and save
again afterwards. Now, head up through the door.

In here, the black Koopa Brother will come up and be a bit surprised, but then
asks Mario if he is ready. After some general off-chance mischance, Bowser walks
onto the scene! Wait...he WHEELED ONTO THE SCENE?
 __________
(Bowser ???)
 ŻŻŻŻŻŻŻŻŻŻ
10 HP, 1 Attack Power, 1 Defense Power
Strategy: Uh...Bowser looks kind of lame. Anyways, Bowser doesn't really have
any
strength or weaknesses, but you'll want to skip out on the Jump attacks, as they
likely won't harm him. Instead, hit him with attacks that do 2 damage, meaning
Mario's Hammer, and Kooper's or Bombette's normal attacks. He should go down
quite
quickly.
"Bowser...? But he looks kind of...lame. I mean, he's lame anyway, but...does
Bowser really look like this? I always imagined him looking, well, a lot
scarier."


Afterwards, we discover that Bowser was really a sham, a costume adorned by the
Koopa Brothers. The four pile up into a tower, and begin to fight you.

 ______________
(Koopa Brothers)
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
B Ninjakoopa: 5 HP, 1 Attack Power, 1 Defense Power, 8 Star Points
G Ninjakoopa: 5 HP, 1 Attack Power, 1 Defense Power, 8 Star Points
R Ninjakoopa: 5 HP, 1 Attack Power, 1 Defense Power, 8 Star Points
Y Ninjakoopa: 5 HP, 1 Attack Power, 1 Defense Power, 8 Star Points
Strategy: The Koopa Brothers will first start off by forming a tower. Use
Bombette's Bomb attack to make them all topple over, leaving their stomachs
open.
After they get up, they will try to regroup as a tower, but you will have two
free turns in between.
"The Koopa Bros. have formed a tall Koopa tower! They do a spinning attack with
the whole gang piled high atop one another. Hit 'em with a Hammer or something
to
make 'em unstable. After that, any attack should knock 'em down. If you use an
explosion, you can make 'em fall down at once. If you flip 'em over, the battle
will nearly be ours! Beat 'em one by one!" - Koopa Bros. Tower
"Black is pretty fashionable." - B Ninjakoopa
"He looks exactly the same as a normal Koopa Troopa." - G Ninjakoopa
"He's the Koopa Bros. Leader. He's pretty much just a normal Koopa Troopa,
though." - R Ninjakoopa
"Yellow reminds me of curry. Isn't that as weird thing to think of in the middle
of a battle?" - Y Ninjakoopa
"He has a little bit of defense power, but you can turn him over by jumping on
him, just like a normal Koopa Troopa. Let's flip him over quick! Otherwise, the
Bros. may form a tower and do their famous spinning attack!" - All Ninjakoopas



After you defeat the Koopa Brothers, they'll fall down to the bottom and trap
themselves in their own cell. Suddenly, the card imprisoning Eldstar will
appear,
so go and touch it to free Eldstar.


===============
The Two Castles
===============
Peach will be pacing around with Twink, and after Twink reassures her over
what's
going on with Mario, she decides to escape. She then remembers hearing about a
secret passage in the room. Go look at the small painting besides the fireplace,
which will reveal a secret switch. Press it, and the embers in the fireplace
will
extinguish, thus revealing a secret passage. Go through, and press the second
switch to go into Bowser's room. Read Bowser's diary at his desk, and you'll
find
out that the next Star Spirit is held in Dry Dry Ruins. Peach will ask Twink to
tell this to Mario, and Twink will accept. However, Bowser will suddenly come
back
into his room, and Twink will hide. While Bowser sends Peach back to her rooms
with the guards, Twink will escape.


=======================
Koopa Brothers Fortress
=======================
Outside the fortress, Eldstar will thank you, and then give you his Star Spirit
Power. He'll offer you a tutorial, then tell you that you must save the other
six
Star Spirits, quickly. He then leaves to Star Haven. With that out of the way,
save at the Save Block, and then go left a screen. Here, explode on the wall
with
Bombette, then go through the pipe and right to get an FP Plus badge from the
chest. Go back one, and drop down, then head all the way back to Toad Town.

However, just as you're about to reach Toad Town, out of the bushes will come
Jr.
Troopa. He'll prepare to fight, but then fall into the water. After, he'll
challenge you to a battle.

 __________
(Jr. Troopa)
 ŻŻŻŻŻŻŻŻŻŻ
15 HP, 2 Attack Power, 1 Defense Power, 20 Star Points
Strategy: Jr. Troopa has a new attack this time around, where he can retreat
into
a shell. Because of this, Bombette's Bomb attack will be likely the only one of
which can harm Jr. Troopa, so set up a cross of Bombette's Bomb attack and
having
Mario use Focus in complement with Refresh, or just use FP-recovering items.
"What was his name? Jr. Troopa? I don't remember exactly... ...Just joking, kid!
He looks so adorable hiding in his egg, doesn't he? So cute! It should be a snap
to beat him now. ...I think."


Finishing off your battle, head into Toad Town.


=========
Toad Town
=========
Here, Twink will come down, and tell you that another Star Spirit is being held
in
Dry Dry Ruins. After he reassures us about the Princess, he leaves. Now, try to
head down a screen. You'll be stopped by a girl, who will take you to the newly
opened Badge Shop. Get whatever you want, then head down.

Here, you have a new shop and Tayce T. to access, but for now, go to the bottom,
head left, and go into the pipe to reach... the Toad Town Undergrounds.

======================
Toad Town Undergrounds
======================
Here, head right immediately, and save at the Save Block. Destroy the yellow
block
with your hammer, and head onwards. Here, fight the Gloomba, and hit the second

to last block for another Gloomba. After you win, continue east. Go across the
second pipe, and a Blooper will come out of nowhere, forcing you to fight it.

 _______
(Blooper)
 ŻŻŻŻŻŻŻ
30 HP, 3 Attack Power
Strategy: This'll be a tough battle for this early in the game, but use the
Power
Bounce attack, and you can win easily, recovering when necessary. Otherwise, you
will be in a tough spot, but you can still get through by having Goombario along
with Mario for hitting him in the air.
"Bloopers lurk in the dark pools of Toad Town Tunnels. They seem pretty
unremarkable. Although... you have to wonder how they float in the air like
that..."


After you win, garner from the chest the Shrink Stomp badge. Head back, and
leave
the Toad Town Undergrounds.


=========
Toad Town
=========
Head down a screen.

Here, go down, and across the train tracks. Apparently, the train is unable to
run due to a large rock, so get out Bombette, and use her to destroy the rock.
Go
and talk to the conductor, who will tell you that the train is going to
Mt. Rugged, then asks if you are coming. Accept. We now are deporting for Mt.
Rugged.


 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + |
|				      Chapter 2			    	      |
|			     The Mystery of Dry Dry Ruins		C2MDDR|
|_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_|
=============
Train Station
=============
Once you embark, the conductor will give you directions to Dry Dry Outpost! Now,
save at the Save Block. That done, check the local bushes for some stuff, then
head up across the train tracks. Embark the steps to the top, and recover
yourself
at the Heart Block. That done, head right. A Parakoopa will run into Mario, and
then apologizes, introducing himself as Parakarry after he learns Mario's
identity. He'll then ask a favor of you, to retrieve a lost letter, so head on
right.

==========
Mt. Rugged
==========
On the first screen of the mighty mountain, climb up the stairs, then go down
the
slide. Go back up, and fight the Monty Mole. Go down, and hit the yellow block
with your hammer. Heading left, hit Whacka to get a Whacka's Bump, highly useful
but wasteful at the moment. Head right now, and fight the Monty Mole that will
pop out of the wall. Hit the block for a Sleepy Sheep, then head up a level, and
right onto the next screen.

Here, save at the Save Block. Continue, and fight the three Monty Moles that
will
pop out of the ground and make life difficult for you. Continue up the steps,
and
defeat the Monty Mole that pops out of the wall. Go up the high ledges, but
instead of going onto the next screen, switch to Kooper and get the letter on
the
far ledge. With that done, go back to the Train Station and talk to Parakarry.

=============
Train Station
=============
Give the two letters to Parakarry, and he'll tell you that he lost two other
letters, and asks you to find them also. Ĵ_Ĵ So, go back to where you found the
original letter, and head right, after you recover at the Save Block.


==========
Mt. Rugged
==========
In the area where you should be, go and fight the Cleft disguised as a block. Go
up the steps, and take the lower path to battle another Cleft. Now, head up the
higher path, and getting up at the top, head left and battle a third Cleft. Now,
continue left onto the next screen.

Here, go down the ramp to get onto a previously unreachable area, and dispatch
the
Cleft. Continue left, and battle a fifth Cleft. Hit the yellow block for a
Mushroom, and still heading west, battle a Monty Mole. Now, go down a level when
you can to get some coins and battle another Cleft, then come back up. Garner
the coins you can, then jump up using the spring. Get a coin from the box, then
go right, above the ramp. Fight another Cleft, and grab from the box a Honey
Syrup. That done, go down the ramp, and once you land, head left to get another
letter. Go off, and head right.

Back here, go down the ramp and climb all the steps, then head towards the next
section of Mt. Rugged. Here, go up the long ramp, but this time, head right. Out
on this last screen, drop down, and head right to claim the last letter. That
done, make your way back to Train Station.

=============
Train Station
=============
Fork over the two letters to Parakarry, and he will offer his services.
Parakarry
can lift you for a short period of time, so it's bound to come in help. For now,
recover at the Heart Block, and heading right two screens, save at the Save
Block.

==========
Mt. Rugged
==========
Head right, up the two large steps, and then fly over the small gaps to your
left.
Doing so, you can gain a Quake Hammer badge. Head right completely now.

Out here, climb up the two steps, and take the lower path, battling the Cleft.
Fly
over using Parakarry's power, and talk to the flower for a Magical Seed. Fly
back
now, and go up the ramps. Go left, fighting the Cleft, and go down the slide,
flying over. Once you land, head left, until you reach a gap. Fly over for a
Star
Piece and some coins. Done that, fly back, and go to the part where the rock
pillars cover up some of the background. Inside the small cave, go left and jump
up. Travel through, and at the end, get the Damage Dodge badge. Jump up the
spring, and take the ramp to the end. Get off, and head right.

Back in this part of the mountain, take the path back all the way up to the two
ramps. Now, at last, go right along the high path. Use Parakarry to cross the
gap,
then continue across the bridge. You'll suddenly be stopped by Buzzar, a giant
bird, who's apparently looking for Mario for a bounty. Answer Mario or Princess
Peach to end up fighting Buzzar, or Luigi to avoid battle. For those who want to
battle;
 ______
(Buzzar)
 ŻŻŻŻŻŻ
40 HP, 3 Attack Power, 20 Star Points
Strategy: Buzzar is pretty defenseless compared to all the Clefts you've been
facing lately, but he can pack a punch. As he sticks to the air, use your
newfound
ally Parakarry in complement with Mario's jumping attacks. Use Refresh also when
you get the chance. Alternatively, that Power Bounce can come in handy right
now.
""He guards Mt. Rugged. Wow! That's one big bird! If you get caught in the
clutches of his sharp claws, you'll lose 4 HP! Try to wriggle out of his grip.
His
special attack is flapping his wings to create wind. This attack damages your
party members, too. But he was hatching eggs, wasn't he? Is it possible that
he's

really a she? I wonder..."


After you win against Buzzar, he'll run off. Head down the ramps and steps, and
at the bottom, save at the Save Block and recover at the Heart Block. Continue
into Dry Dry Desert.


==============
Dry Dry Desert
==============
Out here, you'll notice an archaeological group. Talk to the mustached Koopa,
and
you'll learn that he is Kolorado, the archaeologist Kooper mentioned earlier,
and
that he's looking for Dry Dry Ruins. Talk to him again with Parakarry to
deliver a
letter and get a Star Piece in return, and switch to Kooper for some
conversation
between the two. That done, head east along the path, fighting various enemies,
until you reach Dry Dry Outpost. Watch yourself though when you're near a
tornado,
as they can warp your elsewhere, messing up your sense of direction.


===============
Dry Dry Outpost
===============
Start by saving at the Save Block, then when you see the mouse run off, follow
the
direction it was taking until you see a back alley with some crates. Go back
there
and jump over the boxes. Get a fortune if you wish, then go back. Go and see the
green guy at the end, where the purple mouse dashes off. He wants some items
from
you, but unfortunately, it doesn't yield anything good for you. For now, go and
leave town. HOWEVER, if you want to skip a small part of the game, just refer to
the next Dry Dry Outpost section for the shop order.


==============
Dry Dry Desert
==============
Just outside of the Outpost, head down a screen, and after fighting the enemies,
hit a coin out of the box. Head down another screen, into the Dry Dry Oasis.
Here
you can find your first Super Block, and a Heart Block. Hit the trees for some
lemons and limes; have at least one lemon with you. Continue south, where you'll
encounter a ton of Bandits. Fight them off while visiting the Heart Block for
recovering, and get coins from all six of the boxes. It'll also allow you to use
your new Super Ability, if you please. Head back to the Outpost after you are
done.


===============
Dry Dry Outpost
===============
Back in Dry Dry Outpost, start off by heading to the end of the town, and fork
over a lemon to the green guy. He'll offer to tell you a multitude of things,
including how to see Moustafa. Choose how to see Moustafa, and the green guy
will
tell you how to find him, so head to the shop here.

In the shop, buy a Dried Shroom, then a Dusty Hammer. The shopkeeper will
recognize the sign, then tell you that Moustafa is on the highest level of Dry
Dry
Outpost. With that in mind, leave the shop and go to the second screen. Go
through
the door where the green guy originally was, and climb up. Start heading left,
and
grab the letter when you see it, until you reach the door. Enter. Inside, the
green guy will reveal himself to be Moustafa, and tells Mario what he knows so
far. He then gives Mario the Pulse Stone, which flashes more quickly the closer
that it gets to the Dry Dry Ruins. Moustafa then tells you to go where the Pulse
Stone flashes the hardest, so let us leave out to Dry Dry Desert again.


==============
Dry Dry Desert
==============
For short and easy directions, the Dry Dry Ruins entrance is four screens west
and
three screens north of the Dry Dry Outpost entrance. When heading west along the
path, talk to the mouse with Parakarry to deliver a letter and get another Star
Piece in return.

At the trace location, look for the signature object of a Pulse Stone, magnified
in rock form. Use the Pulse Stone, and an awesome cut scene will occur where the
Dry Dry Ruins will emerge from the ground, casting the sky into night. Heal at
the
Heart Block to the left, then head into the Dry Dry Ruins.


=============
Dry Dry Ruins
=============
Inside, somebody will call out to you, identifying himself as Tutankoopa. He
warns
you from this place or else, but we aren't going to listen to him, now are we?
Now
save at the Save Block, and head right.

Here, head along the hallway, fighting off the Pokey Mummies that you run into
who
will pop out of the coffins. While you're at it, grab the Spike Shield badge
from
the second coffin - if you equip it, it'll be quite useful. At the end of the
room, head down the lower path into the next section.

In this area, head right and grab the Ruins Key. Go back now and climb up the
stairs. In the previous room, take the upper path, unlock the door with your
key,
and head through. In here, head right and jump on the switch, which will cause
the
sand in the room to flow to the room below that you were just in. Go back to
this
room, and head through the new door.

Here, Tutankoopa will declare war on you. Once he's done his rant, head right,
staying on the same level, then head left up the stairs. Defeat the lone Buzzy
Beatle, and with that done, switch to Parakarry. Use his ability to carry you
right across the gap, then switch to Bombette. Use her specialty to destroy the
wall, then head right on in.

In here, hit the switch for the sand to gush out to the floor below again. Grab
the Star Piece that is belayed on the floor visibly, then leave the room.
Outside
once again, just drop yourself down, and head through the lower room. In this
lower area, get the Ruins Key, then head back.

Now, head down a flight of stairs, and fight off the Buzzy Beatle. Head left,
and
unlock the door. Go through. In this spot, head across the hallway and hit the
yellow block for three coffin doors to open, and the only exit to close.
Dispatch
all three of your enemies, and a Ruins Key will fall out of nowhere. Retrieve
it,
and head left through the to-be unlocked door.

In this new room, use Parakarry to fly across the gap now. Go through, and
Tutankoopa will try to warn you away; however, he fails, allowing us to know
that
this room is important. Head up the first flight of stairs, and step on the
green
switch for the flights to reverse. Head up now, and hit the second green switch.
Head right now up and down two flights, and hit the red switch. Drop off, then
go right, and climb up the stairs in a northwest direction. At the top, head
down
and drop down to the floor below. You'll be trapped, but there'll be a treasure
chest, so open it to obtain the Super Hammer! Destroy the block to progress.
Now,
leave the room.

Back here, fly across the gap, and head right into the room with the coffins.
This
time, climb the steps, hit the red switch, and climb the stairs again. Hit the
Stone Block, and grab the Artifact. We still aren't done yet, so drop off the
2nd
floor, and continue heading right.

Back out here, head up just one flight of steps, then head up the two steps into
the unexplored room. In here, hit the Stone Block, fight the Stone Chomp, then
grab the Pyramid Stone. Now, go back to the room just before the place you get
the
Super Hammer. Here, drop down and destroy the wall with Bombette's Explosion
ability. Now, head in.

Here, drop down the ledge, and power somebody up at the Super Block. Now use
Bombette again on the crack to destroy the wall, then head left. Destroy the
Stone
Block here and fight off the Stone Chomp, then grab the Diamond Stone. Head back
out of this room, then head right again. In the long hallway, Spin your way
across
if you wish to avoid the enemies. At the end of the long hallway in a new room,
hit the Stone Block and jump on the switch to cause some stairs to come out of
the
wall. Get the Ruins Key, then head all the way back to the room before the Super
Hammer room. Back here, fight the Buzzy Beatle, then head right through the
bottom
door.

In this area, Tutankoopa will once again warn you. Ignore him, and head right.
Unlock the upper door, and head through. In here, hit the switch for the sand to
sift, and notice the placement of the objects in the statues. For now, head
left,
go down, and go through the second door.

In this totally new section of Dry Dry Ruins, walk across, and head into the
next
room. In this area, hit the Stone Block, and grab the Lunar Stone, then ward the
Stone Chomp off. Head back to the room with the five statues (and nothing in
them)
to finish the puzzle of Dry Dry Ruins.

You have five statues, and three stones. Put the Pyramid Stone in the far left
statue, the Diamond Stone in the middle statue, and the Lunar Stone in the far
right statue. All this will cause a part of the floor to sink, thus forming a
flight of stairs. Head down, hitting the Heart Block, then at the bottom, head
right. Tutankoopa will warn you one last time, but we're very close, so let's
just
ignore him, OK? ^_^ Save at the Save Block, then continue.

Here, you'll meet with Tutankoopa, who is very pissed. He inadvertently reveals
that he is a follower of Bowser, then forces you to fight him.
 __________
(Tutankoopa)
 ŻŻŻŻŻŻŻŻŻŻ
30 HP, 3 Attack Power, 20 Star Points
Strategy: Tutankoopa will attack from a two-way front: He will attack from
above,
with shells and magic, and from below, with Chomps that will come out of a gate.
Because of this, keep out as your partner a ground-based partner, either
Bombette
or Kooper, to deal with the Chomp. Use Mario to hit Tutankoopa from above,
preferably with the Power Bounce attack, which WILL come in handy now. If worse
comes to worst, switch your partner to Parakarry to attack Tutankoopa, and use
Mario's hammer on the Chomp.
After a few turns, Tutankoopa will by accident cause himself to fall to the
floor.
With this in hand, attack with force. After he gets back up, repeat.
"He's one of Bowser's followers and he's been assigned to guard one of the Star
Spirits. I've heard that he has some sort of a pharaoh complex. He attacks by
throwing shells from that high perch. Try to doge when he uses magic: its attack
power is 2 and it'll sting for sure. And he also summons Chomps, his loyal
subjects. These Chomps have some serious attack power. Think hard about who to
attack first, Tutankoopa or Chomp." - Tutankoopa
"It's a Chomp. You've heard about Chomps before, I'm sure. They're made of such
hard stuff that most of your attacks won't even faze them. I heard a rumor that
the Chomps are a little peeved at Tutankoopa because he works them so hard." -
Chomp



After you defeat Tutankoopa, he will run off with his pet Chomp chasing him,
having finally realized his master's wrongs. A card will appear, so go and touch
it to free the Star Spirit Mamar! After the brief summary of events, we'll be
taken to the Two Castles.


===============
The Two Castles
===============
Back at the Two Castles, Bowser will arrive in Peach's room, and ask for her
smile. Peach will refuse, and Bowser will reveal that Tutankoopa has also been
defeated by Mario, and that he won't forgive Mario for being disrespectful.
Kammy
Koopa then comes in and tells Bowser that an imprisoned Star Spirit flew away.
He
and Kammy then leave for a more private talk. Back with Twink and Peach, they
decide to explore to find a weak point in the supposedly invincible Tubba
Blubba,
the next guardian in line. So, with that out of the way, hit the hidden switch,
and go to Bowser's room. Here, head outside.

Now, guards will be patrolling the dark castle, so make sure not to get caught
in
their spotbeams, or you'll be returned to Peach's room, and be forced to start
all
over again. Anyhow, head down into the room below the one you exited down from,
which is a library.

Here, there'll be guards patrolling again. For a better idea of where they are,
their path of patrolling, and the objects that block their sights, here is a
map.

P = Power Rush Badge
= = Obstacle for guard's line of sight.
| = Bookshelf, can block guard's line of sight.
G = Guard
D = Destination
- = Guard's line of patrol

------------------------------------
       |P| | |   |     |    |
    D  | | | |   | ----|    |
  ===| | | | | | | -==-| |  | == |
     |----G----|   -G--  | --G---|
     |         | 	 |       |
------------------------------------


Once you reach the destination site, you'll overhear two of Bowser's followers.
A
rumor springs up about Tubba Blubba liking to eat ghosts, and we learn that
Tubba
Blubba lives in Forever Forest, at Gusty Gulch. There's also a rumor that Tubba
Blubba has a secret he doesn't want to get out. Suddenly, the two followers
discover Peach, and in an extremely polite manner, they escort Peach back to her
room. Twink is however undiscovered as he escapes. We're now taken back to Mario
in Dry Dry Desert.



IMPORTANT NOTE: From now on, me frog is doing the walkthrough, until the end of
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ	Chapter 7. Any number of inconsistencies may result from this,
		such as twice being told to get a one-time item, or certain names.


==============
Dry Dry Desert
==============
After the Peach scenario, Mario and your partner will be talking to Mamar, the
star spirit you just saved. She'll give you her star power, as well as increase
your star energy up to two. Her power is LULLABY. Using Lullaby, you can make
all
of the enemies on the field fall asleep. It's HIGHLY useful in some situations
as
you might've guessed. After a little more chat, Mamar will fly back to Star
Haven. Watch her fly away and you'll be back in control once more. First thing
you want to do is start heading west. The next screen has two Pokeys. Fight them
if you wish and continue west again. Two more Pokeys here, but there are also
two
blocks on the around. One has a single coin and the other has a Fright Jar, an
item that wards off enemies with scary spirits.

Head south into the next screen. This screen has no enemies and a block that you
should've already hit before entering the ruins. Continue down south to the next
screen. Fight all of the bandits here if you wish (they aren't really worth
anything, only one star point each) and head south another screen. Kolorado and
his crew are working here. Assuming you found the artifact in Dry Dry Ruins (I'm
assuming Yami told you how; if not, it's behind one of the breakable blocks)
talk
to Kolorado. He'll give you a Star Piece in return. Nice! You should have at
least ten Star Pieces now so we're going to get a very important badge soon. Now
head west into the next area.


==========
Mt. Rugged
==========
You probably haven't lost any health or Flower Points yet but hit the Heart
Block
just in case. Also be sure to save your game before moving on. Now climb the
steps into the next area. Go up a few steps and then climb the ramp. Cross the
bridge to the other side and use Parakarry to fly across the gap (if you fall,
use the spring to get back up). Go into the next area. Go down the hill and keep
going straight, past the stairs and the enemy. Head through the little cave and
follow the path to the next screen. Go forward and head down the slide. When you
land, go to the next area. Run forward and go down and up some stairs. Just in
case you haven't gotten these yet (please don't sue if you have) use Parakarry
to
cross the gap with the coins and the Star Piece.

You can also enter the little cave and go left, up a semi-hidden passage. Open
the chest at the end and get the Damage Dodge Badge. If you use the action
command, Mario's damage will decrease by one each time. Now go right into the
next area. Slide down the slide here. Go left and save your game when you get to
the Save Block. Go to the next screen and head left all the way out of the
actual
mountain of Mt. Rugged. At the next screen, heal with the Heart Block. Continue
left and you'll find a gray block. Thanks to your new Super Hammer you can now
crush this block so do so. Head left to find a SUPER BLOCK. You should already
have Parakarry and Bombette (if you were smart enough) upgraded and that leaves
Kooper and Goombario.

They both get pretty decent attacks so choose whichever one you want. Now go
down
the steps and to the train. If you want an Egg, shake the bush closest to the
girl. Save your game and climb the train, then take it back to Toad Town.


=========
Toad Town
=========
Go north and hatch some Lil' Oinks if you want. Otherwise, go to the next area.
This is where you need to be to get to Chapter Three (RHYME OMG) but first we're
going to take a couple of trips to get some stuff. Go north again into the next
area. The Badge Shop has some new badges in store so take a look if you want
(nothing interested me). Otherwise, head into the Post Office. You should have
some new letters for Bombette and Parakarry. Parakarry has one from Mt. Rugged,
the guy you kept whacking for Whacka's Bumps... poor dude, he was so innocent...
whatever. Anyway, exit and go north. Open the door to where Peach's Castle used
to be. Follow the path into Shooting Star Summit. Here, go forward and cross the
bridge.

However, don't take the steps. Head past them and into a new area. Enter the
house in this area. There's a fortune teller here who can read your fortune and
tell you where to find Star Pieces, Badges, or Super Blocks (the cost varies
depending on what you want). If you had Peach transfer her badges that she got
by
means of the chest, you can pick the badges up in the chest here. Head up the
stairs and onto the second floor. This guy is why you collect Star Pieces. He
has
the biggest collection of pieces and he'll give you badges for Star Pieces. You
should have at least ten Star Pieces now, assuming you haven't sold any. Talk to
Merlow and trade ten Star Pieces for the Peekaboo badge. This is my favorite
badge in the game because it lets you see the health of all enemies.

Really useful when you don't want to waste a turn having Goombario tell you.
After buying the Peekaboo badge, Merlow will offer to trade some more. Unless
you
want the Attack FX A badge (makes different sounds when you attack) or the Pay-
Off Badge (the more damage you take the more coins you'll get) you won't be able
to get anything else. I recommend getting Attack FX A because once you find all
five Attack FX badges it's a pretty cool mix. Save your remaining Star Piece(s)
if you have any and head out of there. Go out and exit Shooting Star Summit and
then return to the main part of Toad Town. Head into Merlon's house (in case you
don't remember, it's the house to the left of you with the spinning roof). You
should have a letter for him.

Talk to him close-up and Pararkarry will give him the letter. In return, he'll
give you a Star Piece to add to your collection. Now exit Merlon's house. Save
your game using the Save Block near the Toad House. Then take the path to the
right of the Toad House out to Pleasant Path.


=============
Pleasant Path
=============
First off, ignore any stupid Goombas or Koopas you see because they no longer
give you star points since you've leveled up so much. Just go left for a while
passing through some areas. Cross the bridge when you get to it and keep
following the path until you can hop down some steps on your right. Go down and
at the bottom, enter Koopa Village.


=============
Koopa Village
=============
Save your game on the west side of town when you get there. Then head to the
east
side of town. Go to the far house to find an old Koopa. If you haven't learned
already, he constantly asks favors of you. At first, they are simple and the
rewards plain suck. But the tasks get harder and the rewards get better as you
get further into him. Your first task (after accepting it) is to get a book from
Kolorado's wife. Head out and enter the far left house. Talk to the wife and
she'll give you the book. Return to gramps and give him the tape. He'll give you
one. lousy. coin. Talk to him again. Turns out he has another favor to ask you.
He wants a Sleepy Sheep this time. Head out and go into the west side of town.
Enter the shop and buy a Sleepy Sheep.

The man will give you a Silver Credit this time. This is a game card that allows
you to play games at the Playground in Toad Town. Talk to the man again. SHOCK
he
has another request. This one involves a bit of traveling. He wants you to go to
Goomba Village and get a tape off Goombario's grandfather. We need to go there
anyway to deliver a letter so head back out of Koopa Village.


=============
Pleasant Path
=============
You know where to go. Climb the steps and go left for quite a while until you
get
back to Toad Town.


=========
Toad Town
=========
Go left, directly across this area and into the next one. Again, keep heading
left (jump in the pipe and rest at your house if you need to) and then exit Toad
Town.


===========
Goomba Road
===========
Head left and climb up a couple of steps. Continue going left into the next
area.
Cross the bridge and go through King Goomba's used-to-be fortress. Keep heading
west and get on the next screen. Keep going west for a while. When you get to a
Save Block, save and then continue your epic adventure west. The next screen has
a Heart Block and enemies will begin to appear. Like on Pleasant Path, ignore
them
because they give you no star points and they're a damn waste of time.


==============
Goomba Village
==============
Open the gate and save using the Save Block. Talk to Goompapa (the father of
Goombario; he's the one with the moustache) and give him his letter. Instead of
a
well-deserved Star Piece, Goombario will ask you to deliver a letter -_- Oh
well,
Parakarry IS a postman after all. Now enter the house and talk to old man
gramps.
Mention "The Tape" and he'll go and get it. When you ask him what's on it, he'll
say it's a secret but it was great. Put two and two together and... HOLY CRAP!
0_0 Anyway, now exit Goomba Village.


===========
Goomba Road
===========
Just go right for a long while until you get back to Toad Town.


=========
Toad Town
=========
Go to the main part of town which is the next area on your right. Go right and
north through the star door. Head up to Muss T. who is the Toad lying near the
castle ruins. Talk to him with Parakarry and Parakarry will deliver the letter
that Goombario asked you to deliver. Instead of giving you a well-deserved badge
(delivering two letters without a reward calls for a badge) he'll give you
another stupid letter. You're supposed to deliver this to Koover in Koopa
Village. That's perfect since our next destination is Koopa Village. Head to
Pleasant Path.


=============
Pleasant Path
=============
Go right until you can climb down some steps to your right (it's quite a few
screens ahead). From here, go into the next area to get to Koopa Village.


=============
Koopa Village
=============
Talk to the first Koopa you see. That's Koover. After delivering the letter,
he'll give you a damn letter instead of your well deserved 1000 coin present.
This letter is to Fishmael who is at the Toad Town Port. Oh well, at least it's
not super far away like Goomba Village. Enter the Toad House. Here, talk to Mort
T. Parakarry has a letter for him as well (I forgot to tell you to deliver it
last time). Mort T. will thank you by giving you a Star Piece. ABOUT FREAKING
TIME TOO! Now use the Save Block and head to the east side of town. Go into
gramp's house and give him the tape. You'll get your freaking one coin reward.
Joyful indeed. He wants some Koopa Tea, and the only way to get that is to
receive it from Toad Town's cook.

With luck, you may already have made some Koopa Tea but maybe you haven't. What
do I know, I'm just some stupid FAQer. Go to the west side of town and shake
some
bushes. A Koopa Leaf will pop out. Grab it since it's the ingredient for making
Koopa Tea. Head out of Koopa Village.


=============
Pleasant Path
=============
Go left all the way into Toad Town.


=========
Toad Town
=========
At Toad Town, head south into the next area. Enter the first house on your left
and you'll be a the cook's house. Talk to the Toad and give her the Koopa Leaf.
She'll whip up some Koopa Tea after about two seconds. Exit and go left into the
next area. Keep going left until you get to the port. You'll spot a really odd
guy at the port. Talk to him and deliver his letter. Instead of your well
deserved Star Spirit, Fishmael will give you a ****ing letter. Luckily, it's
addressed to Koover, the Koopa who we delivered the last letter to. Now return
to
Pleasant Path. I'm not gonna bother to list it as a separate section 'cause you
know the path by now. If not, you might as well quit playing.


=============
Koopa Village
=============
Talk to Koover and Parakarry will give him the letter. Naturally, you won't get
your well deserved mansion like you should. You'll get a ****ing letter to Mr. E
who lives in the ****ing desert. ****. Head east into the next area and go into
the old Koopa's house. Give him the Koopa Tea. This time, gramps will give you
THE coolest thing: 3 Star Pieces! Yeah, I told you the rewards would get better.
Talk to the Koopa again. He has another favor to ask you. He wants Luigi's
autograph. Who would want Luigi's autograph? WHO! Who is Luigi anyway? Some kind
of stupid Mario fanboy? Anyway, we have to *sigh* deliver that letter in Dry Dry
Outpost so head out of Koopa Village and then return to Toad Town...



=========
Toad Town
=========
It might be a good idea to save if you haven't been doing so. Currently, Luigi
is
singing from his secret passage in the house so you can't get his autograph. If
you're curious, Mario should have three letters at his house (for him; he will
have four if you've already met Chuck Quizmo). Otherwise, go to the southern
part
of Toad Town and take the train to Mt. Rugged.


==========
Mt. Rugged
==========
There's not much description I can put here since you've passed by quite a few
times already. Climb up the steps and start going right. right. right. Ignore
all
the enemies since they no longer give you star points and instead just spin/rush
by them. At the end, cross the bridge and enter Dry Dry Desert.

==============
Dry Dry Desert
==============
You could've never asked for a more simpler path. Go right. Right for quite a
while I might add, until you enter Dry Dry Outpost.

===============
Dry Dry Outpost
===============
Go east into the east side of Dry Dry Outpost. Head right until you get to the
Toad House. To the left of the Toad House is a man in blue. That's Mr. E, the
man
you have to deliver the letter to (NEVER end a sentence with a preposition
bastards!). Not surprisingly, he won't declare you king of the Mushroom Kingdom.
Instead, he'll ask for a damn letter to be delivered. Okay, I'm REALLY getting
sick of this. The letter is to Miss T who hangs out by the dojo. Speaking of the
dojo, you should have at least a first degree card by now. You're strong enough
to get at least a third-degree so go and try. There's no reward but eventually
it
leads up to the toughest battle in the game (even harder than the final Bowser).
Your work is now done here.

Get out of Dry Dry Outpost. I can't wait until we activate those damn warp
pipes...


==============
Dry Dry Desert
==============
Well, this time you're going to have no interruptions except for enemy battles.
They should only give you a single star point (if you're at a high level they
won't give you ANY star points) so ignore them as you move on. Go east all the
way until you get to Mt. Rugged.


==========
Mt. Rugged
==========
Again, not really a description. Next time we head through here I'm going to
skip
Mt. Rugged entirely since you've been through this path what, four or five
times?
And it never changes. Head back to the start and take the train to Toad Town.


=========
Toad Town
=========
Go north into the next part of town. Here, go north once more to enter the
central area. Head west and you'll arrive near the dojo area. By the way,
there's
a GREAT chance that the lineup of badges has changed at the Badge Shop so go
check it out. Anyway, at the dojo area talk to the lady in orange on the grass.
After a short conversation with her friends, Parakarry will step in. Give her
your letter. Instead of your well-deserved eternal life, she'll ask you to
deliver a, no... wait for it... damn letter. *sigh* I'm getting damn sick of

this, aren't you? So let's stop delivering letters for now... we still have
seven
more to go and some aren't even accessible yet. Head to the main part of town
and
go south.

Keep going south in the next area. Turn left at the end and jump into the warp
pipe.


================
Toad Town Sewers
================
We're making another trip through the pipes here. This time, head left to find a
gray block barricading an entrance. Rush forward and then Blooper will pop out.
BLOOOOOPER!
 ________________
(Electric Blooper)
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
HP: 50, 4 Attack Power
Strategy:
Your second Blooper battle isn't too bad. I recommend using Parakarry since he
is
the only one that can currently reach enemies floating in the air. Mario is
limited to his jump attack while Parakarry should use his Shell Shot. You should
have at least twenty HP and twenty FP, and twelve BP. I recommend the Peekaboo
badge (I ALWAYS recommend the Peekaboo badge) as well as the badges that
increase
your HP and FP by five (HP is one badge, FP is another). If you have more Badge
Points available, the badges are your choice. Electric Blooper has one added
attack. After you damage him a little, he'll charge up electricity and create a
shield. Mario's jump attack is useless but you can still use Shell Shot with
Parakarry.

If you can't hit a target as big as Electric Blooper, then you're totally
hopeless. As Mario, you'll want to use Lullaby (when the Blooper is electrified)
and pray that it puts Electric Blooper to sleep. Once Parakarry knocks out
Electric Blooper with Shell Shot, the electricity fails. Use Mario's jump and
Parakarry's Shell Shot again. Electric Blooper's other attacks include a blast
of
ink and a body slam of some sort. Right as the body slam touches you press A.
Wait about half a second after Blooper blasts his ink before pressing A and
you'll guard yourself. The damage is greater than the regular Blooper's though.
Repeat the above strategy until the Blooper is dead.

Once Blooper is dead, a switch will drop down. Smash it and three warp pipes
will
rise. The left one takes you to Dry Dry Outpost!


===============
Dry Dry Outpost
===============
There IS a reason I had you travel through the areas before getting the warp
pipes, which would've made it easier. Before killing me, let me explain one of
the worst reasons in history: I wanted you to know the environment better. As
in,
you get so used to the areas so that when you are FORCED to go through them, I
can skip a guide to that area entirely. Okay, now that you've thrown flaming
torches at me, calm down and go to the shop. Talk to Little Mouser and deliver
the letter to him. Instead of your hard-earned eternal riches, you'll get
another
damn letter. Will the horror never end? Probably not, but let's live with it.
Use
the Warp Pipe to get to the sewers.


================
Toad Town Sewers
================
The other two warp pipes lead to Koopa Village (middle) and Goomba Village
(right). This makes things much easier so I'll mostly be able to skip long
directions. Now smash the left block and head into the next area. Hit the three
blocks to get two coins and a snowman. Now let the elevator take you up to the
warp pipe. Head through. Use the platform on your right and wait until the
second
platform is higher than the first. Jump to the second and jump to the ledge.
Head
through the door. On the other side go up the elevator and then use Parakarry to
cross the gaps to the Star Piece. Head to the previous room and cross the
platforms again. Now head through the next door. Go to the right and hit the
block to lower the spring.

Use the spring to reach the Power Smash Badge. Now head back out and cross the
platforms again. Inside the Star Piece room, stand on the elevator and don't get
off. You'll go into a hidden area. Head right and drop through the hole to find
a
Super Block. Upgrade the only remaining character and then go left. Jump into
the
Warp Pipe. Now make your way back to the start of the sewers, where you should
return to Toad Town.


=========
Toad Town
=========
___FINALLY___ it's time to perform Chapter Three. Go right, north a tiny bit,
and
cross the bridge. A Toad will be freaked by a ghost. You'll catch a glimpse of
the spirit before it disappears. The guard will ask you if you saw it.
Regardless
of your answer the ghost will always appear behind Mario's back. Eventually
it'll
fly off into Forever Forest. The Toad will point you into the correct direction,
so head onto the Forever Forest path (make sure you're fully healed though).
Follow this path and hit the Save Block, then continue. The ghost will appear
again. It will tell you that his "master" requests Mario to come and visit at
their mansion. He'll also say that his master has news regarding the star
spirits.

After some more talk, you'll get control. By the way, when that Boo appeared so
suddenly like that after he disappeared the first time it scared the **** out of
me. For now, continue into Forever Forest.

 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + |
|				      Chapter 3			    	      |
|			   The "Invincible" Tubba Blubba		C3TITB|
|_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_|
==============
Forever Forest
==============
This is one of the most confusing labyrinths I have seen in a video game, but it
can be solved eventually. At the start, go forward and open the gate. Follow the
circular path in any direction until you pas a shaking bush. The flowers will
laugh and you'll know this is the area you want to be. Open the gate nearby and
head into the next area. A strange man is standing on a tree stump. He'll warn
you of the dangers and then block your path. Talk to him and he'll let you pass
because you're invited to Boo's Mansion. After the man gives you some advice,
he'll hop off. Go through the gate and go around the circular path. Forest
Fuzzies roam the area so fight them for star points 'cause you should level up
at
least once at the moment. Eventually you'll pass a tree who will have glowing
eyes.

Open the gate near that tree and go through. In the next area, open the gate.
Follow the path left (quickest way) until you see four very strange looking
flowers. Head through the gate and go into the next area. Head left into the
next
area (after opening the gate) and then you'll find a path leading into the
center
of some trees. There's a strange flower here. Pull it to get a Magical Seed.
This
is useful for later. For now, head back to the outside of the circle and
continue
left. Eventually, a tree will have glowing red eyes and a mouth. It'll laugh at
you, and you'll know that this is the are you want to be. Head through the
closet
gate and into the next area. You have to fight piranha plants in this area as
well.

Follow the path left until you see a bunch of mushrooms. If you stand by them
and
press A, about a dozen mushrooms will light up and flash. If only a few
mushrooms
light up, you're at the wrong area. When you're at the area with the dozen
mushrooms, go through the gate. Now head left. When you get to your fourth
flower
patch, press A. If the flowers don't disappear, then go through the gate. If
they
do, you're at the wrong spot. In the next area, go right until you get to a
signpost. Head through the gate to arrive at Boo's Mansion.


=============
Boo's Mansion
=============
We're _FINALLY_ out of that freaky forest. After talking with your partner, head
through and open the gate. The same butler ghost will appear. After explaining
that you need to get to the third floor to hear the start spirit news, go
forward. Heal with the Heart Block and save with the Save Block. Now enter the
creepy mansion. This isn't the dungeon we're supposed to be in, but we're
certainly going to be in here for a long enough time. First thing you can do is
jump on the odd-colored cushion on the couch. This will spring you up to a
creaky
chandelier. You'll bring it down and open a secret passage. However, the passage
closes when you jump off the chandelier. This means we need to find a weight of
some sort...

Head up the two flights of stairs and go all the way to the right. There's a
frame with no picture that's shaking. Talk to it and it'll say that you can get
up to the third floor if you recover the picture. Head through the door to your
left and be prepared for a shock as a Boo flies out of it. Here, open the middle
drawer and a bunch of Boos will fly out. One Boo holds a record. After some
taunting, you'll start to play a little game. The Boo will drop the record to
one
of the other Boos. It's not that hard to follow the Boo that holds the record.
When you get the chance, smash the correct Boo with your hammer and the record
will fly out. The Boos will disappear, so grab the record. There's nothing else
in this room so exit.

Head left, to the next room. Here, there's an old Boo guarding a chest as well
as
a phonograph. Head up to the phonograph and start playing the record. Your first
instinct is to probably press it so the meter is all the way full. No, you want
to keep it in the center so to keep rhythm. The Boo will fly over and start to
dance. Press B and quickly rush over to the chest. Open it to get the weight
that
we need. Exit the room and head down to the first floor, then jump on the
discolored cushion again. When it hits the bottom, use the weight to hold the
chandelier down. Now go through the secret passage. Opening the chest in here
will
only cause the chandelier to fall on you so ignore it and head down the set of
stairs.

Head south into the next room. You can't do anything here at the moment so head
right, into another room. Go to the huge chest and whoopee, out fly a bunch of
Boos. These Boos hold the Super Boots. You need to play the guessing game that's
very similar to the first one. This time, the Boos toss the chest to each other.
It's still extremely simple though. Hit the correct Boo with the hammer and
it'll
drop the Super Boots. The Super Boots allow you to do the Ground Pound (double
tap A), which lets you break floorboards. It also increases your jump power in
battle. Very nice. The Boos will disappear and one small Boo will appear in the
corner. It tells you that a hidden floorboard lies here. It's not the one in the
middle.

A little south of the Boo there's a shaky part of the floor. Ground Pound near
it
and it'll shake. Ground Pound VERY close to it (not on it, close to it) and
it'll
flip, revealing a Star Piece. After you have the piece bust the floorboard to
fall down into a room below. Go left all the way to find a Boo. Lady Bow (the
maser of the house) has instructed the shopkeeper not to sell any items to Mario
so you're out of luck. You can, however, whack the switch with your hammer. This
causes another switch to appear. Whack that and a giant switch appears. Jump
onto
the chair, then the brick. From here, jump to the switch and Ground Pound it. A
set of stairs leads up to an upper floor. Up here, smash the right block located
on your left (there are two blocks on your left, that's why it sounds
confusing).

This reveals a Super Shroom. Head through the north door and you're back in the
room with the grandfather clock. Climb the stairs back up to the first floor and
go outside. Head through the door on your right. Here, you can jump into the
vase
and become and 8-bit Mario. When you've had fun with the Mario, jump back in to
become paper Mario again. Head to the set of blocks on the right. Jump up to the
highest block and Ground Pound it to reveal an apple. Ground Pound one of the
lower blocks (the left one) to get another apple. Now Ground Pound the
floorboard
and fall through. Head north and you'll see a bookshelf on your right. Use
Parakarry to fly to it and grab Boo's Portrait. Now fly back to the previous
bookshelf and go south (don't drop off).

On your left, there are some boxes. Jump on top of the first one and Ground
Pound
it. Ground Pound the second one and get the Star Piece. Now blow up the cracked
wall using Bombette. Head through to be in a familiar room again. Climb the
steps and head through the door. Up here, climb the steps up to the second
floor.
Head to the far right and talk to the portrait. Give him his picture and then
jump into the picture. You'll warp to the third floor. Head through the door and
then the butler and another ghost named Bow will appear. The butler introduces
himself as Bootler. Lady Bow will tell Mario that she has a favor to ask of him
if it isn't too much trouble. Bootler will then explain the situation to Mario.
He'll ask if Mario knows about Gusty Gulch.

He'll explain that there's a monster named Tubba Blubba who eats ghosts. He's
eaten many ghosts already. All Boos call him the Invincible Tubba Blubba. Then
Bootler mentions that there is a secret regarding his weak point but no one
knows
what that is. Lady Bow will ask if Mario will defeat Tubba Blubba. In return,
she'll give you a captured star spirit. The name is Skolar and he escaped from
Tubba Blubba's castle but he was caught by the Boos. After talking, Lady Bow
will
tell Mario that she's accompanying him to Tubba Blubba's Castle. This freaks
Bootler out greatly. After some shouting between Lady Bow and Bootler, Boo will
join your party! Even if you don't want her, she doesn't give you a choice.
Tough
little girl, isn't she?

If you press down C she can make you invisible. This is useful because in Tubba
Blubba's Castle you'll have to go undetected against guards. Okay, you have Lady
Bow with you (now just referred to as Bow) but switch to Parakarry for two
seconds. Head out to the third floor and drop down all the way to the first
floor. Talk to the Boo lying around the area and give him his letter. Instead of
your well-deserved widespread MEGA fame, you get a stupid letter. I'm running
out
of ideas for what you should get. Now switch back to Bow and exit Boo's Mansion.
Outside, save and then go right. Head forward and have Bow open the gate and
then
enter Gusty Gulch.


===========
Gusty Gulch
===========
Some deserted western area. Nice, isn't it? Go into the next area. There's a
bunch of flying Goomba-like enemies here as well as a huge building with a lock.
Tubba Blubba's secret to his weak point is in that building but we're not going
in for a LONNNNG time. So defeat all the enemies 'cause you're going to need to
build up your star points and head into the next area. This is the deserted and
disoriented town, but that doesn't matter since it's populated by Boos. No, then
I guess it's not deserted after all... heh heh... anyway, a Boo will tell you
that the Invincible Tubba Blubba came by yesterday and ate one of the Boos.
After
hearing this, go right to a save point. Enter the room with the broken door and
jump up to hit a coin block.

Go back outside and continue right. Keep going until the next part of the town.
Hit the Heart Block and continue right. You'll be stopped by a Boo who will
cheer
you on about beating Tubba Blubba... and then you'll hear a thump. All Boos but
one will disappear. Press down C to hide yourself and the Boo will tell you that
it's okay. But then Tubba Blubba will go behind and eat the Boo! He'll then turn
to leave. All Boos will shriek with horror and you'll be back in control. Go
right, out of the town. Continue right and hit the block, then defeat the enemy.
Go up the path and then out on the ledge. Use Kooper to reach the Dizzy Dial
item. Go right and hit the two blocks, then get the Letter behind the fallen
tree
branch.

In the next area go behind the rocks and get the Star Piece. Hit the two coin
blocks and continue. Here, hit the Save Block and enter the castle.


=====================
Tubba Blubba's Castle
=====================
There are strange looking guards floating all over the castle. This is why you
need Bow. If they spot you, they'll pick you up and throw you outside so you'll
have to start all over again no matter where you are! There are four guards in
the first room. Run left and if they spot you, quickly use Bow's power to make

Mario invisible. In the next room, sneak up on the guard and strike him. After
defeating the guard, go forward to find another guard (these are called Clubba's
by the way; that's how I'll refer to him). This one's awake. Defeat him and
enter
the second room here (not through the big door). There's a sleeping Clubba here.
Jump on the boxes, onto the chair, and onto the table (without waking the
Clubba).

Grab the Star Piece, drop down, and defeat the Clubba. Now exit. Go through the
big door. Defeat the two Clubbas guarding the big table. We can't get the Star
Piece yet so ignore it and go through the left door. Head down the many sets of
stairs, being sure to make Mario invisible when you pass by the guard. At the
bottom of the stairs is a Super Block. Upgrade Boo's level and she'll master
Spook, which can scare away enemies. Now that her Slap is upgraded as well,
defeating the Clubbas should become easier. In the next room, talk to the Boo.
Head went to find Tubba Blubba's weak point and he found out there's something
important on the upper floor that leads to his weak point. After listening to
his
story, use the Heart Block.

Exit and climb back up the stairs (turning invisible for the guard) and at the
top, head through the door. Go through the upper door and start heading down the
stairs. Defeat the first sleeping Clubba and continue down. Defeat the Clubba
guarding the floorboard. Once he's dead, break the floorboard. Here, get the
castle key and drop down. Head through the door and then let the guard capture
you. After he throws you out, Boo will tell you to use her invisibility to stop
the guard. Uh, we know. Head back into Tubba Blubba's Castle. This time, head
right. There's a lock on the door but we can open it with the castle key. Head
through the door. Go right and defeat the two Clubbas, then climb the stairs to
the second floor.

There are two guards here that can take you back to the castle. Avoid them by
becoming invisible. At the end, go through the door. This area has nothing so go
all the way left into the next room. Defeat the first Clubba and you'll find it
was guarding a cracked wall. Destroy this wall using Bombette. Inside, Ground
Pound the upper two floorboards and then drop down the right one. Use Parakarry
to fly to the other table and get the D-Down Jump badge. Now use the spring to
fly through the left floorboard. Back out here, switch to Bow again. Head left
and become invisible for the guard. Keep going left and defeat the Clubba, then
enter the northern room. Wait for the spikes to lower, rush in, and become
invisible.

The spikes will go right through you. When they lower again, rush forward and
then become invisible again. Repeat until you're on the other side, where you
should grab the Castle Key. Repeat the same strategy as before to get to the
beginning and head through the door. Here, go through the large door. There's a
totally stationary grandfather clock. Push it aside to reveal a secret passage!
Go through and run up to the shelf. Pull out the lower shelf and jump to the
upper one. Use Parakarry to get to the end. Collect the coins on the bed and
jump
onto the back ledge. Jump to the bookshelf and jump across some shelves. At the
top, go left into a tiny, hidden room. A hidden room in a hidden room nice...
Anyway, get the Mega Rush Badge, climb the stairs, and exit this room.

Head through the locked door back in this little room. Hit the block in the next
room and grab the Maple Syrup. Now climb the stairs to the third floor. In the
next room, Tubba Blubba will walk out. He thinks something's not right so he'll
start to patrol the area. Rush forward and make yourself invisible if Tubba
Blubba spots you. If he touches you, RUN AWAY!!! You can't fight him so don't
try. When you get to the end, head through the unlocked room. There are six
sleeping Clubbas. This is a great opportunity for star points so fight and
defeat
them all. Once they're all dead (they should be worth about twenty star points
total) collect the Castle Key at the end of the room. Now exit this room. Tubba
Blubba is no longer patrolling the hallway.

Unlock the door and go through. A Heart Block and a Save Block. That should tell
you something's about to come up... Heal and save, then enter the next room. Go
down this long hallway and into the next room. This is Tubba Blubba's bedroom.
Run over and try to open the chest. Tubba Blubba will walk in and after talking
to himself, he'll go to sleep. Open the chest and talk to the key known as
Yakkey. He'll confront you and say you want to steal him to open Windy Mill. If
you say yes or no, the key will yell that he's being stolen. Grab the key and
rush out. Tubba Blubba's still drowsy, so he hasn't noticed anything suspicious
yet. Go to the middle of the next room and Tubba Blubba will walk out. He'll
pound the ground and smash the whole hallway.

You'll fall to the second floor. You want to Spin Dash while outrunning Tubba
Blubba so I hope you got the Speedy Spin badge. In the next room dash down the
stars and left into the entrance hall. Quickly rush outside of Tubba Blubba's
Castle.


===========
Gusty Gulch
===========
You'll see a group of Boos outside. They're about to enter Tubba Blubba's castle
to help Lady Bow. Mario and Bow will rush out and explain that Tubba Blubba's
about to come. They'll hold the door for you, so you're safe for now. Quickly
save and rush to the next area. Spin Dash through all areas. The enemies here
only give you a single star point so ignore them as you rush into the Gusty
Gulch
town. Rush through and heal yourself at the Heart Block. Continue out of the
town. Outside, head to Windy Mill.


==========
Windy Mill
==========
Tubba Blubba's weak point lies here. Jump on the well and Ground Pound the
floorboard. At the bottom, head through the door. Fight the Hyper Goomba and go
through the next door. There's another Hyper Goomba in this corridor. In the
next
corridor defeat the final Hyper Goomba. The next room has a freaky heart of some
kind. The hear will accuse Mario of coming here to destroy the heart because
it's
the secret to Tubba Blubba's weak point. Tubba's Heart will tell Mario that he
can't let him out knowing that he's the secret to the "Invincible" Tubba Blubba.
 _____________
(Tubba's Heart)
 ŻŻŻŻŻŻŻŻŻŻŻŻŻ
HP: 50, 6 Attack Power
Strategy:
I strongly recommend Bow for this fight, since her Outta Sight ability is highly
useful when facing Tubba's Heart. Tubba's Heart has fifty HP, and that should be
no problem for you. Start off the scenario by doing a Ground Pound for four
damage. Bow should use her Smack attack to deal four or five damage to Tubba's
Heart. After some conversation between Bow and Tubba's Heart, Tubba's Heart will
get charged up for a powerful attack. Do a Ground Pound and hide yourself with
Lady Bow. Tubba's Heart will release a bunch of little hearts. They'll have no
effect on Mario since he's invisible. Do another Ground Pound the next turn.
Tubba's Heart will charge up once more. Again, use Outta Sight to hide Mario and
do a Ground Pound.

At some points in the battle the heart will hop off and just try to run into
Mario. This does six damage unless you block it. Repeat your Ground
Pound/Smack/Outta Sight attacks until you get Tubba's Heart to low HP. Instead
of
letting you deprive it of HP, it'll rush off when it's low (I think when it's
below five). Follow it out of Windy Mill.


===========
Gusty Gulch

===========
Outside, Tubba's Heart will reunite with Tubba Blubba. Tubba will exclaim that
with his heart and body reunited, there’s no way to beat him.
 ____________
(Tubba Blubba)
 ŻŻŻŻŻŻŻŻŻŻŻŻ
HP: 10, 4 Attack Power, 30 Star Points
Star Points: 30

Wow, Tubba Blubba's a freaking idiot. Did he not realize that with his heart in
him, he's completely vulnerable? Do a Ground Pound and a Smack to get Tubba
Blubba down to one HP. He'll run up and try to squash you. This will do six
damage unless you block it. Finish Tubba Blubba off with another Ground Pound to
win the battle!

Tubba Blubba will start crying and he'll surrender all the ghosts that he's
eaten. It looks like he's eaten about twenty-five. He'll tell you that he's a
really sensitive guy trapped in a huge body. He'll then run off still crying.
Bow
will explain that the Boos used to scare Tubba Blubba at night since he is a big
coward, but she'll tell the guys to lay off Tubba Blubba. This time, Lady Bow
will actually ask you if you want her to accompany you for the rest of the game.
No matter what you say you're going to end up with "yes" so just say yes the
first time. Bootler will arrive and surrender the Star Spirit, Skolar.

END OF CHAPTER!


===============
The Two Castles
===============
Peach and Twink will standing near the fireplace and Twink will suggest they try
to listen in on Bowser once more. Lower the picture and activate the switch to
reveal the secret passage. Take the passage to Bowser's room. Bowser and Kammy
Koopa will be talking with Bowser's cool theme music playing in the background
:)
Anyway, Bowser will be totally freaked out that Mario has recovered the Star
Spirit from Tubba Blubba's Castle. Bowser will shout at Kammy Koopa because he
was supposed to be invincible. Kammy Koopa will mention that Mario will probably
head to Shy Guy's Toybox next. Bowser will then notice Princess Peach standing
right in front of them -_- Bowser will ask Princess Peach what Mario's three
weak
points are.

The first question has the answers Goomba, Clubba, and Mushroom. You want to
answer Mushroom. The next question has Fuzzy, Hammer Bros., and Thunder Rage.
Answer Thunder Rage. The final question involve Pokey, Koopatrol, and Super
Soda.
Answer Super Soda. Bowser will be sure to place all of those enemies in Shy
Guy's
Toybox. If you want to go for a bigger challenge, chose Clubba, Hammer Bros.,
and
Koopatrol but I suggest going for the three healing items. Bowser is overjoyed
that they have discovered Mario's "weaknesses" and then they'll order that
Princess Peach be taken back to her room.


===========
Gusty Gulch
===========
Bootler will have left and it'll just be Skolar, Mario, and Lady Bow. After
thanking you, Skolar will increase your Star Energy up to three. You can also
use
the attack Star Storm. This is a powerful attack that does seven damage to all
enemies. Highly useful in the upcoming level, Shy Guy's Toybox. Skolar will then
give Mario some bad news: Bowser seems to be getting stronger and stronger
thanks
to the Star Rod. Skolar will now fly back up to Star Haven. Before he goes,
he'll
ask Mario to keep it a secret that he got lost in Forever Forest :) With all
your
energy back, head to the next screen and go through the gate to enter Boo's
Mansion grounds.


=============
Boo's Mansion
=============
There's nothing to do at the mansion other than save by means of the Save Block.
Now open the gate and head to Forever Forest.


==============
Forever Forest
==============
Head through the gate and a mysterious person will wail about  bugs flying all
over them. Ignore the voice for now and head left or right and then our old
friend Jr. Koopa will appear.
 _________
(Jr. Koopa)
 ŻŻŻŻŻŻŻŻŻ
40 HP, 5 Attack Power, 1 Defense Power, 21 Star Points
Strategy: Since you are going straight back to Toad Town, where there's a Toad
House, feel free to completely empty your Star Energy by using Skolar's new
move.
It will do seven damage to Jr. Koopa each time. Jr. Koopa has sprouted wings and
can now fly in the air. Goombario, Kooper, Bombette, and Lady Bow are all
useless
because their attacks aren't strong enough. Parakarry can use his Shell Shot to
deal damage though so make sure to switch to him at the start of the battle.
When
you don't have enough Star Energy to use Star Storm, start using your Ground
Pound. It only does two damage but that's your only way to attack except for
Parakarry. Parakarry can do five damage, which is pretty good. Jr. Koopa has a
dive bomb attack.

It does five damage unless you block it. Just keep Ground Pounding/Shell
Shotting
until Jr. Koopa is defeated.

Jr. Koopa will run off. Take any of the WRONG paths in the forest to end up at
the start. Exit Forever Forest.


=========
Toad Town
=========
Jr. Koopa will be overjoyed that he finally exited the forest and he'll run
toward
Toad Town. You'll notice the music is much faster than usual. Something exciting
is obviously going on. Talk to Fice T and give him his letter. It says that
Bootler's going to scare him at night. Hahaha. Anyway, you'll get a Star Piece
for your troubles. Talk to him again to learn that Shy Guys are wrecking havoc
all over the place. Go forward and Tayce T will scream from inside her house. A
Shy Guy runs out holding Tayce T's favorite frying pan. Follow the Shy Guy into
the next area. Twink will fly down to Mario. Twink will tell Mario about Shy
Guy's Toybox and that a Star Spirit is being imprisoned there. Twink will then
fly away.

Head left all the way and enter the closest house to the exit of this area. Jump
on the blocks and become invisible. A Shy Guy will walk in and reveal a secret
passage through the wall! This leads to Shy Guy's Toybox, but we're not going
there just yet. Head back to the previous area. Enter the pipe and go down.


================
Toad Town Sewers
================
Ground Pound the floorboard on your left. When you fall through, go left to
another area. The doors will all close. Defeat the three Dark Koopas and a
switch
will drop. Smash it to reveal a Warp Pipe that leads to Boo's Mansion. Exit
through the same way you entered and then take the pipe up. Drop down and return
to Toad Town.



=========
Toad Town
=========
Head south to the Train Station. A Shy Guy is running in front of the train,
halting the schedule. If I were the conductor, I'd just run right over the
little
bastard but that's not happening here. Whack him with your hammer to resume the
schedule again. Now go right and talk to the red toad (with Parakarry).
Parakarry
will give the Toad his letter. Instead of the ability to breathe underwater,
you'll get another letter. This is to a Yoshi in Yoshi's Village. We can't reach
the village until the next chapter so the chain of letters has stopped for now.
Head back north. Go north once more and you'll find a Shy Guy running off with
Rowf's Calculator! This closes up the Badge Shop unfortunately. Head right and

whack the two Shy Guys around Flower Fields.

They'll run off. Go north and save with the Save Block then enter the Post
Office. A Shy Guy will run out with a whole sack of undelivered letters! DAMMIT!
Exit the Post Office and head over to Merlon. He'll say that he had a dream
where
someone told him to run around the red tree in Dry Dry Outpost five times and
something good will happen. Don't head to Dry Dry Outpost and actually do so
since we can get what happens anyway. Head inside Merlon's house and Ground
Pound
three times. The Quick Change badge will fall down. This lets you switch party
members and attack on the same turn! It's the most expensive badge yet, costing
four badge points. Exit Merlon's house and then travel left into the next part
of
Toad Town.

Go left for a little and Russ T will scream from inside his house. A Shy Guy
runs
out with his Dictionary. Jump into the warp pipe that goes to your house. Luigi
is trying to take care of a Shy Guy bouncing around the lawn. Defeat it and talk
to Luigi. After some talk, Mario will say that Koopa Koot wants his autograph.
Luigi will give Mario the autograph. Great. Now climb the stairs and enter your
house. You should have two more letters waiting for you, but that's not the
concern. Get onto the oddly shaped floorboard and Ground Pound it to fall into
Luigi's secret room! His diary is in here. Wanna read it? Of course! He has only
two entries so far but he gets more as the game progresses. Read the two and
head
out.

Return to the Toad Town Sewers.


================
Toad Town Sewers
================
Go left, past the hole, and into the next room. Jump into the middle Warp Pipe
to
get to Koopa Village.


=============
Koopa Village
=============
Head into Koopa Koot's house and hand him the autograph. As thanks, he'll give
you one coin. Talk to Koopa Koot and he'll ask for another favor. He's lost his
wallet and wants you to get it back. Luckily, you don't have to leave Koopa
Village. Head outside and go to the west side of town. Shake the closest bush to
get Koopa Koot's empty wallet. Return to Koopa Koot and give the wallet to him.
He'll give you another one-coin reward. Talk to him once more. He wants a Tasty
Tonic. They aren't found in most shops but you can buy them at one of the two
Toad Town shops. Head to the Toad Town Sewers.


================
Toad Town Sewers
================
We're not actually going to get the Tasty Tonic just yet but head to Toad Town
all the same. There's another sidequest we're gonna start.


=========
Toad Town
=========
Go west two areas to be in the port area. Go inside the club. Talk to
Chanterelle, the lady on your right. Now talk to the lyrics writer. After some
talk, he'll give you the Lyrics to deliver to a famous composer around the
world.
Exit and return to the Toad Town Sewers.


================
Toad Town Sewers
================
Go left, past the hole, into the next room. Jump into the left Warp Pipe to go
to
Dry Dry Outpost.


===============
Dry Dry Outpost
===============
Enter the first house in front of you to find the Composer. Talk to him and give
him the Lyrics. In return, he'll give you the Music. Now take the pipe back to
Toad Town Sewers.


================
Toad Town Sewers
================
Go left and then take the Warp Pipe back up to Toad Town. Go left into the next
area. You'll pass a second shop. A Shy Guy will run off with the storage room
key. After talking to Harry, buy a Tasty Tonic from the shop. Now leave and
continue left into Toad Town Port. Enter Club 64 and give the Poet Master the
Melody. Chanterelle will start to sing her song. It's pretty good, I dunno, for
a
game. The lyrics plain suck but ah well. You'll get the Attack FX D badge in
return. Another FX badge! These things are the coolest. Return to the Toad Town
Sewers and get to Koopa Village (I'm assuming you know the way... if you don't,
you're hopeless).


=============
Koopa Village
=============
Give Koopa Koot the Tasty Tonic. He'll give you a stupid coin as thanks. His
next
favor involves getting an autograph from Shooting Star Summit's fortune teller.
Head out and return to Toad Town.


=========
Toad Town
=========
Go north one screen and then open the star door. Head past the destruction site
and go over the bridge into Shooting Star Summit. Take the lower path and enter
Merluvee's house. Talk to the fortune teller and she'll tell you that she'll
give
you an autograph if you get a Crystal Ball from her twin sister in Dry Dry
Outpost. Head out and then return to the main part of Toad Town. Make your way
to
the Toad Town Sewers and then to Dry Dry Outpost.


===============
Dry Dry Outpost
===============
Head to the east side of Dry Dry Outpost. Go back to the alleyway with the
boxes.
Jump over the boxes to be in an area with a tent. Talk to the girl in the tent,
Merlee, and she'll give you the Crystal Ball. Now return to Toad Town.


=========
Toad Town
=========
Go north one screen and then open the star door. Head past the destruction site
and go over the bridge into Shooting Star Summit. Take the lower path and enter
Merluvee's house. Give Merluvee the Crystal Ball and you'll get her autograph.
Okay, now that we have the autograph we can head back to Koopa Village. So do
just that.


=============
Koopa Village
=============
Give Koopa Koot the autograph. He's so overjoyed that he's going to give you 3
Star Pieces again! Great! Talk to Koopa Koot one more time. He wants you to do a
smaller favor (luckily). This time he wants you to read the Toad Town news.
Return to Toad Town.


=========
Toad Town
=========
Head north and then you should notice a billboard near Merlow's house. Read the

front to find a story of how Mario saved Skolar the Star Spirit. Read the back
and you'll see a bunch of scribbles. Return to Koopa Village.


=============
Koopa Village
=============
After giving Koopa Koot the lowdown on what's happening, he'll give you a coin.
The next favor he wants is for you to go and get him a Life Shroom. These things
a freaking expensive, costing fifty coins, but just keep telling yourself "3
Star
Pieces" and that should encourage you. Head to the Toad Town Sewers and make
your
way to Boo's Mansion from there.


=============
Boo's Mansion
=============
Go inside the mansion and then into the not-so-secret passage that was behind
the
case. Here, head down the stairs and through the door. Drop down to the lower
level and buy a Life Mushroom. Exit Boo's Mansion and warp to Koopa Village.


=============
Koopa Village
=============
You know where to go. One coin is your reward after you deliver the mushroom, as
well as the Gold Credit. The Gold Credit lets you play the second game at the
Playroom. The next favor Koopa Koot has is that he wants you to get him a Nutty
Cake. Unfortunately, with Tayce T's frying pan away, that's not possible to do.
So we're ready to head off to Shy Guy's Toybox! Go to Toad Town.


=========
Toad Town
=========
Go west into the next area. Head west to the end and enter the Shy Guy house. Go
through the secret door that you revealed earlier to find a toybox and a spring.
Use a spring and you'll shrink as you jump into the toybox.
 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + |
|				      Chapter 4			    	      |
|			         Trials in the Toy Box		        C4TTTB|
|_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_|
================
Shy Guy's Toybox
================
This level is much, much bigger than the last few levels. But we can get all the
items that we saw stolen back and we can get a few new items as well, including
a
new ally! Okay, hit the Save Block. You're in front of a giant train station at
the moment. Turn around and head through the door. You'll see a cut-scene of
Kammy Koopa dropping one of the three things that Peach said Mario hates. Once
that's done, go forward and kill the pink Shy Guy. Then jump on the box with the
coins above it. Ground Pound the box and you'll spring up, grabbing all of the
coins. Head over to the box near the blocks. Use it to get to the top of the
blocks. Now use the next box to get across the gap (make sure to grab the coins
on the way).

Continue right, fighting the balloon Shy Guy. When you see a yellow peg near the
back, go behind it and grab the Star Piece. Keep going past a little building
with a hole and hit the coin block. Now head through the hole and climb the
steps. At the top, use Parakarry to cross the left gap. Get the Star Piece and
then cross the gap once more. Jump across the right gap. Drop down and grab the
coin block, then grab or defeater whatever's in front of the chest. Open the
chest to get the stolen Storeroom Key. Now use the block to get over the wall.
Head right, crossing gaps and such, to the first room again. Here, save your
game
once more. Now exit Shy Guy's Toybox.


=========
Toad Town
=========
Exit and go right until you get to Harry's shop. Talk to him and hand him the
Storeroom Key. He'll open the Storeroom and he'll let you take anything you want
from it! There are four items in the Storeroom: a Snowman Doll, an Electric
Shroom, a Toy Train, and a Dizzy Dial. Grab them all especially the Toy Train
since it's vital to your quest. Buy anything you want from the store (you have a
difficult boss battle coming up in about a minute) and head into Shy Guy's
Toybox.


================
Shy Guy's Toybox
================
Now go into the room on your left. Defeat the yellow Shy Guy and continue left.

You'll find a black Shy Guy guarding a chest. Talk to him and select "Fight" to
enter a boss battle.

 ________
(Anti Guy)
 ŻŻŻŻŻŻŻŻ
50 HP, 10 Attack Power, 30 Star Points

This is the first of the Anti Guys that you'll see in Shy Guy's Toybox. They're
much, much tougher than regular Shy Guys but they're always guarding some kind
of
valuable treasure. You'll want to start off by using Skolar to bring a hail of
stars down onto Anti-Guy. Bow should use Outta Sight whenever you get into a
tight spot. Anti Guy is TOUGH, no doubt about that. Their two attacks can do ten
and twelve damage to you unless you block them. Even then, they're going to do
lots of damage. I recommend an Electric Shroom (you grabbed one from the
Storeroom) as well as a Life Shroom if you have one. You might want to take out
a
Whacka's Bump if you have any of those since they restore 25 HP and 25 FP.
Remember that there are only eight in the game so use them only if you MUST.

Even with the Whacka's Bump, and extra protection from Mushrooms, it can still
be

tough. If you have a Repel Gel, USE IT! It makes Mario invisible and invincible
for two turns!

Once you win, you'll get the Power Plus badge. This badge increases jump and
hammer by one. It costs six badge points, but PUT IT ON! Take off anything you
need but wear it! It's VERY powerful. Once it's on, go left and defeat the
Groove
Guy. Then continue into the next area. Defeat all of the Shy Guys here to get
two
Cake Mix, Rowf's Calculator, a Fire Flower, and a Mushroom. There are two
archways here. To the right of the left archway, jump up in the air to reveal a
hidden block with a Mystery. Now head back through the previous two areas. Save
your game again and then talk to the conductor of the train. Show him the Toy
Train and he'll ask how they're supposed to ride on a train like that. Odd,
isn't
it?

Exit Shy Guy's Toybox.


=========
Toad Town
=========
Stand next to the toy box and press A. Drop the Toy Train inside and it'll land
full-sized onto the tracks. Now exit the room. Outside, go right into the next
area. Here, go north one area. Talk to Rowf and give him his Calculator back. In
return, you'll get the I Spy badge. Exit and re-enter the area to find that Rowf
has opened his Badge Shop again. Buy some badges if you want then head to the
Toad House to restore all your energy. Once all of that's done, return to Shy
Guy's Toybox.


================
Shy Guy's Toybox
================
With the train now in session, the REAL journey through the toy box begins. That
sounded like some add for an epic adventure movie didn't it? My bad. Talk to the
conductor of the train and he'll explain that by some huge piece of good fortune
the train happened to fall onto the tracks. Good fortune my ass. Anyway, on the
first blue step there are two cylinder switches. One has red arrows and the
other
has pink. Hit the right switch (the pink arrowed one) and then jump onto the
train. You'll be taken to the Pink Station. Save your game at the Save Block
before you do anything. Now head right and you'll spot a chest. Open it to get
the Mailbag, which is missing from the Post Office. Head south into the next
area.

You'll see Kammy Koopa spawn an enemy/item depending on what Mario's supposed to
"hate." Go right and defeat the Shy Guy, then use the block to get over the
wall.
Go left, defeat the Shy Guy, and open the chest. Grab the Defend Plus Badge. Now
go right all the way and use the block to get back to the main part of the
floor.
Go right until you see a blue section of the wall. Stand on the right side of it
and wait. A Shy Guy will twist the wall, pushing you to the other side. Head
through the tunnel and hit the coin block. Grab the Ice Power badge from the
chest and head right. Grab the Thunder Rage and then the Frying Pan. Now head
left, all the way through this room once more. At the end, save your game and
then take train back to the Blue Station.

To do that, hit the blue button on the first step (it's on your left). Once
you're back at the Blue Station, save again if you wish and take the spring back
up and out of Shy Guy's Toybox.


=========
Toad Town
=========
Head out of the Shy Guy house. Follow the path east, out of this area. Continue
east until you see a yellow house by a signpost attached to a light. Enter it
and you'll be at Tayce T's house. Give her the Frying Pan and she'll bake you a
Cake as thanks. DO NOT eat this cake because you'll need it later. Now head
north, out of this area. Go to the Post Office and give the mailman your
Mailbag.
He'll give you a Star Piece as thanks. Now you can read two new letters that are
for Goombario and Lady Bow. Exit and take a rest at the Toad House if you need
it. Okay, we're now done here so return to the Shy Guy House and enter Shy Guy's
Toy Box once again.


================
Shy Guy's Toybox
================
Head to the first blue step near the train tracks and hit the Pink Station
switch
(the right switch). Now board the train and head over to the Pink Station. Hit
the Save Block when you arrive and head left, into the next area. Go left and
hit
the coin block, then defeat the Shy Guy. Continue left into the next area.
You'll
find a _VERY_ fat Shy Guy blocking an entrance. Talk to him and he'll introduce
himself as Gourmet Guy. Give him your Cake and he'll grow extremely hyper.. And
rush about fifty different places before flying up into the air and dropping the
Cookbook. This handy item allows Taste T to cook with two items at once, so she
can make even more delicious foods! Go north and then head right, defeating the
Shy Guy.

Hit the two coin blocks and enter the next area. Defeat the Shy Guy and then hit
the three coin blocks to get twelve coins. Continue on and defeat the flaming
Shy
Guy. In the next room, pull the switch to flip a section of the track. You can
now continue on to the Green Station! Now go back left into the area where you
met Gourmet Guy. In the middle of the two blocks, jump to reveal a hidden block
with a Dizzy Dial. Now go left and then south, then right until you get to the
Train Station area. Save your game and head up to the train. Whack the green
switch (the switch on your right) to have the arrow point right. Jump onto the
train and head to the Green Station. There's a slot machine here, as well as new
areas for you to explore.

Head left and save your game, then go right. Hit the blocks in the order green,
yellow, red, and then blue to make four coins appear. Grab them and head through

the door into the next area. You'll see Kammy Koopa making one of the "hating"
items or enemies appear. Take the upper conveyor belt and then take the conveyor
belt down. Let it take you to the middle conveyor belt on your left and then
grab
the coins. Take the upper and lower conveyor belts again and take the conveyor
belt right (the one in between the fence). Defeat the yellow Shy Guy here and
grab the Mystery Note that it holds. Go right and play the slots if you wish.
Otherwise continue right and defeat the enemy. Then jump on the elevator blocks.
At the end, in the corner, let the block lower and head into a hidden tunnel.

Get the coins and the Star Piece in here. Now take the elevator up to the blue
elevator. Switch to Parakarry and wait until the blue elevator has risen up,
then
fly over to the ledge. Grab/defeat whatever is near the chest and then open the
chest to find the Dictionary. Now head left, all the way out of this room and
back to the Green Station. Save your game and hit the left switch, then tell the
conductor to take you to the Blue Station. When you arrive at the Blue Station,
exit Shy Guy's toybox.


=========
Toad Town
=========
Exit Shy Guy's house and go right. In the next area, continue right and then
north. In the next area, check out the Badge Shop to see if the lineup's changed
to fit your interest. Then enter the Toad House and get some sleep to restore
your HP, FP, and Star Energy. Now go left into the west gate of Toad Town. Enter
Russ T's house and give him back his Dictionary. He'll give you a Star Piece in
return. Now give him the Mystery Note that you got at the toybox and he'll
translate it for you: "Hit yellow, green, red, then blue." That's what the note
says. Hmmm... Now return to Shy Guy's House and enter Shy Guy's toybox. Time to
get our new character and finish the toybox for good.


================
Shy Guy's Toybox
================
Hit the Save Block to save your game again. Now hit the right switch and have
the
conductor take you to the Green Station. Here, hit the blocks in this order:
yellow, green, red, and then blue. This will cause a series of tracks to fall
and
reveal entry to the Red Station, which is the final station of Shy Guy's Toybox
where the last part of the journey takes place. Head up to the conductor and
step
on the right switch, then tell the conductor to take you to the Red Station. Go
right to find both a Hear Block and a Save Block. Hit them both and go left,
into
another area. Go past the elevator and fight the fire Shy Guy. Then jump on the
block next to the elevator and jump to the elevator from there. Now get on the
ferris wheel and let it take you to the other side.

Drop down and defeat the enemies and grab the coins, then take the next elevator
up. Drop onto the other side and take another elevator up on top of another
wall.
There are two elevators you can take here, one leading up and one leading down.
The one leading up leads to a Super Block but we don't have any members to
upgrade. So take the one going down and head into the next room. You'll see a
strange ghost figure in pitch black giggling at how Mario has finally arrived.
You'll instantly engage in a boss battle!
 _________________
(Big Lantern Ghost)
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
40 HP, 5 Attack Power, 15 Star Points
Luckily, this guy isn't as big a challenge as the Anti Guy but he can still be
difficult if you don't know what you're doing. Big Lantern Ghost is invincible
in
the dark and the brighter it gets, the more powerless he becomes. When it is
completely bright, he is at his lowest defense, allowing you to strike for some
good damage. But how to light up the area? At first, you'll only be able to
target the lantern. Hitting the lantern once will cause it to brighten. If you
hit
it four times it'll brighten so much the whole room will light up. The best way
to do this is to use Lady Bow's Smack attack. You can charge it so she slaps at
least four times, allowing Mario to attack Big Lantern Ghost. Remember, to make
your member take their turn first press Z. After using Smack, switch back to
Mario and do a Ground Pound on Big Lantern Ghost.

Big Lantern Ghost is going to waste his turn blowing out the light. Again,
switch
to Bow and use Smack to brighten up the room. Attack with Mario's Ground Pound
again. This time, Big Lantern Ghost will actually attack. This attack is
dangerous, since it can put Bow out for a couple of turns. Without Bow, it's
significantly harder to brighten the lantern although hitting it a few times
with
the hammer or a Ground Pound helps. Anyway, the most the attack can take Bow out
for is two turns. If you block the attack by doing the action command, Mario
will
be damaged but Bow won't be phased at all. It's also a good idea to use Skolar
once because that causes seven damage. If you got the Power Plus badge from Anti
Guy, you should be wearing it because it raises the power of both your jump and
hammer.

Keep attacking/brightening the room until Big Lantern Ghost has his lights put
out.

Big Lantern Ghost will disappear and you'll get control again. Walk up to the
lantern and press A. The little light inside will call herself Watt and request
that you get her out of the lantern. Whack the lantern with your hammer to free
Watt. She'll be so overjoyed she'll come with Mario to help him out as best as
she can. Whenever you enter a dark room with Watt, press down C and she'll
illuminate the area around you. Even in a bright room, Watt lets you see
invisible blocks! Press down C in this room to light Watt up. Carry her into the
next room to see an invisible block with a Snowman Doll. Take the elevator up
and
over the wall. Drop down and if you're carrying Watt you should see a red block
in between the two you already hit.

Hit this block to get the Deep Focus badge. Now jump onto the elevator that
takes
you up to the previous wall. From here, jump onto the elevator that takes you
even higher. Switch to Parakarry and have him take you over to the ledge. You'll
find a Super Block here so you can upgrade Watt already! Nice! He'll master
Turbo-Charge and that increases Mario's attacking power. Highly useful in boss
battles. Anyway, head to the start of this room and pick up Watt to reveal
another hidden block with a Volt Shroom. Head to the Red Station room. There's a
hidden block here with a Super Shroom so use Watt to reveal it. Now head over to
the Heart and Save Blocks. Use them both then head through the passage that's
south.

You'll spot a Shy Guy. He will see you and then run over a wall. Use Bombette to
blow the wall up to reveal about twelve Shy Guys. You now have to fight them
all,
and they each have an army of three in them. This is the boss battle. No, just
kidding they'll see you an then run away in a cowardly fashion. Head through the
now blown-up wall and then defeat the Shy Guy. After that, hit the block to get
the Sleepy Sheep and head through the door. You'll hear a strange screaming
voice
sounding like twelve Shy Guys up against a wall trying to escape by breaking
through. Use Watt to light the room and you'll see twelve Shy Guys up against a
wall trying to escape by breaking through. After they actually break through,
follow them.

You'll see General Guy and ten Shy Guys up in front of him. General Guy will
demand that you're trespassing and he'll therefore attack you with his Shy
Squad.


 ________________________
(General Guy and his Army)
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
15 HP(Shy Squad), 7 HP(Stilt Guys), 10 HP(Shy Stacks), 30 HP(General Guy)
1 Attack Power(Shy Squad), 4 Attack Power(Stilt Guys), 1 Attack Power(Shy
Stacks),
4 Attack Power(General Guy)
2 Defense Power(General Guy)
34 Star Points(General Guy)

The first part of the battle involves you fighting a group of fifteen Shy Guys
all at once. Luckily, they're classified as only a single enemy so it should be
easy to defeat them. Use Mario's Ground Pound and he'll take out many of the Shy
Guys. As Watt, use Electric Dash and that should take out an additional four Shy
Guys. You should only have five to seven Shy Guys left (depending on if you're
wearing the Power Plus badge or not; I certainly hope you are!). They'll rush up
to you and start kicking you individually. It only does one point of damage but
try to block them because we want to be at full health when facing off against
General Guy. On your next turn, you should be able to finish off all of the Shy
Guys.

General Guy will come after you himself. He won't attack you directly though.
He'll send out two Stilt Guys to do his work. Stilt Guys have seven HP each and
they're pretty simple. You should be able to take out one per turn. Once they're
both gone, General Guy will send out two Shy Stacks to take care of you. A Shy
Stack is four Shy Guys stacked on top of each other. They have ten HP each and
if
you have the Power Plus badge you'll be able to take one out per turn. Otherwise
it's gonna take four turns to take them out, sorry. Once they're gone, General
Guy will realize that he needs to take you out himself. Jump on the bulb
attached
to the back and then use Watt to shock the bulb. It should shatter, taking out
one of General Guy's attacks.

Now it's time to actually fight General Guy. Start smashing his machine with
your
hammer and use El