Feb. 2006
Mario & Luigi: Partners in Time 
FAQ/Walkthrough Ver. 2.5 by Reptobismol


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OOOOOOOOOOOOOO Table of Contents OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

[1] Version History
[2] Introduction
[3] Proper Timing and Other Crap
[3.1] Attacks
[3.2] Bros. Items
[4] Character Statistics
[5] Bits of Advice
[6] Walkthrough
[6.1] Playtime is Over..................................(Peach's Castle, Past)
[6.2] Back to the Future.............................(Peach's Castle, Present)
[6.3] The Hunt Begins!..............................(Near Holli Jolli Village)
[6.4] Survivors..............................................(Bowser's Castle)
[7] The Vim Factory Siege!...........................(Peach's Castle, Present)
[7.1] Freaky Foliage.........................................(Toadwood Forest)
[7.2] Who Drank All the Vim?!....................................(Vim Factory)
[8] Dino Wrangling............................................(Yoshi's Island)
[8.1] Blazing Saddles!.................................(Yoshi's Island Cliffs)
[8.2] Intestinal Distress................................(Inside Yoob's Belly)
[9] Too Much SAND..............................................(Gritzy Desert)
[9.1] And Our Special Guest is.....................................(Koopaseum)
[9.2] Little Cave of Horrors....................................(Gritzy Caves)
[10] Just like Old Times.............................(Peach's Castle, Present)
[10.1] R0x0rz Your B0x0rz.....................................(Thwomp Volcano)
[10.2] Battle of the Ages!....................................(Thwomp Caverns)
[10.3] The Key to Failure..................................(Shroob Mothership)
[10.4] Bad Day to Be a Toad........................................(Toad Town)
[11] The Road to Stardom...........................................(Star Hill)
[11.1] Dirty Secrets..............................(Star Shrine, Luigi's Trial)
[11.2] Connect the Dots......................(Star Shrine, Outside the Palace)
[11.3] A Plot Twist?..........................(Star Shrine, Inside the Palace)
[12] Endgame....................................................(Preparations)
[12.1] Assault on Shroob Castle!...............................(Shroob Castle)
[12.2] Femme Fatale...............................................(Final Boss)
[12.3] Back for More................................................(Surprise)
[13] Frequently Asked Questions
[14] Enemy Guide
[15] Boss Guide
[16] Credits and Special Thanks
[17] Contact Info & Legal Stuff


OOOOOOOOOOOOOO[1] Version History OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     Ver. 1.0: Walkthrough for entire story completed. Guide covers from 
              beginning to end; searching for exact HP values and completing 
              Item Drops. Now come the many inevitable grammatical edits or 
              other tiny corrections...

     Ver. 1.5: HUGE update. Grammatical errors fixed, several enemy HP values 
               rounded out (though still not positive of the exact in most 
               cases), updated several enemy attack info, and got almost 
               every enemy's item and rare item drops taken down. Some are 
               still being really stingy no matter how many times I kill them 
               with the B.Item/Treasure Badge combo; I'm starting to think 
               that some really do have only one item.

     Ver. 1.6: Fixed error in table of contents. Added info to first and third
               segments of final boss.

     Ver. 1.7: Changed Contact Info & Legal Stuff around a bit.

     Ver. 2.0: New section, Credits & Special Thanks, for I have now included 
               information that wasn't obtained myself. Also reworked the 
               enemies and their own section to include weaknesses and 
               resistances. New attack for final boss added. Final boss 
               section edited a little bit.

     Ver. 2.1: Fixed a very ugly error I found in the Bros. Items. 

     Ver. 2.2: Added a new site to the authorized list, and updated the Green 
               Shell and Shroid enemy with some new info, thanks to a couple 
               emails.

     Ver. 2.3: A bunch more little edits here and there thanks to some helpful
               readers. Thusly, a slew of names were added to Credits & 
               Special Thanks.

     Ver. 2.4: Removed Cheat Code Central from the authorized websites list. 
               ****ing jerkoffs went against my disclaimer and not only edited
               it, but removed GameFAQs from the authorized sites list.

     Ver. 2.5: Been a while since I've made any changes, but more emails came 
               in. Changed Support Shroobs' HP, and fixed a gammatical error.


OOOOOOOOOOOOOO[2] Introduction OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     Mario & Luigi: Superstar Saga, an RPG for the GBA reeking heavily of 
badassness, has finally been given a sequel. AlphaDream has served up 
Partners in Time for the DS, and while the gameplay and innovation stays true 
to its Advance counterpart, the two games are still vastly different. For 
one, you now control four characters instead of just two, and Bros. Attacks 
as well as a BP meter have been eliminated entirely. There also is no 
overworld, instead linking all areas together by one central port, by which I 
mean Princess Peach's Castle. One does not travel from one region to another; 
rather, you must warp. These are the biggest differences between the two, 
aside from the obvious storyline and character additions.

     It's too difficult to say which game is truly better; both are excellent.
PiT has some(admittedly huge) flaws compared to SSS, but there are plenty of 
kickass things that SSS lacked, and enough to keep it interesting and 
enjoyable throughout the entire game. The game is deemed quite short by many 
if not most that play it, but what do you expect from a handheld, especially 
when people play the hell out of it? It bears mentioning that SSS was also 
significantly shorter. Anyways, it's up to you to decide which is the better 
game, but I can assure you it's definitely worth a play through. Keep in mind
the level of sanity apparent in this game, and you won't be bothered by the 
fact that there are more plotholes and paradoxes than different strands of 
semen rampant in Paris Hilton's body.

     This guide will cover the entire story from beginning to end, providing 
a walkthrough for every puzzle, as well as a list of the items strewn 
throughout the area. And most importantly, all of the enemies, listed as 
you'll face them; I'll go over all of their attacks and the best way to avoid 
or counter them. I don't know of all the different items the creatures drop, 
nor do I know the max HP for each of them, but I'll be certain to list the 
ones I'm sure of. Their experience and coins, though, are a given. I have 
never used any EXP or coin-increasing methods or badges while obtaining the 
values of those stats, so I can assure you that they are exact.

     The only thing I won't be covering is a list of all armor and badges; I 
find it unnecessary for a guide focused towards the game itself. Any item I 
recommend finding, earning, or buying will be indicated as we go along, so 
having the most useful equipment at the time won't be an issue.

     Lastly, if any of you happen to read something I've explained or 
covered, and think along the lines of, "No ****, that couldn't have been more 
obvious... why is he bothering to explain that?.." Well, I've seen a great, 
great number of questions from people that are either unobservant, or 
basically have no ability to figure things out for themselves, or maybe even 
thought they tried something and didn't, so I wanted this guide to cater to 
everyone; I think anyone can beat the game or at least advance past what was 
troubling them after reading through it. Some things need to be spelled out 
for people, I guess. No offense to anyone, now. ;)

     Now, let's get this guide rolling! Starting with a few basics...


OOOOOOOOOOOOOO[3] Proper Timing and Other Crap OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     Just like Superstar Saga, everything that goes on in battle depends on 
accurate timing; the proper execution of attacks as well as your survival are 
left up to how quickly you can press the appropriate button at the right time.
While the timing for your standard attacks is rather easily mastered, and 
many enemy attacks can be avoided by putting good old common sense to use, as 
you progress through the game you'll find your reflexes tested much more 
harshly. Some attacks will leave you very little time to react; the attack 
itself will come a split second after the enemy indicates which member 
they're targeting, or which move they'll use. A few painful lessons are 
inevitable.

     Seeing as counters and evasion differ depending on what you're up 
against, that section is much better covered as we go along with the actual 
walkthrough, and see the enemies and their attacks themselves.

[3.1] Attacks

JUMPING:

The most standard of all moves in any Mario game. In this case, you achieve 
the most damage, or rather, any hope of inflicting significant damage by 
pressing the particular character's button right as they're about to land on 
the enemy. Take care when stomping on enemies of varying heights; the taller 
baddies will generally have a much smaller window for pressing the button, 
since you'll be coming down on their heads right after reaching the zenith of 
your jump. Jumping on an enemy is an excellent way to begin a battle, as 
you'll get in a nice preemptive strike on every enemy present, even if their 
head is topped with spikes or engulfed in flames. Also, unlike the Paper 
Mario generation of RPGs, jumping on a Bob-omb's lit fuse will not give you 
damage.

PIGGYBACK JUMPING:

When Mario and Luigi are carrying the babies into battle, you can inflict 
much more damage, but the move is executed a bit differently. When in control 
of Mario and Baby Mario, as you come down on the enemy, you want to press the 
X button for BM (Woooo.. bowel movements! Ahem) when you would normally be 
pressing Mario's. If done correctly, the enemy will take damage and BM will 
land back where he was positioned, and Mario will launch into the air. As 
Mario comes back down, press his own, the A button, at the usual time and 
he'll get a jump in as well. The same goes for Luigi and BL and their 
respective buttons.

Two things to note: while the combined damage is greater than any brother's 
single jump, the damage each bro deals is a little less than what they'd deal 
on their own. However, two attacks in one means you have the opportunity to 
land two Lucky hits. Also, if you jump while holding onto one of the babies 
and only press the button corresponding to the elder, you'll deal heavier 
damage than the elder would deal on his own. This is handy for mopping up 
enemies that can be defeated in a single, solid blow, rather than wasting 
your time pressing different buttons and waiting for the right moment.

HAMMERS:

Baby Mario and Baby Luigi acquire their own hammers shortly into the 
adventure, and you'll need them for dealing damage to enemies that are either 
on fire, or protected by spikes. Some enemies come in segments rather than an 
entire piece, enabling you to whack away sections of their body (usually 
vital, as it'll enable the babies to reach a point in which they can actually 
damage the foe). What's important to note is that adult Mario and Luigi will 
never have their own hammers, making those attacks out of the question when 
you've split up from the babies. Also, even with the dual-bro hammer attack, 
it's impossible to hit any airborne foe. They'll simply dart backwards.

As a baby, when you approach the enemy and stop in front of it, you'll lift 
the hammer over your head. It'll begin to wobble a moment later; this is the 
time to press their respective button to whack 'em. If you take too long, 
the hammer head will fall off and you'll deliver a weak blow with the handle 
itself. Easy stuff, really. The hammer will always be a better alternative to 
the babies' standard jump. When the babies are alone, you can try to begin a 
battle by hitting it with your hammer; the hammer can inflict dizziness both 
as a preemptive strike and during battle. 

PIGGYBACK HAMMERS:

This time, you'll have to press the older brother's button first, and then 
the command for the baby's attack. Once again, you'll approach the enemy and 
stop. The baby will be holding the hammer up and it'll wobble; press Mario or 
Luigi's button to rise to their feet, holding the baby much higher. A second 
later, the hammer head will wobble again; now is the time to have the baby 
swing. Enemies that normally required being knocked down to the babies' level 
can be damaged directly with this method.

[3.2] Bros. Items

     Here is where your reflexes will really be tested. Bros. Items are 
easily the most powerful offense you've got, and you have quite a few in your 
arsenal. If you want to lay waste to your enemies in a single turn, or score 
huge damage against a boss, these are the way to go. The timing generally 
differs for each one, but a few focus on button mashing more than anything 
else. The timing is, for the most part, learned after only a couple uses, but 
those with slow fingers or slow reaction times are going to have a lot of 
trouble; things speed up pretty quickly. Note that damage inflicted with each 
item is affected largely by the attacking brother's power stat. Items that 
involve all four brothers jumping onto an enemy will show you some pretty 
diverse numbers.

     Another important note is that Bros. Items cannot be used if either side 
in your party is knocked down, dizzy, or burned. Also, certain items require 
all four brothers present to even be used. It's a given that all items save 
for the Fire/Ice Flower are significantly stronger if used when all four are 
present. Lastly, while you can buy all of these at shops throughout the game, 
there are more than enough inside treasure blocks to last you throughout, 
unless you feel the need to use them every turn of every battle.. which is 
pretty stupid.

GREEN SHELLS
Enemies: One
Bonus: None

Two:  After either bro kicks the shell, it'll hit the enemy and bounce off, 
now ricocheting towards the other brother. You want to hit that character's 
respective button as the shell comes in front of them, to send it back at the 
enemy. Green Shells alternate back and forth between brothers, getting much 
faster after a few kicks, and leave the screen either once the target has been
destroyed, or the shell has bounced around long enough; once the shell has 
struck the target 25 times, the attack is finished. Also, the shell can be 
used to knock away segments of enemies made up of multiple pieces. Mario and 
Luigi need this one to damage spiked enemies if they're apart from the babies.

Four: Now, the adult will kick the shell, with the baby that they were 
carrying riding on top of it. You have an extra command to enter here- this 
time, as the shell is about to connect, you want to press the baby's button, 
too. They'll whack the enemy, and it'll be sent towards the opposite brother 
as usual. It's much stronger, but you'll have to be very quick with the 
pattern to keep the thing going. For some reason, my fingers had an easier 
time keeping up when Luigi initiated the attack, with BL riding as opposed to 
BM. Note that neither Green nor Red shells can target flying enemies.

RED SHELLS
Enemies: Successive
Bonus: None

What successive means is that you'll target only one enemy, but after you've 
destroyed it, the shell will be sent back to you, and it'll target another 
foe. Red Shells move a bit faster than the greenies, and have no set 
allotment of hits; it'll stay on the battlefield until you miss a command or 
kill all ground-based enemies. Otherwise, there's nothing else that separates 
them from greens. Use 'em the same exact way.

BRO FLOWERS
Enemies: All
Bonus: Burn

Two: Simply mash the button corresponding to either bro while they're holding 
the large fireball. The two will toss it back and forth, faster and faster, 
indicating whom is supposed to be mashing at the time by displaying their 
button. You have no control over which enemies you hit more than others; the 
volley of fireballs will target randomly, so some enemies are likely to take 
a lot more abuse than others. This one is capable of inflicting burns, not 
only damaging your enemies but making them lose their turn. Note that a lot 
of enemies have resistance to fire; if so, they'll only take 1 point of 
damage. On the other hand, some have a weakness to it, and will take obscene 
amounts of damage. You'll know you've nailed someone's weakness if the 
"Critical!" message appears along with their damage.

Four: The only difference with this is that now you can launch fireballs at 
airborne foes. If you're trying to hit enemies in the air, press the babies' 
buttons instead, and they'll throw them much higher. That's all there is to 
it.

ICE FLOWERS
Enemies: All
Bonus: Random Down

Used exactly the same way as the Bro Flower in either situation. The only 
difference here besides the obvious ice element is that these babies can 
lower the attack, defense, or speed of the targets they hit. An even bigger 
plus is that bosses are just as vulnerable to this cut as much as the regular 
enemies. This makes a great opener to any boss battle, and serves to make 
your jump-based Bros. Items quite devastating. 

SMASH EGGS
Enemies: All
Bonus: Dizzy

Two: You guys will be on opposite ends of the battlefield for this one. 
Someone will kick it at the enemy, and as it hits them, it'll ricochet off of 
their ugly face and into the air, arcing downwards towards the other bro. While 
this is going on, you want to be holding down the button of whomever the egg 
is coming towards, and as it gets overhead, release it to send the egg back 
into the enemy's skull, hopefully fracturing it. The idea is to go back and 
forth with the charged kicks until the enemy dies, at which point the egg can 
be kicked towards someone else. These things can also cause dizziness at 
random. Frankly, the timing for this is a little more difficult than it's 
worth, and it's not like the shells, where the damage racks up very quickly. 
I say don't bother with this one.

Four: The difference here is that when the egg is coming down towards the bro 
that's supposed to kick it, pressing the button for the baby they're holding 
at the right time will make them smack it up into the air, so that when it 
comes down again, you can hold the charging button longer and kick it with 
more power. Meh. 

If you're able to keep a Smash Egg going long enough, it'll break and give 
you free items; these are usually pretty good, among them Mix Flowers, 1-Up 
Supers, and more.

POCKET CHOMPS
Enemies: All
Bonus: None

Two: This one is simple to use with only two brothers, but you won't see a 
lot of damage caused this way. Why? It's so damn simple, it only requires 
commands from the one character at a time. Simply press their jump button as 
they're about to land on the foe. Easy. The enemies targeted by this will be 
chosen at random, and as you go on, the Chomp will chase you much faster. 

Four: Here is where you can rack up some heavy damage, but the timing is much 
more difficult. Well, not so much difficult, but it takes the slightest error 
to really slim down your chances of shaving off a few hundred HP. Once again, 
press the button of the older bro as they're landing on the foe, but now 
there's a twist in that one baby will be riding atop the Chomp itself, and 
the other will be dragged along by the chain behind it. As the baby being 
dragged by passes the foe you're attacking, press their button to whack them 
with your hammer. Be careful! Pressing the other baby's button by accident 
will cause that baby to swing their own hammer, wailing the Chomp on its head 
and making it enraged. Doing this will cause the Chomp to increase its speed, 
thus bringing it closer to the elder it's pursuing, making an end to the 
attack that much more imminent. Basically, fudging a jump or hitting the Chomp
puts less distance between the two of you, and you want as much as possible to
keep your damage chain going. One nip in the butt, and you're done.

Once in a while, you'll be chased by a female Chain Chomp; it wears a pink bow
on its head, and barks differently. Heh.

**The next few items can only be used when all four are present.**

CANNONBALLERS
Enemies: One
Bonus: None

The first Bros. Item you'll get that requires all four to participate. All 
four Bros. will hop into the cannon and be launched off of both screens, to 
come back down in a random order on the target you've chosen. Watch them as 
they fall back down through the top screen and press their button right as 
they're about to land on the enemy. That's all their is to it. Messing up a 
command won't ruin the rest of the attack, but you won't deal much, either. 
Pretty easy to get the hang of. You'll find that this is the first item you 
come across that'll let you inflict some really heavy damage. This one will 
see you through to the end of the game, too; as your Stache points increase, 
these things will become pretty damn cheap. What kind of a game has you 
shooting babies out of cannons?

TRAMPOLINES
Enemies: All
Bonus: Dizzy

Here to make the Cannonballer obsolete is the almighty Trampoline! With this 
baby, the attack will go on as long as there are still living enemies, but 
once you miss a single attack command, it will end once the other three Bros. 
land on the foe. Basically, the Bros. will fall at random from the top 
screen, and provided you entered the right command at the right time, they'll 
land on it and bounce off, back onto the trampoline, and back into the air. 
There's no pattern to follow here, and quite amusingly, it's possible that 
one of them will get an attack in three times before one of the others has 
gotten a single one in, usually one of the babies. They must take longer to 
fall than their future fatass selves. Anyways, just take care when the 
enemies are all different heights, so you won't screw up your timing.

COPY FLOWERS
Enemies: Successive
Bonus: None

I LOVE this one. It gets frantic very quickly, and you'll need to be 
extremely fast with it, but the damage potential is just insane. Basically, 
you and a horde of clones of your party stampede offscreen, then march in a 
completely random order onto the battlefield and jump at your enemy. Simply 
press the corresponding button of whomever is going to land on the foe next, 
but be quick about it. Things will speed up after a dozen or so hits and rise 
steadily from there; I've found it's best to not look at the enemy itself, as 
you'll get a feel for the right moment to land on them anyway, and just watch 
the oncoming stream so you know the right sequence of presses ahead of time. 
Soon you'll find pulling off 700-900 per flower a breeze. Save these for the 
bosses.

MIX FLOWERS
Enemies: All
Bonus: Burn

Like you'll ever get to witness a burn form in the first place. This is the 
meanest mother of them all when it comes to Bros. Items, due to the fact that 
it nukes everything in sight. Any time you're up against a group of three or 
more powerful enemies, unleash this baby and laugh as they all die instantly 
to the tune of 999 damage. How's this one work, you ask? It's like the Bro 
Flower, only kicked up a few notches. This time, you and the babies will 
be on opposite sides, much like the Smash Eggs. Begin by furiously mashing 
the button of whomever initiated the attack; Mario or Luigi. Now, after a 
good second or two, the fireball will be passed to one of the other three; 
begin mashing the hell out of THEIR button now. If you were paying attention 
to the top screen, which you really shouldn't be, you'd notice that you're 
feeding the fireball up there more and more ammo, making it increase its 
size. As it gets larger, it'll be attempting to drop onto the enemies below; 
but if you constantly, QUICKLY pump more and more fireballs into it, it'll 
rise back up again. Finally, usually when your fingers can't take any more of 
that, the fireball will plummet onto the bottom screen, and as the brothers 
dive out of the way, your unfortunate enemies will be incinerated in a nice 
li'l explosion. An added beauty is that there's still the possibility of 
landing a Lucky! hit on one or more enemies. These are your best friends late 
in the game and during the final boss; you'll see why. Otherwise, don't waste 
these guys on only one or two enemies, or even a boss. Copy Flowers are 
better for the single, meaty creatures.


OOOOOOOOOOOOOO[4] Character Statistics OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     As with any RPG, your characters all have a variety of stats that affect 
how well they perform in battle, or even certain things outside as well. In 
this game, which is pretty mellow as far as RPGs go, there is no wisdom, no 
will, intelligence, accuracy, anything like that. It's all pretty much self 
explanatory, but there is one stat that is pretty obscure, yet very important.

HP: How much damage you can take before fainting. The Luigis generally have 
more health than their Mario counterpart.

Power: Your strength. The higher, the more damage you can inflict. Marios are 
generally stronger.

Defense: Along with your HP, good defense is necessary to withstand lots of 
abuse. Though that's if you suck at timing your dodges. Why am I explaining 
this? ...The Luigis also have better defense, too.

Speed: Decides when your turn to attack will come in battle. If you are 
knocked down at the start of battle and there are enemies faster than you, 
then they'll take their turns while you're still immobilized, and chances are 
you'll take some damage. If you're faster, though, you'll rise to your feet 
and take your turn as if nothing had happened. On the whole, Mario is faster, 
and if his speed outruns an enemy's, but there are enemies that are faster 
than Luigi, Mario will take his turn, followed by the enemy. Once the man in 
green has had his turn, it will go right back to Mario. Note that there are 
some enemies that run circles around you in the speed department and will all 
go before either of you, even if you landed a preemptive strike.

Stache: Here's the odd one. It has no visible effect on the actual strength 
of your attacks or your endurance, but the higher this number, the more 
likely you are to score a Lucky! on one of your attacks and double the 
damage. Also, higher stache increases the likelihood of getting item drops 
after battle. Outside of battle, the higher your stache points as a whole, 
the better the deals are inside shops. As you progress through the game 
you'll notice bigger and bigger discounts. This won't be too important in 
that regard, though, because clothing and badges are expensive enough as they 
are, and money will never be an issue provided you take the time to kill 
every enemy you come across and hit every treasure block you find. Many of 
them are really generous when it comes to payout.

     Every time one of your characters levels up, they will get a small 
increase in some if not all of their stats. In addition, Lakitu will swoop 
down and allow you to choose which of your stats you would like an additional 
boost given to; once selected, a slot wheel will spin quickly with a few 
numbers on it; whatever it lands on is what you get. Your increase can be 
anywhere from a lowly, boring 1 to a whopping, sexy 6. Choosing the same stat 
each time only ensures that you'll be given very crappy numbers to scroll 
through, so keep it varied, and don't neglect your Stache!


OOOOOOOOOOOOOO[5] Bits of Advice OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

Some general tips that are really just common sense, but which some people 
will only follow if they actually read it someplace.

     -As you play, you'll notice Xs marked on the ground and various other 
      areas, and you'll soon learn the technique needed to unearth them. Take 
      the brief moment to dig these up, as you'll need them as currency for 
      the very best, if not cheapest equipment in the game. There are two 
      very expensive items I'll recommend you buy that can only be purchased 
      with these, and there are instances in which if you pass up the 
      opportunity to nab them, you won't have the chance again.

     -By the same token, take the time to explore every tree stump or cavity, 
      and climb every slope or block to get the various treasure blocks 
      scattered about. They'll give you all of the money, attack items and 
      health replenishing shrooms you need, keeping you from having to 
      backtrack to stock up. There are also powerful pieces of armor, or 
      clothing I should say, which you won't find in stores.

     -If you're going to splurge your money on Bros. Items because you prefer 
      them to your standard moves, stock up on Green Shells, Ice Flowers and 
      Cannonballers. As they come available, buy Red Shells, Copy Flowers and 
      Mix Flowers. You don't really need anything else, but by the same token 
      most enemies don't even require the items to be laid waste to. Unless 
      you're trying to do as little battling as possible.

     -Kill every enemy you come across. It's unnecessary to backtrack to 
      earlier areas or leave and return to respawn the monsters there; merely 
      battling every monster once will ensure that your stats increase on a 
      steady basis, and you'll be able to survive any attack. Boss battles 
      won't take forever, either.

     -Save every time you come across a save point. I'm not suggesting this 
      because you never know when you'll meet your end, but there seems to be 
      a widely found error in the game that will cause your game to just 
      spontaneously freeze up and ignore all of your button commands and the 
      control pad. The music will continue and characters will move in their 
      battle stance, but nothing will register. A lot more people have gone
      through this than there should be, and it has happened to me, so I lost 
      a good half-hour of progress. You've been warned.

     -Lastly, instead of taking the time to study every little detail about 
      an enemy's behavior and movements to determine which brother they'll 
      attack, jump with both at the same time and swing both of their hammers 
      simultaneously. It's a really easy habit to get into, and it will save 
      you a lot of confusion or frustration. If there are attacks in which 
      jumping with both is likely to get one of them hurt, I'll point that 
      out. It's quite rare.

     I think that covers all the basic junk you need to know, but will pick 
up just by playing the game and got thrown into the guide because it'll just 
look that much better. On with the walkthrough!

OOOOOOOOOOOOOO[6] Walkthrough OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     Really, really long ago... way far out in space... in a dark, dark place 
shunned by starlight... there was this creepy planet floating alone...

     The beings of this world were... creepy. They spent their time staring 
creepily into space. Just creepy daydreamers, right? Wrong. They were 
searching. Searching for a new home. 

     At last, they fixed their creepy gazes 
on a distant world, a land of beauty and peace...


[6.1] Playtime is Over

OOOOO Princess Peach's Castle OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

OOOOOOOOOOOOOOOOOOOOOOOO
Items: None          OOO
Coins: None          OOO
Enemies: Baby Bowser OOO
OOOOOOOOOOOOOOOOOOOOOOOO

     We begin the game in the Mushroom Kingdom, in the past. Baby Mario and 
Baby Luigi have arrived at Princess Peach's Castle, where they're greeted by 
Toadsworth. He'll tell you to hurry in to see her, as she's impatient. Walk 
on up through the corridors and into the room, and... you'll find a bunch of 
Toad peons, collapsed on the floor, poor slaves that met their end after 
years of toil and abuse forced upon them by their human captor, the adorable 
tyke, Baby Peach... 

     Ah, no. Turns out it was Baby Bowser, a little snot-nose even in his 
youth, already trying to kidnap Peach. He tries to tell you off, until 
Toadsworth interferes and gets his face burned off (I wish.). Now it's our 
turn to deal with the brat, so into battle we go.

     Toadsworth will try to educate you in the ways of timed attacks. Go 
ahead and listen if you're really that hopeless, but if you played SSS then 
things are exactly the same. Just take care to notice when BB is going to 
puke up a little fireball at ya. Finish this up. "Oh, NO!!" =P

     Baby Bowser collapses, and the brothers rejoice, but their laughter is 
cut short by a sudden explosion. Seconds later, rubble begins to rain down 
from the ceiling, and we look outside to see flying saucers firing shots onto 
the castle itself. They fly off with another group of UFOs, and then the 
clouds part to reveal an entire swarm of them...

[6.2] Back to the Future

OOOOO Princess Peach's Castle OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Mushroom (4)              OOO
Coins: 3                         OOO
Enemies: Junior Shrooboid (Boss) OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     We immediately learn of E. Gadd's time machine, fueled by the mysterious 
and powerful Cobalt Star. People from all over are interested in the machine, 
particularly Peach, who promptly sets off on a voyage to the past, bringing a 
couple of Toads with her.

     With the news how over, we cut back to the present Toadsworth, who has 
gotten his panties in a bundle over the apparently un-guaranteed safety of the
Princess. He faints himself at the thought of her tiny chance at being 
harmed, and now it's up to you to grab a Refreshroom from his quarters to 
bring him back to his feet again. Lakitu now unveils the handy top screen, 
which for the most part will be your map from now on. The shroom icon on the
map indicates where you want to head; this would be a good time to explore  
the castle and become situated with the rooms. You'll find a few ? blocks in 
the corridors and two by the big staircases, all containing Mushrooms or a 
single coin. If you notice any X pock marks in the ground, they contain 
beans, which you can unearth later. If you find any large blue platforms, 
they can't be pressed down until you put the weight of four people on them.

     Once you've gotten the Refreshroom, head back to the room where you 
began and it'll take its effect on Toadsworth; but there's no time for anyone 
to react, for a second later there's a loud rumbling. A flash and a few 
stars, and the time machine comes crashing down into the castle, looking 
badly beaten up. Upon further inspection, the doors slide open, and we're met 
with the lovely stare of... ...an alien. A nice, chubby one at that. It 
proceeds to lunge out and scare the hell out of everyone, but Mario, being the
manly man he is, jumps in to deal with it. 

BOSS: JUNIOR SHROOBOID
HP: 13
EXP: 6
Coins: 0

While this is only a warm-up, if anything, we still have the standard boss 
theme, so I'm classing it as one. As if you've forgotten your timed attacks 
since you were a baby, Toadsworth will try to teach you how to fight. Again. 
Just jump on this guy; his only attack is spinning in a cyclone and making a 
pass at you. It moves pretty slow, so jumping over it and landing on him for 
counterattack damage is simple. Finishing this battle will automatically get 
you a level-up. 

     After the battle, we find that Peach is nowhere to be found, but not to 
worry; she wasn't eaten or anything. E. Gadd whips out a little device and 
claims that she was merely sent back several years. But how does that explain 
the alien? E. Gadd summons everyone to the garden, and that means the two of 
you will go down there as well, lest you want to stay in there with the beast.

     Upon meeting him there, you see that he's staring into a crater in the 
ground, a crater in which there is a swirling void, which he claims to be a 
time hole. A doorway to the past, of sorts. The time machine ripped a bunch 
of holes in the space-time continuum, forming these things. Mario 
volunteers to use the time holes to travel back to the Mushroom Kingdom's 
past to try and rescue Peach, but before they can hammer out any concrete 
plan, Toadsworth comes rolling in on his stretcher and crashes into the side 
of the crater, knocking Luigi into the hole. We see everyone's shocked 
expressions as he swirls around and disappears into the past... Toadsworth 
asks a bunch of questions, but before another word is said, Mario dives in 
after him.

[6.3] The Hunt Begins!

OOOOO Near Holli Jolli Village OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

OOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Mushroom (8)      OOO
       1-Up Mushroom (2) OOO
       Mushroom Drop     OOO
Coins: 53                OOO
Enemies: Shrooblet       OOO
         Shroobs (Boss)  OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOO

ENEMY ATTACKS & STATS:

     Shrooblet- HP: 7 EXP: 2 Coins: 2 Drop: Mushroom
     Weak: None Resist: None
     All it does is stop between Mario and Luigi, and then raise one of its 
     feet, indicating which Bro it'll attack. It then makes a spin towards 
     them. Easy to dodge; jumping on it as it does this will deal damage. 
                

     It is here that we meet Stuffwell, your newfound companion- an annoying 
talking suitcase that states the obvious and will interrupt you many times 
throughout your adventure to make astute observations and the like. He will 
be of use, however, seeing as he has a seemingly unlimited amount of space to 
house all of the crap you find and want to keep. Sit through his little 
explanation of how he works. BACK TO ADVENTURE!

     ...well, no. If you proceed into the next area, Stuffwell will pop out 
again, and remind you how to jump with two people. Humor him, and then he'll 
tell you how to jump across a string of ledges simultaneously. At the very 
least, you can pick up some coins and recovery items for your trouble. Once 
you've nabbed all of the coins from the L and M blocks, a stairway into the 
next area will open up. As you proceed, you'll only be able to go so far 
before a mushroomed individual lands on your head. A swarm of UFOs fly by, 
and proceed to blast the hell out of the wintry village we see on our map. 
Dark, purple mushrooms are behind this? Huh? 

     Might as well get on over there. Cross the wooden ramps and navigate the 
little set-up of mushroom heads, taking out any Shrooblets in your way. 
Stuffwell interrupts you twice more during this trek, first to tell you about 
preemptive strikes and Luigi's own attacks (this is his first battle after 
all) and again to tell you about healing. Go AWAY already! The Bros. will 
reach level 3 once you've made it to the top. Head into Holli Jolli Village 
to witness an invasion taking place; craters fill the area as their shots 
blow everything apart. The residents themselves are stunned, then abducted. 
At the risk of anal probe, Mario and Luigi head in to investigate.

     The houses, from what you can see, are all empty, either abandoned or 
their residents taken hostage. A couple have blocks with coins or Mushrooms 
in them, as well as one or two outside. If you head inside the house in the 
upper-right corner, you'll hear a muffled voice. Walk towards the chimney, 
and he'll address you. Turns out he's the mayor of this town, and scrambled 
up the chimney once the Shroobs came and trashed the place. Jump underneath 
him to send him flying out of the chimney and onto the pavement outside. A 
fat little dude with a white beard and moustache, dressed in red, stuck in a 
chimney... now where have I seen that? Anyways. Before he can head back 
inside, the Shroobs return with a couple of UFOs, and a few of the little 
cretins surround our Santa-lookalike. He screams for help, so get out there 
and see what's up. No sooner than you step outside, he's being beamed up into 
one of the saucers! The Shroobs on the ground notice you, and after a little 
conversation you have no hopes of understanding ("What about these guys...?" 
"KILL THEM!" "KILL THEM!" "KILL THEM!") they attack you. GRRAAAAAH!

BOSS: SHROOBS
HP: 15 (each)
EXP: 0
Coins: 0

This isn't a true boss of sorts, but once again we have our good 'ol boss 
theme, so I'll treat it as one. As soon as the battle starts, one of the 
aliens pulls out a little transmitter, and soon a UFO flies in with a timer 
attached to it. As soon as it reaches 0, you'll be blown apart, so just 
entertain these guys until then. You only have enough time to kill one of 
the three before the countdown reaches 0, so this battle will be a lost 
cause no matter what; just stomp one of them and dodge their laser shots. To 
do this, just wait until they spin or put a gleam in their eye, indicating 
who they'll shoot at- spin for Luigi, gleam for Mario. Then they whip out 
the gun and shoot; the shots don't move quickly and are easily jumped over.
The timer reaches 0, and a huge shot from the UFO above takes you out. Cue 
the funny little laugh from our antagonists.. 

     We now cut to the skies, where Baby Bowser's Koopa Cruiser is being 
chased and shot at by the UFOs. You now hear the most annoying sound in the 
game, which is Baby Peach's crying. Toadsworth comes in to calm her down, and 
BB orders all of his minions to get to the control deck. You're not one of 
his toadies, but you have control of the babies now, so why not? Yet again, 
we are taught how to jump. Collect the coins and mushrooms around the crates, 
even netting yourself a Drop, which heals all characters opposed to one, and 
another 1-Up. Save if you wish, then enter the control room. BB's ship will 
take out the UFOs hassling it, and they'll pass over our presently fallen 
heroes, the adults. Peach won't shut up until BB does something about it, 
so again the cannon is fired, this time at the aliens standing over the Bros. 
The ship will land, and Baby Mario and Luigi are dispatched to go pick them 
up. Head over to where they lay, and you'll be approached by the remaining 
Shroobs you fought earlier. Back into the boss battle!

BOSS: SHROOBS
HP: 15 (each)
EXP: 21
Coins: 0

They're fought exactly the same way as before. Only now, you'll be given 
Bros. Items from Toadsworth to help you rack up some damage. That item is the 
Green Shell, which I have already explained how to use; Toadsworth will keep 
you supplied with them throughout the battle, so don't worry about wasting 
them. After they've been destroyed, Toadsworth will have you bring the adults 
onto Baby Bowser's ship. 

     In this next scene, we see Toadsworth alone, telling of the mass 
destruction the Shroobs have brought to the Mushroom Kingdom. We re-witness 
the attack on the castle, and find that they were rescued by Kamek on the 
Cruiser by BB's orders; that's how they came to be on his ship. We cut back 
to the present moment, where Toadsworth is explaining all of this to our now 
revived Mario and Luigi. We fly over Princess Peach's castle, to see it 
already covered in fungus, having been infested by the aliens. Their new 
stronghold, it seems... Mario tells them that Peach is being held captive 
there, but Toadsworth finds the idea, especially Mario and Luigi being the 
babies' older selves, absurd. The Koopa Cruiser's alarm sounds again, 
bringing a transmission straight from Shroob Castle. Flick on the monitor, 
and... we receive a kind string of crazy gibberish from an alien in a pink 
gown, deemed to be Princess Shroob. She must be the one that orchestrated all 
of this! After a taunt of sorts, the alarm sounds again, this time alerting 
the BB to a missile fired at them from the castle. Cue the crash 'n burn.

[6.4] Survivors

OOOOO Bowser's Castle OOO
OOOOOOOOOOOOOOOOOOOOOOOOO

OOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Mushroom (2)      OOO
       Green Shell (16)  OOO
       1-Up Mushroom (4) OOO
       Mushroom Drop     OOO
Coins: 196               OOO
Enemies: Goomba          OOO
         Boo             OOO
         Boom Guy        OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOO

ENEMY ATTACKS & STATS:

     Goomba- HP: 10 EXP: 3 Coins: 3 Drop: Mushroom, Super Mushroom
     Weak: None Resist: None
     As you would expect from such a simple enemy, these guys don't have 
     anything crafty up their sleeve. They'll charge in front of one of you, 
     stop for a second, then try to hit you; a jump after this little second 
     wait is all it takes to dodge and counterattack them. 
             
     Boo- HP: 15 Exp: 5 Coins: 4 Drop: Mushroom
     Weak: None Resist: None
     These guys are quick. Right before they disappear, they'll uncover an 
     eye, indicating which bro they plan to attack, and then reappear behind 
     them. Jump immediately and they'll pass underneath you. Nothing too 
     crazy; they're pretty easy to hit while doing this, too.
          
     Boom Guy- HP: 18 Exp: 8 Coins: 5 Drop: Green Shell
     Weak: None Resist: None
     ShyGuys with Bullet Bill cannons on their heads. These guys will 
     approach and stop in front of either brother, and either fire a BB 
     without interruption, or misfire, emitting a puff of smoke... ...followed
     by a Bullet Bill. Sometimes your jumps will knock the cannon off; in 
     which case, when the ShyGuy begins its turn, it will send out a call to  
     its allies; a prompt delivery of a new cannon will be followed by its 
     attack as normal; a "..." means it spends its turn doing nothing. How to 
     predict a misfire? When it stops in front of you, if it points towards 
     you, don't jump; wait for the smoke. When it holds onto the cannon with 
     both hands, jump immediately. 
               

     The Cruiser landed conveniently right inside Baby Bowser's castle, and 
it seems everyone else was thrown clear of the wreckage, leaving Mario and 
Luigi by themselves. Another astute observation from Stuffwell. Well, now 
we want to reunite with them, so time for some dungeon trekking with our 
Bros. Now we'll get to do some actual play instead of controlling someone for 
5 minutes, then having to watch people talk. 

     Head to the right from our save point, and we meet our first enemy with 
a completely scriptless battle- the Goomba. You'll get a ton of Green Shells 
from the block right at the entrance, but don't waste them on these guys. 
A total of 12, Jesus, 12 shells are in this first area alone, as well as two 
Mushrooms and even a 1-Up. 

     The next area shows you a long, zigzagging catwalk spanning the length 
of the room. Kill the Goombas and their Boo cohorts if you wish, grab the 
Mushrooms and blue coin (each is worth 20) and head up to the catwalk. It's 
pretty straightforward, and if you're used to the controls or have played 
SSS, navigating this thing without falling is simple. Just stop to change 
your directions to avoid botching a turn and falling. You can't go far into 
the next room before the duo stops.. and Luigi is conked on the head by a 
spiked ball. We look up and find.. 

     "BABIES!!!" Heheheh, I love it whenever Mario says that. Anyway, once you 
help the babies jump down, try to walk off and Stuffwell will tell you how to 
alternate between controlling the babies and adults, and then tell you how to 
carry them piggyback-style. With your new partners in tow, jump on the fat 
blue square further ahead. The combined weight of the four of you will push 
it down and open the doors; this is the only way to activate these when you 
come across them. In the next room, you'll find a ledge impossible for you to 
jump to, and no feasible way to climb up... that's where the babies come in. 
Pressing X or Y while in a piggyback will throw both babies overhead. This 
will let them explore a high area while the adults wait for them to find a 
switch to let them up, or... ...a block much like the one you see as soon as 
the babies are thrown onto the ledge. Anytime you're separated from the 
babies or vice versa, hitting the pipe-block will bring the other two right 
next to you. Do that here and compress the switch to continue onwards.

     More items in this next room. To get at the blocks behind the spikes, 
the babies will have to go solo. Nothing much to say for the items here; 
you've already seen them. You do get a nice stack of coins, though. The next 
room has you throwing babies up ledges again, and introduces you to a new 
block; the Purple Switch block. Hitting these ! blocks will cause some sort 
of change in the environment to take place, whether it be a bridge forming, 
or platform dropping to a height within reach. They're pretty much always 
necessary to hit to continue, and this is no exception. Once you enter the 
next area, you'll find Kamek searching for Baby Bowser. He'll notice you, and 
assuming you're up to no good, summon a Goomba and Boo to fight you. In this 
battle, you'll receive your first actual useful lesson; attacking while 
teamed up with a baby. Now your attacks can have a lot more force to them. 
Destroy the two of them, and Kamek summons another Goomba; now Stuffwell will 
tell you how to use your Green Shell with the babies. Good stuff. Killing the 
second Goomba brings on one more; now Stuffwell wants Luigi to use a Green 
Shell. Humor him, and then Kamek summons one final Boo. Stuffwell leaves at 
last, and we can now end this. 

     Continuing on through the room, you'll find a lone Green Shell, as well 
as a Boo, bringing with it a new bastard; Boom Guys. After dealing with the 
other enemies here, you'll come across a large blue pipe; deal with it the 
same way you would the blue squares. Only four people can activate it. Two 
more Green Shells in the next room; to proceed here, throw the babies onto 
the ledge and head through the small opening to reach a hidden room; hit the 
! block to create a bridge for you to cross. Same objective in the next room, 
though now there's more to it. After spawning the bridge and crossing it, 
you'll find a new switch block- a multicolored one that comes in pairs, 
requiring two people to activate it. Of course, Stuffwell is going to explain 
this, but you can tell him to F off, three times in fact, and he'll leave 
without giving a tutorial. Have Mario hit the block, and immediately have 
Luigi hit the second block afterwards, as it lights up. This will spawn a 
block that the babies can use to climb up to another set of ! blocks. The 
Goombas in this hidden room can be slain if you like, but they'll take a lot 
more jumps to defeat. Another 1-Up and 20 coins in here for ya. Hitting the 
switch blocks will lower a platform down on the adult's side. Reunite with 
them and make your way up the platforms. A Boom Guy will be firing at you 
from up there; being hit by one of the Bullet Bills will force you into 
battle, but won't give it a preemptive strike or knock you over or anything. 
At the end of the passage is a ledge you can throw the babies up to, in order 
to activate a third set of ! blocks, forming the last bridge you need to get 
out of there.

     You're almost done. In this next room, grab the coins, then head over to 
the left side of the room, where you'll find a fat red block and a ledge with 
an opening nearby. The sign basically says that hitting that block with the 
appropriate adult will spawn a block inside the hidden room behind it, which 
the babies can hit, filling the room with light for a period of time. When 
you actually send the babies in there, you'll see some pink platforms, and 
the rest shrouded in pitch darkness. So, hit the block as Mario, and hustle 
along the passage, stopping once it gets too dark. Whack the large block 
again with the brother corresponding to the color, and you can fill the room 
with light again. There are no branching pathways or treasures in here; just 
make it out on the other side. Hitting the treasure chest over the pedestal 
you come to get you not coins nor items, but.. a shiny fragment! This is a 
piece of the Cobalt Star that E. Gadd used to power his time machine. You 
definitely want to hold onto this. Not like you have a bloody choice. Saddle 
up with your older selves again and head into the next room. Take the pipe 
into the next room, save if you wish, and continue on until you reach the 
final door, which leads not to a boss, but another time hole. A little bit 
of squabbling with Toadsworth, and the three of you jump in. 


OOOOOOOOOOOOOO[7] The Vim Factory Siege! OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     You're back in present-day Peach's castle, and right by the hole you hop 
out of are two last chests. Nab yourself another 1-Up and a whopping 10 coins.

     Head back to where E. Gadd is standing, and you'll explain the situation 
to him. You'll also find that the alien, being held in some sort of stasis 
chamber, reacts quite violently when you pull out the Cobalt Star shard and 
it gets near him. Mental wizard that he is, E. Gadd deduces that there's some 
sort of link between the Shroobs and the Cobalt Star. An even brighter Toad 
suggests that you can find a way to destroy the aliens if you collect more of 
them. The shard then abruptly flies off, and glancing up at the map, you 
notice it uncover yet another time hole. Before you leave to check it out, 
though, E. Gadd gives you a Salvage badge, which slightly increases the odds 
of collecting an item dropped after battle. Of course, this means yet another 
educational intervention from Stuffwell. Get it over with, then head to the 
Shop icon on your map. Now would be a good time to use all those coins you 
found to buy two pairs of Patched Slacks for the adults and two pairs of 
Starchy Jeans for the little ones. There aren't any badges for sale that will 
really make a difference right now, nor can you afford to buy multiples of 
them for your party. Ignore them and head over to the time hole when you're 
ready. As you jump in, you'll witness a struggle between Toadsworths...

[7.1] Freaky Foliage

OOOOO Toadwood Forest OOO
OOOOOOOOOOOOOOOOOOOOOOOOO

OOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Mushroom (2)      OOO
       Bro Flower (15)   OOO
       Green Shell (7)   OOO
       Mushroom Drop     OOO
       Super Mushroom    OOO
       1-Up Mushroom (2) OOO
       1-Up Super        OOO
       Unarmed Jeans     OOO
       Wild Trousers     OOO
       Wallet Badge      OOO
Coins: 729               OOO
Enemies: Koopeleon       OOO
         Boo Guy         OOO
         Elasto-Piranha  OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOO

ENEMY ATTACKS & STATS: 

     Koopeleon- HP: 18 EXP: 6 Coins: 4 Drop: Green Shell
     Weak: None Resist: None
     These little guys will approach you, stop, and then make themselves 
     invisible. This will take a second or two, and once they finish, they'll 
     move in and try to bite you. Pretty slow-moving enemies, so they won't 
     give you a lot of problems. Hitting one while it's invisible will bring 
     its color back; otherwise it'll stay blended in. 
     
     Boo Guy- HP: 17 EXP: 8 Coins: 5 Drop: Mushroom, Super Mushroom
     Weak: Fire Resist: None
     Little ShyGuy ghosts. They'll hover over and stop between the two of you 
     and point with either hand, indicating who they're going to attack. Once 
     they do that, they'll split into two, and charge forward. The bro being 
     targeted should jump once the Boo Guy is in front of him, and he can be 
     damaged; the fake Guy will simply vanish. 

     Elasto-Piranha- HP: 27 EXP: 16 Coins: 6 Drop: Bro Flower, 1-Up Mushroom
     Weak: Ice Resist: Fire
     These pipe-dwelling plants rest at the bottom of tree trunks, an 
     unpleasant surprise if you were hoping to find coins. These guys ARE 
     unpleasant, too, because if you screw up an evasive jump, the babies 
     will be nearly killed by just one of its fireballs. Take care when it 
     stretches up and off the screen- the fireball will take longer to come 
     down, so don't jump right away! Otherwise, jump once you see the 
     fireball and you should be fine. If it emerges from the pipe with its 
     head pointed straight up, the fireball will be spit onto Mario. Nice EXP 
     for defeating these guys.
     
     
     Head to the right from the time hole, and right away you'll notice a few 
tree stumps- these are the first of many obstacles you'll come across as you 
play. They aren't obstructing you in any way, but they always house treasure 
blocks with coins (giant, 100-coin coins, at that), items, a switch you must 
press.. or enemies. Throw the babies into any holes you come across. In this 
case, they lead to a Mushroom Drop, 201 in coins, and a battle with some 
Koopeleons. Once you're finished here, head up and into the next area, and a 
very faint voice will speak to you. Get closer, and you'll find that it's a 
Toad named Toadiko, seemingly engulfed by the vines around a tree. It turns 
out that Toadiko was on the time machine with Peach; when he was abducted, 
the Shroobs brought him along with other captives to the forest, where they 
became ensnared by the plant life. The trees suck away their mushroom power, 
their life force; otherwise known as their "vim." The trees send the vim down 
through a network of roots into their factory, where it is mixed with 
chemicals and turned into fuel for their flying saucers. Toadiko is certain 
that Peach and a Cobalt Star shard can be found there... The conversation is 
ended abruptly as UFOs looming overhead spot the gang and fire upon them. The 
Bros. flee, but Toadiko is turned into a simple mushroom. The Bros. must now 
press onwards! The only other thing in this area is a stump with a Super 
Mushroom and a nice 100-coiner. Move on.

     Nab some Bro Flowers amidst a few enemies, then pillage the stumps for a 
few more Green Shells and a 100-coiner. The left stump has an enemy inside 
it, the Elasto-Piranha; while its attacks aren't difficult to dodge, they're 
way too strong for the babies at their current level and HP, so be especially 
careful. One hit will bring them down to critical status, if not kill them 
outright. Don't try out your new Bro Flowers on them, either; they'll do 
squat. Anyways, the pathway to the next area is on the right. Here you'll 
find your path leading to the factory obstructed by trees, but those will be 
dealt with very soon. Nab the 1-Up and exit via the lower-left, where several 
long tree trunks are arranged in a circle along with some mysterious clear, 
empty blocks. There's no way you can toss the babies into these, so head to 
the only trunk you CAN toss them into, in the lower-left corner. The adults 
can grab the coins on the right while the babies navigate the underground 
maze, making sure to hit every block with flame inside it. There are six 
total; there are also a few Elasto-Piranhas down here, so exterminate them 
if you'd like a boatload of EXP for the babies. Once done, you can hop back 
out and have the adults hit the blocks that now encase the flames, sending 
them into the large block in the center. Get all six, then hit the large 
block to send the fireball flying into the previous area, where it'll land on 
the trees and burn them to ashes, creating an opening for you to pass through.

     Once you've gone down through the pipe and emerged in the new area, save 
and head upwards. Notice the map up above is filled with spikes.. the left is 
entirely inaccessible at the moment, so don't even bother checking it out. 
Instead, scour the tree trunks for 100 coins and a pair of Unarmed Jeans. I 
wouldn't recommend equipping these, for the babies are going to be in a boss 
battle on their own very soon, and any hits they take will be fatal while 
wearing those. If you're confident in your dodging, though, then go ahead. 
I've found the enemies at this point and onwards start appearing in greater 
numbers, so you'll be getting a lot more EXP from here on. Anyways, to the 
north is the factory entrance, which is surrounded by a moat that we can't 
cross just yet. Upon further inspection, you'll find that the bridge to the 
entrance is submerged under water. Those shroob-like claws on either side 
look like they have something to do with it, don't they? You want to activate 
them, so leave to your right. Here we have a platform perched over the bed of 
spikes, but it won't move for you unless someone is controlling it, and that 
someone is either baby. Toss them into the tree trunk and you'll find a block 
with an arrow on it, changing directions every second or so. Have Mario and 
Luigi stand on the platform over the spikes, and get it moving by hitting the 
block once the arrow points to the right. The platform will move nonstop in 
the direction that was punched into the block until the baby hits it again, 
stopping it abruptly. Now, you can wait for the arrow to point to a new 
direction and hit it again. The idea is to bring the platform across the 
spikes and to the second pathway you come across, then stop it. The first 
path leads to an exit out of there and a Wallet Badge, which allows you to 
flee battle at less of a coin expense. You don't need it. Anyways, once in 
the next area, bring the babies over to your location and jump underneath the 
! block while holding one of the babies. At the peak of your jump, press the 
baby's jump button and they'll be able to reach the block. This causes four 
blocks to spread out over the brothers, starting with Baby Luigi. The idea is 
to hit the first with BL, then quickly press the button for the next in line 
as his block lights up. You only have a second before you lose it and it 
reverts back to transparency. Hit all four, and the Shroob mechanism will 
power up and get some current flowing to the claw by the entrance. Now we 
have one more to go. Get the Green Shells, Bro Flowers and 100-coiner here, 
and you can be on your way.

     As you enter through the north, right away you'll notice a ! block 
over some spikes. This'll be your next objective. Clear away the enemies on 
the way to the tree trunk, then throw the tykes in and get the adults onto 
the platform. This time there'll be a yellow ramp along the way, which the 
platform can pass under, but the Bros. cannot; simply jumping onto it and 
hopping back onto the platform as it comes out from the other side is all 
you need to do. Hitting the ! block spurts up a block that'll grant you 
access to the next area. Ride the platform back over, grab the kids, and 
leave. The next Shroob mechanism is here, and is activated the same way- 
piggyback jump, then a quick sequence of jumps. With electricity flowing from 
the second claw, the bridge is set into place, allowing you to enter the 
factory! Grab the coins, Mushroom and 1-Up here, then exit via the south. 
More fun with platforms! Into the trunk the babies are thrown. There are 
Green Shells, Bro Flowers and coins inside treasure blocks over the spikes, 
among other things, including a 1-Up Super, an item that revives the fallen 
one with full HP. There's also a pair of Wild Trousers for the adults, which 
are basically the same as Unarmed Jeans, only with an even bigger cut in 
defense. Meh. Once you've gotten everything, have the babies pilot the 
platform down to the lower-right corner. You're now back where your started; 
a pipe block to summon the babies is near the bridge to the factory.

     Head across the bridge, and the doors will slide open for you... what 
dangers await our heroes inside this freaky place?

[7.2] Who Drank all the Vim?!

OOOOO Vim Factory OOO
OOOOOOOOOOOOOOOOOOOOO

OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Mushroom (7)          OOO
       Green Shell (6)       OOO
       Bro Flower (3)        OOO
       Cannonballer (8)      OOO
       Mushroom Drop (2)     OOO
       Refreshing Herb (6)   OOO 
       1-Up Mushroom         OOO
       Unarmed Jeans         OOO
Coins: 17                    OOO
Enemies: Spiny Shroopa       OOO
         Dr. Shroob          OOO
         Lakitufo            OOO
         Hammer Bros. (Boss) OOO
         Swiggler (Boss)     OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

ENEMY ATTACKS & STATS:

     Spiny Shroopa- HP: 18 EXP: 2 Coins: 2 Drop: Green Shell
     Weak: None Resist: None
     These guys will take a few whacks with the hammer once you face them for 
     the first time, but they're not too gifted offensively. They'll hop in 
     front of either brother, and sit still for a good two seconds, and then 
     lunge. You should have your hammer ready as they're waiting to pounce, 
     then release as soon as they do. You'll get a feel for the timing very 
     quickly. Be warned that they sometimes will pause right after being 
     counterattacked, and make a second lunge; have your hammer ready again 
     in case they do. These guys also have the ability to poison you. Why 
     such crappy EXP and coins? You'll soon meet an enemy that'll spawn these 
     things over and over again. Can't give you TOO much per battle, can they?

     Dr. Shroob- HP: 29 EXP: 18 Coins: 10 Drop: Bro Flower, Mushroom Drop 
     Weak: Ice Resist: None
     These doctors will attack you at first just like the Shroobs you faced 
     earlier, but once they've taken their shot, they'll pull out one of two 
     mushrooms and hold onto it; attacking them once they've done this will 
     cause them to drop it. If a Dr. is holding a red mushroom, you definitely
     want him to lose it, or else he'll eat it come his turn and charge at 
     you. Shroobs holding a poisoned shroom are much less of a threat, as 
     they'll shrink and waddle towards you, making themselves easy pickings 
     for your hammer. Their shots are very slow and easy to jump; their 
     charging attacks are stopped with the hammer. 

     Lakitufo- HP: 26 EXP: 16 Coins: 7 Drop: Cannonballer
     Weak: None Resist: None
     These guys can be annoying if not dealt with. They always come with Spiny
     Shroopas as cohorts, and if you kill one, there's a good chance it'll 
     merely beam a fresh one down from its saucer. Otherwise, it attacks by 
     beaming down a spiny egg, which will bounce at you; be ready to swing 
     your hammer as soon as it materializes, since it will come at you very 
     quickly. These guys also twirl around back and forth between Mario and 
     Luigi, then swirl in front of either for a moment and hurl themselves 
     off of their saucer and at your position. Give them a moment after they 
     move in front of you, then jump. Lastly, the easiest attack to counter:
     Lakitu will hover over you and try to beam you up into his saucer. Have 
     your hammer charging, and wail him once you get close to the top. These 
     guys are total bastards; by all means get rid of them first. 
     
     
"AREA RESTRICTED. ALL NOOB INTRUDERS 2 B HAX0RED BY US L33T HAMMER BROZ.!"

"WE R TEH SHROOB ALLIES. WE R0X0R U AND THEN ROFL. THEN U AM CRY."

"WE RECEIVE ORDERS THRU ANTENNAS ON THESE L33T HELMETS. THEY R HOTNESS."

"WE MUST OBEY ALL ORDERS. WE LIKE 2 PWN N00BS 4 TEH MASTER SHROOBZORS."

"U = N00BS. BROZ. = L33T. PREPARE 4 TOTAL PWNAGE. W00T! W00T! W00T! W00T!"

     Heeeeeeeee... good 'ol netspeak. Enter the pipe and save, and as soon as 
you enter the next room, you'll be accosted by two Hammer Bros. that have 
apparently been brainwashed by the Shroobs into doing their bidding. After 
their taunts, a giant pair of nostrils will come down from the ceiling and 
suck the adults into each one. WTF? You'll see what that nose is a part of 
soon enough, but first you have to deal with our mindless turtle friends.

"N00BZ STILL R NOT PWNED. CONTINUE PWNERSHIP UNTIL ALL N00BZ R PWNED."

"TEH ESCAPE IS IMPOSSIBLE. WE R 2 L33T. WE OWNZ J00. 

"U WILL GET FLATZORED BY R L33T HAMMERS."

BOSS: HAMMER BROS.
HP: 100 (each)
EXP: 80
Coins: 70
Win: Mushroom Drop

These guys may have a huge amount of HP compared to the babies, but you'll be 
dealing counterattack damage to both of them every turn in addition to your 
standard attacks, so this battle won't take very long. You can't survive 
repeated hits from these guys, but the attacks are easy to avoid; as long as 
both of them are alive, they'll hit the other brother with their hammer to 
turn them into a ball of sorts, and then strike it again to send it flying 
towards you. Jump right after they hit it, and you should land on the HB just 
after it strikes where you would have been. Now, if the head of their hammer 
flies off before they hit their HB at you, do nothing, and it'll just fly 
overhead. You should have a plethora of Green Shells now, so how about using 
some? You can get some nice double-digit damage on these guys, as opposed to 
your pitifully weak jumps. Single one of the Hammer Bros. out until it's been 
defeated, and then get ready for a new attack- the hammers themselves. The 
remaining HB will jump when it's going to throw a hammer at BM, and the bulb 
on its helmet will glow when BL is the target. You don't have to study him 
for this, really- just jump when the hammer is about to make contact with the 
floor in front of you, and the attack will miss. He'll throw anywhere from 
two to five hammers at the babies in one turn. Since he'll already have taken 
a fair amount of damage every time you countered his duo attack, just use 
jumps to finish him off in a few turns.

     After the battle, the babies will have shattered the helmets, freeing 
them from their mental imprisonment. As gratitude, they'll give the babies 
their hammers. Nice. First, of course, they'll give you a tutorial on how to 
use them. At least they're actually teaching us something, unlike Stuffwell. 
Go through their little obstacle course until they're satisfied and let you 
on your way; they will show up again, however, once you get into a battle, to 
tell you how to use them against your enemies. 

     You'll notice your HP was fully replenished after the fight; this little 
benefit not always found in RPGs will occur every time you defeat one. Go and 
save, and then you'll be ready to start searching for our unfortunate elders. 
The left room is inaccessible at the moment, as is the upper right, so do the 
only thing you can and press the yellow switch. A little obstacle course 
awaits you, much like what the Hammer Bros. put you through. Elementary crap 
here. The next room, however, has a nice little puzzle for you. You must 
tunnel under the gate in the upper-right and climb onto the wall arranged 
with machinery, then carefully walk down so you can drop into the room and 
hit the red switch there with your hammer. A coin and some Green Shells are 
here for you as well. Activating the switch will make a red block protrude 
from the wall; now you'll want to bring the blue one out as well. Hop back up 
onto the wall of machines and turn to the left as soon as you reach the top. 
Make the jump to the other side without falling, and you can activate that 
switch as well. Tunnel your way out of there and hop up your new staircase.

     Now you'll be in some sort of air duct. Some ailment-recovery Refreshing 
Herbs are in the treasure block nearby; also here is an unavoidable battle 
with some spike-topped creatures, called Spiny Shroopas. The Hammer Bros. 
will intervene here, and tell the babies about attacking and counterattacking 
with the hammer. Use this newfound knowledge to kill off all the remaining 
Shroopas in the duct and grab the other items you find. Once out of the duct, 
drop down and tunnel through the passage on the left. In the next room, 
amidst some Shroopas are some coins, herbs and another pair of Unarmed Jeans 
for the babies. Back out of there once you're finished and take the path to 
the right, and you'll find... Mario and Luigi! Seems those nostrils belonged 
to that hideous looking tree. They have no Vim to be sucked out, so what 
exactly is it sucking? ..I've already stopped caring. To bust the Bros. out, 
shatter the bulbs connected to the tree with your hammer, and you'll be 
reunited for the umpteenth time. "BABIES!" The mechanical nostrils will 
return to the room, however, this time popping out a couple of Shroopas for 
you to dispatch. And this scripted battle comes with... another Hammer Bros. 
tutorial. Now you'll learn how to use hammers while battling in piggyback, 
and the HBs will be out of your hair from this point on. Yay. Your hammers 
will also perform much better, now that you have the adults assisting them. 
After the battle, toss the babies up onto the ledge in the upper-right and 
pound the switch. Leave; now you can compress the blue switch in the main 
room and continue onwards.

     We meet a new enemy in this room, called Dr. Shroob. Their fighting 
style is the same as other Shroobs we fought- gleam in the eye or spin, then 
a laser shot. But afterwards, these guys will pull out either a mushroom or 
poison shroom, and hold onto it; hitting them will make them drop the shroom, 
but if they begin their next turn with it in their possession, they'll eat it 
and either grow or shrink in size, then charge. Obviously, allowing them to 
become huge is a no-no. The way you deal with these guys will play a large 
part in a battle soon to come, with a twist. You'll also meet the Lakitufo, 
an adorable and extremely annoying enemy with a wide variety of attacks. Kill 
these guys first, if you find yourself in a battle with one.

     Anyways, this room is devoid of puzzles- just some enemies for you to 
face, and a new Bros. Item- the Cannonballers. These things kick major ass 
for this early point in the game; don't waste 'em on measly enemies. 
Eliminate the hostile forces here, and proceed. A pipe will take you down to 
the next level, leading to a large room with a huge glass structure filled 
with green fluid. The junk swimming around in there resembles mushrooms... 
This must be where the Vim is processed and mixed with chemicals. All there 
is to do is to tunnel the babies under the gate and whack the switch, opening 
the doors to the right; a third Lakitufo resides in here to give you more 
problems. Make it SUFFER! >=( In the next room, we have two sealed doors, yet 
another Lakitufo, and a large laser barrier of some sort preventing us from 
crossing to the other side. Once you've gotten the enemies out of the way, 
throw the babies up to the ledge over the doors and enter the hidden room 
there. Pound the red switch, and the laser barrier will shut off. Now the 
adults can proceed to a set of ! blocks and hit them, creating a bridge in 
the hidden room for the babies to cross over the electric floor. Now, as the 
babies, tunnel under the gate you come across and hit the switch, removing 
the second barrier for the adults. Tunnel back out and move both groups to 
the right, where you'll find the two sets of ! blocks. You know how this 
goes. The babies must initiate it. Doing so will push up a block so the 
babies can climb onto the ledge surrounding the hidden room; walk over to the 
right and head downwards, out through an opening. Now they're on the other 
side of the room, up on the overhang; make your way across, smashing the 
crates, finally coming to the red switches that must be whacked. Both rooms 
are accessible now. 

     Both of them lead to passages loaded with enemies; start on the left, as 
you'll be backtracking out of there anyway. The room this corridor connects 
to has a unique kind of coin block- hitting it will disband the four Bros. 
and spread them out into a square, placing a block with their designated 
button on it over their head. One of the blocks will light up; hit it for a 
single coin. The idea is to get many as you can, hitting the correct block as 
the time comes, keeping up with the speed until you take too long or make a 
couple errors. Taking the corridor on the right nets you four more 
Cannonballers, three Bro Flowers, and the first bean for the babies to tunnel 
down and retrieve. In the next room, throw the babies up into another hidden 
room and put the adults on the platform. This thing again. Stop it midway so 
the adults can hit a ! block to form a bridge for the babies to cross, then 
continue to the end. Along the way are blocks with a 1-Up, two Mushrooms, a 
measly three coins, and three Green Shells. Upon reaching the end, you'll see 
another set of ! blocks, which when activated will form another bridge for 
the babies. Now they can join up with you on the other side. Onwards!

     I definitely recommend you save here, because when you step on the 
switch and go through the door, you'll witness a little scene in which a 
creature drinks some of the green fluid we saw coursing through the factory 
tubes, then produces some energy, which it uses to power up a pair of flying 
saucers. Mario and Luigi make an exclamation, then turn to see... the babies 
knock over the creature's glass of fluid. Of course, it's now pissed. Ready 
to face its wrath?

BOSS: SWIGGLER
HP: 250
EXP: 196
Coins: 140

First things first, if you ever attack Swiggler while he's in his red and 
angry state, he'll counter with an earthquake that'll send two or more 
shockwaves across the ground at both of you; jump quickly in succession to 
avoid them all. Also, he takes very little damage, even from Cannonballers, 
in this state. Swiggler begins the battle with two Dr. Shroobs, which will 
remain with him permanently, and more will join the battle as the existing 
ones are destroyed. You'll notice Swiggler's drink; every time he drinks from 
it, he'll power up two UFOs, which will then fire their cannons at your 
party. When the Dr. Shroobs pull out their shrooms, any attack that hits them 
will cause them to drop it, and it'll bounce into Swiggler's glass and change 
the fluid. If a red mushroom is dropped into it, the fluid will become red, 
and his next drink will heal him for a substantial amount of HP. If a 
poison shroom is dropped in, he'll drink the gray fluid and be poisoned, thus 
ending his turn and making him susceptible to heavy damage without countering  
hits with a shockwave. As far as his attacks go, aside from making 
earthquakes and healing himself, he'll take a deep breath and spew a poison 
cloud at you; hit it with the hammer, then be ready to hit it again when it 
dissipates into a smaller cloud, or you'll be damaged and possibly poisoned. 
The Dr. Shroobs have no other attacks to add to the fray besides their 
existing moves, but never, ever hit one while it's holding a red mushroom. 
Once it's been poisoned, when its turn comes around it'll become pissed again 
and take another drink; you want to keep a constant supply of bad fluid 
coming, so it'll not only never heal itself, but also never attack or 
counter. You can't always guarantee a poison shroom coming up, though, so be 
prepared to deal with the UFO's cannon shots. Jump as soon as the shots are 
fired, and you should avoid them. As Swiggler's HP drops further downwards, 
he'll use his poison cloud attack 4-5 times in a row, so be ready for it. Now 
is an excellent time to use your Cannonballers; they'll shave off a large 
chunk of HP per turn, provided you never miss an action command. Three of them 
while he's in his green and weak state should do it.

     With Swiggler's destruction comes our next Cobalt Star shard! Kickass. 
...Well, kickass until Baby Bowser jumps in and starts spinning around the 
party in circles, which for reasons I cannot comprehend for the life of me, 
makes both shards fly out from our possession and into BB's. Um, okay. Either 
way, he now has our fragments, and now we've got to chase the little bugger 
and get them back from him. You'll automatically be taken back to the present 
Peach's Castle.


OOOOOOOOOOOOOO[8] Dino Wrangling OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     Head over to E. Gadd and explain your predicament. He'll tell you that 
time holes have been sprouting up all over the place recently, and point you 
towards one of them, saying it's been giving off strong Cobalt Star readings. 
Obviously that's where you're headed next, but first he wants you to check  
out the commotion in the castle garden. When you arrive, you'll find Baby 
Peach in her carriage, bawling her eyes out. The younger Toadsworth is 
standing atop the elder's head, and together they execute a spinning move 
they call the Toadsworth Twist. Look familiar? Yep. Mario and Luigi pester 
them, and so now you're going to be taught to do the move yourself. Much like 
the Hammer Bros. tutorial, complete their obstacle course as they instruct 
you to do so, and you can be on your way. Before you head to the time hole, 
though, go to the shop and buy two pairs of Branded Slacks and Preferred 
Pants. Now that your equipment is up to date, you can trudge to the second 
floor and into the library. Once inside, use the only platform you can reach 
to climb up onto the bookcases, and use your newly acquired spin to make it 
across to the treasure blocks above each case. The Training Badge is quite 
useless, but the rightmost block contains a Super Mushroom. When you're ready 
to warp, spin to the top of the screen from the bookcase conveniently marked 
with an arrow. Nab the 1-Up Super up there, then grab the babies and into the 
time hole!

OOOOO Yoshi's Island OOO
OOOOOOOOOOOOOOOOOOOOOOOO

OOOOOOOOOOOOOOOOOOOOOOOOO
Items: Shroom Badge   OOO
       Smash Egg (4) OOO
Coins: 120            OOO
Enemies: None         OOO
OOOOOOOOOOOOOOOOOOOOOOOOO

     Catchy tune, eh? No? Well screw you, I like the nostalgic stuff. This 
place seems largely deserted as we first enter, and the area is littered with 
huge footprints. The first "house" you see contains a Shroom Badge and a save 
point; enter the next house you come across, and you'll meet a new face; 
Kylie Koopa, ace reporter or some crap. She came to the island after hearing 
about a massive egg being found there, and has suspicions that it's linked to 
the Shroobs in some way. She'll ask that the babies hop onto the spring 
inside the hut, and in humoring her you'll find... Yoshis! They're all 
huddled over, shaking with fear. At the sound of the babies, one of them begs 
them not to say anything. Who are these guys hiding from..? Of course, that 
will be answered momentarily. Cue the lumbering footsteps. 

     The brothers come outside to the sound of a roar in Shroob-Gibberish, 
and watch as a huge creature resembling an enormous Yoshi, with red eyes and 
Shroob-like claws, rampages throughout the area and gulps down a bunch of 
Yoshis, and Kylie the ignoramus, to boot. Aw, raspberries! Say hello to Yoob, 
everybody!

    Well, Kylie gets herself spit up. A few more Yoshis are eaten, though, 
and Yoob even zings his tongue inside the hut the Bros. are hiding in, but 
comes out empty. The sound of his giant steps fade into the distance; he's 
had his fill and left. Once you leave the hut, you'll see Kylie, and she 
mentions something about an evil-looking Magikoopa looking around the place 
next door. Head inside, and you'll find Kamek mumbling to himself about his 
desperate need to find snacks, and pillaging a Yoshi Cookie. The Bros. march 
in to confront him about the stolen shards, and Kamek tells you off. Baby 
Bowser is on the cliff top, waiting for Kamek to return with some grub. 
Hopping on the spring will net you some Smash Eggs, my least favorite Bros. 
Item, and 20 coins. Back outside, we'll briefly see an encounter between 
Kamek and Yoob. Nothing important or very funny. He removes a door with his 
magic, though, making a path for us to continue. More Smash Eggs and a save 
point inside. The spring in the next area we come to leads to a cloud with a 
block suspended in the air, with a button atop it. Once Baby Mario hits it 
with his hammer, it'll drop to a level the adults can reach. It contains a 
nice 100-coiner. Not too shabby! When you finally come to a pipe, nab the two 
beans nearby and head down. Finally, we'll be doing some exploring instead of 
constantly walking into another conversation.

[8.1] Blazing Saddles!

OOOOO Yoshi's Island (Cliffs) OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

OOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Mushroom (2)       OOO
       Super Mushroom (2) OOO
       Green Shell (5)    OOO
       Smash Egg (21)     OOO
       Cannonballer (3)   OOO
       1-Up Mushroom      OOO
       1-Up Super         OOO
       Heart Pants        OOO
Coins: 128                OOO
Enemies: Pidgit           OOO
         Gnarantula       OOO
         Coconutter       OOO
         Kamek (Boss)     OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOO

ENEMY ATTACKS & STATS: 

     Pidgit- HP: 24 EXP: 18 Coins: 6 Drop: Smash Egg, Mushroom Drop
     Weak: None Resist: None
     Remember them? They'll fly into the top screen, then quickly swoop down 
     and make a pass at one of the Bros. If they hop before swooping, they'll 
     stop in mid-air and make some psychotic sort of laugh before going 
     through with the attack. Who will be attacked? If they pause while in 
     front of the group, they'll swoop at Luigi. If they pause behind you, 
     then they'll pass at Mario. They don't swoop towards you at blinding 
     speed or anything, so jumping and countering the move is pretty easy. 
     These guys sometimes carry a sack, and defeating them before they flee 
     will net you 18 extra coins. 

     Gnarantula- HP: 30 EXP: 15 Coins: 5 Drop: Smash Egg, 1-Up Mushroom
     Weak: Fire (green), Ice (red) Resist: None
     Don't jump on these guys! You never know if they have spikes under those
     puffs. Some of them do, some don't. The best way to face them is just by 
     using your hammer. For attacks, they'll flutter towards you, and on the 
     second flutter, simply come down on top of you. Be ready with your hammer
     to wail them as they come overhead; you'll get a feel for the timing. 
     Once you expose their spikes or lack thereof, their jumps will be a 
     little quicker.

     Coconutter- HP: 43 EXP: 20 Coins: 6 Drop: Green Shell, Ultra Mushroom
     Weak: None Resist: None
     These nuisances have the ability to summon rainstorms, which will heal 
     30 HP of damage to ALL enemies present. An upcoming storm is indicated by
     the use of their previous turn to merely raise their spear into the air, 
     forcing you to resort to your hammer rather than jumps. Their actual 
     attacks come from behind; they'll throw a spear into the air, out of 
     their side of the screen, and it'll impale one of the Bros. unless you 
     jump as soon as it's out of sight. They'll also appear from behind you
     and blow a dart into your backside; jump when you see the tube move 
     closer to you after it initially shows up, and the dart should miss. Oh,
     and the eye that gleams tells you which brother is being targeted for 
     the spear toss. 


     We'll encounter Kamek one more time, and after a little standoff, he 
flies up to the top screen and uses his magic to start a bunch of fires 
throughout the place. He leaves you to deal with the flames, which we will 
get started with once Stuffwell tells us about shooting water. Toss the 
babies, and have BM stand in front of the fountain. As long as he's there, 
the water will cumulate inside him until he's got nine shots worth. BL can 
hit him with his hammer to make him spit the water forward; this is what 
we'll be using to put out those fires. Start with the flame directly across 
the bridge, then proceed. You'll be greeted by a possibly familiar face in 
the next area; Pidgit! Some of these guys carry a sack into battle, and if 
you can defeat them before they flee, you'll get some coins. The nearby 
blocks contain a coin and 8 Smash Eggs. Up in the clouds, you'll find some 
beans, coins, more crummy Smash Eggs, and a 1-Up Super. In the next area, 
you'll find that you can't reach any of the ledges by jumping or throwing 
babies, because they're just way too high. Transparent blocks sit by each 
one, offering a way up if one can make them solid. So, go to the right and 
toss the babies onto the spring you come across, sending them into the 
clouds. Things of interest here besides the fountain are the Heart Pants in 
the upper left; the babies can equip them and get a boost in both their HP 
and defense. Now, gulp down some water and align yourself with the pipe the 
arrow is pointing at. Spitting into it will shoot the water downwards and 
onto the flame below, extinguishing it, giving you access to a red ! block. 
Hitting this will solidify one of the blocks to the left, allowing you to 
climb onto one of the ledges. Mosey on over there.

     The block merely gives way to a bridge into the next area, where you now 
have two fires to put out. Grab the coins and mushrooms, then tunnel the 
babies under the gate by the holes in the wall. Take two gulps of water from 
the fountain, and shoot them into both hollowed-out trees. With the fires put 
out, Mario and Luigi can use their spin to travel, starting at the bridge, 
across the platforms and hit the green ! block. Another one solidified. Time 
to mosey again. Hopping up the green block will present two paths; one of 
which cannot be taken until you hit the third and final blue ! switch. So 
it's off to the right, where you'll eventually come to a room with four 
different pipes suspended in the air, three of which have an arrow, 
indicating that we can reposition it. Hit the blocks repeatedly until they're 
positioned in such a way that the water can flow down from above, into the 
blue pipe, then travel through the three yellow pipes and onto the flame, 
dousing it. Once again the babies must take to the clouds, but for once there 
are no beans or Gnarantulas up here; just a fountain. Fulfill your fireman 
duties and hit the block; now you can further ascend the cliffs. On your way 
into the next area, you can nab some Green Shells, and encounter a new, 
rather stupid looking, enemy. What happened to the Spear Guys?? I want my 
goddamn Spear Guys back! Not these.. these FREAKS!

     Taking the pipe down will bring up a new map that doesn't appear to be 
very intricate in design; however, there's another fire that must be dealt 
with. The next area has a few ledges with very large gaps in between them, 
making them impossible to jump across. But notice the whirlwind up there? 
Those privy to SSS will remember that these gaps are crossed by spinning as 
the adults into the whirlwind, which will build up your speed and greatly 
increase your flight distance. Leave the babies behind for now and spin 
across to the other side, catching a quick glimpse of Kamek as you do so. If 
you fall in this next area, you'll have to go all the way back and use the 
whirlwind again; you might as well jump down anyway, to get the Green Shells 
from the chest and to take out the enemies. Bring the babies over there and 
hop on the spring, taking you to a cloud for an alternate route for them. 
Have them wait on the cliff over there while the Bros. spin their way to 
them. Head up, then use the spin to gross the large gap and hit the purple 
! block to move the ledge on the right down some, unveiling a gate to be 
tunneled under. Inside is a passage leading to a spring, taking you back to 
the surface, where a fountain awaits. Have a drink, then drop back down and 
position yourself on the narrow walkway so that BL can get a whack in, and 
put the flames out. Kill the birdies on their carpets for the EXP, nab the 
1-Up, and press onwards. You're almost done... In the following area, you'll 
want to send the babies up into the clouds and through to the other side, as 
they can't do anything about the gap. The adult Bros. must time a spin so 
that they make it to the whirlwind as it comes near, and can then make the 
entire distance with the extra air time. Along the way, the babies can pick 
up some Super Mushrooms, more Smash Eggs, and three Cannonballers. Have you 
been digging up all of the beans up to this point? I've got 16 of them thus 
far, and soon you'll be happening upon a plethora of them. Make a habit of 
it... Once you cross the gap, step on the switch to open the doors, and 
before you take a step any farther, SAVE. Much to our disappointment, Baby 
Bowser narrowly avoids choking to death, and we get on Kamek's nerves for the 
last time. The babies scarf down a mountain of Yoshi Cookies in mere seconds; 
little fat plumbers already in the making. Now we've incurred Kamek's wrath, 
so he sics that Evil Cow of his on us. STINKY BABIES!

BOSS: KAMEK
HP: 450
EXP: 130
Coins: 50

Kamek's primary means of attack will be producing spiked balls with his wand 
and then raining them down on your party. As soon as his turn begins, he'll 
hop onto his broom, then start firing bursts of the transform-o magic his 
generation of baddies are known for. He'll fly directly in front of the Bros. 
he plans to hit, so there'll be no confusion as to where the balls will land 
once they come from the top screen. Hit them away with your hammer before 
they connect, and they'll sail into Kamek for some damage. He'll also produce 
mushrooms with his wand, too; if you spot one of these, don't swing your 
hammer at it; otherwise it'll heal him. Let them fall onto you and they'll 
replenish your own health! Following every one of his attacks, if he hasn't 
any in his possession already, he'll create four clones of himself; now, you 
can try and jump on two of them and see if they're the real deal; the fakes 
will simply vanish, but you can also use an all-hitting attack like the Bro 
Flower and rid of all of them at once. I prefer to keep them around, for 
all five Kameks will attack, meaning the real Magikoopa will suffer a lot 
of damage from repeated counterattacks, or you'll receive a lot of health 
recovery. Obviously, the counterattacks will give away the real Kamek, so 
wail away on him afterwards. If you knock him from his broom, he'll summon 
up a fireball to travel along the ground at you, starting up by Mario. Jump 
it with both brothers, then be prepared to swing your hammer- sometimes, the 
fireball will strike Kamek and set him on fire, rather than simply go 
offscreen. If this happens, Kamek will charge at you very quickly. You have 
no time to raise the hammer once he starts running, so be prepared the moment 
the fireball connects. He has no other attacks in his arsenal, and will climb 
back onto his broom once he's conjured up the fireball. Use your trusty 
Cannonballers once again when you're sure you're hitting the real Kamek; four 
of them, in addition to all the counterattack damage, should be enough to 
finish him off.

     
     Continue right past Kamek's fallen body, and soon you'll encounter BB 
again, having gotten himself into a dead end. He'll eat your Cobalt Star 
shards to spite you, but before you can force him to spit them back up, your 
best pal Yoob will show up again, trying to climb up the side of the cliffs 
to get at you. UFOs fly by and notice you, then give Yoob a hand by firing a 
growth ray at him and greatly increase his size. It's only a matter of time 
before he snatches you with that tongue of his, and since BB and your 
precious shards have now been swallowed, you don't have much of a choice. 
Once you land from your esophagus free-fall, Luigi will silence the babies 
with his last remaining Yoshi Cookies while Mario sleeps off his 
unconsciousness. He finally wakes up, and Stuffwell pops out to say 
something I've already forgotten as I was typing the previous sentences, so 
it won't be included here. Woo! Send the babies up the spring, and you'll be 
set to explore pink, squishy interior of our Yoshi devourer.

[8.2] Intestinal Distress

OOOOO Inside Yoob's Belly OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOO

OOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Super Mushroom (3) OOO
       Mushroom Drop      OOO
       Super Drop (2)     OOO
       Green Shell (4)    OOO
       Ice Flower (9)     OOO
       Smash Egg (3)      OOO
       Cannonballer (10)  OOO
       1-Up Super         OOO
       Puffy Trousers     OOO
Coins: 234                OOO
Enemies: Bully            OOO
         Dry Bones        OOO
         RC Shroober      OOO
         Sunnycide (Boss) OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOO

ENEMY ATTACKS & STATS:

     Bully- HP: 46 EXP: 17 Coins: 6 Drop: Ice Flower, Green Pepper
     Weak: Ice Resist: None
     These will be fought mainly while the babies are exploring on their own. 
     Their attack is a simple charge towards the babies, continuing off of the
     screen, and then charging again them from behind, back to their original
     position. The thing is, though, attacking them fills them with rage and 
     boosts both their speed and attack. Attack them twice, and they'll be 
     furious, hitting with great force and moving extremely fast. The best way
     to handle them is focusing on one and getting rid of it before it has a
     chance to move. If they do get into their pissed-off state, though, be
     ready to jump over them, and immediately jump again after you land, to
     avoid the second pass. Otherwise, wait a good second or so before jumping
     again, since they move rather slowly. 

     Dry Bones- HP: 53 EXP: 32 Coins: 7 Drop: Super Mushroom, 1-Up Mushroom
     Weak: None Resist: None
     Their attacks work just like the hammers thrown by the Hammer Bros. you 
     fought earlier- jump as the bones are hitting the ground in front of you,
     and they should simply bounce underneath you. If it makes a hop before 
     throwing the bone, stand still, and the bone should sail over your head. 
     They'll throw anywhere from 2-3 bones; spinning their head around before 
     attacking means they'll go after Luigi. Chomping their jaws means they'll
     go after Mario. They won't throw at the same person twice in a row.

     RC Shroober- HP: 58 EXP: 26 Coins: 8 Drop: Cannonballer, Ultra Mushroom
     Weak: Ice Resist: None
     Shroobs that attack you not with lasers, but with remote-controlled toys 
     of sorts. Their attack depends on the number of antennae that sprout from
     its head; two, and it'll send a UFO over your head, trying to beam you up
     into it. Charge up the hammer and whack it as you get close. Their second
     attack, indicated by a single antenna, is a bit trickier; a small robot 
     will appear and rove quickly in circles around the Bros., making anywhere
     from 1-3 passes. When it begins to glow, it'll explode once it's finished
     making its pass. If the Shroober hops before summoning the robot, though,
     the bot will pause in place before zipping at you, so don't jump right 
     away. If they face the screen upon sprouting their antennae, the attack 
     will go for Mario, or Mario first in the case of the robot.


     First, take the time to tunnel and dig up the beans in this large room- 
there's an absolute plethora of them. Fifteen, to be exact. Right as you 
emerge from the hole, you'll find a Yoshi, trying to push a huge Chomp Rock, 
all by itself. Apparently, pushing a rock down into the hole will clear a way 
through Yoob's stomach, currently blocked. You won't be helping him, though- 
instead, you're going to get a bunch of Yoshis to provide some assistance. 
That means rescuing the lot of them from various plights inside this place. 
Bring the adults up with the nearby pipe, then go to the various arteries 
and toss the babies into them. Inside them are 100-coiners, a 1-Up Super, a 
meaty little psycho named Bully, and most importantly, a piece of fruit. The 
fruit is not for you to eat, but to give to the yellow Yoshi sprawled out at 
the top of the room. Feed it to him, and he'll join the other Yoshi behind 
the rock, providing a little more muscle. If you're injured in any battles 
here, there's an HP-replenishing block conveniently in this room. Save your 
Mushrooms. You'll notice there are five rooms branching off of this one; 
start with the one on the left, past the save point. Inside is a red Yoshi, 
cowering in fear while a Shroob torments it with a little robot. Have Mario 
jump on it, and the Shroob will attack you; defeat it, and the Yoshi can 
join the others in pushing the Chomp Rock. We'll hit these rooms clockwise, 
so next up is a room containing a blue Yoshi trapped in an enclosure, with 
something resembling a strand of DNA above it. To the right is a block with 
two Super Mushrooms and a pair of switches, which will activate once the 
babies match the colors of the two pegs nearby- blue, then yellow. Doing so 
opens up a hidden room for the babies to tunnel into, with two levels lined 
with switches. Positioning the adults in front of the chain of pegs so you 
can see, hammer the switches until every color is exactly as it appears on 
the strand. For those extremely stupid people, the two levels should look 
like this:

Top: Blue, blue, yellow, yellow, red, blue, red, yellow.
Bottom: Yellow, red, blue, red, yellow, yellow, blue, blue.

     Once you've completed the puzzle, head inside and talk to the Yoshi, and 
it'll join the others. Next room to the right- this one has no Yoshis, but a 
bunch of cows to be slain, and several treasure blocks to open. Of interest 
here are some new Ice Flowers, and a pair of Puffy Trousers for the adults, 
offering both an HP and attack increase. The next room on the right contains 
a large bed of spikes, with a lone pink Yoshi trapped on a block of tissue in 
the center of it. Tossing the babies onto the nearby springs will send you to 
a room filled with holes dropping down into the spiked area. Grab some more 
Ice Flowers up here, then drop down the third hole from the left. Hit the 
switch with your hammer, and a bridge of tissue will form; the Yoshi will 
leave automatically. If you want a bean, drop down the last hole on the 
right, but the adults will have to summon you back with the pipe. Once you're 
finished in there, you can enter the last room, on the far right, containing 
another RC Shroober terrorizing a light blue Yoshi, this time with a flying 
saucer. Tunnel the babies through into the hidden room, and have BM take a 
few gulps of water. The idea here is to fire droplets of water into the 
bottom screen through the opening in the tissue, timing them so that they hit 
the UFO buzzing about. Each shot amusingly startles the Shroob, and it'll 
take two hits to bring the saucer down. It'll crash into the wall, blowing 
open an entrance for you to get at both the Yoshi and the Shroob itself. Be 
sure to bring the babies back out before you head in there, as taking one 
step inside will alert the Shroober, and it'll attack you. Defeating it will 
calm the Yoshi down, and it'll provide the muscle needed to finally push the 
Chomp Rock down the hole, where the intestines or whichever region this is 
gets painfully stretched open. See Yoob's reaction? Heheheh. The new passage 
contains some Cannonballers, a 1-Up and some Smash Eggs, as well as some Dry 
Bones and RC Shroobers. At the end is a pipe, leading into the next area.

     In this large room, you'll witness a Yoshi being pulled into some sort 
of machine full of suds, then churned out onto a conveyor belt into an egg. 
Apparently this is a factory for turning Yoshis into eggs, but for what? To 
eventually hatch into Yoobs? For some other creature's nourishment? Either 
way, there are a lot of RC Shroobers here to be destroyed, as well as some 
more Bros. Items and a Mushroom Drop. Unlike the stomach, these rooms don't 
branch out all over the place; the exit is in the lower left, bringing you to 
a room full of shattered eggshells, and four Yoshis already working on 
another Chomp Rock. Send the babies onto the spring, then take a few gulps of 
water from the fountain. Now, using the adults, smack the eggs inside the 
blocks from underneath to send them up to the babies, and be ready to blast 
them with water so that they break open on the gray dangly-thing. Position 
the babies up against the wall to have the best shot at them. I've found 
that waiting until the eggs are about to drop back down the best time to 
fire. Cracking both release two Yoshis, and they'll both immediately run over 
to help push the egg away from the opening. The blocks to the right contain 
50 coins and some more Super Mushrooms.

     The next room has no puzzles; only enemies and treasures, the only new 
one being two Super Drops, down in an artery. Can't complain with the Bros. 
Items, though. The downward path leads only to a safe haven for the Yoshis, 
two beans, and another 4-Bros. coin block, like the one in Vim Factory. 
Stand on the blue switch to access the next room, where we find Toadbert, one 
of the Toads that was with Princess Peach the elder, and was attacked by the 
Shroobs when the time machine had landed. Toadbert seems to have suffered a 
bad case of memory loss due to the attack, as he doesn't know his name, and 
has no recollection of the events that took place. He does, however, have a 
very faint recollection of something, which he drew a picture of. The 
drawing itself is horrible, resembling Peach holding a star above her head, 
and an ugly villainous type in a single piece of clothing and what looks like 
a cross between a crown and a hat. It's also badly smudged in dirt, or.. 
something. All Toadbert knows is that he woke up on Yoshi's Island, and was 
soon eaten by Yoob. He's now trying to rescue the Yoshis trapped inside the 
eggs, thinking they'll be reborn as monsters if something isn't done quickly 
enough. Problem is, there's a monster in the back, guarding the exit. Exit he 
says.. great. So, now Mario boldly volunteers to take this thing out, so the 
gang and the Yoshis can squeeze out the poopchute. Show your moves off to 
Toadbert, and be on your way. Take the opportunity to save, then enter the 
next room, where you'll confront an egg-like creature speaking in Shroob. 
Luigi's attempts to take the pussy way out fail, twice, thanks to an egg-
beaning. And whaddya know... the egg contains none other than BB, demanding 
your help. If you don't, there won't be any adult Bowser to harass you in the 
future- oh, wait. This game is one huge time-paradox in itself. So, who cares 
about him? Either way, this guy will attack you regardless, so prepare to 
deliver a beating.. or should I say scrambling? =P

BOSS: SUNNYCIDE

HP: 500
Weak: Fire 
EXP: 260
Coins: 150
Win: Super Drop

Your first goal is to break open a total of five eggs, which will each 
release Yoshis, who will climb up to the top screen and try to push a 
Chomp Rock onto Sunnycide. You can't do anything to him now, so just 
concentrate on attacking the eggs. While you're doing this, Sunnycide will 
either grab eggs and lob them at either brother, which can be avoided by 
jumping as soon as his tentacle lashes at one, or by inhaling one of the 
Bros. into his mouth. Have your hammer ready, and release when you're close, 
but not close enough to strike his bandaged uvula (or whatever the hell that 
thing is). Why? The pull of his inhalation will make up the distance needed 
to be within striking range; get too close, and you'll be sucked in and lose 
some HP in order to replenish his. Don't worry if he uses up all his eggs; 
he'll constantly refresh his supply as they run out. Once the Yoshis nail him 
with the rock, he'll be knocked onto his side and susceptible to big damage. 
Here's where you need to be careful, though- a chain will drop down to him, 
and as soon as he yanks it, a hole will open up and that bro will fall down 
it. This causes dizziness, so avoid it by jumping as soon as he pulls on the 
chain; you have about a split second to react after he does so. The area 
around the targeted bro will throb before opening up; you can tell who will 
be swallowed up by the tentacle he uses to pull the chain. Otherwise, he'll 
attack by turning the room dark and sending Boos after you; have your hammer 
ready and wail them once they're in front of you. Sunnycide has a weakness to 
fire, but you'll still obtain bigger damage by wailing on him with your 
Cannonballers. After two turns of wailing on him, he'll jump back to his feet 
and you'll have to repeat the egg-cracking process. I took him out in 5 
Cannonballers and one Fire Flower, though the last CB might've overdone it. 

     After the battle, a bunch of eggs and Baby Bowser will drop through the 
colon, and a horde of Yoshis will jog in and do the same. There's nothing 
left for you to do, so out his anus you go, too. They even show the great 
escape on the top screen, in case you weren't aware of your choice of exit, 
too. Nice of them, wasn't it? Stuffwell appears, and we look up to see Yoob 
doze off, still clinging to the side of the cliffs. Awwwwwwww.

     Back in the village, we find Baby Bowser spreading a false rumor, in 
which HE saved all of the Yoshis. They begin to hail him, as he scarfs down a 
mountain of Yoshi Cookies.. and then our heroes show up, and BB quickly 
gobbles down the remaining cookies before spitting up the Cobalt Shards.. and 
being punted into the stratosphere by them. Gotta love Yoshis, but they're.. 
idiots. Toadbert sets them straight for you. "Yay!" Without much of a choice 
or even a goodbye, you're hurtled back through time and into the castle. Have 
a quick chat with E. Gadd and explain things to him, and you'll learn of a 
new time hole, one which leads to the Shroob Castle, which we can't enter due 
to the place being heavily guarded. Now why did they waste our time to bring 
it up, then? Eh, whatever. You'll notice the Toadsworth icons on the map, 
meaning we have a new skill to learn, but first head to the shop, as it's 
closer. Buy two pairs of Shell Slacks and Egg Pants, and you're good to go. 
You should have a lot of excess crap in your inventory, now, so it'd be a 
good time to sell it. Particularly all those pairs of pants, and the Smash 
Eggs. Also, I'd recommend buying two Big-POW badges and equipping them on the 
adults. Until the shop stocks something better, you can receive a very nice 
attack boost lasting several turns just by scoring an easy "Great!" during 
any use of a Bros. Item. They'll help you make even shorter work of the 
bosses, so go ahead.

     Once you're finished your transactions, head to the gardens and learn to 
do the Bros. Ball. Not only will this allow you to reach the next time hole, 
but you can now spin the cog indicated by the ? on the left of the map. Doing 
so will lead to the sewers underground, housing a large number of 100-coiners 
(gotten via tunneling of course) and Goombas, as well as some pretty powerful 
healing items you won't have a need for just yet. You'll also find a 
mysterious figure down here for the first time, and those of you that know 
who he is will want to track him down... You won't NEED to pay a visit to 
this guy until much later in the game, though. Head to the sewers if you want 
to get this out of the way first. 

     To proceed with the story, now, take the staircase on the left side of 
the map, up into the second floor. See that big, cris-crossing staircase in 
the middle? Head there. Ditch the babies, then hit the purple ! block, and be 
ready to curl into a ball and roll up the stairs. You have more than enough 
time to make this trip; it isn't the slightest bit difficult. Hitting the 
block at the end will drop the gate, making way to the next time hole. Hop 
in, and it looks like our next target is.. ..Gritzy Desert.


OOOOOOOOOOOOOO[9] Too Much SAND OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO


OOOOO Gritzy Desert OOO
OOOOOOOOOOOOOOOOOOOOOOO

OOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Super Mushroom (4) OOO
       Ultra Mushroom (2) OOO
       Max Mushroom (2)   OOO
       Super Drop (4)     OOO
       Ultra Drop (3)     OOO
       Refreshing Herb    OOO
       1-Up Mushroom (2)  OOO
       1-Up Super (2)     OOO
       Red Peppers (2)    OOO
       Green Shell (6)    OOO
       Ice Flower (15)    OOO
       Pocket Chomp (17)  OOO
       Secret Jeans       OOO
       Big-POW Badge      OOO
       Cash-Back Badge    OOO
       Risk Badge         OOO
Coins: 527                OOO
Enemies: Shrooba Diver    OOO
         Pokey            OOO
         Bob-omb          OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOO

ENEMY ATTACKS & STATS:

     Shrooba Diver- HP: 70 EXP: 32 Coins: 8 Drop: Super Mushroom, Blue Pepper
     Weak: Ice Resist: None
     These guys have a bunch of different attacks, all of which are easy to 
     avoid, once you recognize them and get a feel for the timing. First are 
     its attacks which you can actually counter- swimming towards the brothers
     quickly, looping around so that it makes a pass under each one; simply 
     jump once it gets close. The other is diving out of the sand and into the
     air, coming back down on either bro; have your hammer charged and ready 
     as it's shooting up, then swing as it comes down. The other two involve 
     pulling objects out of the sand and throwing them at you quickly. If it 
     brings up a spiked ball, leap when it throws it, and it'll bounce 
     underneath you. If it pulls out a Cheep-Cheep, stand still, as it always 
     bounces overhead. With its swimming attacks, they're always preceded by 
     diving under and are executed quickly; look at what the intended means 
     of dodging are (either the jump or hammer command) to figure out what's 
     coming.

     Pokey- HP: 55 EXP: 36 Coins: 10 Drop: Green Shell, 1-Up Super
     Weak: None Resist: None
     Unlike other Pokeys, these can be leapt onto and damaged. Their attacks 
     are pretty annoying at first, at least when you haven't learned the 
     timing or what they're capable of. If Pokey spins its lower segments
     around, you'll be targeted with a rapid-fire needle attack for 
     however many parts that remain; three needles per segment. They're 
     fired in quick succession, and avoided by jumping as soon as the first 
     needle is fired, then again as soon as you land until all shots have 
     missed. An easier attack to deal with is when it bounces all of its 
     parts towards you; they're fired one at a time and overhead, for you to 
     whack away with your hammer. Provided you don't fudge the hammer timing, 
     these are easy to deal with. Their last attack is impossible to avoid if 
     their bodies are complete- a simple charging towards you. You can knock 
     parts of their body away with the Green Shell, or the babies' hammers 
     when they're alone.
     
     Bob-omb- HP: 35 EXP: 30 Coins: 5 Drop: Pocket Chomp
     Weak: None Resist: Fire, Ice, Mix
     These little guys have only two attacks: tackling and exploding. When 
     they run towards you, take a tiny hop, stop, then run again; jump a 
     second after they hop, and they'll run underneath you and be stomped on. 
     If they turn their bodies a little after stopping, though, they'll run 
     towards the other character; I rarely see this, but be ready for it. 
     Now, if they light their fuse before charging, they'll move more quickly 
     and simply explode when they get underneath you. This time, though, you 
     want to jump as they're moving into you, because unless you're at the 
     peak of your jump when they detonate, you'll be hurt. They have another 
     method of exploding on you- moving up and down in front of the Bros., 
     then running in and blowing up. You counter this by having your hammers 
     ready, and whacking it once it's passing in front of you. Don't hesitate,
     because it won't move that way for long.

     As you first enter the desert, you'll find a stone pillar with an Ultra
Shroom, accessible via baby toss, and a blue switch in front of some sort of 
stadium.. a koopa complex of sorts, judging by the headmount and the 
shell-pillars. Anyways, standing on the switch will swing the doors open, and 
alert a swarm of Shroobs, who will come stampeding out in legions after you. 
Our heroes run and hide, losing them for a second, but the babies dumbly 
leave the hiding place, and as Luigi goes out to grab them, they're spotted 
by a lone Shroob and he gives chase. Kylie pops out from a pillar of sand and 
has a chat with Mario; apparently the Shroobs are having a gathering in that 
stadium we opened, a celebration of the overtaking of the Mushroom Kingdom. 
Not only that, but Princess Shroob is supposed to be at the head of this 
celebration, as well as an appearance from another princess. One believed to 
be of royalty.. and wears pink. Now who could that be? Mario explains the bit 
about Peach's abduction, and Kylie thinks his story doesn't hold water, but 
whatever. She'll leave us, mentioning something about the crystal shell in 
the area we began, saying the four turtle heads are linked to it somehow.

      Now, before you go wandering around looking to solve puzzles, let me 
mention that they'll requiring not only splitting from the babies, but 
wandering far from them as well. On that note, I like exploring the areas 
first, to clear out all the enemies and grab whatever items and beans I can.
This is so the party stays relatively close together in experience, and the 
babies won't get into any battles in which they're biting off more than they 
can chew. Not that the enemies here pose a particularly serious threat, but 
anyways.

     Your immediate location, where you spoke with Kylie, contains a few 
treasure blocks with Herbs, 1-Ups, and 50 coins, gotten via the adults' 
spin. The next has a large number of enemies, most of them Pokey, and also a 
plethora of items, primarily Drops and Bros. Items. You'll find some of the 
blocks are positioned above pillars you have no way of reaching; these can be 
nabbed later in the game, if you return with a certain Bros. skill. The 
script itself won't call for you to return here, so it's up to you to 
remember. Anyways, the next room downwards has a contraption for you to 
familiarize yourself with- the cannon. Mario and Luigi must roll themselves 
into a ball, and then roll into the yellow cannon on the side. The cannon is 
fired by hitting a switch with the hammer; but where is that switch? You'll 
find it by throwing the babies into the nearby pipe beforehand. That switch 
will light up only once the adults are inside the cannon. Don't fire them 
to the other side just yet, though. Head back the way you came, then up into 
the next area, the upper-left corner. More goodies that must be spun to, and 
an ever-increasing number of divers and Pokeys that we must tear apart. In 
the pipe is a pair of Secret Jeans, equippable by the babies; it lowers 
defense in exchange for more speed and stache. Equip them if you don't mind 
the little cut. The next area on the right has another Bros. Ball challenge; 
the adults must roll along through the walls of cactus and make it to the 
purple ! block in time. Not a difficult feat at all, and you'll pass by some 
bean spots for the babies to dig up, so have them walk the distance to the 
adults once you've finished and pick them up. 

     The next area has a lot of Bob-ombs, hyperactive little things that will 
appear in groups of four, or three with another Shrooba Diver. There's a Big- 
POW Badge in the pipe in the lower left, as well as our first batch of 
Pocket Chomps, in one of the treasure blocks scattered about. Eradicated 
everything here? Good; just one more area to go. Head down and deal with the 
Bob-ombs, grab the items you wish, and now you're ready to take out that 
crystal by the entrance to the stadium! Abandon the babies in the lower-
right area of the desert, by the Dry Bones statue. With the adults, make the 
long yet necessary trek back to the upper-left, where there's a Dry Bones 
directly across from it. Use the Bros. Ball; it makes the trip much faster. 

     Once there, initiate the ! block sequence with Mario, and once Luigi 
hits his block, the other block, all the way on the other side, will light 
up; you have a generous 9 seconds to bring the babies up on your screen and 
hit the blocks they're standing underneath. Once you've done this, the two 
Dry Bones will concentrate a beam onto the crystal. With those out of the 
way, you have one more to take care of, so head down with the adults and 
up with the babies into their respective areas and do the same thing with 
the other two Dry Bones statues. Now you've shattered the crystal, exposing 
a purple ! block! With the adults, head back to the area with the stadium and 
use the pipe there to summon the babies, and throw them up onto the pillar. 
Once they hit the block, a corner of the stadium will drop down, which you 
can use to climb up onto the roof. A few items worth nabbing here.. once 
you're ready, climb to the top and enter the opening. Take the pipe down to a 
save point and a switch; compressing the switch lets you into what appears to 
be a spectator's floor, with windows arrayed here and there. Kylie seems to 
have found her way in as well, and informs us that Pricess Shroob will be 
arriving any minute. She suggests you all take a peek through one of the 
windows...

[9.1] And our Special Guest is...

OOOOO Koopaseum OOO
OOOOOOOOOOOOOOOOOOO

OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Ultra Mushroom          OOO
       Refreshing Herb (2)     OOO
       Cannonballer (3)        OOO
       Adult Trousers          OOO
       Pep Badge               OOO
Coins: 70                      OOO
Enemies: Shrooboid Brat (Boss) OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     Before you is a crowd of hundreds, THOUSANDS of Shroobs, all of them 
abuzz, anxiously awaiting the arrival of their leader, Princess Shroob. One 
of the four Shroobs onstage steps forward and addresses the crowd; a cheer 
breaks out amongst them. Then, as the lights dim and the stagelights turn on, 
the Shroob's Mothership slowly descends over the stadium, and in a beam of 
light, Princess Shroob is lowered to the stage amidst thunderous applause and 
cheers. The lights turn back on, and Princess Shroob begins to speak; each 
sentence is followed by a roar from the crowd. She screams and raises her 
arms, getting a rise out of them; moments later, a lone voice screams out 
over the audience.. ..in English. A lone UFO flies high above the crowd, 
carrying Princess Peach underneath it! It hovers over a pipe before the 
audience, and as the audience chants, a familiar beast emerges from the pipe, 
hungrily snapping its jaws. One final chant, and the UFO releases Peach, her 
body falling only a foot before being eaten alive by.. Petey Piranha. The 
crowd is in an uproar, and Princess Shroob cackles evilly with them...

     Mario and Luigi are shocked by what they just witnessed, and turn to see 
Kylie to the left of them, bound up by Shroobs! Woo, she won't be getting in 
our way for a while! Our heroes are now left alone to explore. To the far 
right is a room with a 4-man coin block; to the left is a room with a purple 
! block, which when activated drops the ledges down to a height we can reach. 
While the opening is small, it's not meant for the babies- roll the adults 
into a ball and go underneath, then stop as soon as you've cleared the 
opening. Now, spin across the spikes and roll all the way down through the 
obstacle course (it doesn't matter if you fall between the pegs, though you 
really have to be doing something wrong in order to), and hit the pipe in the 
next room to bring the babies down with you. There's 50 coins in that block 
if you want 'em, and some Cannonballers and Refreshing Herbs in the next 
room, as is our next puzzle- another maze in pitch darkness, aided by the 
huge shine block. The pathways get really, really narrow here, so walk 
carefully. Keep in mind there are two different locations where you must jump 
across the spikes, from one path to the next. Also in this room are 20 coins, 
an Ultra Shroom, a Pep Badge, and a pair of Adult Trousers. The Pep Badge is 
definitely worth getting, making the wearer immune to status ailments, and 
the trousers are the adult version of the Secret Jeans you got earlier. 
Anyways, once on the other side, pound the switch with the hammer, and you'll 
open the door into the next room. Head up and save, then step onto the 
platform and you'll be taken up...

     ...up onto the stage, surrounded by thousands of Shroobs, not to mention 
the Princess herself. The Shroobs onstage open fire, but the Bros. are quick 
to act; Mario and BM take out the first pair, while Luigi and BL.. well, 
Luigi is of course thrown about, as the developers seem to enjoy harming him 
physically whenever the opportunity arises. Suddenly, one large freak of a 
Shroob swings over the crowd on a rope. The audience of Shroobs go crazy, and 
Princess Shroob barks something in her adorable gibberish at the freak. The 
little ones have since dragged the man in green back to the center stage, 
just in time to attacked by a lollipop. Of all things. "BABIES!"

BOSS: SHROOBOID BRAT
HP: 900
EXP: 180
Coins: 100

This guy has a lot of HP, but if you've gotten the Big-POW badges I told you 
to, then this will only take a few turns. Open right away with an Ice Flower, 
and use it until you get a defense-down on him, then wail away with either 
Pocket Chomps or Cannonballers. You can rack up more damage with the Chomps, 
provided you've got quick fingers and don't make any mistakes. Otherwise, 
just wail away to the tune of 180-200 damage a pop with the cannon. If his 
def-cut wears off, don't worry about using another Ice Flower, since you've 
still got your strength boost, and he should be at less than half HP by now. 
Now, his attacks- their targets will always be chosen by the audience of 
Shroobs, holding up signs with either an M or an L. The initial, NOT the 
color, will determine who is attacked, as midway through the Shroobs will 
change their signs to try and confuse you. To avoid his lollipop, which 
packs a nice wallop, jump as soon as he rears it back to throw. His other 
attacks involve eating items tossed by the crowd and spitting them out at 
you- deflect them with the hammer; their timing won't differ per item, so 
this is easy. If he eats a regular Mushroom, he'll spit out a poisoned one, 
but if he eats a poison shroom, he'll spit out a normal one. Let these hit 
you to replenish some HP. These attacks will often inflict the ailments 
paired with them, so don't screw up with the hammer. Without the loss in 
defense, your perfect Cannonballers will only deal around 120-150, so the 
Ice Flowers do make a difference. 3-4 turns of this, and the Shrooboid brat 
is a goner.

     The Shrooboid has been humiliated in front of thousands of its kind, but 
the Bros. have merely leapt out of the frying pan and into the fire, as 
they're still surrounded by their enemies. Rather than kill them on the spot, 
though, the Princess merely calls a group of them to surround them, and on 
her word, pull out friggin' HAMMERS; yes, aliens commonly come equipped with 
hammers, which they use to smash a hole in the floor underneath the heroes, 
sending them into the depths from whence Petey Piranha came. Watch the 
somewhat amusing scene with Luigi and the babies, then press on...

[9.2] Little Cave of Horrors

OOOOO Gritzy Caves OOO
OOOOOOOOOOOOOOOOOOOOOO

OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Ultra Mushroom         OOO
       Super Drop (2)         OOO
       Ultra Drop (2)         OOO
       Green Shell (6)        OOO
       Bro Flower (12)        OOO
       Cannonballer (3)       OOO
       Smash Egg (3)          OOO
       Pocket Chomp (3)       OOO
       Trampoline (13)        OOO
       Red Pepper (1)         OOO
       Green Pepper (2)       OOO
       Dire-Free Badge        OOO
       Big-DEF Badge          OOO
       Big-POW Badge          OOO
Coins: 628                    OOO
Enemies: Dark Boo             OOO
         Snifaro              OOO
         Bob-omb              OOO
         Elite Boom Guy       OOO
         Petey Piranha (Boss) OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

ENEMY ATTACKS & STATS:

     Dark Boo- HP: 63 EXP: 20 Coins: 6 Drop: Trampoline, 1-Up Mushroom
     Weak: Resist: Fire, Ice, Mix
     These guys fight exactly the same way as the original Boo enemies found 
     earlier in the game, only they're now much faster. In addition, when they
     attack from behind, if you fail to avoid them, they'll steal one of your 
     items, whether it be healing, Bros. or so on. Jump as soon as they 
     appear. Not much else to say about them, though you'll get your item back
     if you kill, er, exorcise them once they have it.

     Snifaro- HP: 90 EXP: 50 Coins: 10 Drop: Trampoline, 1-Up Mushroom
     Weak: None Resist: None
     More interesting variants of Snifits are back! This time, the sarcophagus
     dwelling Snifit attacks by sliding open its door and firing two shots, 
     one from its headpiece, and another from the Snifit inside. The order of 
     the shots depends on the way the sarcophagus door slides open; if the 
     door slides right, don't move, and the shot will fly past, then jump; if 
     the door slides left, jump over the shot and you'll avoid the second. 
     These guys also attack by leaping onto the sarcophagus itself and riding 
     it like a rocket, up into the top screen and then looping around to 
     charge at either brother. Jump onto them as they pass under, and they'll 
     take damage.

     Bob-omb- HP: 35 EXP: 30 Coins: 5 Drop: Pocket Chomp
     Weak: None Resist: Fire, Ice, Mix
     These little guys have only two attacks: tackling and exploding. When 
     they run towards you, take a tiny hop, stop, then run again; jump a 
     second after they hop, and they'll run underneath you and be stomped on. 
     If they turn their bodies a little after stopping, though, they'll run 
     towards the other character; I rarely see this, but be ready for it. 
     Now, if they light their fuse before charging, they'll move more quickly 
     and simply explode when they get underneath you. This time, though, you 
     want to jump as they're moving into you, because unless you're at the 
     peak of your jump when they detonate, you'll be hurt. They have another 
     method of exploding on you- moving up and down in front of the Bros., 
     then running in and blowing up. You counter this by having your hammers 
     ready, and whacking it once it's passing in front of you. Don't hesitate,
     because it won't move that way for long.

     Elite Boom Guy- HP: 80  EXP: 40 Coins: 8 Drop: Bro Flower, Blue Pepper
     Weak: Fire, Mix Resist: Ice
     Again, these are exactly the same as their weaker version in BB's castle,
     with the obvious increase in speed and attack. The signal for which kind 
     of shot they'll fire is also the same- both hands up for an immediate 
     shot; one hand pointing for a puff of smoke, then a bullet.


     Immediately you'll see a fountain and a fire nearby; extinguishing it 
and smashing the rock wall at the end of the small corridor will bring you to 
a shop run by Monty Moles; the new Bros. Item, the Trampoline, is sold here; 
I wouldn't buy any, though, because you'll be finding plenty inside the 
treasure blocks, and the Dark Boo enemies will drop more. On the clothing and 
badges side are some interesting pieces- The Muscle Slacks and Thrilling 
Slacks feature a disgusting drop in defense in order to raise attack, and the 
Svelte Slacks and Tissue Pants also drop defense horribly, in order to raise 
HP, speed, and stache. As for badges, we have the POW-Peak Badge, which gives 
a tremendous boost in attack, but each battle, a countdown starting at three 
ticks down each of your turns, and once it hits 0, you faint. Now, the badges 
alone will enable you to kill everything, even in groups of five, in the 
three turns given to you, and along with the Muscle Slacks, the Bros. will be 
freakishly strong. If you're confident in your dodging/counter ability, by 
all means splurge on these, as you'll be wrecking everything in sight. 
Otherwise, don't touch this crap with a ten-foot pole. Once you're done here, 
proceed to the right.

     On the far right of this room is a slope with a purple ! block atop it. 
No crafty skills are needed to climb up to it or anything; once you hit it, 
the ledge in the upper left will drop down and form steps, leading to a path 
the adults must take by themselves, for it requires the Bros. Ball. As for 
the babies, tunneling under the gate to the north will get you some peppers, 
both red and green, which increase your attack and defense, respectively. I 
don't particularly care for these, but there are people that swear by their 
usefulness (well, the red ones at least), so it's up to you. There's nothing 
else the tykes can do until the adults summon them, so just sit tight. Once 
the Bros. roll their way into the next room, you'll hear a scream, and once 
again bear witness to the consumption of Kylie.. this time by good 'ol Petey. 
Guess the Bros. don't care about ya, Ky. Anyways, the pipe for the babies is 
just to the right of Petey's little digging hole, so bring 'em up. No 
puzzles or even enemies here, so grab what junk there is laying around, and 
be on your way. 

Two routes here, now- the one on the bottom leads to a 
dead end containing a 4-man coin block; go after it if you like. Otherwise, 
simply deal with the enemies here and exit via the left. In this next room, 
you'll want to tunnel the babies under the gate, bringing you to a fountain 
and a Monty Mole, who wants you to spit water at targets as they pass by, 
matching whichever is scrolling by on the bottom. Take several gulps of water 
and start the wheel spinning in the previous room using the Bros. Ball. It 
starts off quite simply, with both targets moving very slowly; simply stand 
by the right side and whack BM once a match is scrolling by. For the second, 
the bottom runs the opposite way, and the speed picks up slightly; for the 
third, the bottom will scroll by very quickly, and you'll have to figure out 
which it was before firing at the target, which moves somewhat quickly 
itself. Get three matches, and a bridge will form at the bottom of the 
previous room. Crossing it will bring you to another course for the Bros. 
Ball to trek over; hitting the purple ! block on the pedestal will sprout a 
peg necessary for you to make it to the other side. You don't need it to get 
to the other side, as you can just drop to the bottom of the room, but in 
order to climb back up and continue, you'll need to use it. The baby tunnel 
down here leads to a Dire-Free badge, giving the wearer unlimited Bros. Items 
when at less than 1/4 HP. On the far left, you'll come to a room with a pipe, 
bringing you back up to the Gritzy Desert; Luigi will automatically hit the 
purple ! block there and lower the blocks down to a reachable height, making 
for easy access to and from the caves. The northwestern exit leads back to 
the save point where you started. Hopefully you hit the switch block before 
jumping down here, because otherwise you'll have to walk back around through 
each room up to this point. Once you're done here, roll across the chasm and 
take the lower-right exit. This brings you to a pipe for the babies, as well 
as a pipe into the next section of the caves. Onto the next room...

     Here you'll find the path blocked by giant stone pillars, and the only
thing for you to do is to throw the babies up to the hidden passage. At the 
end of this corridor is another Monty with a ! block; it's another Bros. Ball 
course in which you are timed, and much like the desert course, it is very 
easy. Just stop once you get to the slope across from the platform with the 
second switch block, and jump; use a spin if you don't think you can make it. 
Noticed those blocks on the walkway above you as you rolled by? The blocks 
there contain 60 coins and a Big-DEF Badge. Don't bother backtracking for the 
little ones; the walk is annoyingly long if one is just walking. As you enter 
the next room, you'll immediately find a pipe that you can bring them back 
with, anyway. For such an extremely large room, it doesn't have much; a few 
enemies here and there, and two pipes for the babies to be hurled into, 
netting you a couple 100-coiners. Exit's in the lower left.

     Here we meet a powerful new enemy, the Elite Boom Guy! Eliminate these 
bastards first, as they're the most powerful enemies in here. To proceed, the 
babies must use their hammer to pound the switch, lowering one of the blocks 
to a height the adults can reach. Taking the Bros. Ball route from the 
entrance will nab you some goodies, among them another Big-POW Badge; the 
stuff opposite those treasures can be gotten on the other side, with a spin. 
The next room is once again huge and devoid of puzzles; only the pipe in the 
upper-left contains a 100-coin piece. Kill the nasty Elites and pharaohs, and 
continue on to the right, where you'll find another cog wheel to spin, and a 
hidden passage before it; throw the babies up here, and you'll find a bunch 
of platforms like the ones we used in Toadwood Forest. By spinning the cog as 
the adults, the platforms will move back and forth, allowing the babies to 
cross. Move the ball into the cog, but stop as soon as it begins to turn; if 
you move into it full force, the cog will turn much faster, as will the 
platforms, making them much too difficult to jump onto. Anyways, as you 
cross, you'll find two blocks along the way; hit them and you'll receive a 
measly amount of coins, but a set of numbers will appear. Once you make it 
to the other side, you'll find a third block at the top of the little 
mountain of rock, ticking the numbers down to 0 and lowering a pillar for the 
adults to cross. Leave the babies in their current position and spin across 
the bed of thorns, then summon the tykes with the pipe. Onwards!

    The next room is another big 'un, with nothing but a few blocks containing 
crap for items and some lethal Elites. The room connected via the lower-right 
however, houses a lone Elite and two Super Drops, plus a single Ultra Drop. 
Handy. All that's left to do now is to back out and take the lower-left exit 
of the previous room, bringing you to a pipe. The following room has four 
different Bros. Items, and a save point; compressing the blue switch will 
release the bar on the huge, black door in front of you... ...opening up a 
door that the bars weren't even barricading. Um, okay. The next room is quite 
large, but all there is for you to do is to have a baby jump from a 
piggyback and hit the block in the center.

     All that was inside the block was a single coin, but the noise got the 
attention of Petey, who springs up from his hidey-hole. More stupidly amusing 
things to watch, namely the near-death experience of Baby Luigi, saved only 
by a baby being thrown into the back of the beast's head. Next time I'm in 
danger, I'll see if I can use any infants to my advantage. Anyways, seeing as 
these guys can run for their lives without someone screwing it up for 
everyone else, we're going to have to fight this guy.

BOSS: PETEY PIRANHA
HP: 1300
Weak: Fire
EXP: 360
Coins: 250

I utterly destroyed this guy with only four Trampolines, thus avoiding his 
somewhat annoying second phase, but I had my Bros. equipped with the Muscle 
Slacks and POW-Peak badges, so things went a little more quickly for me. His 
attacks don't vary at all while he's flying, but your means of dodging them 
do. Petey will leap up to the top screen and dive off of blocks onto the 
ground below, sending a seed flying at each of your heroes. Depending on how 
he dives, you'll either jump with one before the other, or at the same time; 
a forward dive means Mario should jump first and Luigi soon afterwards; a 
flip (spiraling repeatedly) means both should jump at the same time; and a 
backwards dive (mouth facing the Bros.) means Luigi should jump first, 
followed by Mario. As soon as Petey's body makes impact with the ground, the 
seeds will fly, so that is the time to jump. Eventually, if you haven't 
killed him yet, Petey will burrow underground, with only his head poking out; 
He cannot be jumped on in this state. He now uses two different attacks; the 
first consists of sending a pendulum dangling from a block whipping towards 
you, which is countered with the hammer, sending it back to the other brother 
(several times in a row); for the second, he'll burrow completely and attempt 
to pull the Bros. down with him into a sinkhole. Jump CONSTANTLY, as fast as 
you can, over and over, and you should avoid this one. That's all there is 
to Petey. Not a large arsenal, but he likes to attack three times in a row, 
so be ready for them. Lastly, he has a weakness to Fire, but you're better 
off saving your Fire Flowers for the times he's burrowed. If he's susceptible 
to jumps, take advantage of the opportunity and pelt him with Cannonballers 
or the Trampolines.

     Destroying this fugly disgrace to all Piranha Plants everywhere will 
present us the contents of his stomach- Kylie, still in one piece, and 
another Cobalt Star shard! Kylie takes a good, long look at it, and 
insists that someone was looking back at her, but quickly diminishes the 
thought to her own likely stupidity. However, she managed to get her hands on 
a very large key, which she claims to have stolen from the Shroobs. Wonder 
what it unlocks? She suspects it's something inside their mothership, but 
who knows. Say... what happened to Peach? Wasn't she eaten by Petey as well?
Apparently she was spit out during the consumption of Kylie.. huh. She must 
be held captive elsewhere, then.

     To get out of this room, shatter the wall where Petey had already 
damaged it with his block. In the next area, tunnel under the gate, and as 
you're about to pound the switch, a familiar voice calls out. Could it be? 
Yes! We've finally gotten to Peach! Seconds later, though, we hear a 
scream... dig back out and run inside the cell, where we find the Princess... 
...with a hideous shroom on her face. So much for our kiss of reward.


OOOOOOOOOOOOOO[10] Just like Old Times... OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO


     With the shroomified Peach returned to the castle, it seems the only 
thing anyone is concerned with is the restoration of Peach, not the still-
looming problem of the Shroobs, tearing up the past as they please. Mario 
and Luigi are left to go about without any more tasks, so head back down 
to the first floor and visit the garden, where the Toadsworths had brought 
the crying Peach. It is here you'll learn, without a real need for it at the 
moment, the Baby Spin, allowing you to launch the babies into the air and 
gliding gently down by spinning into them. You'll need this to send them onto 
ledges you can't reach by throwing them. You'll also learn to flatten the 
babies by rolling over them with the Bros. Ball, allowing them to enter tiny 
crevices. As the lesson finishes, Baby Peach is blown into a hidden passage 
nearby, so now is your chance to put your new skills to use. Spin into the 
babies to get them into the enclosure, then activate the switch. Spin into 
them again to bring them up to the entrance, and they'll find Peach way in 
the back, atop a ledge accessible only by jumping repeatedly. Now how in the 
hell did she get up there?! =P

     The Toadsworths take Peach away for a nap, and once you head back inside 
the castle, there'll be a loud rumbling; a Toad runs by screaming about 
someone coming back. A "he" in fact.. now who might that be? Go to Peach's 
bedroom, and you'll find that the villain in question is indeed, Bowser. 
After making off with the Princess, he's confronted by Toadsworth, whom he 
avoids with a mighty leap- however, his weight shatters the bridge once he 
lands, and Bowser falls directly into a time hole below, followed afterwards 
by the Princess. There's only one thing to do- after them! The time hole is 
in the upper left of the first floor, and accessed by sending the babies 
across the large gap using the spin.. taking it will bring you to the 
base of a mountain, known as Thwomp Volcano.

[10.1] R0x0rz your B0x0rz

OOOOO Thwomp Volcano OOO
OOOOOOOOOOOOOOOOOOOOOOOO

OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Super Mushroom (7)   OOO
       Ultra Mushroom       OOO
       Ultra Drop (4)       OOO
       1-Up Mushroom (2)    OOO
       1-Up Super           OOO
       Red Pepper (2)       OOO
       Green Shell (5)      OOO
       Bro Flower (2)       OOO
       Ice Flower (14)      OOO
       Cannonballer (3)     OOO
       Trampoline (2)       OOO
       Block Trousers       OOO
       Counter Badge        OOO
Coins: 257                  OOO
Enemies: Tanoomba           OOO
         Thwack             OOO
         Red Coconutter     OOO
         Mrs. Thwomp (Boss) OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

ENEMY ATTACKS & STATS:

     Thwack- HP: 54 EXP: 20 Coins: 2 Drop: Super Mushroom, Block Trousers
     Weak: None Resist: None
     I LOVE these guys for gaining EXP! All throughout the battle with these
     things, if they have any allies that have been killed, or any vacant 
     positions, they'll pound the ground and summon more of them. Any summoned
     Thwack is still given a turn to move, so they are likely to summon even 
     more, if possible. Otherwise, Thwacks have very quick, straightforward 
     attacks; either lifting up and hurtling at either brother quickly, or 
     lifting higher and flying overhead to come down from above. Jump as soon 
     as the Thwack begins to move towards you, and swing your hammer as soon 
     as they're overhead, and they'll be stopped. Their color indicates who 
     they'll be attacking; bear in mind that Thwacks will only stay in battle 
     for so long before turning gold and exploding into boulders, which will 
     roll towards the heroes. Jump the moment they burst apart to clear the 
     rocks.

     Tanoomba- HP: 90 EXP: 82 Coins: 9 Drop: Pocket Chomp, Green Pepper
     Weak: Fire, Mix Resist: None
     The morphing Goombas are back from SSS, this time with three new attacks 
     up their sleeves. Their first and most common involves morphing into a 
     spiny shell and circling around the Bros.; jump with both as the attack 
     begins, then with each person as the shell comes near. It may make 
     anywhere from 1-3 passes before retreating. Its second and third attacks 
     involve jumping into the top screen and morphing into one of two objects-
     a Thwomp, which falls very quickly, and a balloon, which floats down much
     more slowly. Have your hammer ready immediately to deal with the Thwomp, 
     as it's a lot harder to dodge, and you can tell whom is about to be 
     squashed or bopped by the manner in which the Tanoomba jumps; straight 
     upright for Mario, and flipping around for Luigi.

     Red Coconutter- HP: 85 EXP: 70 Coins: 7 Drop: Red Pepper, Ultra Mushroom
     Weak: Ice Resist: None
     These freaks battle exactly the same as their weaker versions, with only 
     one minor tweak to one of their attacks- they now fire their blow guns 
     multiple times from behind the Bros. Jump each time the tube moves 
     towards you, and the darts should miss. Kill these idiots first, as they 
     like to heal everyone with rain.


     Head up from the save point and, ignoring the Toads (X-TREEEEEEEEEEEME!) 
spin into the babies to send them up to the purple ! block, which will open 
up a path once hit. If you want an Ultra Mushroom, roll over the babies with 
your Bros. Ball and send them up the tiny passage. You'll be doing a lot of 
this stuff while you ascend the mountain. Next, cross the bridge and greet 
your best friend for leveling up right now, the Thwacks. These guys love to 
constantly bring more Thwacks into the fray, giving you gross amounts of EXP 
once you're finished. If you happen to win a pair of Block Trousers from 
these, put 'em on, as they offer a nice boost in defense. If you're wearing 
Muscle Slacks, though (as I am), don't bother, as you'll lose your 
Plumber-on-Steroids powers. Anyways, it's a long climb up, and you'll pass a 
few goodies accessible via the Baby Spin, and eventually come to a platform 
above a bed of spikes; instead of taking the Bros. Ball only route, use the 
Baby Spin again and send the tots across the platform to nab the items, then 
simply use the pipe on the other side to bring the adults over. Don't drop 
down the ledge you see on the other side, for it doesn't lead to any bean or 
alcove of any sort; it's just a long way down to the beginning of the 
climb. Proceed upwards.

     More fun with Thwacks. This room is devoid of puzzles, so just demolish 
the emotional rocks and continue north. This next room presents a new puzzle 
you'll see a lot more of, so learn to love it- it involves rolling over the 
babies to squash them, then sending them inside the tiny opening- the slot, 
not the one on the far right, where you'll find a fan; the wind produced by 
the propeller will send the babies while they're still thin up to the higher 
ledge, where they can find a spring which will send them to the top of the 
cliff. All the way over to the left is another switch block with a button 
atop it, meaning you must pound it down to the adults. Don't jump down, 
though; just send the adults to the right, then cross the bridge all the 
way over to the left, where they can hit the block, opening up a path for the 
babies to continue through. The adults have no way of joining us at the 
moment, so leave them behind and head up, where you'll find two pipes; one 
for the adults to join you, and another to continue further up the mountain. 

     Save if you please, then cross the bridge and have your first encounter 
with the mildly irritating baddie, Tanoomba. Their Thwomp attack takes some 
getting used to before you can counter it with ease, so be prepared for a 
few lumps here and there. To cross the bed of spikes, send the babies over 
first with the Baby Spin (the bean atop the Thwomp is gotten the same way), 
then send the Bros. over with their regular spin. Proceed left. There's 
another fan inside the hidden passage you'll come to in this room, or rather, 
a few fans. The babies can climb them in pancake form and reach the purple 
! block at the top, which will move the yellow blocks back a few steps, so 
the adults can climb up. At the top is a blue switch; compress it to open 
the door, er, mouth, and move on. In this room, you can't do anything but 
ascend; however, there's a Counter Badge on the far left for you to nab; 
climb to the top, and positioning the babies in front of the yellow ramp, 
spin into them and let them glide across the pit. A Red Coconutter will 
probably attack you, so deal with it, then nab the badge. Good one for the 
babies while they're apart from the adults. Either way, all there is to do is 
to head north. Another fan in this next area, only now you must use the 
adults' spin on the cog outside to get the propeller turning quickly enough 
to send the babies up to the top. Noticed a bunch of blocks along the way? 
The highest one on the right is a purple ! block, which will create a bridge 
for the party to cross into the next area. Grab the other treasures here and 
head upwards. 

     Don't be confused by the huge slots in the next area; the babies can 
neither tunnel nor walk under them while squished. Simply climb up this tall 
section of the mountain, using the Baby Spin and Bros. Ball to cross the 
large gap at the top once you come to it. If you don't yet have a pair of 
Block Trousers and would like some, hop off of the yellow ramp at the top 
and hold Up so that you fall inwards and land in the small alcove. The block 
there contains measly coins, but going right from there brings you to a small 
secret area with an M block, holding the trousers. You'll have to climb all 
the way back up if you do this, though. Once at the top, exit to the right 
and you'll find a pipe. Onwards!

     Use the save point in this next area if you wish, then leave via the 
right. Yet another hidden-propeller obstacle course here, in which you must 
spin the cog again, giving the babies the gust they need to climb higher, but 
then you must wait for a cloud to move in underneath you; ride this cloud to 
the right, then carefully hop over the other clouds and hit the purple ! 
block once the babies reach their normal height again. This will drop the 
huge yellow block on the right, revealing a path to continue. Nothing but 
enemies here; kill them all merely for existing, then head north, to the 
volcanic crater. It is here you'll find Princess Peach's crown, just sitting 
there on the grass; it must've been dropped when Bowser carried her down into 
the volcano. Stuffwell pops out to ponder the same thing I just said, when 
suddenly, a huge column of lava and rock bursts from the crater! A volcanic 
eruption! ...wait. If Peach is down there, then.. she'd be long since dead, 
following all laws of logic and physics, but Stuffwell decides we must put a 
stop to the eruption, and this game has already long since violated any rules 
that apply to a good storyline, so let's go. MIND THE EXPLOSIFICATION!

     Continue down the other side of the mountain, destroying and collecting 
as you see fit along the way, and soon you'll reach the attractive lab of 
E. Gadd's younger self. Spin the cog to the left of the door with the Bros., 
and it will open. Head inside, and he'll ignore all of your attempts to get 
his attention until Baby Mario pulls out his trusty hammer. He's studying the 
volcano here, and he won't believe the thing is erupting until the flaming 
rocks start busting through his roof and destroying his equipment. Soon an 
enormous Thwomp engulfed in flames crashes through, and will explode unless 
you do something about it! Make like a fireman and spin the faucet handle in 
the upper-left, then gulp 'n blow the flames out; it'll take a full 9 squirts 
to extinguish the flames entirely. Witness an inexplicable transfer of 
thoughts from younger brain to elder brain, and an even more bizarre act as 
the elder E. Gadd sends a torrent of water through a time hole and into the 
volcano's era, where it ceases the eruption. And I don't think he was even 
aware that the thing was erupting.. Um, okay. Anyways, we can now enter the 
crater and look for the SHOULD BE dead Peach. Before you you do anything 
else, though, go to the lower-right of E. Gadd's lab and enter the pipe, then 
hit the purple ! block you find; this will create a bridge at the base of the 
mountain, so you can climb to the top easily later on. I highly recommend 
saving now, then heading back to the top of the mountain. The enemies are 
still slain, so you'll have no opposition as you climb; at the top, witness a 
conversation between two thwomps; a round, caring wife, and her hubby, who 
hasn't yet discovered the beauty of proper English. He's angry because the 
eruption has ceased, and she's angry with us because she thinks we did it 
(what excellent reasoning, too). Now we go SQUISH!

BOSS: MRS. THWOMP
HP: 500
EXP: 400
Coins: 0

First things first, damage Mrs. Thwomp takes in her large form does NOT count 
towards her max HP; only damage dealt while she is split up will deplete her 
actual health. That said, it takes 150 HP worth of damage to shatter her into 
four different Thwomps; three are of course fake, with one being real. How to 
tell the difference? The real madam has perfect teeth (as in none sharp or 
missing) and no chips or cracks. While she's large, she'll roll several 
boulders at you very quickly; constantly have your hammer armed and ready to 
whack them out of the way. Or, she'll hurl herself into the air and come down 
with a shockwave; depending on how many times she spins while on the top 
screen, you'll have to jump with one bro before the other, or both at the 
same time. Three spins, and she'll land between the two of you; jump at the 
same time. Six spins, and she'll land by Mario, so jump with him and then 
quickly afterwards with Luigi. A whopping nine spins, and she'll land towards 
Luigi, so he'll have to make the first jump. She'll soon bust into smaller 
pieces, as 150 HP is eaten up pretty quickly at this point.

While she's broken up, she and her clones will raise an eyebrow and then hurl 
themselves at either brother; have your hammer ready to whack them away. This 
attack moves much slower, so you shouldn't have any trouble dealing with it. 
Trampolines attack every enemy, so don't bother with them; instead, use your 
good 'ol Cannonballers. Three or four of them to the correct Thwomp while 
she's divided up should destroy her. If you don't demolish her quickly 
enough, she'll reform into a large boulder again, and you'll have to repeat 
the process. This is a pretty easy battle; I recommend opening with a single 
Trampoline, as that should be enough to bust her apart. Provided that you 
don't suck with Trampolines... ;)

     Hubby's soon-to-be insulted wife will "help" us into the crater, where 
we'll watch a short scene in which Bowser, pleased with his surroundings, is 
all set to go about his evil ways until is snot-nosed younger self shows up. 
A little bit of trashtalking between these two, as it seems the whole time-
travelling bit hasn't dawned on them at all... The heroes are explaining 
things to the male Thwomp as this goes on, and then we're ready to delve deep 
into the volcano. If you want to get out of here at any point, just talk to 
the hubby, however scared he is of his fuming wife. JERK!


[10.2] Battle of the Ages!

OOOOO Thwomp Caverns OOO
OOOOOOOOOOOOOOOOOOOOOOOO

OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Mushroom (2)         OOO
       Super Mushroom (2)   OOO
       Ultra Mushroom (5)   OOO
       Max Mushroom         OOO
       Ultra Drop           OOO
       1-Up Mushroom        OOO
       1-Up Super (3)       OOO
       Red Pepper (4)       OOO
       Ice Flower (13)      OOO
       Pocket Chomp (6)     OOO
       Trampoline (3)       OOO
       Copy Flower (18)     OOO
       Golden Pants         OOO
       Lucky Badge          OOO
       POW-Peak Badge       OOO
       Dynamic Badge        OOO
Coins: 218                  OOO
Enemies: Gold Koopeleon     OOO
         Thwack Totem       OOO
         Blazing Shroob     OOO
         Bowser (Boss)      OOO
         Baby Bowser (Boss) OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

ENEMY ATTACKS & STATS:

     Gold Koopeleon- HP: 10 EXP: 84 Coins: 100 
     Drop: Ultra Mushroom, Golden Pants
     Weak: None Resist: None
     These guys would rather flee than fight, but a few will still take a shot
     at you before doing so. These guys use the standard approach, fade, then 
     charge, but they also may take a lash or two with their tongues. Both of 
     these kinda hurt, so do your best to avoid them; the standard charge is 
     simple but much faster, and the tongue is dodged by jumping immediately 
     once you see their cheeks throb. Their HP is so low, but your attacks 
     will only be dealing 1-2 apiece to them. If you actually manage to kill 
     one, you'll be nicely rewarded.

     Thwack Totem- HP: 152 EXP: 60 Coins: 10 Drop: Super Drop, 1-Up Super
     Weak: None Resist: None
     Battles with these will always start at four Thwacks; they'll immediately
     combine into a single unit, though. They'll attack by either spinning 
     each segment and firing at you, which is deflected by the hammer, or
     rocketing into the air, then dropping each block onto the ground, forming
     a shockwave that targets a brother depending on the color of the block 
     that landed. Jump as they land, and you should avoid it. These guys are 
     found at the bottom of holes, for the babies to face alone.

     Blazing Shroob- HP: 100 EXP: 90 Coins: 10 Drop: Copy Flower, Red Pepper
     Weak: Ice Resist: None
     Oooh, these guys are NASTY. Once you enter a battle with one of these, if
     you don't end it right then and there, a UFO will fly in and begin 
     attacking in addition to the Shroobs; you'll also bring forth a 
     counterattack every time you attack one of them, in which the UFO 
     shoots 3-5 shots down onto you; you can jump them, but the saucer fires 
     them off quite rapidly, so you'll need to have jumped immediately, and 
     continue jumping again as soon as you land. You have no room for error. 
     To get rid of the UFO, jump on the Shroob; you'll take damage, but 
     you'll also fly onto the top screen and send the annoying saucer packing.
     Anyways, their standard attacks involve lobbing fireballs at either  
     brother at a pretty fast rate, and charging into you at high speeds. The 
     former is avoided by jumping immediately as the Shroob tosses the 
     fireball; the latter is dodged by nailing him with the hammer as soon as 
     he approaches. It's much like the attack Kamek used during your battle 
     with him; he moves very quickly, so release the hammer a little early. 
     Lastly, your best way to kill these menaces is to use Ice Flowers, their 
     weakness. If there's only one of them, a Green Shell will suffice. Every 
     attack, including the UFO's shots, can inflict burns, so be careful. 
     Better yet, kill these bastards right off the bat with extreme prejudice.

***Minor Note: The coins listed in the little window up there are only 
indicating the amount found throughout the treasure blocks and holes, and 
excludes the plethora of coins you can earn while the babies are spinning 
down the various chasms.***

     Proceed to the right, as the left exit leads only to warp pipes we 
can't even access yet. You'll come to a whirlwind over a bed of spikes; you 
want to use the Baby Spin and send the tots flying into it; this will allow 
them to coast down the chasm full of coins. Pick up as many as you can, 
especially the 10 and 20-coin pieces. Once you've hit the bottom (the chest 
on the left contains Red Peppers, by the way), exit and follow the wall of 
this large room upwards, and you'll find the pipe you need to bring the 
adults to you. This room has a bunch of Gold Koopeleons; chase one down and 
try to kill at least one of them for a bountiful prize of EXP and coins. This 
room also contains a block with your first batch of the almighty Copy Flower. 
Grab these, but don't waste them on insignificant battles with normal 
enemies. You'll notice the holes are back again for this level, but none of 
those contain any 100-coiners.

     In the next room on the right, you'll have nothing to do but to send the 
babies into the tiny space right by the entrance. This will lead you to a 
Thwomp that wants you to play a gem-grabbing game with the Bros. Ball; read 
his instructions and follow them carefully; I'm not going to outline it here. 
All I will say is that this is a very easy and very effective way of 
increasing your bean count, and that lining up three stars on the slots will 
become second nature once you spend a moment learning the patterns on the 
wheels. Humor the Thwomp and do as he says, and he will let you pass. If you 
want to stay and play a while, to at least gather up to 90 beans, now is a 
great time to do so, since you won't have the opportunity again for quite a 
while once you've beaten this level. The 100-coin fee is nothing, as you 
should have a few thousand right now. Anyways, finish up here and continue on 
past the bridge he'll create for you upon completion. 

     Straightforward room immediately afterwards; no puzzles, enemies, nada. 
The next room, however, introduces you to a new bastard, the Blazing Shroob. 
These guys have a pretty vicious counterattack to your hammer, so use the 
Ice Flower instead; they're weak to it, anyway. Other than that, there are 
just a few Gold Koopeleons and some pretty kickass items. Proceed once the 
usual dose of beatings have been administered. This next room has a Thwomp 
which serves as an elevator, much like the one we used to enter, but before 
you head down, exit to the left and hop into the pipe there. You'll come to 
a purple ! block, which will form a bridge for easy access to and from this 
floor from now on. Once you've done that, go back and stand on the Thwomp 
with the entire party assembled. You'll descend into the next section of the 
volcano, but your fall will be halted by a large, green switch block. To 
continue, you'll have to deactivate it. If you want to grab some items and 
EXP first, though, head to the large room on the right, first. Some more 
Blazing Shroobs here, as well as a Badge you'd do well to equip on one of 
the babies from now on- the Lucky Badge, on the far right ledge, accessed via 
the Baby Spin. I need not explain what this badge does, but I would like to 
mention that the coolest thing about luck is that Bros. Items like the Copy 
Flower and Trampoline offer an opportunity to land a Lucky! hit every time 
someone lands, and this badge increases the likelihood of the babies doing 
just that. They're generally dealing pitiful damage during those attacks, so 
this will hopefully put some more oomf into them. The switch block up there 
with this badge will lower the spikes above you, allowing you passage into 
the adjoining room. In there, you'll find a 4-man coin block; knock yourself 
out, then backtrack to the Thwompovator room...

     Once there, head left. Don't bother with the left exit, now- you can't 
do anything there. Instead, throw the babies into the nearby hole and situate 
the adults on the platform over the lava- yep, another one of these. Take the 
time to nab all of the treasures along the way, as some of them are pretty 
good. Taking the exit in the left-center of this lava pit will bring you to a 
room with more enemies and a POW-Peak Badge, as well as two Ultra Mushrooms. 
Nab 'em because you can, then leave through the upper-right. You'll have to 
cross the lava again, so do so, then summon the babies through the pipe on 
the right. The left is, again, inaccessible, so just exit through the right. 

     Another coin-gliding chasm, here. The block on the left, the Luigi-only 
block, contains a pair of Golden Pants for the babies. The Koopeleons will 
also drop them on rare occasions. Nab these if you like; the other two blocks 
across from it contain a 1-Up Mushroom and 20 coins, respectively. Once 
you've reached the bottom, you can head left for some coins and a purple ! 
block (that's what the green pipe leads to) for another bridge to make 
return trips easier; otherwise, proceed to the right and slay the many 
enemies here, grab some more Bros. Items, then exit left. You'll happen upon 
the green switch block; hit it, and the Thwomp will come down from above. Now 
you can descend even further, at least until you're stopped by another block, 
this being a red one. Right is the right way to go, but the left path leads 
to not one but THREE switch blocks; taking the pipes will bring you to each 
one. These are all just for backtracking, but on the way you'll pass a few 
beans and some good Bros. Items, so take the time to nab 'em. Once you've set 
the switches off, backtrack and leave the Thwomp room from the right.

     Here, you'll be forced to play a gem-nabbing game, this time using the 
babies to glide the entire way down. The thwomp expects you to collect more 
than 30 of them, which is quite easy; simply glide back and forth in a 
zigzag, much like their layout. The grab detection is pretty lenient, so 
don't worry about sailing right through it. Just don't hit one of the babies' 
buttons by accident, or you'll jump out of your spin and simply fall to the 
bottom. Once you've collected enough, the Thwomp will allow you to hit the 
red switch block. You can return here and play again, but it's much, much 
harder; there will be 50 gems, and you must collect ALL 50 in order to win. 
If you succeed, though, you'll win the Simple Badge; this badge drastically 
increases the strength of Bros. Items the less of them you have. Kickass in 
one regard, but you're always going to have plenty of items, and it won't 
work in conjunction with the Ulti-Free badge (more on that later), so go for 
this only if you're a perfectionist and want one of everything in this game. 
Anyways, when you're ready, return to the Thwomp and ride him down another 
level. Now, there's no more enemies or puzzles left to complete, so make sure 
you save, then head left and activate the last switch block, and then, 
finally, hit the blue switch and ride the Thwomp down to the bottom of the 
volcano. 

     Thwomp crashes right through the floor, leaving the four of you standing 
there... before Princess Peach! The babies toddle ahead of you, but before 
you can approach her yourself, the babies are sent reeling backwards by the 
little brat, Baby Bowser. "BABIES!" Seems he's always in our hair one way or 
another, eh? You don't get to lay a finger on him, though, before the King 
Koopa himself appears and puts the Bros. in their place. The two of them seem 
to have patched up their differences, and now they're going to team up to try 
and destroy the plumbers once and for all. Both children and adults going at 
it simultaneously... this should be good!

BOSS: BOWSER & BABY BOWSER
HP: 1200 (Bowser), 700 (Baby Bowser)
Weak: Ice (Bowser)
EXP: 820
Coins: 350
Win: Max Mushroom, Ultra Drop, Dynamic Badge (rare)

There is an "intended" way to do this, and then there's my way, which was not 
only extremely fast, but extremely necessary because I was working off of POW-
Peak Badges the entire time, so I only had three turns to do these guys in. 
First, I'll give the intended and easier way for newbies to this game:

You'll want to off Baby Bowser first. Why? Because he'll be healing Bowser 
after every turn, as well as giving him more opportunities to attack. 
However, while he's riding on Bowser's back, he's not even a target for 
attacking, so you'll need to get him by himself. How to do this? Go after 
Bowser for a few turns while avoiding his attacks; soon, BB will pull out a 
hammer and Bowser will recede into his shell. BB whacks him at you, and you 
must whack him back and forth while he builds up speed until he plows through 
BB and off the screen. He'll stay off for a while, so now is the time to go 
all-out on Baby Bowser. He's got no weaknesses, but he's not tankish like 
Bowser, so it won't take more than one or two Copy Flowers, provided you can 
keep the damage chain going really long.

Once he's been defeated, the adult will return, and with a weakness that BB 
didn't possess: Ice. Use your Ice Flowers on this guy without mercy until he 
suffers a drop in defense; then, depending on what you're comfortable with, 
go crazy with Cannonballers, Trampolines, or Copy Flowers. Copy Flowers 
should get you the most damage and IMO are easier to use than Trampolines, 
but you'll need very quick fingers to achieve really painful blows with them. 
If your reflexes are up to par, just use a Copy Flower or two and Bowser's 
1200 HP will be gone in no time.

Now for their attacks: Bowser may jump up and produce a shockwave upon 
landing; jump it with both Bros., but be ready with your hammers, because 
this move often causes Thwacks to fall from the ceiling; red ones will target 
Mario, and green Luigi, obviously. He'll also take a deep breath and spew 
flames at you; jump immediately after the gusts of air cease, but if he 
grins instead, there will be a nice delay before the flames actually come, so 
don't jump just yet. He'll do this anywhere from 2-5 times in a row. He might 
toss BB into the air, and upon BB's landing, launch a fireball at either bro; 
BB will spin counter-clockwise when targeting Mario and clockwise for Luigi, 
and fly off the screen completely when the fireball will be launched at both. 

Baby Bowser simply heals Bowser for 100+ HP, whacks his shell back and forth 
with the Bros., or initiates the BB toss I described above. While he's by 
himself, he'll simply whack or spit fireballs towards you; hit them back or 
jump as needed. Bowser is really the only one you have to worry about, here.

Now, what did I do during my fight with these two? I still had my Muscle 
Slacks and POW-Peak badges equipped, so I not only couldn't take more than 
one or two hits, but had only three turns to reign them in before the adults 
collapsed and left things to the babies.. and I don't want them to miss out 
on the great EXP from this battle. So, my first turn with Mario, I used an 
Ice Flower; it did 140, but no cut in defense. So, Luigi does the same thing, 
lands 242 in damage AND gets the def cut. I avoid their fire breath, then 
Mario unleashes a Copy Flower and Bowser is slain to the tune of 798 in 
damage. Whee. Baby is by himself, now. Mario gets one more turn before he's 
kaput, so I can't blow this. Fortunately, during Luigi's turn I use another 
Copy Flower, and manage to kill him then. Three cheers for reckless badges!

     After the battle, the lava beneath the Thwomp, not to mention the Bowser 
duo's fallen bodies, erupts and sends it sky-high; a UFO flies by and knocks 
Bowser off his perch, and the two reptiles offer some words of encouragement 
to each other before Bowser falls out of the scene and into a time hole. BB, 
on the other hand, lands with the Thomp on the top of the Shroob's 
mothership! The mothership blows open a hole in the mountain and sends in a 
device to beam Peach up into it. The Bros. run into the path of the beam and 
are sent up with her...


[10.3] The Key to Failure

OOOOO Shroob Mothership OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOO

OOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Super Mushroom (2) OOO
       Max Mushroom       OOO
       Super Drop         OOO
       Ultra Drop (2)     OOO
       1-Up Super         OOO
       Copy Flower (2)    OOO
Coins: 131                OOO
Enemies: Guardian Shroob  OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOO

ENEMY ATTACKS & STATS:

     Guardian Shroob- HP: 81 EXP: 90 Coins: 9 Drop: ?
     Weak: Ice Resist: None
     These guys are pretty annoying. They'll appear in large groups, and 
     either shoot at one of the Bros., using the telltale signs as always, OR 
     they'll signal one of their allies to team up with them; if they do, the 
     two of them will stop in front of one bro each, then raise their guns up 
     and fire them in unison. Problem is, there's often a delay in the time 
     they fire, so you may jump too early and be shot. Try to spot exactly 
     when they're about to lower the guns, then jump. The shots are fired 
     very quickly, so you have little time to react. I generally use a 
     Trampoline on these guys the first chance I get; that way I can kill all 
     of them before any can take a shot.


     This level is relatively short, and only has one enemy for you to face. 
There are still a few puzzles, though, and the Guardian Shroobs are plenty in 
number, so.. uh.. I dunno. Anyways, the room you're shot up into has a few 
beans for you, as well as a Max Mushroom near the top. Save if you like, then 
proceed through the exit at the bottom. To get the green treasure block on 
the top ledge in here, first spin the babies onto the ledge in the upper 
left, then bring the Bros. over to them by spinning across the gap in the 
middle, then spinning again (that ledge looks like it's above you, but it 
isn't.) to make it to the babies. Spin the babies up once more, and you'll 
have yourself two Ultra Drops. Exit to the right.

     Now you'll be on a very long, straightforward walkway, perched high 
above a pool of slime, which the Shroobs appear to be relaxing in. Looks very 
relaxing, doesn't it? You'll meet your first Guardian Shroob here; these guys 
are capable of racking up some very heavy damage if you're shot repeatedly, 
and their co-op attack is difficult to predict, so use a Trampoline and get 
rid of all of them instantly. There are some coins and Copy Flowers here, so 
grab what you wish and continue on through the right.

     An interesting puzzle here; hit the purple switch block, and not only 
will the wall lower itself, but the block will sprout wings and take off! 
You'll also find that the area the block fled to is silhouetted in darkness. 
The block cannot be hit like this, so send the babies up to the higher level 
via the spring, and then try to match their location with the Bros. See all 
those red switches? Hitting them with the hammer will turn on a light down 
in the Bros. area, exposing the block. Hit the switch pertaining to the light 
the box is currently hovering around in, then smack it with an adult, thereby 
making it flee to another area, shrouded in darkness. Find the block again, 
then hit the appropriate light, and punch it using the Bros. Do this three 
times, and then a bridge will form over some spikes on the right; the block 
will then flee to this area. Hit the switch over that area, which I believe 
is the second or third from the right, and you'll expose the block; hitting 
it then will lower the second wall in your way. Noticed the Shroobs getting 
some sort of head massage? Heheheh. Continue on to the right, where you'll 
find another switch block, and a blue door switch; hitting the ! block will 
move the wall and form a bridge to the save point; save if you wish, then 
compress the blue pad. More beans and coins in this room... baby spin to 
get them, once again. Blue pad. Compress. 

     You'll enter a room with Princess Peach in the center, her back turned 
to you. Approach her, though, and she turns into a hologram and fades.. it is 
then that a swarm of Shroobs pour into the room and surround you, taking aim 
with their weapons; they don't shoot, however, because the shroomified Peach 
enters the room shortly afterwards.. ..and pulls the fungus off, revealing 
her true self- it was Princess Shroob all along, having disguised herself! 
Not only that, you can now understand her language as she speaks; she 
introduces herself and threatens that you'll all be consumed.. I love that 
cackle of hers. Anyways, before you can be dragged off to wherever they plan 
to execute you, one of the Shroobs breaks from the pack and starts shooting 
everyone in sight, snapping a bunch of photos as it does so. Once all of the 
Shroobs are gone, it reveals itself to be.. Kylie! She's come to your rescue 
in return for freeing her from Petey's stomach. Sweet. Taking the elevator, 
you'll have a chat with Kylie, and deduce that Princess Shroob disguised 
herself in an attempt to conquer the future as well. (If that were so, then 
she'd have to do thousands of warps to different eras, seeing as the past and 
present are completely unrelated in this game; she'd have only conquered ONE 
part of the Mushroom Kingdom in two different periods. God this game has such 
a poorly written storyline. Anyways.) Fortunately, Bowser's antics threw a 
wrench into that scheme, so the future is safe for the time being. We reach 
the top of the elevator shaft, and Kylie then pulls out the huge key she had 
swiped earlier; ready to find out what it fits into?

     A 1-Up Super and a save point. Do what you will with either of them, 
then head through. A huge, glass structure sits before you, with a Shroob 
attached to different tubes nestled inside. WTF is that supposed to be? 
Either way, it has a giant keyhole, and Kylie sticks her pilfered key 
inside and turns it. A slow, loud rumbling.. the shroom inside the 
chamber begins to glow.. and.. all that buildup for nothing. A chute merely 
opens up underneath the gang and they fall through; Kylie clings to the key 
for dear life until the Shroobs knock her off as well. Cut to Baby Bowser, 
stomping his way through the roof of the mothership and hiding to escape 
detection; Kylie meanwhile lands on Yoshi's Island, conveniently landing on 
top of Toadbert, thereby jogging his memory of the abduction of Peach. As for 
the Bros., they plummet down into a town completely in ruin; it turns out 
that this was Toad Town, before it was completely ravaged by Shroobs and its 
inhabitants brought to the Vim Factory. Either way, you need to get back to 
the castle, so let's do some exploring and find our way out of this dump.


[10.4] Bad Day to Be a Toad

OOOOO Toad Town OOO
OOOOOOOOOOOOOOOOOOO

OOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Mushroom (4)     OOO
       Ultra Mushroom   OOO
       Max Mushroom (2) OOO
       Super Drop       OOO
       Ultra Drop       OOO
       1-Up Mushroom    OOO
       1-Up Super       OOO
       Green Shell (6)  OOO
       Red Shell (17)   OOO
       Smash Egg (8)    OOO
       Para Slacks      OOO
       Dire-POW Badge   OOO
       Dynamic Badge A  OOO
Coins: 872              OOO
Enemies: Shroid         OOO
         Skellokey      OOO
         Love Bubble    OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOO

ENEMY ATTACKS & STATS:

     Shroid: HP: 120 EXP: 140 Coins: 15 Drop: Ultra Drop
     Weak: None Resist: None
     Another pretty nasty enemy. The Shroids are tankish defensively, so it'll
     take more than one attack to destroy these guys. Their moves are unlike 
     what any other Shroob has used against you thus far, and are pretty 
     painful; it'll catch a spiked ball dropped from the top screen with an 
     initial on it, indicating the target, and then throw it; quickly have 
     your hammer ready and whack it back at him. Secondly, it'll encase both 
     Mario and Luigi inside crystals, then rove up and down with a large laser
     gun; jump repeatedly as fast as possible with both characters and break 
     out of the crystals, then be ready to jump the laser. You'll know it's 
     about to fire when the two rays of energy close around it; jump at this 
     point. Lastly, and most difficult to dodge, the Shroid will hold up one 
     or two flags, red and green in color; this is NOT indicating the target, 
     but instead telling you to JUMP with that particular character. Do so, 
     and it will hold up another set of flags; keep this up for 3-7 turns, 
     and the Shroid will back off. Fail, and the brother that erred will be 
     hit with any flags the Shroid was holding. Be warned that it does try to 
     fake you out by lowering a flag as soon as it's raised. The babies will 
     never have to fight these guys on their own.
     ***If you counter the Shroid's spiked ball and haven't destroyed it 
     completely before its next turn, you'll notice it's in a damage state. 
     Its attacks will now mislead you by targetting the opposite of what they 
     indicate- a spiked ball labelled with an M will now be thrown at Luigi. 
     Even more confusing is its flag attack- jump with Luigi when a red flag 
     is raised, and with Mario when the flag is green. If it holds both of 
     them up, just stay still. Kill them before they attack in this state!***

     Skellokey- HP: 84 EXP: 100 Coins: 10 Drop: Red Shell
     Weak: None Resist: None
     An enemy just for the babies! Skellokeys won't fire spines at you, but 
     they do breathe fire (from 1-5 times), which will coast along the ground 
     quickly at either baby, or split between them and target both; jump the 
     flame as it comes towards you, and you'll dodge it easily. These guys 
     also toss three of their segments towards you, much like regular Pokeys 
     did. Have your hammer ready quickly for each one, and whack it away once 
     it comes. Lastly, it will roll its parts along the ground at you; simply 
     jump as they come near and they'll be dodged easily. These two attacks 
     are always preceded by the restoration of its parts. Your hammer isn't 
     the weapon of choice, here; the Green Shells are. Knock out those 
     segments and bean it in its head until it crumbles!

     Love Bubble- HP: 95 EXP: 130 Coins: 10 Drop: Smash Egg, Max Mushroom
     Weak: Fire, Mix Resist: None
     These little turds have the ability to heal their allies, so get rid of 
     them first. Otherwise, their attacks are easy to spot and easier to 
     dodge- it may fly onto the top screen and poke one of its feet out; when 
     it does this, jump as soon as you hear the little whistle, for it will 
     dive-bomb your location extremely quickly. It will also fly between the 
     two Bros. and poke one of its feet out; if the bubble is low to the 
     ground, jump with the brother it targeted, then jump quickly again with 
     the other, as it will pass through you both in a circle. If it does this 
     but is flying much higher, jump ONLY with the brother it targeted, as it
     will make a low sweep, then immediately fly above the other. Lastly, it 
     will swirl around the two Bros., picking up speed, then eventually 
     crashing into one of them; simply swat it with the hammer as it passes in
     front, and the attack will stop.


     Start by heading inside the shop right where you landed, and you'll find 
that two elderly Toadettes are still alive and well; not only that, they have 
some great stuff in stock for you to buy. Specifically, Star Trousers and 
Stardust Pants; they offer boosts in both strength and defense. Nothing I'd 
really recommend on the badge side of things... If you take a look at the 
Bros. Items, you'll notice that Red Shells and Mix Flowers are in stock; 
don't spend your money on these, however, because you'll be picking up a 
large amount of them soon enough, via treasure blocks and enemy drops. If you 
don't have any Green Shells left, though, buy a few, because the babies will 
be encountering an enemy by themselves that is impossible to hit without them.

     Once you've bought everything you'd like, you can start by looting all 
these battered, vacant houses. Keep a lookout for the X marks in the dark 
areas for beans, and ignore the house on the top-right at the moment, as it 
leads to the area for the babies to explore, and you need them to get the 
crap sitting around in the various treasure blocks. Among these goodies are 
almost 400 in coins, a Dire-POW Badge, an Ultra Shroom, 1-Up Super, and six 
shiny new Red Shells. If you liked using the Green Shell often, you'll love 
these babies. Anyways, once you've pillaged everything, head to that house on 
the upper-right and send the babies in. Climb the stairs and cross the wooden 
bridge into the house across from it, which is on the side of Toad Town that 
the adults have no way of entering. From here on, the adults and babies will 
have to explore on their own, but will need each other to continue further 
through the ruins. Since we're still in control of them, I'll start with the 
babies' first section.

Either drop off of the wooden bridge on this side, or enter the house for 
some goodies and tunnel out through the gate. You'll find an enemy here, 
the Skellokey, an enemy that'll give the babies some problems if they 
don't deal with it quickly. Use your Green Shells on these guys, as you must 
remove all of their segments in order to swing at their heads; hammers take 
too long, and the bastards are likely to respawn all of their parts back 
after a couple turns, anyway. There's one Skellokey and a treasure block in 
this little enclosure; a gate to tunnel under is on the lower-right. You'll 
find another Skellokey and a new enemy; the Love Bubble. Some more coins and 
some Smash Eggs... not much else to say here. Proceeding downwards will bring 
you to a set of multicolored switch blocks; time to switch to the adults so 
they can handle the other side. The adults need only to walk down from 
their area, as there is no opposition or puzzles left (unless you didn't kill 
every Shroid already). Once on the opposite side of the wall from the babies, 
either baby may initiate the switch block sequence; completing it will lower 
both gates and the groups may continue. Stuffwell mentions that the Cobalt 
Star is behaving strangely, mostly due to the fact that we are very close to 
star hill, which is connected to the star in some way. I'll resume with the 
babies. 

     More enemies and items in this next area; no puzzles at all. There are 
two gates you must tunnel underneath before being able to reach the next 
area; once there, check out the right side for an easily-missed bean in the 
dirt. Switch to the Bros. once you're all set. 

     The adults have all the fun stuff to deal with... Shroids, Shroid, and 
more Shroids. Here is where I'd recommend just unloading Bros. Item after 
Bros. Item on these SOBs. You'll notice houses that only the babies can 
enter; once you reunite at the bottom of the ruins, you can come back and 
raid them. Other than that, these areas are all simply killing zones with a 
few items for you to nab here and there. That said, there are a lot of 
treasures in the two areas you'll trek through, which must be gotten by 
climbing into the toadstools and spinning your way across the gaps to each 
toadstool with an item on it. Once you reach the second area with the adults, 
you'll find that on the left is a dead end, but a few enemies and an 
AWESOME pair of pants can be found here; the Para Slacks. Para Slacks 
increase the wearer's speed by a disgusting amount, and basically ensure that 
you'll go first in every battle. Once we finish with Toad Town, I'll send you 
off to get a badge that will complement these very nicely. You'll be quite 
evil in combat. Anyways, definitely grab those pants and exit, then exit 
again to the right. Another switch block sequence, this time initiated by the 
adults. Complete it, and the next set of gates will be lowered; both the 
adults and babies can continue onward with no interference. You'll be able 
to join together again here and save; the switch block on the left lowers 
the gates and leads to a time hole bringing you to the present Peach's 
Castle sewers; the pipe on the right will bring you to Star Hill. But first, 
take the babies to the houses you couldn't enter earlier with the adults. In 
them you'll find a lot of coins, some Max Mushrooms, and a Dynamic Badge A. 

     Then, hit the purple ! block down by the save point and enter the time 
hole; you'll wind up in the sewers. Enter the room on the right, and trek to 
the lower right corner, where you'll find a gate over the end of one of the 
pipes. You can tunnel with the babies into this thing, and from there, head 
up, left, up, left, up, right, and then up, and you'll be inside a badge 
shop.. run by none other than Fawful, the psychotic engrish-speaking rodent 
that tried to give us problems in SSS. He's still wearing his Elvis suit from 
the climactic clash the adult Bros. had with him; if you haven't already, 
listen to his tale, then take a look at his wares. 

     Now, have you been searching every room for bean marks and digging them 
up? Without having played the Thwomp Volcano mini-game (which can net you 
beans every time you play), I have 102 beans in my possession. That's more 
than enough to buy the Ulti-Free Badge, which gives the wearer infinite Bros. 
Items. Equipping Mario with this and my Para Slacks will not only let him go 
first, but enable him to destroy anything I come across instantly with my 
best items. The Ulti-Free badge costs 90 beans, which will pretty much wipe 
your supply out, but you can later return to the volcano and play the 
gem/slots game, and win a constant supply of beans if you're persistent 
enough. I'll recommend you go bean-hunting and buy the Treasure Badge from 
Fawful before the final level, also. 

     Anyways, get the badge, then backtrack all the way back to the time hole 
you took from Toad Town, then enter the blue pipe that was sitting next to 
the save point. This will take you to Star Hill.


OOOOOOOOOOOOOO[11] The Road to Stardom OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

OOOOO Star Hill OOO
OOOOOOOOOOOOOOOOOOO

OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Ultra Drops (3)           OOO
       1-Up Super (2)            OOO
       Red Shell (3)             OOO
       Copy Flower (5)           OOO
       Mix Flower (14)           OOO
Coins: 350                       OOO
Enemies: Handfake                OOO
         Love Bubble             OOO
         Fly Guy                 OOO
         Commander Shroob (Boss) OOO
         Support Shroob (Boss)   OOO
         Shroob-omb (Boss)       OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

ENEMY ATTACKS & STATS: 155 15

     Handfake- HP: 130 EXP: 155 Coins: 15 Drop: Mix Flower
     Weak: Fire, Mix Resist: None
     These guys can be total bastards, so get rid of them ASAP. Their attacks 
     all consist of holding up a cardboard cut-out of a particular Mario-
     related enemy, then performing some sort of attack with it. Goombas, 
     it'll throw it from behind; jump as soon as it leaves the screen and it 
     should roll underneath you. This one may be done multiple times. 
     Paratroopas will spin anywhere from 1-3 times preceding the attack, then 
     approach; once it stops in front of you, depending on how many spins, 
     it'll rear the cut-out back that number of times, then sweep downwards 
     with it. Jump as soon as it rears back for the final time. If it 
     produces a Bob-omb, it'll throw it in the air; upside-down, it's aimed 
     for Luigi, and straight up, it's aimed at Mario; hit it with the hammer, 
     and it'll fall again, either onto the same person or to the other, 
     depending on how it comes down from the top screen. Hit it back and 
     forth several times, and it'll be destroyed. And lastly is a HUGE 
     cut-out of Bowser, whose attack is a cut-out of a flame flying onto the 
     screen and then towards one of the Bros. extremely quickly. Jump 
     immediately with both Bros. as soon as it passes the Handfake. These 
     attacks all pack a surprising punch, so kill the Handfakes ASAP. 

     Love Bubble- HP: 95 EXP: 130 Coins: 10 Drop: Smash Egg, Max Mushroom
     Weak: Fire, Mix Resist: None
     These little turds have the ability to heal their allies, so get rid of 
     them first. Otherwise, their attacks are easy to spot and easier to 
     dodge- it may fly onto the top screen and poke one of its feet out; when 
     it does this, jump as soon as you hear the little whistle, for it will 
     dive-bomb your location extremely quickly. It will also fly between the 
     two Bros. and poke one of its feet out; if the bubble is low to the 
     ground, jump with the brother it targeted, then jump quickly again with 
     the other, as it will pass through you both in a circle. If it does this 
     but is flying much higher, jump ONLY with the brother it targeted, as it
     will make a low sweep, then immediately fly above the other. Lastly, it 
     will swirl around the two Bros., picking up speed, then eventually 
     crashing into one of them; simply swat it with the hammer as it passes in
     front, and the attack will stop. 

     Fly Guy- HP: 120 EXP: 150 Coins: 10 Drop: Red Shell, Red Pepper
     Weak: None Resist: None
     Another menace. These guys carry time bombs with them, and depending on 
     the number, being hit with one can be very painful. Fly Guys attack 
     two ways; from above, and where they hover. If the attack is from above, 
     the Guy will fly onto the top screen and drop the bomb; you must hit it 
     back with your hammer, and the Fly Guy itself will take damage; when it 
     attacks from the bottom screen, it will swing back and forth multiple 
     times before hurling the bomb at you; jump it immediately upon its 
     release. After every attack, the timers will tick down one number, or a 
     fresh bomb will be grabbed if theirs have already exploded. Obviously, 
     Fly Guys with a timer of "1" are far more dangerous than those with 2 or 
     3, so kill them first. Better yet, get rid of all of them at once with a 
     Mix Flower.


     As you emerge from the pipe, Stuffwell will remark that the Cobalt Star 
is becoming very agitated; he can barely keep it under control inside his 
storage. He presses you to ascend the hill as quickly as possible. It's not a 
particularly long level, so that won't be a problem. 

     Right off the bat, hit that M chest to the right for half a dozen Mix 
Flowers. If you've gotten that Ulti-Free badge, this mother-of-all-weapons 
won't run out anytime soon, so unleash them on the nasty array of enemies 
you'll be confronting on the hill! As you make your rampage up the hill, 
you'll soon come to a tiny slot in the ground for the babies, and a cog to be 
spun by the adults; you know the drill- flatten the babies, send them in to 
ride the wind, Bros. spin the propeller to bring them all the way to the top. 
If you want a few treasures and some extra EXP for the babies, take the first 
ledge on your left and head through the opening for a couple Handfakes, some 
Mix Flowers, and 150 coins. Otherwise, there are no treasures in here, so 
just take the highest ledge on the left and tunnel through the gate. A pipe 
is nearby to summon the adults. A lot of Fly Guys around here... Give them a 
taste of Mix Flower. At this level, the damage may not be insane, but mine 
are dealing about 256-286 to the Guys and double to the Handfakes, given 
their weakness. As you level up, you'll notice the damage drastically 
increase. Anyways, you'll soon reach the entrance to the next portion of the 
hill; there's nothing here besides several treasure blocks with excellent 
stuff in them, and a save point, which I definitely recommend you use, for a 
few steps further onwards will get you into a battle with...

BOSS: COMMANDER SHROOB, SUPPORT SHROOB, SHROOB-OMB
HP: 1600 (Comm), 170 (Support) --(Bomb)
Weak: Ice (Comm and Supports)
EXP: 810
Coins: 180

At the start of the battle, Commander Shroob will guide three Support Shroobs 
to the battlefield, carrying a massive, purple Bob-omb, and then leave. He's 
the one you want to destroy in order to win this battle, so how do you get 
him to stay and fight? Easy: take out the middle and rear Support Shroobs, 
and the front will fall under the weight of the bomb, dropping it so that it 
rolls back and explodes, bringing out the Commander. Until then, if the 
Supports are left to attack, they'll throw the Shroob-omb at one or both of 
the Bros; whack it back to them with the hammer, and they'll toss it right 
back. Keep this up until it explodes on the Shroobs themselves. Make sure you 
constantly charge up both hammers, as when it's thrown between you, you'll 
both need to hit it back or it will explode. They'll also hurl the bomb up, 
and while it's in mid-air, rush you one at a time; simply jump as they get 
close, and you can land on them to deliver some damage. Try not to get hit 
by the explosion, because it often inflicts dizziness, which is an especially 
bad thing to have in this battle, as counters require both to participate. 

After the Commander has been brought out, he uses one of two attacks; the 
standard laser gun, which I pray you've learned how to avoid by now, and by 
grabbing onto his Supports and spinning or throwing them through the air at 
you. Avoid these by wailing with the hammer; neither come at you very 
quickly, so this isn't too hard. While the Commander is present, begin by 
using Ice Flowers, as it can not only chop his defenses, but he's also weak 
to ice attacks. Once you get a defense cut, go all out on him with Copy 
Flowers. After three turns, he'll leave and the Supports will return, so 
you'll have to repeat the process of destroying the middle and rear. This 
shouldn't be too difficult.

     After the battle, you can proceed to the room ahead, and Stuffwell will 
inform you that he's picking up tremendous Cobalt Star readings. Upon 
releasing the star, it will temporarily complete itself and the spirit will 
tap into the power of the hill so that it can share a little more info 
regarding the star itself and what you must do, and basically tell you to 
hurry the hell up. It then tells you that one of the shards is being kept 
within the Star Shrine ahead, so that's where we're going. Proceed to the 
right and ditch the babies for a moment, then roll over the unnecessarily 
long, curvy trail of stars. Once you reach the exit, there'll be a pipe right 
there to summon the babies. 


[11.1] Dirty Secrets

OOOOO Star Shrine (Luigi's Trial) OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

OOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Max Mushroom (2) OOO
       Ultra Drop (3)   OOO
       1-Up Mushroom    OOO
       Trampoline (2)   OOO
       Ice Flower (2)   OOO
       Red Shell (4)    OOO
       Mix Flower (4)   OOO
       Shroom Badge A   OOO
Coins: 300              OOO
Enemies: Handfake       OOO
         Love Bubble    OOO
         Fly Guy        OOO
         Piranha Planet OOO
         Wonder Thwack  OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOO

ENEMY ATTACKS & STATS:

     Handfake- HP: 130 EXP: 155 Coins: 15 Drop: Mix Flower
     Weak: Fire, Mix Resist: None
     These guys can be total bastards, so get rid of them ASAP. Their attacks 
     all consist of holding up a cardboard cut-out of a particular Mario-
     related enemy, then performing some sort of attack with it. Goombas, 
     it'll throw it from behind; jump as soon as it leaves the screen and it 
     should roll underneath you. This one may be done multiple times. 
     Paratroopas will spin anywhere from 1-3 times preceding the attack, then 
     approach; once it stops in front of you, depending on how many spins, 
     it'll rear the cut-out back that number of times, then sweep downwards 
     with it. Jump as soon as it rears back for the final time. If it 
     produces a Bob-omb, it'll throw it in the air; upside-down, it's aimed 
     for Luigi, and straight up, it's aimed at Mario; hit it with the hammer, 
     and it'll fall again, either onto the same person or to the other, 
     depending on how it comes down from the top screen. Hit it back and 
     forth several times, and it'll be destroyed. And lastly is a HUGE 
     cut-out of Bowser, whose attack is a cut-out of a flame flying onto the 
     screen and then towards one of the Bros. extremely quickly. Jump 
     immediately with both Bros. as soon as it passes the Handfake. These 
     attacks all pack a surprising punch, so kill the Handfakes ASAP. 

     Love Bubble- HP: 95 EXP: 130 Coins: 10 Drop: Smash Egg, Max Mushroom
     Weak: Fire, Mix Resist: None
     These little turds have the ability to heal their allies, so get rid of 
     them first. Otherwise, their attacks are easy to spot and easier to 
     dodge- it may fly onto the top screen and poke one of its feet out; when 
     it does this, jump as soon as you hear the little whistle, for it will 
     dive-bomb your location extremely quickly. It will also fly between the 
     two Bros. and poke one of its feet out; if the bubble is low to the 
     ground, jump with the brother it targeted, then jump quickly again with 
     the other, as it will pass through you both in a circle. If it does this 
     but is flying much higher, jump ONLY with the brother it targeted, as it
     will make a low sweep, then immediately fly above the other. Lastly, it 
     will swirl around the two Bros., picking up speed, then eventually 
     crashing into one of them; simply swat it with the hammer as it passes in
     front, and the attack will stop. 

     Fly Guy- HP: 120 EXP: 150 Coins: 10 Drop: Red Shell, Red Pepper
     Weak: None Resist: None
     Another menace. These guys carry time bombs with them, and depending on 
     the number, being hit with one can be very painful. Fly Guys attack 
     two ways; from above, and where they hover. If the attack is from above, 
     the Guy will fly onto the top screen and drop the bomb; you must hit it 
     back with your hammer, and the Fly Guy itself will take damage; when it 
     attacks from the bottom screen, it will swing back and forth multiple 
     times before hurling the bomb at you; jump it immediately upon its 
     release. After every attack, the timers will tick down one number, or a 
     fresh bomb will be grabbed if theirs have already exploded. Obviously, 
     Fly Guys with a timer of "1" are far more dangerous than those with 2 or 
     3, so kill them first. Better yet, get rid of all of them at once with a 
     Mix Flower.

     Piranha Planet- HP: 140 EXP: 170 Coins: 20 Drop: Copy Flower, Ultra Drop
     Weak: None Resist: None
     These guys are not only cool-looking, but they're one of the meanest 
     enemies in the game, as their attacks are quite painful. For one, it may 
     teleport to the top screen, and then drop onto one of the Bros.; take 
     note of how it spins and ready that brother's hammer, then be prepared 
     to hit it back AGAIN, as it will fall back onto you twice more. Second, 
     it will draw a laser from either its top or bottom, then fire; sprouting 
     from the top, it'll shoot at Mario, and from the bottom, Luigi. However, 
     give it a good second or two after the gun is drawn, for there's a 
     pretty good delay between the time it pulls it out and when it fires. Be 
     warned that it may shoot a sweeping beam, as well; simply be ready to 
     jump with the opposite bro if necessary. Lastly, it will sprout 8, count 
     'em, 8 different Piranha heads from the various pipe-craters and spin, 
     launching all of them at either one, depending on their color; once the 
     first has been fired, they'll all be about one second apart; jump with 
     both of them simultaneously, so you need not worry about who's being
     targeted next.

     Wonder Thwack- HP: 100 EXP: 30 Coins: 4 Drop: 1-Up Mushroom, 1-Up Super
     Weak: Fire, Mix (green), Ice (reds) Resist: Ice (green) Fire, Mix (red)
     The standard Thwack, only now glowing with energy. Their attacks remain 
     the same, only they are MUCH faster, and will summon much more of them 
     if they decide to do so. Be warned that their overhead attack cannot be 
     countered immediately once they stop; they'll be too high. Wait the 
     briefest of moments before swinging, and you'll wail them on their 
     descent. Keep in mind they'll still explode if you haven't finished the 
     battle after some time. Reds are weak to ice; greens are weak to fire.


     Once you approach the Star Shrine, an entity will appear in the door and 
refuse to allow you to pass until he's gotten to appraise your character. 
Mario will get a glowing review, though told he's getting too fat, and then 
Luigi... well, Luigi has some personal demons that desperately need slaying, 
and some apparently disturbing secrets that prevent him from being able to 
enter the shrine. He can prove himself worthy, though, by finding the Aurora 
Block elsewhere in the area. Despite what seem to be protests, Luigi agrees 
to set off with you in finding this thing. 

     First, let me explain something about this area- look up at the map; 
notice the four corners, connected via the star path? It's really quite 
irrelevant which way you go from here, because those rooms contain nothing 
but enemies and a ton of blocks in various sizes arranged about. All you need 
to know is that the Aurora Block is in the topmost area, in that odd-looking 
device. See it? To get up there, though, you'll have to use the Bros. spin in 
either the northwest or northeast corners; you'll find a tower of blocks with 
pegs poking out of them; climb up to the top, where you'll find blue 
octagonal blocks with stars on them, with little trails of stars "connecting" 
them together; the adults must spin across these until they can spin onto the 
large, triangular ledges you see in the corners on the map. From there, you 
can head up and into the area with the Aurora Block. I'll tell you how to get 
it, but first, for the hell of it, I'll let you know what's inside the 
treasure blocks in each area.

***If you need to summon the babies, there's a pipe in the area directly 
below that of the aurora block. Once you enter from the northwest or 
northeast, you can't miss it.***

Southeast: Red Shells, Mix Flower, 150 coins
Northeast: Trampolines, 1-Up Mushroom, Ultra Drops, Shroom Badge A
Northwest: Mix Flowers, Ice Flowers, 100 coins, Ultra Drop
Southwest: Red Shells, Mix Flowers, Max Mushrooms, 50 coins

     There are plenty of enemies throughout these four areas to give you some 
exercise. Once you've summoned the babies and reached the top area with the 
Aurora Block, you'll notice the structure that holds it has a cog on the 
front, and the two springs on either side; send the babies up on the left 
spring, as the right leads to nothing, and drink a few gulps of water from 
the fountain with BM. Position him on the arrow pointing at the hole dividing 
the two sides, and then spin the cog with the adults; the idea is to blow the 
Aurora Block into the higher area, where it will ride the wind for a few 
seconds, and then as it plummets, very quickly spit a glob of water onto it 
and it will move over to the right side, where the babies can spring up and 
hit it. It will then move down, in front of the structure that held it; use a 
piggyback jump and hit it one last time, sending it down to the Star Shrine 
keeper. Return to him via any route you wish.

     The keeper will speak to you again, and wants to witness Luigi striking 
the block in order to deem him worthy of entering. He tries, but to no avail, 
as the block moves out of the way each time; cue the long conversation.. blah 
blah liars blah blah testing you aaaaand so on. I'm not summarizing all of 
that here. Anyways, the doors will be opened for you, and you may then 
proceed to the pipe at the end of the starry path, bringing you to...


[11.2] Connect the Dots

OOOOO Star Shrine (Outside the Palace) OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

OOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Bro Flower (2)   OOO
       Ice Flower (2)   OOO
       Red Shell (2)    OOO
       Stache Jeans     OOO
Coins: 277              OOO
Enemies: Wonder Thwack  OOO
         Piranha Planet OOO
         Skellokey      OOO
         Love Bubble    OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOO

ENEMY ATTACKS & STATS:

     Wonder Thwack- HP: 100 EXP: 30 Coins: 4 Drop: 1-Up Mushroom, 1-Up Super
     Weak: Fire, Mix (green), Ice (reds) Resist: Ice (green) Fire, Mix (red)
     The standard Thwack, only now glowing with energy. Their attacks remain 
     the same, only they are MUCH faster, and will summon much more of them 
     if they decide to do so. Be warned that their overhead attack cannot be 
     countered immediately once they stop; they'll be too high. Wait the 
     briefest of moments before swinging, and you'll wail them on their 
     descent. Keep in mind they'll still explode if you haven't finished the 
     battle after some time. Reds are weak to ice; greens are weak to fire.

     Piranha Planet- HP: 140 EXP: 170 Coins: 20 Drop: Copy Flower, Ultra Drop
     Weak: None Resist: None
     These guys are not only cool-looking, but they're one of the meanest 
     enemies in the game, as their attacks are quite painful. For one, it may 
     teleport to the top screen, and then drop onto one of the Bros.; take 
     note of how it spins and ready that brother's hammer, then be prepared 
     to hit it back AGAIN, as it will fall back onto you twice more. Second, 
     it will draw a laser from either its top or bottom, then fire; sprouting 
     from the top, it'll shoot at Mario, and from the bottom, Luigi. However, 
     give it a good second or two after the gun is drawn, for there's a 
     pretty good delay between the time it pulls it out and when it fires. Be 
     warned that it may shoot a sweeping beam, as well; simply be ready to 
     jump with the opposite bro if necessary. Lastly, it will sprout 8, count 
     'em, 8 different Piranha heads from the various pipe-craters and spin, 
     launching all of them at either one, depending on their color; once the 
     first has been fired, they'll all be about one second apart; jump with 
     both of them simultaneously, so you need not worry about who's being
     targeted next.

     Skellokey- HP: 84 EXP: 100 Coins: 10 Drop: Red Shell
     Weak: None Resist: None
     An enemy just for the babies! Skellokeys won't fire spines at you, but 
     they do breathe fire (from 1-5 times), which will coast along the ground 
     quickly at either baby, or split between them and target both; jump the 
     flame as it comes towards you, and you'll dodge it easily. These guys 
     also fire three of their segments towards you, much like regular Pokeys 
     did. Have your hammer ready quickly for each one, and whack it away once 
     it comes. Lastly, it will roll its parts along the ground at you; simply 
     jump as they come near and they'll be dodged easily. These two attacks 
     are always preceded by the restoration of its parts. Your hammer isn't 
     the weapon of choice, here; the Green Shells are. Knock out those 
     segments and bean it in its head until it crumbles!

     Love Bubble- HP: 95 EXP: 130 Coins: 10 Drop: Smash Egg, Max Mushroom
     Weak: None Resist: None
     These little turds have the ability to heal their allies, so get rid of 
     them first. Otherwise, their attacks are easy to spot and easier to 
     dodge- it may fly onto the top screen and poke one of its feet out; when 
     it does this, jump as soon as you hear the little whistle, for it will 
     dive-bomb your location extremely quickly. It will also fly between the 
     two Bros. and poke one of its feet out; if the bubble is low to the 
     ground, jump with the brother it targeted, then jump quickly again with 
     the other, as it will pass through you both in a circle. If it does this 
     but is flying much higher, jump ONLY with the brother it targeted, as it
     will make a low sweep, then immediately fly above the other. Lastly, it 
     will swirl around the two Bros., picking up speed, then eventually 
     crashing into one of them; simply swat it with the hammer as it passes in
     front, and the attack will stop. 


     Once again, I'd like to begin by explaining the map; the stars are all 
arranged to form a pentagon, and as you enter each area, you'll find a block 
marked with a star hovering high above a pedestal. Once you hit it using a 
piggyback jump, two beams of light will fire out into the empty space in the 
middle, stopping about halfway; notice how every beam points in a different 
direction, directly towards one of the other stars? When you hit the block 
directly opposite a beam of light that's pointing towards it, the beam will 
become solid. What also happens is that the other beam of light, the one that 
was forming a "V" with the beam you just connected to will vanish; the idea 
is to connect two beams of light, then travel to the star pad containing the 
block that will connect the other beam, and form two solid beams for every 
single star. That means a lot of walking, as you can only have one "stray" 
beam of light present; hitting any block will produce light from that one, 
and overwrite any existing rays of light. It might sound a little confusing, 
but as you play through you'll discover how simple it is. I'll even explain 
where I'm heading with a little diagram of the map, indicating which star 
I'm telling you to travel to, for the very simple-minded. =P

    1

2       5

  3   4

     That's easy enough to process, eh? The fuses of your brain haven't blown 
yet, have they? Good. ;) Note that we automatically begin on star #2. So, 
after you've dealt with the enemies both in and outside the pipe, hit the 
block over the pedestal, forming a red and a purple beam. We'll be heading 
to star #4 next. Pass through #3; don't even bother exploring the hidden 
passage. Once at #4, deal with the enemies (Jesus Christ, is there anywhere 
Love Bubbles DON'T show up?!) and then hit the block, connecting the two 
purple beams. The other two beams, the red and blue, will disappear, so hit 
that block again to bring the light blue one back. Then, head to star #1. 

     Crush the Wonder Thwacks, then hit the block to make the connection 
between light blues solid. Hit it once more, and you'll create a green beam. 
This time, head to star #3. There's that huge shine block again, so you know 
what that means. Toss the babies up to the hidden passage, then position the 
adults under the block, and navigate the maze. It's not all about walking 
along a thin passage this time, as all of the platforms are huge, but you'll 
have to do a bit of jumping between them. In the far lower-right is a block 
containing the Stache Jeans; they'll raise a baby's defense slightly, and 
raise their Stache by 40. Equip it if you like, then head towards the exit to 
the maze, which is somewhere in the bottom/middle. You'll be on a much higher 
ledge, along with the block; hit it, and it'll move down to the pedestal, 
within reach of a piggyback jump. This solidifies the green beam, and 
produces a yellow one. Hit the block again, then trek to star # 5. 

     Once there, you'll notice a ledge for the babies, and a purple ! block; 
hitting it will light up a pattern of stars on the large yellow star you're 
standing on for a moment. Upon sending the babies inside the hidden room up 
there, you'll find 12 blocks positioned exactly the same as the stars on the 
yellow ground; the idea is to hit the purple block with the adults, revealing 
the pattern, and then create the same pattern inside the hidden room with the 
babies, by hitting the corresponding block with the correct color; red for BM 
and green for BL, obviously. I can't tell you what the pattern is, because I 
have a different one since the first file I played, so there's no telling 
what pattern you'll have to create. Just keep hitting the purple block to 
refresh your memory. If you hit a block with the wrong baby, don't worry; 
just correct the mistake, as it won't reset them all. Once you've done it 
correctly, the star block will move out over the pedestal. Hit it from a 
piggyback jump, and you'll complete the yellow beam. Hit it once more to 
spawn a red beam, then head to star #2. Hitting the block there will form 
the read beam and complete the puzzle; now a blue pipe will appear in the 
center of the pentagon, with a starry path leading to it from star #1. Head 
over there, then enter the pipe, and you'll finally have reached the inside 
of the palace.

[11.3] A Plot Twist?

OOOOO Star Shrine (Inside the Palace) OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Ultra Mushroom (2)       OOO
       Ultra Drop (2)           OOO
       1-Up Super               OOO
       Refreshing Herb (2)      OOO
       Red Pepper (2)           OOO
       Pocket Chomp (2)         OOO
       Ice Flower (4)           OOO
       Copy Flower (4)          OOO
       Hit-Free Badge           OOO
Coins: 77                       OOO
Enemies: Piranha Planet         OOO
         Love Bubble            OOO
         Wonder Thwack          OOO
         Elder Shrooboid (Boss) OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

ENEMY ATTACKS & STATS:

     Piranha Planet- HP: 140 EXP: 170 Coins: 20 Drop: Copy Flower, Ultra Drop
     Weak: None Resist: None
     These guys are not only cool-looking, but they're one of the meanest 
     enemies in the game, as their attacks are quite painful. For one, it may 
     teleport to the top screen, and then drop onto one of the Bros.; take 
     note of how it spins and ready that brother's hammer, then be prepared 
     to hit it back AGAIN, as it will fall back onto you twice more. Second, 
     it will draw a laser from either its top or bottom, then fire; sprouting 
     from the top, it'll shoot at Mario, and from the bottom, Luigi. However, 
     give it a good second or two after the gun is drawn, for there's a 
     pretty good delay between the time it pulls it out and when it fires. Be 
     warned that it may shoot a sweeping beam, as well; simply be ready to 
     jump with the opposite bro if necessary. Lastly, it will sprout 8, count 
     'em, 8 different Piranha heads from the various pipe-craters and spin, 
     launching all of them at either one, depending on their color; once the 
     first has been fired, they'll all be about one second apart; jump with 
     both of them simultaneously, so you need not worry about who's being
     targeted next.

     Love Bubble- HP: 95 EXP: 130 Coins: 10 Drop: Smash Egg, Max Mushroom
     Weak: Fire, Mix Resist: None
     These little turds have the ability to heal their allies, so get rid of 
     them first. Otherwise, their attacks are easy to spot and easier to 
     dodge- it may fly onto the top screen and poke one of its feet out; when 
     it does this, jump as soon as you hear the little whistle, for it will 
     dive-bomb your location extremely quickly. It will also fly between the 
     two Bros. and poke one of its feet out; if the bubble is low to the 
     ground, jump with the brother it targeted, then jump quickly again with 
     the other, as it will pass through you both in a circle. If it does this 
     but is flying much higher, jump ONLY with the brother it targeted, as it
     will make a low sweep, then immediately fly above the other. Lastly, it 
     will swirl around the two Bros., picking up speed, then eventually 
     crashing into one of them; simply swat it with the hammer as it passes in
     front, and the attack will stop. 

     Wonder Thwack- HP: 100 EXP: 30 Coins: 4 Drop: 1-Up Mushroom, 1-Up Super
     Weak: Fire, Mix (green), Ice (reds) Resist: Ice (green) Fire, Mix (red)
     The standard Thwack, only now glowing with energy. Their attacks remain 
     the same, only they are MUCH faster, and will summon much more of them 
     if they decide to do so. Be warned that their overhead attack cannot be 
     countered immediately once they stop; they'll be too high. Wait the 
     briefest of moments before swinging, and you'll wail them on their 
     descent. Keep in mind they'll still explode if you haven't finished the 
     battle after some time. Reds are weak to ice; greens are weak to fire.


     You'll notice a bunch of blue paths going every which-way, leading all 
over the place, eventually connecting to one of the rooms; you don't actually 
traverse these yourself. Rather when you enter a doorway you'll be whisked 
off to wherever that particular door lead. That said, save your progress, 
then head through the door right in front of you. You'll be greeted by a 
Piranha Planet; destroy it and continue through the next door. Upon entering, 
you'll find a Cobalt Star shard encased in glass over on the wall, with a 
blue pad in front of it; compress it, and it'll break free for your 
retrieval. At that moment, a Lakitu will fly in with Toadbert and Kylie, and 
the two of them bear big news. For one, Toadbert was holding a star shard all 
along and didn't realize it, but then tell you that restoring the star will 
still make defeat of the Shroobs impossible. Why? The rest of the Cobalt Star 
is brought out, and Toadbert screams for them not to come near him; he then 
flees the room in a hurry. What's gotten into him? Kylie runs after him, and 
the star tries communicating again; something about a stronger power being 
closeby. BACK TO ADVENTURE!

     Through the door and into the next room, there'll be a long row of red 
blocks to the right, gradually climbing higher; ignore these for the time 
being and head to the left, where you'll find some fans and a maze of tiny 
crevices; you know what to do here. Flatten the babies and send them in, 
working your way to the hidden passage blocked by a gate at the top. From the 
area you start at the bottom, head right, then left at the first fan, then 
right at the next fan, yet another right at the fan soon afterwards, then 
left at the following fan, then finally, a right at the fan after that one, 
and you'll be at the gate. Tunnel inside, and you'll find a switch to be 
whacked; activating it will spring a block from the wall, which you'll need 
as a stepping stone. There are three treasure blocks in this maze as well, 
one of which containing the Hit-Free Badge; this gives unlimited Bros. Items
to the wearer until he takes damage. If you like, equip in on whomever isn't 
wearing the Ulti-Free badge. Anyways, once you've activated the switch, you 
can climb the tower of pink blocks, using the spin and baby spin when 
necessary to bring everyone to the top. On the final ledge, be sure to head 
straight up, lest you want to fall all the way to the bottom and start over. 
Deal with the enemies up here, then head on through to a save point; I 
recommend using it. Compressing the pad at the top of this item-strewn 
passage will bring you to a room with the fallen bodies of Toadbert and 
Kylie; Toadbert hands you the horrible sketch he drew earlier and tells you 
to rub the dirt away, and it'll reveal "the truth." For the first time in 
this game, you get to use the stylus! Make sure you do as thorough a job as 
possible, because if even the tiniest fleck of dirt is left on the sketch, 
you won't be able to proceed to the next point. Stupid, I know. As you clean 
it off, you'll reveal a creature similar to the one we already saw, 
confronting Peach. But before Toadbert can explain the drawing to you, a huge 
alien bursts into the room, turning both Toadbert and Kylie into shrooms. 
Rather than shroomify us, however, he wants to give us an opportunity to kick 
his ass. Let's take it!

BOSS: ELDER SHROOBOID
HP: 950, then 1150
Weak: Ice
EXP: 1500
Coins: 400
Win: Ultra Drop

A few things up front:
-He can't be jumped on, due to the spikes, obviously, but he'll soon fall 
over, exposing himself to them.
-The HP up there is for his first stage, and then his second, when he 
increases in size.

This guy likes to attack with fireballs, spiked balls, and ball 'n chains. 
For the ball 'n chain, he'll first trap the two of you inside crystals, then 
come in swinging the thing; jump constantly as fast as possible to release 
yourself from the crystals, then be ready as he smacks the ball towards the 
brother that was indicated by the initial; then, be ready to jump again as he 
hurls himself towards the opposite brother soon afterwards. He'll blow some 
steam before smacking the thing, not to mention fall over, so let him finish; 
this is to give you enough time to break out of the crystals. He'll also 
approach one of the Bros. and pause for a few moments before twirling through 
him; constantly wail on him with the hammer until he backs off. This attack, 
as well as his spiked ball attacks will often make you dizzy, so be careful.
The spiked balls he throws will circle around you slowly, much like the Love 
Bubble's attack; hit it with your hammer to send it flying. For his 
fireballs, simply jump as they bounce towards you; the target is indicated by 
the claw he throws them with.

After a few turns of bombarding him with Ice Flowers, his weakness, he'll use 
the spiked ball attack and fall over afterwards; now is the time to bombard 
him with Copy Flowers. Don't ever hit him with any fire attacks. Once he's 
taken heavy damage, he'll stand up and double in size, as well as spit out a 
UFO, which produces a timer. If this timer ticks down to zero, you'll be shot 
to hell and die instantly, so you can't allow that to happen. How to avoid 
this? The spiked balls the Elder throws can be deflected with the hammer, 
where they'll fly onto the top screen; if they hit the UFO buzzing around up 
there, the timer will reset itself. One thing to remember: Luigi hits the 
ball straight up, while Mario will send it at an angle. Keep this in mind if 
trying to hit the UFO. Any drops he sustained from your Ice Flowers will be 
gone upon the increase, so unleash them against him once more until he falls 
over again; then, it's back to the Copy Flower treatment. His attacks don't 
change from this point, though they are now more powerful. Every time he uses 
the spiked ball attack, he'll fall afterwards, so look forward to it. 

     Once he's been destroyed, he'll drop the shard that he took from 
Toadbert, so you can now claim it as your own. The rest of the Cobalt Star 
will return to you, too, which means you can now enter Shroob Castle! Leave 
the shroomified ones where they lay; there's nothing you can do for them. 
Instead, proceed to the top of the room and simply walk towards the star 
door, and it will open; hop into the time hole before you. You'll end up in 
the sewers underneath the castle, so make your way back up to the surface, 
and you can begin your preparations for the final level.


OOOOOOOOOOOOOO[12] Endgame OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

OOOOO Princess Peach's Castle OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO


     First, go over to E. Gadd and have a quick word with him. He'll remind 
you that the time hole to Shroob Castle is on the third floor, and we'll be 
heading there in a little while. Now, not only are we going to try to get the 
best clothing in the game, but you'll soon find better clothing in the 
Shroob Castle, so don't bother spending your money on the Royal Trousers or 
Pants at the shop. I will, however, recommend you buy a Lucky Badge and equip 
it on one of the babies. You should have two, now. Some like to equip Mario 
and Luigi with the Drain and Cure badges at this point, but I'm going to hold 
onto my Ulti-Free and Hit-Frees, so if you think that's a better option at 
this point, then go ahead. As for Bros. Items, you won't need to invest in 
any more assuming you've got the Ulti-Free badge, but otherwise, you'd do 
well to buy a lot of Mix Flowers. 

     Now, I currently have 21 beans, and I need 39 more to buy the Treasure 
Badge from Fawful's shop in the sewers. What does it do, you ask? Any time 
you defeat enemies using Bros. Items, you "win the items they were using," 
which basically guarantees you item drops. Not only that, it significantly 
increases your odds of scoring the much rarer items drops. Any time you use 
this badge and kill off the enemies using a Bros. Item, the drops that are 
preceded by a trail of stars are items you won thanks to the badge. With 
this, you have a much better chance of winning the best piece of clothing 
for each of your party members, which are both rare drops from powerful 
enemies found on the last level. The best place to get more beans, as I 
mentioned earlier, is inside the volcano, Thwomp Caverns; remember where you 
played the gem-grabbing game, followed by the slot machine? That's where you 
want to go; at this point, "Extra-Burly Mode" will be available, and while 
the course is a little tougher and the slots move much faster, it's still 
easy to get the timing down for three stars, and win yourself 5 beans. You 
can do this for every gem you grab, so in the end you can score a ton of 'em. 
I'm going to be doing this myself, and these pieces of clothing make the 
otherwise "best" you can find look like badly torn, badly soiled panties, so 
it's in your best interest (and not really that much more time consuming) to 
take the time to get the beans, buy the badge, and battle the enemies until 
you win the clothing. Twice. ...For a little help remembering where to go, 
just take the time hole on the first floor, upper-left, take the pipe across 
the bridge at the base of the mountain up, climb to the crater and enter the 
volcano, and then just follow the first floor all the way to the right. 
You'll have to drop down the coin chasm with the babies, then pass a room 
full of Gold Koopeleons, and then there you are. If Extra-Burly is too tough, 
you can still play normal mode, though it's far more tedious. And lastly, 
when you use the Treasure Badge, make sure it's on the faster character, much 
like the Ulti-Free badge; it won't take effect unless the WEARER kills the 
enemies with a Bros. Item.

     Once you're ready, take the staircase on the left or right side of the 
first floor, then the second staircase on the left side of the second floor, 
and the time hole is in the center of all those Peach statues, indicated by 
the hand. As you emerge from the time hole, Stuffwell will pop out, saying 
the Cobalt Star is extremely agitated. Without a word from anyone else, the 
star destroys the barrier in front of the doors, and pulls them open. You get 
one more look at Luigi's cowardice, and then... into the castle!


[12.1] Assault on Shroob Castle!

OOOOO Shroob Castle OOO
OOOOOOOOOOOOOOOOOOOOOOO

OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Mushroom (13)       OOO
       Super Mushroom (14) OOO
       Ultra Mushroom (10) OOO
       Max Mushroom (5)    OOO
       Super Drop (2)      OOO
       Ultra Drop (7)      OOO
       1-Up Mushroom (4)   OOO
       1-Up Super (8)      OOO
       Refreshing Herb (9) OOO
       Red Pepper (11)     OOO
       Green Pepper (7)    OOO
       Green Shell (3)     OOO
       Bro Flower (6)      OOO
       Ice Flower (6)      OOO
       Red Shell (17)      OOO
       Cannonballer (3)    OOO
       Smash Egg (6)       OOO
       Pocket Chomp (10)   OOO
       Trampoline (6)      OOO
       Copy Flower (6)     OOO
       Mix Flower (11)     OOO
       Space Trousers (2)  OOO
       Rocket Jeans (2)    OOO
       Dire-Free Badge     OOO
       Lucky A Badge       OOO
Coins: 1987                OOO
Enemies: Tashrooba         OOO
         Snoozorb          OOO
         Soul Bubble       OOO
         Shroob Rex        OOO
         Shroobsworth      OOO
         Shroob Intern     OOO
         Lethal Bob-omb    OOO
         Ghoul Guy         OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

ENEMY ATTACKS & STATS:

     Tashrooba- HP: 125 EXP: 150 Coins: 10 Drop: Ultra Drop, Max Mushroom
     Weak: None Resist: None
     Faster, stronger, much more evil relative of the Tanoomba. Their shell 
     and Thwomp attacks are much faster and stronger, so react to the warning 
     signs immediately. In case you forgot: hop means the shell spins towards 
     Mario first, flip means Luigi; hopping straight up into the air means 
     it'll come down on Mario, while flipping means it'll go for Luigi.

     Snoozorb- HP: 150 EXP: 170 Coins: 15 Drop: Red Shell
     Weak: None Resist: None
     These guys will sleep soundly until you wake them up. They're defensive 
     tanks and pretty powerful, so try to destroy them in one blow. Before 
     any attack, it will blow steam from its head compartment; if the steam 
     flows to the left, it'll target Mario, and right, it'll target Luigi. It 
     may curl itself into a sphere and roll towards someone; hit it away with 
     your hammer, and be prepared to hit it again, as it may try to plow 
     through you twice more. That's the simple one; these guys have a meaner 
     laser attack, which can fire either above or directly at you, depending 
     on how it charges its energy. If the energy lines swirl around it, the 
     beam will be fired over your head, so don't move. If the lines are 
     straight, be ready to jump. There's no way of telling when it will 
     decide to sweep across the floor with the beam after it's fired, so be 
     ready to jump with the other character. Mix Flower these guys, as your 
     jumps will deal insufficient damage.

     Soul Bubble- HP: 100 EXP: 175 Coins: 15 Drop: 1-Up Mushroom, 1-Up Super
     Weak: None Resist: None
     Not only are these things so much faster than Love Bubbles, but if you 
     attack them and fail to kill them, they'll retaliate by healing or even
     resurrecting one of its dead allies, if you've destroyed anyone, yet. 
     While this opens the way for more EXP, these guys almost always bring 
     Shroob Rexes with them, and since you used your turn already, you won't 
     be able to do anything if the Rex decides to charge you. Unavoidable pain
     really sucks, so when you attack these things, make sure it's going to 
     do the job in a single blow. Generally you're best off Mix Flowering 
     these jerks along with their dino cohorts.

     Shroob Rex- HP: 200 EXP: 185 Coins: 12 Drop: Mix Flower, 100-Point Pants
     Weak: None Resist: None
     These enemies will never appear on the level layout itself, but they show
     up in many if not almost all battles with Soul Bubbles, Shroobsworths, 
     and Ghoul Guys, which are quite plentiful and DO show up on the map. Now, 
     Rexes have two different attacks- charging and spitting flaming rocks. 
     The charge is a simple stop in front of the target, then run through them
     offscreen, then make a return pass; but, when they come back around, they
     might charge through either of the Bros., so be sure to jump with both. 
     Give them a good two seconds between each charge, and also once they 
     stop in front of you in mid-flight. ***It is impossible to avoid a Rex if
     it is at its FULL height when it charges. Make sure their head is 
     scrunched down at least one level beforehand; Rexes can be squished at 
     least twice.*** Its flaming rock attack is far more easy to dodge; have 
     both hammers ready, as the rock will either roll towards one bro, then 
     travel towards the other one upon whacking it; or, the rock will split 
     into two and roll towards both, then crumble once hit. This attack not 
     only really hurts, but also burns, so take care not to get hit with it. 
     Lastly, Rex may fly between or near one the two Bros., then flip and do 
     a ground pound, sending out a shockwave at the two of you; jump as soon 
     as he lands, and you should avoid it (jumping with one bro first and then
     the other when he's making the quake from the top or bottom instead). I'm
     not sure if he'll produce more than one shockwave; if he does, I've never
     been on the receiving end of it. These SOBs will do a number on your 
     health if you don't get rid of them immediately, so use a mighty Mix 
     Flower and off them at the start.

     Shroobsworth- HP: 160 EXP: 0 Coins: Drop: None
     Weak: None Resist: None
     Right up there with Rex as an enemy that is best not allowed to ever get 
     an attack in. Shroobsworths carry a little guy on their backs, the Shroob
     Intern, and work together to pull off some pretty powerful attacks. If 
     he throws the Intern onto the top screen, you'll be shot at by the 
     Intern; jump quickly with both to avoid it. Once Shroobsworth catches the
     Intern, it'll throw it up again for a 2nd-3rd shot. Now, if the Intern 
     goes offscreen, the Shroobsworth will hold its arm and cane out for a 
     couple seconds, then dash in and slash at both Bros. with it. It's easy 
     enough to catch him as he dashes and jump before he slashes with the 
     cane, so don't let him get a hit in. Lastly, the Intern will produce a 
     large meteorite, and either the Intern or Shroobsworth will hit it at 
     you; if the Intern hits it, it'll launch towards Mario; if Shroobsworth 
     hits it, it'll be launched at Luigi. Once you hit it, though, either one 
     of the pair will hit it back, and it'll go on for several turns picking 
     up speed until you get hit, or the duo does. While the Intern is riding 
     on his back, only Shroobsworth will take damage. Kill him, and the Intern
     will spin-swat him away, leaving...

     Shroob Intern- HP: 130 EXP: 180 Coins: 20 
     Drop: Copy Flower, Supreme Slacks
     Weak: None Resist: None
     The Intern will sit still for one turn after Shroobsworth has been slain,
     and if you fail to kill him then, he'll fully revive the Shroobsworth and
     you'll have to off the old dude again. Note you receive no EXP for 
     defeating the Shroobsworth; allowing him to be revived over and over will 
     NOT get you more experience or coins. Only the Intern coughs up any 
     spoils.

     Lethal Bob-omb- HP: 60 EXP: 70 Coins: 10 Drop: Refreshing Herb
     Weak: None Resist: Fire, Ice, Mix
     These little guys do one thing and one thing only: explode! No standard 
     charge attack; their fuses are already lit once the battle begins. That 
     said, the only thing to do if you haven't destroyed them all is to have 
     your hammer ready and IMMEDIATELY hit them away when they pass up and 
     down in front of you. If you don't get rid of them right away, you won't 
     be killed outright, but you're in for serious damage. Only the babies 
     will find themselves in battles with these, either in groups or as a 
     cohort to Ghoul Guy.

     Ghoul Guy- HP: 160 EXP: 100 Coins: 10 Drop: Max Mushroom, Red Pepper
     Weak: None Resist: None
     Remember the Boo Guy from Toadwood Forest? This is the upgrade. Again, 
     jump as soon as they split into two and are in front of the Bros.; the 
     target is determined by who the Ghoul Guy points at before attacking. 
     However, if these are in a battle with any enemies besides other Ghoul 
     Guys, they'll sacrifice themselves in order to raise the attack, defense 
     and speed of whomever they possess. You'll still get experience for the 
     Guy that sacrificed itself, but it's best to kill any other enemies 
     first, as a stat upgrade makes Shroobsworths really tough to take down. 
     In a battle where the Shroobsworths outnumber the Guys, get rid of the 
     Guys first... that is, if you aren't using a Mix Flower. Fry everyone 
     with this baby. =P


     Take a look at this first room as you enter; notice the huge statue in 
the center, the pipes on the left, and the gap to the right; you can't do 
anything about either the left or right at the moment, so the only thing to 
do is to check out the statue of Princess Shroob. As you walk up to it, 
notice the purple ! block in her pelvic region. We want to extract it from 
there, so toss the babies up to the ledge on the left and bring the adults 
under the huge shine block. One last maze in pitch-darkness for ya. The 
maze is fairly straightforward, and if you simply follow every path as it is, 
you'll find switch blocks needed to move other platforms into jumping range, 
as well as other pieces of treasure. Take note that midway through, you'll 
have to jump on a moving platform and ride it across, where the lights will 
likely be off.. take care, and if you have to turn the lights on while you're 
riding over the spikes, wait until the platform is on the right side before 
hitting the switch, so you can hop off and be able to see where you're going.
Also keep in mind that there are several places you'll need to jump, 
especially if you want to collect the items inside. Once you've reached the 
other side, you'll see a red switch; activating it will remove the block from 
Princess Shroob's uninviting crotch, allowing you to hit it. This forms a 
bridge of shrooms across the gap on the lower right; take it, and then fight 
your way through some Tashroobas and a Snoozorb until you reach a gate; 
tunnel under it with the babies and hammer the switch on the wall to drop it. 
Enter the pipe, bringing you to the largest and most infested floor in the 
castle.

     You'll find your first save point upon exiting the pipe. Notice the four 
devices in the far corners of the map, arranged to form an X once their beams 
are fired? Our goal is to set those beams off and get rid of the crystal 
shroom that's encasing the purple switch block atop the pedestal in our 
current room. To do that, it'll involve the multicolored switch sequences 
you've done before, meaning the adults will have to split from the babies; 
since this place is crawling with tough enemies, though, you'd be very wise 
to clean the place out first. I like to start from the left side and sweep 
down, then across the bottom to the right, and back up that side. I'll get 
every enemy that way (except for the Ghoul Guys floating along on the ledges)
and be all set to separate without getting into a battle. If you want to use 
the Ulti-Free badge paired with the Para Slacks to smoke everything as soon 
as the battle starts, that's fine, but if you're trying to get the Supreme 
Slacks and 100-Point pants, I suggest using the Treasure Badge on the Para 
Slacks wearer and using your Mix Flowers. Don't worry about running out, as 
the common encounter Rex drops a Mix Flower for every one you destroy. For 
Snoozorbs, use a Red Shell and it'll drop one after the battle, keeping your 
supply fresh. Anyways, clear this place out, and then I'll start on the 
switches. 

     Gotten rid of everything? Good. I'll start with the adults in the upper- 
left corner, with the babies opposite them, in the lower-right. You know the 
drill; either party can initiate, and a generous nine seconds to complete it. 
Once you've done that beam, send the adults down and the babies up, to the 
adjacent corner. You can use the pipe by the adults to summon the babies back 
once you've finished. With the crystal shattered, you can now hit that switch 
block. So, trek back to the room with the pipe and use the Baby Spin to get 
them up onto the pedestal; hitting the block will open the door up ahead, 
which leads to a pipe. Ignore the above room for now, as there's nothing you 
can do, and hop down the pipe.

     Now that you're on the second floor, head into the now-ravaged library, 
which is the wooded area in the bottom-center. Head through the large hole 
busted in the wall, and you'll be underneath some sort of canopy, covered in 
shrooms; walk through into the next room WITHOUT veering out from underneath 
the canopy; otherwise, UFOs will spot you and shoot you out of the area. So, 
once you've reached the darkened room with the huge staircases, dump the 
babies and hit the switch block, and get ready for another timed Bros. Ball 
course. This one isn't any harder than the one you performed in the present 
Peach's Castle, but there are various blocks on the sides that will get in 
your way. Simply weave around them, and quickly hit the block at the top once 
you arrive. Lowering the gate grants you access into the next room, which is 
where the Shroob Mothership has been parked. Wanna take a peek inside? Of 
course you do. Compress the blue switch, and the gang heads inside, only to 
find the ship just take off into space with them on it! Stuffwell pops out, 
and Luigi suggests they take control of the ship, and use it to blow the 
flying saucers patrolling the second floor into oblivion. And you'll do 
just that, once Stuffwell explains the controls. Basically, the higher the 
bar is for each brother, the higher the ship will rise once you hit the 
block. You can fire the laser at any point, even without having risen at all, 
but any time you take a shot, the ship will drop back down to its lowest 
height. The saucers you destroy here are a simple workout to familiarize 
yourself with the controls.. you'll face a much harder challenge with this 
thing later on, I assure you. Anyways, follow Stuffwell's instructions to a 
tee, and you'll send those saucers packing, allowing you to cross the bridge 
and into the left and right areas you initially couldn't. Now would be a 
good time to save, and then head back downstairs. 

I'll head to the left, first. If you take that route, then head up the steps, 
up the ramp, and take the pipe on the right, you'll be able to hit a switch 
block to form a bridge and allow easy access to this floor, should you wish 
to return. Back into the pipe, and then take the left pipe, which you just 
passed. You'll be on the third floor, now, and should head to the right, then 
down past the multicolored blocks and into the southern room. Here, you want 
to use the Baby Spin to send the babies onto the overhang above the doorways. 
Once up there, hit the lower switch with your hammer, which raises a block 
for the adults; now, control the adults and hop onto the block on the far 
right, then use your spin to cross across the gaps and to the switch block on 
the other side. Hit it, and you'll spurt up a step for the babies to use to 
reach that second red switch; whacking THAT will lower the block that the 
multicolored switch blocks hovered over in the previous room. Head back out 
there and toss the babies onto it; then, use them to initiate the sequence 
and hit all four of them, which will remove the bars on the gray door just up 
ahead. Proceed through there...

     And you'll be in front of some sort of control panel, with a large 
monitor showing the captive Princess Peach patrolling around in her 
holding cell, or wherever the Shroobs are keeping her. She can't hear us, but 
once Baby Mario starts whacking everything with his hammer, he somehow 
activates a communicator, enabling Peach to hear what Mario is saying. She 
tells you she's locked up at the top of the Princess Shroob statue, but 
before she can say much else, the monitor abruptly shuts off. Apparently, 
BM damaged the circuitry with his hammer, and it was functional for only a 
short time.. good going, little turd! However, there's a pipe in the left 
corner that we can take to continue on with things. BACK TO ADVENTURE!

     While you're travelling down through the pipe, a pesky Chomp swimming 
around in the sewer waters will ram it, sending you off course. Now you must 
patrol the sewers and somehow find a way out. Before you do, though, head to 
the left and hit the second switch block as you emerge from the pipe there; 
this will allow you to backtrack easily. Now, head to the right, and after 
dealing with the little hostilities there, head up against the wall in front
in front of you. This is another fan obstacle course, so flatten the babies 
and send them in, and then float along each pillar of wind until the babies 
are on the farthest one to the left. Now you can spin the cog and send them 
higher. Now, bring them along across the fans until they're on the right, by 
a spring, then send them up. But first, if you didn't feel like getting the 
Treasure Badge for the aid in finding the best armor, you can grab a pair of 
Space Trousers for the adults in this room- once the babies have crossed to 
the right side, you can drop down off of the left side of the fan closest to 
the ledge you stopped on; once you drop down, hang to the right and you 
should land on a platform with two blocks: 80 coins and the Space Trousers. 
Repeat the whole thing to get back up to the spring once you've nabbed 'em. 

     At the top, hit the red switch with your hammer, and you'll lower the 
ledge to the right of you down so that the adults can climb up. Now, 
proceed to the left and through the doorway there, to be in another coin 
chamber, which you must send the babies through, using the Bros. spin. Once 
you reach the bottom, you can hit a switch block nearby to lower a drawbridge, 
allowing the adults to join you down there. They'll have to back out of the 
room they're in and jump down to do so. FYI, the treasure blocks in that 
passage contain only coins and Red Shells, so don't bother with them 
unless you want to. With the adults and babies reunited and in the next area, 
you can lower the drawbridges across the beds of spikes on the left. To get 
the first one, you must fire the Bros. over with the cannon on the right; 
start by throwing the babies into the stump against the wall, then rolling 
into the Bros. Ball and into the cannon. Now, once they're in the cannon, the 
babies can walk to the end of the passage inside the stump and whack the 
switch with their hammer, which will fire the adults across two rows of 
spikes. A pipe to bring the babies over to you is in the left corner, but you 
might have to fight a battle or two to reach it. With the babies over there, 
now, use the Baby Spin while they're perched at the right edge of the spike 
bed, and send them over to the middle platform. Another 4-man switch block 
sequence here, to be initiated by the adults; you'll have to jump immediately 
with the baby that's under the third block, as the screen won't transfer over 
to you, nor is there a countdown. This lowers the two drawbridges; now you 
can compress the blue pad and enter the next section of the sewers. A pipe 
inside will bring you there.

     The first room you'll come to, on the right, has a boatload of items, 
one of which you definitely want to grab. The drawbridge at the lower part of 
the room is still up, so start by sending the babies to tunnel under the gate 
covering the pipes. These pipes are crawling with Lethal Bob-ombs, so be very 
careful if you get into battle with some. Also in these pipes is a pair of 
Rocket Jeans, for those that don't want to bother trying to win a pair of 
100-Point pants, and an absolute payload of coins. This castle is the first 
level to push you over the 1000-mark in terms of coins. Anyways, you want to 
make your way through the pipes to the lower right, where you'll find a lone 
gate; tunnel through it and you'll be across the moat, and on the other side 
of the drawbridge. The switch block to lower that bridge is on the left side, 
and now you can grab the goods, among them a Lucky Badge A. This badge kicks 
major ass, as it'll land you a TON of lucky hits. Perfect for one of the 
babies. With all this stuff grabbed, now you can move on to the next room, 
which has 4 new paths open to you; the one in the lower-right, leading 
downwards, brings you to a pair of treasure blocks; the northwest/east and 
southwest/east paths lead to rooms with pedestals, much like the one in the 
center of the room you're in now, which will soon have blocks over them; but 
how to make those blocks appear? Take the southeast pipeline, and walk down 
past the layer of spikes to a purple ! block, over a pedestal. Hitting it 
with a piggyback jump will lower the drawbridge; cross it, but before you 
can even jump towards the switch block there, the same Chomp will dive out of 
the water and snatch it from you! Bastard! It'll flee to one of the pipes on 
the top part of the top screen, and shortly afterwards, four blocks will 
appear over the four pedestals I mentioned earlier. Those blocks will let you 
fry that hungry piece of metal, and get your switch block back.

     What do the blocks do, exactly? Hitting any two blocks will fire a laser
in the direction the two of them point in when lined up. You'll notice that
this allows you to fire into any of the five pipes on that top screen. The 
Chomp is in the middle pipe right now, but I'm not sure if the pattern will 
always be the same per game file, so let me just tell you which blocks must 
be hit in order to fire a laser into that particular pipe, numbered from 1 to 
5, as seen from left to right:

#1: West and South blocks
#2: North and East blocks
#3: North and South blocks
#4: North and West blocks
#5: East and South blocks

Notice the heart gauge on the top screen; you must continuously blast the 
Chomp and deplete it in order to continue. For the fourth and final Chomp, 
there will be one in every pipe, and only one of them is real. Fire the 
lasers at the one that gnashes its teeth the fastest; that's your clue as to 
which is the bonafide Chomp. With it gone, it'll relinquish the switch block, 
so return to the southeast and piggyback jump to hit the block; this will 
lower the spikes. A pipe sits at the end of this path, so enter it to be 
brought back to the main floor of the castle. 

     You'll be heading off to the left, but if you want a second pair of 
Rocket Jeans for the other baby, turn the tots into pancakes and send them 
underneath the little crevice in the lower-right. At this point, I've 
already won two pairs of 100-Point pants for the babies, but I have yet to 
win myself some Supreme Slacks. Oh well, I haven't killed every Shroobsworth 
just yet, so there's still a couple opportunities. Anyways, once you've 
gotten your jeans, exit left, and you'll find another one of those crystals, 
this time encasing a pipe. Hit the purple ! block nearby and you'll not only 
lower the gate in the front, but open up a hole in the wall to tunnel 
underneath. We'll have to abandon the adults for a while, so leave 'em and 
head inside. Once you're in, head up the steps there, and out the opening at 
the top, and... you're on the overhang! This ledge wraps around almost the 
entire floor of this castle. What you need to do is to not only remove the 
gate blocking the adults from a pair of the multicolored switches, which are 
in the upper-left corner. In the upper-right is a room secluded from the rest 
of the castle, and has no openings; only the babies can enter it, as they 
must be walking the overhang in order to do so. They'll participate in the 
sequence from there. To make following my guide easier, I'll simply state 
the directions I take as I reach forks, or when entering a new area. If the 
babies ever fall, there's a pipe where the adults are standing that will 
summon them back, and you can climb back onto the ledge from there. The rooms 
are all separated by semicolons, by which I mean any time I enter a new room, 
the sentence before it will end with one.

     Start by heading all the way down and into the next screen. Ignore the 
crate on the right and head left and all the way down; now ignore the right 
side and head down and left; now, up and left, dealing with a Ghoul Guy 
along the way; up and left, smashing the crate, then going up through the 
doorway; head up and then drop into this room, hitting the switch on the 
wall with your hammer. Now the adults can enter the room and get at the 
laser. To climb back up, there's another gate along the wall, to the 
right of the switch. Once back in this room, head down, and then all the 
way down again. You'll be next to a slope on the right, and a Ghoul Guy on 
the left.

     Up that slope are some items; from the doorway, take a left and head 
down; down again into the next room; then right, dealing with another Ghoul
Guy, down, and right again; up a ways, smashing the crate in the way, then 
down and right; up a long ways, deal with not one but two Ghoul Guys, and up 
into the hidden room if you'd like another pair of Space Trousers.. 
Otherwise, continue all the way down and right; up and right, smashing the 
crate (and the GG) in the way, then up through the doorway; up, right, and up 
through the doorway (down for some Max Mushrooms); up and left, kill a Ghoul 
Guy and head up the left slope for some goodies, then up through the doorway; 
all the way up and through yet another doorway; and here we are. The second 
laser. Initiate the sequence with whomever you please, but not before sending 
the adults over to the other side, as they should still be standing by the 
gate we started with. Once you've completed the sequence and shattered the 
crystal over the pipe, you can now head down it, so reunite the two groups 
and trek back to the pipe. A pipe to summon either group over is right by the 
pipe you want to take, by the way. 

     That pipe will bring you back to the second floor, now on the right 
side; exit left, destroy the enemies here if you wish, then continue on to 
the left (it is here that I got my first pair of Supreme Slacks off of that 
damn Shroobsworth. Finally!), where you'll be in a secluded part of the 
library; hitting the purple ! block towards the bottom of the room will lower 
the ledge to the left, allowing you to cross from either side. To get the 
items up there, you'll have to Baby Spin the tots onto the bookcase, starting 
with them perched on the ledge partially raised from the ground. Once you've 
gotten everything you care to, exit to the right and then take the northern 
route up to the pipe. Hop in, and you'll be back on the third floor. 

     Before taking the upper path on the metallic platforms, head left and 
hit the switch there to remove one last gate. Then, begin your climb, 
grabbing an assload of Bros. Items along the way (to get the ones on the 
ledge high over the long slope, toss the babies so they're about even with 
the ledge while standing on the slope, then Baby Spin them.); you'll 
soon come to a blue pad that must be compressed. Inside the following room is 
a save point and one last pipe, leading back down to the entrance, completing 
the trio of shortcuts. Hop back in once you've hit the switch and enter the 
next room, ascending the trio of staircases; as you enter the next room, 
Stuffwell will interrupt you, once again with the Cobalt Star trying to get 
out of his storage; upon releasing it, it thanks you for everything you've 
done and tells you to continue searching for Peach. It flies off. Once you 
reach the end of the room, you'll find a save block and a blue door switch, 
but before you can move any further, Stuffwell will interrupt again, finally 
with something pretty important; you are about to enter a point of no return. 
Once you pass through the door, there's no going back, unless you want to 
reset the entire turn of events you are about to unfold. So, grab the item 
nearby, heal yourself with the block and save, then compress the switch... 

     You'll find Peach inside her holding cell, and after a little chat and 
introduction to the babies, she'll ask how you managed to even make it this 
far, and you'll tell her about the nearly completed Cobalt Star, and that 
it's here in the castle. Peach suddenly becomes anxious, and begins trying to 
tell Mario something urgent, when suddenly a storm of lasers begins pelting 
the statue from outside! You'll see the Shroob Mothership, buzzing back and 
forth, raining hell down on the castle. Princess Shroob is at the helm, 
barking something in her cute accent. You have to stop her from destroying 
the place, and there just so happens to be another flying saucer at the top 
of this statue. So, take the exit on the left, and save again to avoid having 
to repeat this conversation (Stuffwell will tell you he CAN reset the events 
and bring you back in time, but don't bother with this and just save), then 
compress the switch at the top and enter. You'll automatically take off in 
the saucer, and the Mothership will fly over to you... once you hit that 
block from a piggyback, you're going to start a little UFO battle, so read my 
advice, first:

     The Mothership will continuously bring more UFOs onto the battlefield, 
and you must avoid contact with them at all costs. Your lasers will do 
nothing to the Mothership itself; instead, you must shoot the UFOs it 
releases, so that they fly into the ship and damage it that way. The 
Mothership has set patterns in which it not only releases the saucers, but in 
the way they fly as well, and as you inflict more damage on the Mothership, 
the saucers will move that much faster. Two bits of general but very 
important advice: first off, your best position to be in is the middle 
height, NOT the highest. Also, if you can't hit the Mothership, you must be 
able to have the bottom level with your ship clear of UFOs; otherwise they'll 
hit you. The safest position is the very bottom, because you can shoot almost 
all the UFOs that will be in range, or be able to collide with your own 
saucer. So, bring the saucer up to middle/high height and wait for the 
Mothership to release its UFOs, and fire your laser when you'll be able to 
hit it. If you miss and drop back down, your next priority is to shoot down 
any saucer that will be able to collide with yours once it begins moving to 
the left. Once you've made it safe to dwell on the bottom, let the other 
saucers leave the screen before shooting back up again. Any time you hit the 
Mothership with a saucer, the others will fly offscreen, so don't worry about 
them. You have four units of life, so to speak, and the Mothership has four 
as well; you must deplete them before your own saucer explodes, and then the 
Mothership will crash into the side of the statue. Head back out, save AGAIN 
so you don't have to repeat this evil mini-game should you die, then enter 
the room with Peach... 


[12.2] Femme Fatale

     You'll find the barrier around Peach has since faded, apparently having 
been knocked out when the Mothership crashed into the side of the castle. You 
won't get to exchange much in the way of words, however, for the hatch to the 
Mothership will open; after some pestering, Mario will slowly walk underneath 
the entrance hatch.. ..and leap back in fear, for Princess Shroob finally 
confronts them! Her ship is badly damaged... Countless minions have been 
slain... Nearly everything the Shroobs have worked to accomplish has been 
mettled with in some way by the Bros. It's high time they were punished for 
their deeds, wouldn't you say?


BOSS: PRINCESS SHROOB
HP: 3000
EXP: 0
Coins: 0

Despite what several gamers and Nintendo Power might say, that is not an 
error; her HP is definitely 3000. But before you can hack away at that, you 
must first put her throne (temporarily, unfortunately) out of commission. To 
do this, you must repeatedly attack her shield, to the point the throne can 
no longer take it, and will crash to the floor. Until then, the throne 
attacks three different ways:

-Lasers
Two cannons will appear, and toggle up and down for a few seconds; when they 
stop, they'll fire a beam in the direction they point. You only have a second 
to react, so pay close attention and jump with whomever needs to, to avoid 
taking a hit. The beams will never sweep, so that isn't a problem. She'll 
fire them 5 times per attack.

-Energy Rings
The throne will leave the battlefield and return as a walker; once it hops 
over your party, it will fire rings down at you, which close in once they 
hit the ground. To make this as easy as possible, jump with both characters 
as the rings get close to the ground. They trip you, so take care. She'll 
fire off many of them before finishing with...

-Crush
Once her ring attack is finished, her walker will get ready to lower itself
on top of you. Both Bros. must ready their hammers and release them at the 
same time once she gets closer. Swing before she'll actually be right above 
you to ensure a counter. If she cackles, she'll pause mid-way, then come down 
fast. This attack tends to make you dizzy when it hits.

The best way to disable her shield is with a multi-hitting attack, 
particularly Copy Flowers, as they start off slow and with really easy timing.
Try to do this before she even has a chance to attack you with it. Once she's 
out of the walker, she'll attack one of four ways, but may use them several 
times in a row; If she produces a star, she'll send it towards you, and if 
you fail to jump on it (removing it), it will continue past and loop around 
for another pass. It'll increase in speed each time you dodge it until it 
hits either of you, or gets stomped out. Obviously, you want to get rid of it 
as soon as it's launched. Otherwise, she just launches balls of energy three 
different ways; a single shot in front of you, a single shot from above, or a 
spread shot between you. The first two are avoided by jumping and using the 
hammer, respectively (the overhead shots will be fired at Mario from her left 
hand and Luigi from her right); the spread shot is best dodged by jumping with
the brother it will hit first, then the other. If you land on top of the ball, 
you'll stomp it without taking damage, so that's all right. Nothing else to 
say about these attacks, though it bears mentioning that they can cause 
poisoning, and the star attack can reduce your stats.

You have three rounds to beat her up before her throne will be back in 
business, so it'd be best to kill her now. Copy Flowers are your best friend; 
use them relentlessly. Once you've inflicted over 1500 worth of damage, she'll
charge herself with energy and go into what I like to call Psycho ***** Mode. 
Basically, she'll now launch a good 20 attacks at you in a row, one after the 
other, always beginning with her star. If she gets back into her walker, 
she'll pull off a good 5 attacks with that, too. Her damage really adds up, so
end this as quickly as possible. If you know you won't be able to kill her in 
the last turn before she is able to move again, heal whomever needs it to have
the best chances of surviving her barrage. Her walker's attacks will give you 
far more problems as far as dodging goes, so you shouldn't get your ass handed
to you. You'll receive a full health replenishment once you've won.


     I'll try to keep this last bit spoiler free, at least for those reading 
ahead, and just say that Baby Bowser screws it all up for us yet again. Though
I'm not sure I remember when he screwed it up the first time. We go into 
battle, with Peach offering her assistance when she can...


BOSS: ELDER PRINCESS SHROOB
HP: 3500
EXP: 0
Coins: 0

Once again, I assure you that this form has 3500 HP. Her attacks also have far
more variety than seen in the first battle; they basically all rely on the 
UFOs that fly onto the scene to be executed; the less she has, the less her 
repertoire can have. How do you decrease the number of UFOs? Peach will toss 
you a star once per round; use the cursor that appears to aim and take out as 
many as you can in one shot. Note that there is a tiny delay between when you 
press the button to fire and when the cursor stops, so take that into account.
Occasionally, Peach may toss you a mushroom and replenish some of your HP, 
instead.

I'll list her attacks by the number of flying saucers she requires to use it:

0 UFOs:
-Shoulder Ram
She'll get into a charging position and then quickly run at one of the Bros.; 
Have your hammer ready, quickly, and swing once she's near. Be warned, though,
that she may pause in front of you before charging again, or may jump back 
upon being struck, then charge again. 

1 UFO:
-Chain Chomp
She'll leave and return with a Chomp, and a UFO will fly down to it, and 
proceed to fly in circles around the Bros., leaving you in the path of the 
Chomp. Try and jump onto the Chomp as it first passes underneath you; it will 
make several trips, quickly, and you're likely to take a lot of damage as it 
comes back around from behind. Hopping on it once ceases the attack. Note that
this attack can inflict poisoning.

-Energy Drink
Much like what Swiggler drank, a UFO will bring her a glass of fluid. She 
gulps it down and recovers 120 HP, then graciously swats the saucer away. 
Nothing else to say about this one.

2 UFOs:
-Lasers & Quake
She'll hop onto two UFOs and take off to the top screen, then fire several 
shots at either bro, much like the other saucers do. Just jump them all as 
quickly as possible. Then, she'll retreat to the background and fire shots 
from there; if the saucers are flying low, about level with Mario, jump them 
as they come by, beginning with Mario and Luigi immediately after; if the 
saucers are flying higher than that, stay still and they'll pass overhead. 
Once she's finished, she'll leap off of the saucers and land back onto the 
stage, creating a shockwave a second later; jump it with both.

3 UFOs:
-Meteorite
Funny that the most costly attack is also the most simple to avoid. Her peons 
will bring her a huge Meteorite, and she'll slowly lumber towards one of the 
Bros. to flatten with it; as she comes within hammer-hitting range, simply 
wail on her as many times as you can, and she'll drop it. Very easy.

In my opinion, her shoulder ram is the most troublesome, as I hate any attack 
with spontaneous lag; her Chomp attack can be a real pain as well, if you 
don't get rid of it the second it begins chasing the UFO. Still, this should 
be an easy battle, as there are no shields to bust and no special 
circumstances to meet before pummeling her. As with the first Princess Shroob,
Copy Flowers are the way to go. Don't worry about how many UFOs are buzzing 
around the skies as much as perfecting the timing on your Bros. Items to 
inflict the most severe damage possible. If you land any blows over 1000, you 
did pretty good; if you can nail her for a good 2k and up, you're doing great.
As her health drops lower, she'll begin using more attacks during her turn, 
UFOs providing. Once you finish this lady off, she'll go straight into her 
ultimate form. You won't recieve a free healing after this one, either.


BOSS: ELDER PRINCESS SHROOB
HP: 3000(head), 496(Feet), 248(Tentacles, each), 200(Crown)
EXP: 0
Coins: 0

Yes, this form has less HP than her previous, but you also have so much more 
to deal with. First and most important to remember, is that as long as her 
crown is active, her head will only take 1 point in damage, no matter what 
you throw at it. And in order to get at the crown, you must first put her 
foot tentacles out of commission, if only for a short while. Her body parts 
all have at least one attack they can perform, and the crown does nothing but 
protect her. Her attacks are as follows:

Feet:
-Tentacle Cycle
Either two, or worse, four tentacles will extend out from underneath the 
Princess and begin rotating clockwise or counter-clockwise; you must jump 
over each of them individually as they sweep by. They gradually pick up 
speed. It pretty much comes down to how quickly you can alternate between 
jumps with the Bros. If she begins this attack with one of them dizzy or 
knocked down, that person is basically screwed.

Arm Tentacles:
-Stab
The point on one of the tentacles will glisten, then quickly squirm in and 
take a stab at one of the Bros. You must jump immediately if this is a 
tentacle closer to the Bros., as the window to react is very short. If a 
farther tentacle is going in, you have a sliver of more time to move. These 
things tend to poison you as a result. Her chin will be quivering rapidly 
while she's doing this attack, and until she ceases, you can expect more 
stabbing attempts; also, prior to every stab you'll notice a particular 
tentacle rear back. Use this as a means of prediction rather than waiting for 
the tentacle to glisten. 

-Grab
The tentacles will move in and try to grab hold of the Bros. Have your hammer 
ready, and whack them once they get close. If you happen to be grabbed, you'll
be thrown back to your position and possibly made dizzy.

Head:
-Crash 'n Burn
Anywhere from 4 to 6 UFOs will fly onto the top screen, and the Princess will 
launch a ball of energy at them, hitting each one and damaging it badly. Then,
they'll come plummeting down onto either Bro. UFOs in flames will land on 
Mario; those giving off sparks will land on Luigi. Pay attention to the order 
they fall, and most importantly which person they're targeting, and have your
hammer ready to hit them away. They'll go flying into the Princess for some 
nice damage, or if they hit you, possibly make you dizzy. Expect this move 
almost every single turn.

-Huge Energy Ball
She'll fire a ball of energy above her head, and a number of smaller shots 
will be launched into it; pay attention to which shots are greater in number; 
more reds mean it will come down onto Mario, and it will target Luigi if there
were more greens. Have your hammer ready to hit it away; then, have the other 
Bros. hammer ready to hit it once more. This will send it back at the 
Princess. Should you be hit with it, you'll see a nice explosion, and the 
victim will land on their ass and be in downed status until their turn comes 
up. 

-Poison Gas
Much like what Swiggler used against you, only these are not deflected with 
the hammer. Simply jump over these as she spits them out. She'll use this 
several times in a row, so be ready for them. Jumping onto the clouds 
themselves works, too. This move is easiest to avoid, and I hardly see it. 

-Time Hole
Again, a swarm of UFOs will enter the top screen, but rather than send them 
plummeting onto the Bros., the Princess will suck them all into a time hole. 
Then, once several turns have passed, they'll be fired back out at you; if 
you can remember the order in which the Princess shot them, and how the ship 
was damaged, you can avoid them as they come flying out by having your hammer 
ready to hit them. Remember, the order in which they were SHOT determines the 
order in which they're sent back through the hole, not how they were sucked 
in; they're all pulled into the void at the same time, anyway. 

The most efficient means of clearing everything out of the way and making the 
head susceptible to damage is the Mix Flower. Open right away with one, and 
if you've used it most effectively, this will wipe out all of the tentacles 
and stun the feet in one go. Now, the crown will drop within range of your 
attacks, so let loose with another Mix Flower, as it's the easiest thing to 
use that will also get you big damage. With the crown shut off temporarily, 
the head will finally be open to attack, so unleash any Copy Flowers, 
Trampolines, Cannonballers; anything you have that can hit the head, deal a 
lot of damage, and that you can time well, use it. The head will meanwhile be 
killing a lot of her minions off in an effort to knock you out of your senses;
watch the saucers closely to see who will be hit next, and send them flying 
back at her. Every few rounds, she'll begin reviving all of her parts and turn
the crown back on; they'll also use their respective attacks the moment 
they're resurrected. Any time she does this, even if it's only a single part, 
use another Mix Flower and nuke it back out of sight. If you're at level 30 
for this battle, which you should be if you fought every enemy you saw just 
once, then this won't be very aggravating. The only time problems really 
arise is when one of the Bros. is inflicted with an ailment that renders him 
immobile. Keep in mind that Refreshing Herbs still work even for dizziness and
being knocked to the ground. As with just about every boss in this game, as 
her health drops lower, the attacks will increase in number; five stabs as 
opposed to two, six UFOs shot down instead of a mere four, and so on.

If you must, use your Drop items to keep the group healed, and keep a 
relentless dosage of Copy Flowers and Mix Flowers flying, whichever is more 
practical at the time. I've seen many cases of people who claim this battle 
took them an hour to finish, and sometimes well over that; I frankly have no 
idea how in the hell that's possible, unless their levels are so bloody low 
that Mix Flowers do pathetic damage. With everyone at 30, I always dealt at 
least 500 a pop with mine. My setup:

Baby Mario: 100-Point Pants, Lucky Badge
Baby Luigi: 100-Point Pants, Lucky Badge
Mario: Supreme Slacks, Ulti-Free Badge
Luigi: Space Trousers, Lucky Badge A

As you can see, I only was able to win one pair of Supreme Slacks from 
Shroobsworth, and I wasn't going to reset all the monsters to have a second 
chance. As far as Bros. Items go, I never bought a single one from a shop. 
Ever. Though with the Treasure Badge on, I always kept my supply of Copy and 
Mix Flowers the same, as Worths and Rexes drop those respectively, and 
having the badge equipped guaranteed me at least one of them. 

Anyways, the attacks are all listed there, with the means to dodge them; it's 
all left up to your own skill from here. Keep the abuse coming, and she'll be 
a wilted little piece of fungus in no time!


[12.3] Back for More

     ...WHO is back for more? Beat the "real" final boss, and as you wrap the 
story up, you'll come across this extra little challenge thrown in there. 
Except it isn't much of a challenge, as you may only dodge and counter 
attacks; you won't be given any turns to attack yourself.

If their mouth glows while a large fireball is present, it'll be countered 
with the hammer. As with all of these attacks, it'll move slowly towards you 
at first, then speed up as the battle draws closer to an end.

If a volley of fireballs is spat along the ground in an arc, simply jump them 
as they get close. Quite simple.

Lastly, a very long charge generally means that a bunch of them will be 
launched into the air; pay attention to the shadows of the fireballs as they 
fly up; a shadow passing over Mario means it will target him, and a shadow 
passing over Luigi... well, you know.

...Aw, hell with the secrecy. It's Shrowser, possessed yet again, and this 
"fight" is a lame one at that. Just get it over with, and you can get on with 
the ending.

     
     Congratulations! You've beaten the game. Wasn't very long, was it? If 
only the damn guides took half as much time to write as the games take to 
beat. I have to respect the people that write up walkthroughs for the 40-
hour RPGs. Anyways, there are no other little sidequests to complete, so 
either run through the game a second time, or, well, off to the shelf it goes.


OOOOOOOOOOOOOO[13] Frequently Asked Questions OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

Some questions that appear often on the message boards, and their answers.


     -What is the best equipment in the game?
      As far as clothing goes, the 100-Point Pants for the babies, and the 
      Supreme Slacks for the adults. Both are rarely dropped items by enemies 
      inside the Shroob Castle. Shroob Rex and Shroobsworth, respectively. The
      Treasure Badge will increase your chances of winning them. As far as 
      badges go, nothing can top the Ulti-Free badge in terms of cheapness. 
      Though, it doesn't come cheap.

     -What is the best level to face the final boss?
      If you fought and destroyed every enemy you came across during the game,
      then you should be at about level 30, which is just fine. People have 
      reportedly beaten the game in the low 20s, though it takes them much 
      longer. Since every attack can be evaded in some way with no damage 
      taken, you could technically finish the game at level 1.
  
     -Where is the best place for leveling up?
      Shroob Castle. The enemies there all drop a ton of EXP, but if you want 
      to really rake it in, get into a battle with two Soul Bubbles and two 
      Shroob Rexes. Kill off the Rexes, then use an item like the Ice Flower 
      to hit the Bubbles with as many as it takes to have them hit only once 
      apiece. This provokes their healing/resurrection counterattack, and 
      they'll respawn the Rexes at critical HP. Rinse and repeat. To avoid 
      dealing too much damage to the bubbles, equip the Training Badge. Keep 
      in mind that the Rexes will still take their turns after being revived, 
      so kill them the same turn, lest you want to suffer one of their 
      charges, which will be guaranteed impossible to avoid (as you already 
      took your turn and have no time to scrunch them).

     -What is the highest level you can reach?
      100. Someone has already accomplished this feat and posted proof. If 
      you think it's a sham... well, are you willing to waste all that time 
      trying to disprove them? =P

     -Is Fawful in this game? If so, where is he?
      Indeedy, they gave the dubber of Fink-Rats a cameo. He runs a Badge Shop
      in the sewers underneath Peach's Castle in the present, accessible only 
      by the babies. His badges can only be purchased with beans, but he has 
      some pretty nice stuff for sale.

     -WTF NINTENDO!!!!11 TEH MAEZ IN DARKNEZ SI IMPOSIBEL!!!!111one ICANT BET 
      IT!!!111 HELP PLZ
      ...unbelievably, some people are really, really, unobservant. Before 
      every one of these mazes is a block the size of a truck, in plain sight,
      with a Shine Sprite emblazoned on it. It screams "HIT ME! I PRODUCE 
      LIGHT! YEAH, STOP FUMBLING AROUND LIKE A SHMUCK AND GIVE IT A TRY!" Yet 
      people have gone through every one of these things in the game, counting
      steps, trying to guess everything as best they can, and cursing the 
      developers every time they fall, when there's a solution RIGHT THERE. 
      Your hand is held throughout almost the whole game, too. Just, wow.
      I wonder if they struggle to dress themselves. 

     -What is the average play length?
      People say it's anywhere from 10-15; I think that's a little more 
      rushed, but maybe that's just me. I'd probably give it 15-18, if you 
      take the time to explore and enjoy everything.

     -Is there any replay value to this game?
      Sadly... no. Not really. Unless you enjoyed this game so much you want 
      to do it all over again, or play while setting challenges for yourself, 
      then this game has nothing left to offer. Bummer.


OOOOOOOOOOOOOO[14] Enemy Guide OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     While they're all listed in the walkthrough itself, in case you just 
wanted to look for a baddie that's giving you problems, here's a list compiled
of them. Please note that I have no way of absolutely guaranteeing their HP 
values, and when I cross-referenced my own best educated guesses with the 
official guide made by Nintendo, I noticed a lot of really bad errors. ...On 
Nintendo's part. Thankfully, I didn't spend money on that POS. Anyways, take 
the numbers listed as their HP as merely an accurate base; I tried to be as 
few off as possible. The bosses are far easier, as their HP all seem to be 
multiples of 50. EXP, Coins, and Item Drops are all exact.

***Bro Flowers and Mix Flowers are NOT considered the same element! There are 
a few enemies that resist Fire but not Mix, or are weak to Fire, but not Mix. 
There are also a few enemies that resist the Mix Flower, namely Dark Boo, 
Wonder Thwacks, and Lethal Bob-ombs. Nonetheless, if an enemy is weak to Fire 
attacks, then they're also weak to Mix Flowers. Because of the handful of 
exceptions, though, I have to include Fire and Mix as two different types.***


     Blazing Shroob- HP: 100 EXP: 90 Coins: 10 Drop: Copy Flower, Red Pepper
     Weak: Ice Resist: None
     Oooh, these guys are NASTY. Once you enter a battle with one of these, if
     you don't end it right then and there, a UFO will fly in and begin 
     attacking in addition to the Shroobs; you'll also bring forth a 
     counterattack every time you attack one of them, in which the UFO 
     shoots 3-5 shots down onto you; you can jump them, but the saucer fires 
     them off quite rapidly, so you'll need to have jumped immediately, and 
     continue jumping again as soon as you land. You have no room for error. 
     To get rid of the UFO, jump on the Shroob; you'll take damage, but 
     you'll also fly onto the top screen and send the annoying saucer packing.
     Anyways, their standard attacks involve lobbing fireballs at either  
     brother at a pretty fast rate, and charging into you at high speeds. The 
     former is avoided by jumping immediately as the Shroob tosses the 
     fireball; the latter is dodged by nailing him with the hammer as soon as 
     he approaches. It's much like the attack Kamek used during your battle 
     with him; he moves very quickly, so release the hammer a little early. 
     Lastly, your best way to kill these menaces is to use Ice Flowers, their 
     weakness. If there's only one of them, a Green Shell will suffice. Every 
     attack, including the UFO's shots, can inflict burns, so be careful. 
     Better yet, kill these bastards right off the bat with extreme prejudice.


     Bob-omb- HP: 35 EXP: 30 Coins: 5 Drop: Pocket Chomp
     Weak: None Resist: Fire, Ice, Mix
     These little guys have only two attacks: tackling and exploding. When 
     they run towards you, take a tiny hop, stop, then run again; jump a 
     second after they hop, and they'll run underneath you and be stomped on. 
     If they turn their bodies a little after stopping, though, they'll run 
     towards the other character; I rarely see this, but be ready for it. 
     Now, if they light their fuse before charging, they'll move more quickly 
     and simply explode when they get underneath you. This time, though, you 
     want to jump as they're moving into you, because unless you're at the 
     peak of your jump when they detonate, you'll be hurt. They have another 
     method of exploding on you- moving up and down in front of the Bros., 
     then running in and blowing up. You counter this by having your hammers 
     ready, and whacking it once it's passing in front of you. Don't hesitate,
     because it won't move that way for long.


     Boo- HP: 15 Exp: 5 Coins: 4 Drop: Mushroom
     Weak: None Resist: None
     These guys are quick. Right before they disappear, they'll uncover an 
     eye, indicating which bro they plan to attack, and then reappear behind 
     them. Jump immediately and they'll pass underneath you. Nothing too 
     crazy; they're pretty easy to hit while doing this, too.


     Boo Guy- HP: 17 EXP: 8 Coins: 5 Drop: Mushroom, Super Mushroom
     Weak: Fire Resist: None
     Little ShyGuy ghosts. They'll hover over and stop between the two of you 
     and point with either hand, indicating who they're going to attack. Once 
     they do that, they'll split into two, and charge forward. The bro being 
     targeted should jump once the Boo Guy is in front of him, and he can be 
     damaged; the fake Guy will simply vanish. 


     Boom Guy- HP: 18 Exp: 8 Coins: 5 Drop: Green Shell
     Weak: None Resist: None
     ShyGuys with Bullet Bill cannons on their heads. These guys will 
     approach and stop in front of either brother, and either fire a BB 
     without interruption, or misfire, emitting a puff of smoke... ...followed
     by a Bullet Bill. Sometimes your jumps will knock the cannon off; in 
     which case, when the ShyGuy begins its turn, it will send out a call to  
     its allies; a prompt delivery of a new cannon will be followed by its 
     attack as normal; a "..." means it spends its turn doing nothing. How to 
     predict a misfire? When it stops in front of you, if it points towards 
     you, don't jump; wait for the smoke. When it holds onto the cannon with 
     both hands, jump immediately. 


     Bully- HP: 46 EXP: 17 Coins: 6 Drop: Ice Flower, Green Pepper
     Weak: Ice Resist: None
     These will be fought mainly while the babies are exploring on their own. 
     Their attack is a simple charge towards the babies, continuing off of the
     screen, and then charging again them from behind, back to their original
     position. The thing is, though, attacking them fills them with rage and 
     boosts both their speed and attack. Attack them twice, and they'll be 
     furious, hitting with great force and moving extremely fast. The best way
     to handle them is focusing on one and getting rid of it before it has a
     chance to move. If they do get into their pissed-off state, though, be
     ready to jump over them, and immediately jump again after you land, to
     avoid the second pass. Otherwise, wait a good second or so before jumping
     again, since they move rather slowly. 


     Coconutter- HP: 43 EXP: 20 Coins: 6 Drop: Green Shell, Ultra Mushroom
     Weak: None Resist: None
     These nuisances have the ability to summon rainstorms, which will heal 
     30 HP of damage to ALL enemies present. An upcoming storm is indicated by
     the use of their previous turn to merely raise their spear into the air, 
     forcing you to resort to your hammer rather than jumps. Their actual 
     attacks come from behind; they'll throw a spear into the air, out of 
     their side of the screen, and it'll impale one of the Bros. unless you 
     jump as soon as it's out of sight. They'll also appear from behind you
     and blow a dart into your backside; jump when you see the tube move 
     closer to you after it initially shows up, and the dart should miss. Oh,
     and the eye that gleams tells you which brother is being targeted for 
     the spear toss. 


     Dark Boo- HP: 63 EXP: 20 Coins: 6 Drop: Trampoline, 1-Up Mushroom
     Weak: None Resist: Fire, Ice, Mix
     These guys fight exactly the same way as the original Boo enemies found 
     earlier in the game, only they're now much faster. In addition, when they
     attack from behind, if you fail to avoid them, they'll steal one of your 
     items, whether it be healing, Bros. or so on. Jump as soon as they 
     appear. Not much else to say about them, though you'll get your item back
     if you kill, er, exorcise them once they have it.


     Dr. Shroob- HP: 29 EXP: 18 Coins: 10 Drop: Bro Flower, Mushroom Drop 
     Weak: Ice Resist: None
     These doctors will attack you at first just like the Shroobs you faced 
     earlier, but once they've taken their shot, they'll pull out one of two 
     mushrooms and hold onto it; attacking them once they've done this will 
     cause them to drop it. If a Dr. is holding a red mushroom, you definitely
     want him to lose it, or else he'll eat it come his turn and charge at 
     you. Shroobs holding a poisoned shroom are much less of a threat, as 
     they'll shrink and waddle towards you, making themselves easy pickings 
     for your hammer. Their shots are very slow and easy to jump; their 
     charging attacks are stopped with the hammer. 


     Dry Bones- HP: 53 EXP: 32 Coins: 7 Drop: Super Mushroom, 1-Up Mushroom
     Weak: None Resist: None
     Their attacks work just like the hammers thrown by the Hammer Bros. you 
     fought earlier- jump as the bones are hitting the ground in front of you,
     and they should simply bounce underneath you. If it makes a hop before 
     throwing the bone, stand still, and the bone should sail over your head. 
     They'll throw anywhere from 2-3 bones; spinning their head around before 
     attacking means they'll go after Luigi. Chomping their jaws means they'll
     go after Mario. They won't throw at the same person twice in a row.


     Elasto-Piranha- HP: 27 EXP: 16 Coins: 6 Drop: Bro Flower, 1-Up Mushroom
     Weak: Ice Resist: Fire
     These pipe-dwelling plants rest at the bottom of tree trunks, an 
     unpleasant surprise if you were hoping to find coins. These guys ARE 
     unpleasant, too, because if you screw up an evasive jump, the babies 
     will be nearly killed by just one of its fireballs. Take care when it 
     stretches up and off the screen- the fireball will take longer to come 
     down, so don't jump right away! Otherwise, jump once you see the 
     fireball and you should be fine. If it emerges from the pipe with its 
     head pointed straight up, the fireball will be spit onto Mario. Nice EXP 
     for defeating these guys.


     Elite Boom Guy- HP: 80  EXP: 40 Coins: 8 Drop: Bro Flower, Blue Pepper
     Weak: Fire, Mix Resist: Ice
     Again, these are exactly the same as their weaker version in BB's castle,
     with the obvious increase in speed and attack. The signal for which kind 
     of shot they'll fire is also the same- both hands up for an immediate 
     shot; one hand pointing for a puff of smoke, then a bullet.


     Fly Guy- HP: 110 EXP: 150 Coins: 10 Drop: Red Shell, Red Pepper
     Weak: None Resist: None
     Another menace. These guys carry time bombs with them, and depending on 
     the number, being hit with one can be very painful. Fly Guys attack 
     two ways; from above, and where they hover. If the attack is from above, 
     the Guy will fly onto the top screen and drop the bomb; you must hit it 
     back with your hammer, and the Fly Guy itself will take damage; when it 
     attacks from the bottom screen, it will swing back and forth multiple 
     times before hurling the bomb at you; jump it immediately upon its 
     release. After every attack, the timers will tick down one number, or a 
     fresh bomb will be grabbed if theirs have already exploded. Obviously, 
     Fly Guys with a timer of "1" are far more dangerous than those with 2 or 
     3, so kill them first. Better yet, get rid of all of them at once with a 
     Mix Flower.


     Ghoul Guy- HP: 160 EXP: 100 Coins: 10 Drop: Max Mushroom, Red Pepper
     Weak: None Resist: None
     Remember the Boo Guy from Toadwood Forest? This is the upgrade. Again, 
     jump as soon as they split into two and are in front of the Bros.; the 
     target is determined by who the Ghoul Guy points at before attacking. 
     However, if these are in a battle with any enemies besides other Ghoul 
     Guys, they'll sacrifice themselves in order to raise the attack, defense 
     and speed of whomever they possess. You'll still get experience for the 
     Guy that sacrificed itself, but it's best to kill any other enemies 
     first, as a stat upgrade makes Shroobsworths really tough to take down. 
     In a battle where the Shroobsworths outnumber the Guys, get rid of the 
     Guys first... that is, if you aren't using a Mix Flower. Fry everyone 
     with this baby. =P


     Gnarantula- HP: 30 EXP: 15 Coins: 5 Drop: Smash Egg, 1-Up Mushroom
     Weak: Fire (green), Ice (red) Resist: None
     Don't jump on these guys! You never know if they have spikes under those
     puffs. Some of them do, some don't. The best way to face them is just by 
     using your hammer. For attacks, they'll flutter towards you, and on the 
     second flutter, simply come down on top of you. Be ready with your hammer
     to wail them as they come overhead; you'll get a feel for the timing. 
     Once you expose their spikes or lack thereof, their jumps will be a 
     little quicker.


     Goomba- HP: 10 EXP: 3 Coins: 3 Drop: Mushroom, Super Mushroom
     Weak: None Resist: None
     As you would expect from such a simple enemy, these guys don't have 
     anything crafty up their sleeve. They'll charge in front of one of you, 
     stop for a second, then try to hit you; a jump after this little second 
     wait is all it takes to dodge and counterattack them. 


     Gold Koopeleon- HP: 10 EXP: 84 Coins: 100 
     Drop: Ultra Mushroom, Golden Pants
     Weak: None Resist: None
     These guys would rather flee than fight, but a few will still take a shot
     at you before doing so. These guys use the standard approach, fade, then 
     charge, but they also may take a lash or two with their tongues. Both of 
     these kinda hurt, so do your best to avoid them; the standard charge is 
     simple but much faster, and the tongue is dodged by jumping immediately 
     once you see their cheeks throb. Their HP is so low, but your attacks 
     will only be dealing 1-2 apiece to them. If you actually manage to kill 
     one, you'll be nicely rewarded.


     Guardian Shroob- HP: 81 EXP: 90 Coins: 9 Drop: ?
     Weak: Ice Resist: None
     These guys are pretty annoying. They'll appear in large groups, and 
     either shoot at one of the Bros., using the telltale signs as always, OR 
     they'll signal one of their allies to team up with them; if they do, the 
     two of them will stop in front of one bro each, then raise their guns up 
     and fire them in unison. Problem is, there's often a delay in the time 
     they fire, so you may jump too early and be shot. Try to spot exactly 
     when they're about to lower the guns, then jump. The shots are fired 
     very quickly, so you have little time to react. I generally use a 
     Trampoline on these guys the first chance I get; that way I can kill all 
     of them before any can take a shot.


     Handfake- HP: 130 EXP: 155 Coins: 15 Drop: Mix Flower
     Weak: Fire, Mix Resist: None
     These guys can be total bastards, so get rid of them ASAP. Their attacks 
     all consist of holding up a cardboard cut-out of a particular Mario-
     related enemy, then performing some sort of attack with it. Goombas, 
     it'll throw it from behind; jump as soon as it leaves the screen and it 
     should roll underneath you. This one may be done multiple times. 
     Paratroopas will spin anywhere from 1-3 times preceding the attack, then 
     approach; once it stops in front of you, depending on how many spins, 
     it'll rear the cut-out back that number of times, then sweep downwards 
     with it. Jump as soon as it rears back for the final time. If it 
     produces a Bob-omb, it'll throw it in the air; upside-down, it's aimed 
     for Luigi, and straight up, it's aimed at Mario; hit it with the hammer, 
     and it'll fall again, either onto the same person or to the other, 
     depending on how it comes down from the top screen. Hit it back and 
     forth several times, and it'll be destroyed. And lastly is a HUGE 
     cut-out of Bowser, whose attack is a cut-out of a flame flying onto the 
     screen and then towards one of the Bros. extremely quickly. Jump 
     immediately with both Bros. as soon as it passes the Handfake. These 
     attacks all pack a surprising punch, so kill the Handfakes ASAP. Mix 
     Flowers are great, as they have a weakness to fire attacks. 


     Koopeleon- HP: 18 EXP: 6 Coins: 4 Drop: Green Shell
     Weak: None Resist: None
     These little guys will approach you, stop, and then make themselves 
     invisible. This will take a second or two, and once they finish, they'll 
     move in and try to bite you. Pretty slow-moving enemies, so they won't 
     give you a lot of problems. Hitting one while it's invisible will bring 
     its color back; otherwise it'll stay blended in. 


     Lakitufo- HP: 26 EXP: 16 Coins: 7 Drop: Cannonballer
     Weak: None Resist: None
     These guys can be annoying if not dealt with. They always come with Spiny
     Shroopas as cohorts, and if you kill one, there's a good chance it'll 
     merely beam a fresh one down from its saucer. Otherwise, it attacks by 
     beaming down a spiny egg, which will bounce at you; be ready to swing 
     your hammer as soon as it materializes, since it will come at you very 
     quickly. These guys also twirl around back and forth between Mario and 
     Luigi, then swirl in front of either for a moment and hurl themselves 
     off of their saucer and at your position. Give them a moment after they 
     move in front of you, then jump. Lastly, the easiest attack to counter:
     Lakitu will hover over you and try to beam you up into his saucer. Have 
     your hammer charging, and wail him once you get close to the top. These 
     guys are total bastards; by all means get rid of them first.


     Lethal Bob-omb- HP: 60 EXP: 70 Coins: 10 Drop: Refreshing Herb
     Weak: None Resist: Fire, Ice, Mix
     These little guys do one thing and one thing only: explode! No standard 
     charge attack; their fuses are already lit once the battle begins. That 
     said, the only thing to do if you haven't destroyed them all is to have 
     your hammer ready and IMMEDIATELY hit them away when they pass up and 
     down in front of you. If you don't get rid of them right away, you won't 
     be killed outright, but you're in for serious damage. Only the babies 
     will find themselves in battles with these, either in groups or as a 
     cohort to Ghoul Guy.


     Love Bubble- HP: 95 EXP: 130 Coins: 10 Drop: Smash Egg, Max Mushroom
     Weak: Fire, Mix Resist: None
     These little turds have the ability to heal their allies, so get rid of 
     them first. Otherwise, their attacks are easy to spot and easier to 
     dodge- it may fly onto the top screen and poke one of its feet out; when 
     it does this, jump as soon as you hear the little whistle, for it will 
     dive-bomb your location extremely quickly. It will also fly between the 
     two Bros. and poke one of its feet out; if the bubble is low to the 
     ground, jump with the brother it targeted, then jump quickly again with 
     the other, as it will pass through you both in a circle. If it does this 
     but is flying much higher, jump ONLY with the brother it targeted, as it
     will make a low sweep, then immediately fly above the other. Lastly, it 
     will swirl around the two Bros., picking up speed, then eventually 
     crashing into one of them; simply swat it with the hammer as it passes in
     front, and the attack will stop. These things are weak to fire attacks.


     Pidgit- HP: 24 EXP: 18 Coins: 6 Drop: Smash Egg, Mushroom Drop
     Weak: None Resist: None
     Remember them? They'll fly into the top screen, then quickly swoop down 
     and make a pass at one of the Bros. If they hop before swooping, they'll 
     stop in mid-air and make some psychotic sort of laugh before going 
     through with the attack. Who will be attacked? If they pause while in 
     front of the group, they'll swoop at Luigi. If they pause behind you, 
     then they'll pass at Mario. They don't swoop towards you at blinding 
     speed or anything, so jumping and countering the move is pretty easy. 
     These guys sometimes carry a sack, and defeating them before they flee 
     will net you 18 extra coins. 


     Piranha Planet- HP: 140 EXP: 170 Coins: 20 Drop: Copy Flower, Ultra Drop
     Weak: None Resist: None
     These guys are not only cool-looking, but they're one of the meanest 
     enemies in the game, as their attacks are quite painful. For one, it may 
     teleport to the top screen, and then drop onto one of the Bros.; take 
     note of how it spins and ready that brother's hammer, then be prepared 
     to hit it back AGAIN, as it will fall back onto you twice more. Second, 
     it will draw a laser from either its top or bottom, then fire; sprouting 
     from the top, it'll shoot at Mario, and from the bottom, Luigi. However, 
     give it a good second or two after the gun is drawn, for there's a 
     pretty good delay between the time it pulls it out and when it fires. Be 
     warned that it may shoot a sweeping beam, as well; simply be ready to 
     jump with the opposite bro if necessary. Lastly, it will sprout 8, count 
     'em, 8 different Piranha heads from the various pipe-craters and spin, 
     launching all of them at either one, depending on their color; once the 
     first has been fired, they'll all be about one second apart; jump with 
     both of them simultaneously, so you need not worry about who's being
     targeted next.


     Pokey- HP: 55 EXP: 36 Coins: 10 Drop: Green Shell, 1-Up Super
     Weak: None Resist: None
     Unlike other Pokeys, these can be leapt onto and damaged. Their attacks 
     are pretty annoying at first, at least when you haven't learned the 
     timing or what they're capable of. If Pokey spins its lower segments
     around, you'll be targeted with a rapid-fire needle attack for 
     however many parts that remain; three needles per segment. They're 
     fired in quick succession, and avoided by jumping as soon as the first 
     needle is fired, then again as soon as you land until all shots have 
     missed. An easier attack to deal with is when it bounces all of its 
     parts towards you; they're fired one at a time and overhead, for you to 
     whack away with your hammer. Provided you don't fudge the hammer timing, 
     these are easy to deal with. Their last attack is impossible to avoid if 
     their bodies are complete- a simple charging towards you. You can knock 
     parts of their body away with the Green Shell, or the babies' hammers 
     when they're alone.


     RC Shroober- HP: 58 EXP: 26 Coins: 8 Drop: Cannonballer, Ultra Mushroom
     Weak: Ice Resist: None
     Shroobs that attack you not with lasers, but with remote-controlled toys 
     of sorts. Their attack depends on the number of antennae that sprout from
     its head; two, and it'll send a UFO over your head, trying to beam you up
     into it. Charge up the hammer and whack it as you get close. Their second
     attack, indicated by a single antenna, is a bit trickier; a small robot 
     will appear and rove quickly in circles around the Bros., making anywhere
     from 1-3 passes. When it begins to glow, it'll explode once it's finished
     making its pass. If the Shroober hops before summoning the robot, though,
     the bot will pause in place before zipping at you, so don't jump right 
     away. If they face the screen upon sprouting their antennae, the attack 
     will go for Mario, or Mario first in the case of the robot.


     Red Coconutter- HP: 85 EXP: 70 Coins: 7 Drop: Red Pepper, Ultra Mushroom
     Weak: Ice Resist: None
     These freaks battle exactly the same as their weaker versions, with only 
     one minor tweak to one of their attacks- they now fire their blow guns 
     multiple times from behind the Bros. Jump each time the tube moves 
     towards you, and the darts should miss. Kill these idiots first, as they 
     like to heal everyone with rain.


     Shroid: HP: 110 EXP: 140 Coins: 15 Drop: Ultra Drop
     Weak: None Resist: None
     Another pretty nasty enemy. The Shroids are tankish defensively, so it'll
     take more than one attack to destroy these guys. Their moves are unlike 
     what any other Shroob has used against you thus far, and are pretty 
     painful; it'll catch a spiked ball dropped from the top screen with an 
     initial on it, indicating the target, and then throw it; quickly have 
     your hammer ready and whack it back at him. Secondly, it'll encase both 
     Mario and Luigi inside crystals, then rove up and down with a large laser
     gun; jump repeatedly as fast as possible with both characters and break 
     out of the crystals, then be ready to jump the laser. You'll know it's 
     about to fire when the two rays of energy close around it; jump at this 
     point. Lastly, and most difficult to dodge, the Shroid will hold up one 
     or two flags, red and green in color; this is NOT indicating the target, 
     but instead telling you to JUMP with that particular character. Do so, 
     and it will hold up another set of flags; keep this up for 3-7 turns, 
     and the Shroid will back off. Fail, and the brother that erred will be 
     hit with any flags the Shroid was holding. Be warned that it does try to 
     fake you out by lowering a flag as soon as it's raised. The babies will 
     never have to fight these guys on their own.
     ***If you counter the Shroid's spiked ball and haven't destroyed it 
     completely before its next turn, you'll notice it's in a damage state. 
     Its attacks will now mislead you by targetting the opposite of what they 
     indicate- a spiked ball labelled with an M will now be thrown at Luigi. 
     Even more confusing is its flag attack- jump with Luigi when a red flag 
     is raised, and with Mario when the flag is green. If it holds both of 
     them up, just stay still. Kill them before they attack in this state!***


     Shroob Intern- HP: 130 EXP: 180 Coins: 20 
     Drop: Copy Flower, Supreme Slacks
     Weak: None Resist: None
     The Intern will sit still for one turn after Shroobsworth has been slain,
     and if you fail to kill him then, he'll fully revive the Shroobsworth and
     you'll have to off the old dude again. Note you receive no EXP for 
     defeating the Shroobsworth; allowing him to be revived over and over will 
     NOT get you more experience or coins. Only the Intern coughs up any 
     spoils.


     Shroob Rex- HP: 200 EXP: 185 Coins: 12 Drop: Mix Flower, 100-Point Pants
     Weak: None Resist: None
     These enemies will never appear on the level layout itself, but they show
     up in many if not almost all battles with Soul Bubbles, Shroobsworths, 
     and Ghoul Guys, which are quite plentiful and DO show up on the map. Now, 
     Rexes have two different attacks- charging and spitting flaming rocks. 
     The charge is a simple stop in front of the target, then run through them
     offscreen, then make a return pass; but, when they come back around, they
     might charge through either of the Bros., so be sure to jump with both. 
     Give them a good two seconds between each charge, and also once they 
     stop in front of you in mid-flight. ***It is impossible to avoid a Rex if
     it is at its FULL height when it charges. Make sure their head is 
     scrunched down at least one level beforehand; Rexes can be squished at 
     least twice.*** Its flaming rock attack is far more easy to dodge; have 
     both hammers ready, as the rock will either roll towards one bro, then 
     travel towards the other one upon whacking it; or, the rock will split 
     into two and roll towards both, then crumble once hit. This attack not 
     only really hurts, but also burns, so take care not to get hit with it. 
     Lastly, Rex may fly between or near one the two Bros., then flip and do 
     a ground pound, sending out a shockwave at the two of you; jump as soon 
     as he lands, and you should avoid it (jumping with one bro first and then
     the other when he's making the quake from the top or bottom instead). I'm
     not sure if he'll produce more than one shockwave; if he does, I've never
     been on the receiving end of it. These SOBs will do a number on your 
     health if you don't get rid of them immediately, so use a mighty Mix 
     Flower and off them at the start.


     Shrooba Diver- HP: 70 EXP: 32 Coins: 8 Drop: Super Mushroom, Blue Pepper
     Weak: Ice Resist: None
     These guys have a bunch of different attacks, all of which are easy to 
     avoid, once you recognize them and get a feel for the timing. First are 
     its attacks which you can actually counter- swimming towards the brothers
     quickly, looping around so that it makes a pass under each one; simply 
     jump once it gets close. The other is diving out of the sand and into the
     air, coming back down on either bro; have your hammer charged and ready 
     as it's shooting up, then swing as it comes down. The other two involve 
     pulling objects out of the sand and throwing them at you quickly. If it 
     brings up a spiked ball, leap when it throws it, and it'll bounce 
     underneath you. If it pulls out a Cheep-Cheep, stand still, as it always 
     bounces overhead. With its swimming attacks, they're always preceded by 
     diving under and are executed quickly; look at what the intended means 
     of dodging are (either the jump or hammer command) to figure out what's 
     coming.


     Shrooblet- HP: 7 EXP: 2 Coins: 2 Drop: Mushroom
     Weak: None Resist: None
     All it does is stop between Mario and Luigi, and then raise one of its 
     feet, indicating which Bro it'll attack. It then makes a spin towards 
     them. Easy to dodge; jumping on it as it does this will deal damage. 


     Shroobsworth- HP: 160 EXP: 0 Coins: Drop: None
     Weak: None Resist: None
     Right up there with Rex as an enemy that is best not allowed to ever get 
     an attack in. Shroobsworths carry a little guy on their backs, the Shroob 
     Intern, and work together to pull off some pretty powerful attacks. If 
     he throws the Intern onto the top screen, you'll be shot at by the 
     Intern; jump quickly with both to avoid it. Once Shroobsworth catches the
     Intern, it'll throw it up again for a 2nd-3rd shot. Now, if the Intern 
     goes offscreen, the Shroobsworth will hold its arm and cane out for a 
     couple seconds, then dash in and slash at both Bros. with it. It's easy 
     enough to catch him as he dashes and jump before he slashes with the 
     cane, so don't let him get a hit in. Lastly, the Intern will produce a 
     large meteorite, and either the Intern or Shroobsworth will hit it at 
     you; if the Intern hits it, it'll launch towards Mario; if Shroobsworth 
     hits it, it'll be launched at Luigi. Once you hit it, though, either one 
     of the pair will hit it back, and it'll go on for several turns picking 
     up speed until you get hit, or the duo does. While the Intern is riding 
     on his back, only Shroobsworth will take damage. Kill him, and the Intern
     will spin-swat him away, leaving...


     Skellokey- HP: 84 EXP: 100 Coins: 10 Drop: Red Shell
     Weak: None Resist: None
     An enemy just for the babies! Skellokeys won't fire spines at you, but 
     they do breathe fire (from 1-5 times), which will coast along the ground 
     quickly at either baby, or split between them and target both; jump the 
     flame as it comes towards you, and you'll dodge it easily. These guys 
     also three of their segments towards you, much like the regular Pokeys 
     did. Have your hammer ready quickly for each one, and whack it away once 
     it comes. Lastly, it will roll its parts along the ground at you; simply 
     jump as they come near and they'll be dodged easily. These two attacks 
     are always preceded by the restoration of its parts. Your hammer isn't 
     the weapon of choice, here; the Green Shells are. Knock out those 
     segments and bean it in its head until it crumbles!


     Snifaro- HP: 90 EXP: 50 Coins: 10 Drop: Trampoline, 1-Up Mushroom
     Weak: None Resist: None
     More interesting variants of Snifits are back! This time, the sarcophagus
     dwelling Snifit attacks by sliding open its door and firing two shots, 
     one from its headpiece, and another from the Snifit inside. The order of 
     the shots depends on the way the sarcophagus door slides open; if the 
     door slides right, don't move, and the shot will fly past, then jump; if 
     the door slides left, jump over the shot and you'll avoid the second. 
     These guys also attack by leaping onto the sarcophagus itself and riding 
     it like a rocket, up into the top screen and then looping around to 
     charge at either brother. Jump onto them as they pass under, and they'll 
     take damage.


     Snoozorb- HP: 150 EXP: 170 Coins: 15 Drop: Red Shell
     Weak: None Resist: None
     These guys will sleep soundly until you wake them up. They're defensive 
     tanks and pretty powerful, so try to destroy them in one blow. Before 
     any attack, it will blow steam from its head compartment; if the steam 
     flows to the left, it'll target Mario, and right, it'll target Luigi. It 
     may curl itself into a sphere and roll towards someone; hit it away with 
     your hammer, and be prepared to hit it again, as it may try to plow 
     through you twice more. That's the simple one; these guys have a meaner 
     laser attack, which can fire either above or directly at you, depending 
     on how it charges its energy. If the energy lines swirl around it, the 
     beam will be fired over your head, so don't move. If the lines are 
     straight, be ready to jump. There's no way of telling when it will 
     decide to sweep across the floor with the beam after it's fired, so be 
     ready to jump with the other character. Mix Flower these guys, as your 
     jumps will deal insufficient damage.


     Soul Bubble- HP: 100 EXP: 175 Coins: 15 Drop: 1-Up Mushroom, 1-Up Super
     Weak: None Resist: None
     Not only are these things so much faster than Love Bubbles, but if you 
     attack them and fail to kill them, they'll retaliate by healing or even
     resurrecting one of its dead allies, if you've destroyed anyone, yet. 
     While this opens the way for more EXP, these guys almost always bring 
     Shroob Rexes with them, and since you used your turn already, you won't 
     be able to do anything if the Rex decides to charge you. Unavoidable pain
     really sucks, so when you attack these things, make sure it's going to 
     do the job in a single blow. Generally you're best off Mix Flowering 
     these jerks along with their dino cohorts.


     Spiny Shroopa- HP: 18 EXP: 2 Coins: 2 Drop: Green Shell
     Weak: None Resist: None
     These guys will take a few whacks with the hammer once you face them for 
     the first time, but they're not too gifted offensively. They'll hop in 
     front of either brother, and sit still for a good two seconds, and then 
     lunge. You should have your hammer ready as they're waiting to pounce, 
     then release as soon as they do. You'll get a feel for the timing very 
     quickly. Be warned that they sometimes will pause right after being 
     counterattacked, and make a second lunge; have your hammer ready again 
     in case they do. These guys also have the ability to poison you. Why 
     such crappy EXP and coins? You'll soon meet an enemy that'll spawn these 
     things over and over again. Can't give you TOO much per battle, can they?


     Tanoomba- HP: 90 EXP: 82 Coins: 9 Drop: Pocket Chomp, Green Pepper
     Weak: Fire, Mix Resist: None
     The morphing Goombas are back from SSS, this time with three new attacks 
     up their sleeves. Their first and most common involves morphing into a 
     spiny shell and circling around the Bros.; jump with both as the attack 
     begins, then with each person as the shell comes near. It may make 
     anywhere from 1-3 passes before retreating. Its second and third attacks 
     involve jumping into the top screen and morphing into one of two objects-
     a Thwomp, which falls very quickly, and a balloon, which floats down much
     more slowly. Have your hammer ready immediately to deal with the Thwomp, 
     as it's a lot harder to dodge, and you can tell whom is about to be 
     squashed or bopped by the manner in which the Tanoomba jumps; straight 
     upright for Mario, and flipping around for Luigi.


     Tashrooba- HP: 125 EXP: 150 Coins: 10 Drop: Ultra Drop, Max Mushroom
     Weak: None Resist: None
     Faster, stronger, much more evil relative of the Tanoomba. Their shell 
     and Thwomp attacks are much faster and stronger, so react to the warning 
     signs immediately. In case you forgot: hop means the shell spins towards 
     Mario first, flip means Luigi; hopping straight up into the air means 
     it'll come down on Mario, while flipping means it'll go for Luigi.


     Thwack- HP: 54 EXP: 20 Coins: 2 Drop: Super Mushroom, Block Trousers
     Weak: None Resist: None
     I LOVE these guys for gaining EXP! All throughout the battle with these
     things, if they have any allies that have been killed, or any vacant 
     positions, they'll pound the ground and summon more of them. Any summoned
     Thwack is still given a turn to move, so they are likely to summon even 
     more, if possible. Otherwise, Thwacks have very quick, straightforward 
     attacks; either lifting up and hurtling at either brother quickly, or 
     lifting higher and flying overhead to come down from above. Jump as soon 
     as the Thwack begins to move towards you, and swing your hammer as soon 
     as they're overhead, and they'll be stopped. Their color indicates who 
     they'll be attacking; bear in mind that Thwacks will only stay in battle 
     for so long before turning gold and exploding into boulders, which will 
     roll towards the heroes. Jump the moment they burst apart to clear the 
     rocks.


     Thwack Totem- HP: 152 EXP: 60 Coins: 10 Drop: Super Drop, 1-Up Super
     Weak: None Resist: None
     Battles with these will always start at four Thwacks; they'll immediately
     combine into a single unit, though. They'll attack by either spinning 
     each segment and firing at you, which is deflected by the hammer, or
     rocketing into the air, then dropping each block onto the ground, forming
     a shockwave that targets a brother depending on the color of the block 
     that landed. Jump as they land, and you should avoid it. These guys are 
     found at the bottom of holes, for the babies to face alone.


     Wonder Thwack- HP: 100 EXP: 30 Coins: 4 Drop: 1-Up Mushroom, 1-Up Super
     Weak: Fire, Mix (green), Ice (reds) Resist: Ice (green) Fire, Mix (red)
     The standard Thwack, only now glowing with energy. Their attacks remain 
     the same, only they are MUCH faster, and will summon much more of them 
     if they decide to do so. Be warned that their overhead attack cannot be 
     countered immediately once they stop; they'll be too high. Wait the 
     briefest of moments before swinging, and you'll wail them on their 
     descent. Keep in mind they'll still explode if you haven't finished the 
     battle after some time. Reds are weak to ice; greens are weak to fire.


OOOOOOOOOOOOOO[15] Boss Guide OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     Now, the bosses. I'm far more certain about the HP values listed for 
each boss, though some may not be exactly correct; specifically, the Elder 
Shrooboid, Shrooboid Brat, and Baby Bowser. Still, I'm confident that what I 
have listed is pretty damn near close, if not dead-on. Once again I'll mention
that any value listed in any guide of Nintendo's should not be taken 
seriously. Also, you win items from some of these battles. Whether that item 
is scripted into your victory and you always win it, or you win it by chance, 
I'm not entirely sure; it does seem kinda random. I'd appreciate it if anyone 
could shed some light on that in an email. 


BOWSER & BABY BOWSER
HP: 1200 (Bowser), 700 (Baby Bowser)
Weak: Ice (Bowser)
EXP: 820
Coins: 350
Win: Max Mushroom, Ultra Drop

You'll want to off Baby Bowser first. Why? Because he'll be healing Bowser 
after every turn, as well as giving him more opportunities to attack. 
However, while he's riding on Bowser's back, he's not even a target for 
attacking, so you'll need to get him by himself. How to do this? Go after 
Bowser for a few turns while avoiding his attacks; soon, BB will pull out a 
hammer and Bowser will recede into his shell. BB whacks him at you, and you 
must whack him back and forth while he builds up speed until he plows through 
BB and off the screen. He'll stay off for a while, so now is the time to go 
all-out on Baby Bowser. He's got no weaknesses, but he's not tankish like 
Bowser, so it won't take more than one or two Copy Flowers, provided you can 
keep the damage chain going really long.

Once he's been defeated, the adult will return, and with a weakness that BB 
didn't possess: Ice. Use your Ice Flowers on this guy without mercy until he 
suffers a drop in defense; then, depending on what you're comfortable with, 
go crazy with Cannonballers, Trampolines, or Copy Flowers. Copy Flowers 
should get you the most damage and IMO are easier to use than Trampolines, 
but you'll need very quick fingers to achieve really painful blows with them. 
If your reflexes are up to par, just use a Copy Flower or two and Bowser's 
1200 HP will be gone in no time.

Now for their attacks: Bowser may jump up and produce a shockwave upon 
landing; jump it with both Bros., but be ready with your hammers, because 
this move often causes Thwacks to fall from the ceiling; red ones will target 
Mario, and green Luigi, obviously. He'll also take a deep breath and spew 
flames at you; jump immediately after the gusts of air cease, but if he 
grins instead, there will be a nice delay before the flames actually come, so 
don't jump just yet. He'll do this anywhere from 2-5 times in a row. He might 
toss BB into the air, and upon BB's landing, launch a fireball at either bro; 
BB will spin counter-clockwise when targeting Mario and clockwise for Luigi, 
and fly off the screen completely when the fireball will be launched at both. 

Baby Bowser simply heals Bowser for 100+ HP, whacks his shell back and forth 
with the Bros., or initiates the BB toss I described above. While he's by 
himself, he'll simply whack or spit fireballs towards you; hit them back or 
jump as needed. Bowser is really the only one you have to worry about, here.


COMMANDER SHROOB, SUPPORT SHROOB, SHROOB-OMB
HP: 1600 (Comm), 170 (Support) --(Bomb)
Weak: Ice (Comm and Supports)
EXP: 810
Coins: 180

At the start of the battle, Commander Shroob will guide three Support Shroobs 
to the battlefield, carrying a massive, purple Bob-omb, and then leave. He's 
the one you want to destroy in order to win this battle, so how do you get 
him to stay and fight? Easy: take out the middle and rear Support Shroobs, 
and the front will fall under the weight of the bomb, dropping it so that it 
rolls back and explodes, bringing out the Commander. Until then, if the 
Supports are left to attack, they'll throw the Shroob-omb at one or both of 
the Bros; whack it back to them with the hammer, and they'll toss it right 
back. Keep this up until it explodes on the Shroobs themselves. Make sure you 
constantly charge up both hammers, as when it's thrown between you, you'll 
both need to hit it back or it will explode. They'll also hurl the bomb up, 
and while it's in mid-air, rush you one at a time; simply jump as they get 
close, and you can land on them to deliver some damage. Try not to get hit 
by the explosion, because it often inflicts dizziness, which is an especially 
bad thing to have in this battle, as counters require both to participate. 

After the Commander has been brought out, he uses one of two attacks; the 
standard laser gun, which I pray you've learned how to avoid by now, and by 
grabbing onto his Supports and spinning or throwing them through the air at 
you. Avoid these by wailing with the hammer; neither come at you very 
quickly, so this isn't too hard. While the Commander is present, begin by 
using Ice Flowers, as it can not only chop his defenses, but he's also weak 
to ice attacks. Once you get a defense cut, go all out on him with Copy 
Flowers. After three turns, he'll leave and the Supports will return, so 
you'll have to repeat the process of destroying the middle and rear. This 
shouldn't be too difficult.


ELDER SHROOBOID
HP: 950, then 1150
Weak: Ice
EXP: 1500
Coins: 400
Win: Ultra Drop

A few things up front:
-He can't be jumped on, due to the spikes, obviously, but he'll soon fall 
over, exposing himself to them.
-He's weak to ice attacks.
-The HP up there is for his first stage, and then his second, when he 
increases in size.

This guy likes to attack with fireballs, spiked balls, and ball 'n chains. 
For the ball 'n chain, he'll first trap the two of you inside crystals, then 
come in swinging the thing; jump constantly as fast as possible to release 
yourself from the crystals, then be ready as he smacks the ball towards the 
brother that was indicated by the initial; then, be ready to jump again as he 
hurls himself towards the opposite brother soon afterwards. He'll blow some 
steam before smacking the thing, not to mention fall over, so let him finish; 
this is to give you enough time to break out of the crystals. He'll also 
approach one of the Bros. and pause for a few moments before twirling through 
him; constantly wail on him with the hammer until he backs off. This attack, 
as well as his spiked ball attacks will often make you dizzy, so be careful.
The spiked balls he throws will circle around you slowly, much like the Love 
Bubble's attack; hit it with your hammer to send it flying. For his 
fireballs, simply jump as they bounce towards you; the target is indicated by 
the claw he throws them with.

After a few turns of bombarding him with Ice Flowers, his weakness, he'll use 
the spiked ball attack and fall over afterwards; now is the time to bombard 
him with Copy Flowers. Don't ever hit him with any fire attacks. Once he's 
taken heavy damage, he'll stand up and double in size, as well as spit out a 
UFO, which produces a timer. If this timer ticks down to zero, you'll be shot 
to hell and die instantly, so you can't allow that to happen. How to avoid 
this? The spiked balls the Elder throws can be deflected with the hammer, 
where they'll fly onto the top screen; if they hit the UFO buzzing around up 
there, the timer will reset itself. One thing to remember: Luigi hits the 
ball straight up, while Mario will send it at an angle. Keep this in mind if 
trying to hit the UFO. Any drops he sustained from your Ice Flowers will be 
gone upon the increase, so unleash them against him once more until he falls 
over again; then, it's back to the Copy Flower treatment. His attacks don't 
change from this point, though they are now more powerful. Every time he uses 
the spiked ball attack, he'll fall afterwards, so look forward to it. 


HAMMER BROS.
HP: 100 (each)
EXP: 80
Coins: 70
Win: Mushroom Drop

These guys may have a huge amount of HP compared to the babies, but you'll be 
dealing counterattack damage to both of them every turn in addition to your 
standard attacks, so this battle won't take very long. You can't survive 
repeated hits from these guys, but the attacks are easy to avoid; as long as 
both of them are alive, they'll hit the other brother with their hammer to 
turn them into a ball of sorts, and then strike it again to send it flying 
towards you. Jump right after they hit it, and you should land on the HB just 
after it strikes where you would have been. Now, if the head of their hammer 
flies off before they hit their HB at you, do nothing, and it'll just fly 
overhead. You should have a plethora of Green Shells now, so how about using 
some? You can get some nice double-digit damage on these guys, as opposed to 
your pitifully weak jumps. Single one of the Hammer Bros. out until it's been 
defeated, and then get ready for a new attack- the hammers themselves. The 
remaining HB will jump when it's going to throw a hammer at BM, and the bulb 
on its helmet will glow when BL is the target. You don't have to study him 
for this, really- just jump when the hammer is about to make contact with the 
floor in front of you, and the attack will miss. He'll throw anywhere from 
two to five hammers at the babies in one turn. Since he'll already have taken 
a fair amount of damage every time you countered his duo attack, just use 
jumps to finish him off in a few turns.


JUNIOR SHROOBOID
HP: 13
EXP: 6
Coins: 0

While this is only a warm-up, if anything, we still have the standard boss 
theme, so I'm classing it as one. As if you've forgotten your timed attacks 
since you were a baby, Toadsworth will try to teach you how to fight. Again. 
Just jump on this guy; his only attack is spinning in a cyclone and making a 
pass at you. It moves pretty slow, so jumping over it and landing on him for 
counterattack damage is simple. Finishing this battle will automatically get 
you a level-up. 


KAMEK
HP: 450
EXP: 130
Coins: 50

Kamek's primary means of attack will be producing spiked balls with his wand 
and then raining them down on your party. As soon as his turn begins, he'll 
hop onto his broom, then start firing bursts of the transform-o magic his 
generation of baddies are known for. He'll fly directly in front of the Bros. 
he plans to hit, so there'll be no confusion as to where the balls will land 
once they come from the top screen. Hit them away with your hammer before 
they connect, and they'll sail into Kamek for some damage. He'll also produce 
mushrooms with his wand, too; if you spot one of these, don't swing your 
hammer at it; otherwise it'll heal him. Let them fall onto you and they'll 
replenish your own health! Following every one of his attacks, if he hasn't 
any in his possession already, he'll create four clones of himself; now, you 
can try and jump on two of them and see if they're the real deal; the fakes 
will simply vanish, but you can also use an all-hitting attack like the Bro 
Flower and rid of all of them at once. I prefer to keep them around, for 
all five Kameks will attack, meaning the real Magikoopa will suffer a lot 
of damage from repeated counterattacks, or you'll receive a lot of health 
recovery. Obviously, the counterattacks will give away the real Kamek, so 
wail away on him afterwards. If you knock him from his broom, he'll summon 
up a fireball to travel along the ground at you, starting up by Mario. Jump 
it with both brothers, then be prepared to swing your hammer- sometimes, the 
fireball will strike Kamek and set him on fire, rather than simply go 
offscreen. If this happens, Kamek will charge at you very quickly. You have 
no time to raise the hammer once he starts running, so be prepared the moment 
the fireball connects. He has no other attacks in his arsenal, and will climb 
back onto his broom once he's conjured up the fireball. Use your trusty 
Cannonballers once again when you're sure you're hitting the real Kamek; four 
of them, in addition to all the counterattack damage, should be enough to 
finish him off.


MRS. THWOMP
HP: 500
EXP: 400
Coins: 0

First things first, damage Mrs. Thwomp takes in her large form does NOT count 
towards her max HP; only damage dealt while she is split up will deplete her 
actual health. That said, it takes 150 HP worth of damage to shatter her into 
four different Thwomps; three are of course fake, with one being real. How to 
tell the difference? The real madam has perfect teeth (as in none sharp or 
missing) and no chips or cracks. While she's large, she'll roll several 
boulders at you very quickly; constantly have your hammer armed and ready to 
whack them out of the way. Or, she'll hurl herself into the air and come down 
with a shockwave; depending on how many times she spins while on the top 
screen, you'll have to jump with one bro before the other, or both at the 
same time. Three spins, and she'll land between the two of you; jump at the 
same time. Six spins, and she'll land by Mario, so jump with him and then 
quickly afterwards with Luigi. A whopping nine spins, and she'll land towards 
Luigi, so he'll have to make the first jump. She'll soon bust into smaller 
pieces, as 150 HP is eaten up pretty quickly at this point.

While she's broken up, she and her clones will raise an eyebrow and then hurl 
themselves at either brother; have your hammer ready to whack them away. This 
attack moves much slower, so you shouldn't have any trouble dealing with it. 
Trampolines attack every enemy, so don't bother with them; instead, use your 
good 'ol Cannonballers. Three or four of them to the correct Thwomp while 
she's divided up should destroy her. If you don't demolish her quickly 
enough, she'll reform into a large boulder again, and you'll have to repeat 
the process. This is a pretty easy battle; I recommend opening with a single 
Trampoline, as that should be enough to bust her apart. Provided that you 
don't suck with Trampolines... ;)


PETEY PIRANHA
HP: 1300
Weak: Fire
EXP: 360
Coins: 250

I utterly destroyed this guy with only four Trampolines, thus avoiding his 
somewhat annoying second phase, but I had my Bros. equipped with the Muscle 
Slacks and POW-Peak badges, so things went a little more quickly for me. His 
attacks don't vary at all while he's flying, but your means of dodging them 
do. Petey will leap up to the top screen and dive off of blocks onto the 
ground below, sending a seed flying at each of your heroes. Depending on how 
he dives, you'll either jump with one before the other, or at the same time; 
a forward dive means Mario should jump first and Luigi soon afterwards; a 
flip (spiraling repeatedly) means both should jump at the same time; and a 
backwards dive (mouth facing the Bros.) means Luigi should jump first, 
followed by Mario. As soon as Petey's body makes impact with the ground, the 
seeds will fly, so that is the time to jump. Eventually, if you haven't 
killed him yet, Petey will burrow underground, with only his head poking out; 
He cannot be jumped on in this state. He now uses two different attacks; the 
first consists of sending a pendulum dangling from a block whipping towards 
you, which is countered with the hammer, sending it back to the other brother 
(several times in a row); for the second, he'll burrow completely and attempt 
to pull the Bros. down with him into a sinkhole. Jump CONSTANTLY, as fast as 
you can, over and over, and you should avoid this one. That's all there is 
to Petey. Not a large arsenal, but he likes to attack three times in a row, 
so be ready for them. Lastly, he has a weakness to Fire, but you're better 
off saving your Fire Flowers for the times he's burrowed. If he's susceptible 
to jumps, take advantage of the opportunity and pelt him with Cannonballers 
or the Trampolines.


BOSS: PRINCESS SHROOB
HP: 3000
EXP: 0
Coins: 0

Despite what several gamers and Nintendo Power might say, that is not an 
error; her HP is definitely 3000. But before you can hack away at that, you 
must first put her throne (temporarily, unfortunately) out of commission. To 
do this, you must repeatedly attack her shield, to the point the throne can 
no longer take it, and will crash to the floor. Until then, the throne 
attacks three different ways:

-Lasers
Two cannons will appear, and toggle up and down for a few seconds; when they 
stop, they'll fire a beam in the direction they point. You only have a second 
to react, so pay close attention and jump with whomever needs to, to avoid 
taking a hit. The beams will never sweep, so that isn't a problem. She'll 
fire them 5 times per attack.

-Energy Rings
The throne will leave the battlefield and return as a walker; once it hops 
over your party, it will fire rings down at you, which close in once they 
hit the ground. To make this as easy as possible, jump with both characters 
as the rings get close to the ground. They trip you, so take care. She'll 
fire off many of them before finishing with...

-Crush
Once her ring attack is finished, her walker will get ready to lower itself
on top of you. Both Bros. must ready their hammers and release them at the 
same time once she gets closer. Swing before she'll actually be right above 
you to ensure a counter. If she cackles, she'll pause mid-way, then come down 
fast. This attack tends to make you dizzy when it hits.

The best way to disable her shield is with a multi-hitting attack, 
particularly Copy Flowers, as they start off slow and with really easy timing.
Try to do this before she even has a chance to attack you with it. Once she's 
out of the walker, she'll attack one of four ways, but may use them several 
times in a row; If she produces a star, she'll send it towards you, and if 
you fail to jump on it (removing it), it will continue past and loop around 
for another pass. It'll increase in speed each time you dodge it until it 
hits either of you, or gets stomped out. Obviously, you want to get rid of it 
as soon as it's launched. Otherwise, she just launches balls of energy three 
different ways; a single shot in front of you, a single shot from above, or a 
spread shot between you. The first two are avoided by jumping and using the 
hammer, respectively (the overhead shots will be fired at Mario from her left 
hand and Luigi from her right); the spread shot is best dodged by jumping with
the brother it will hit first, then the other. If you land on top of the ball, 
you'll stomp it without taking damage, so that's all right. Nothing else to 
say about these attacks, though it bears mentioning that they can cause 
poisoning, and the star attack can reduce your stats.

You have three rounds to beat her up before her throne will be back in 
business, so it'd be best to kill her now. Copy Flowers are your best friend; 
use them relentlessly. Once you've inflicted over 1500 worth of damage, she'll
charge herself with energy and go into what I like to call Psycho ***** Mode. 
Basically, she'll now launch a good 20 attacks at you in a row, one after the 
other, always beginning with her star. If she gets back into her walker, 
she'll pull off a good 5 attacks with that, too. Her damage really adds up, so
end this as quickly as possible. If you know you won't be able to kill her in 
the last turn before she is able to move again, heal whomever needs it to have
the best chances of surviving her barrage. Her walker's attacks will give you 
far more problems as far as dodging goes, so you shouldn't get your ass handed
to you. You'll receive a full health replenishment once you've won.


BOSS: ELDER PRINCESS SHROOB
HP: 3500
EXP: 0
Coins: 0

Once again, I assure you that this form has 3500 HP. Her attacks also have far
more variety than seen in the first battle; they basically all rely on the 
UFOs that fly onto the scene to be executed; the less she has, the less her 
repertoire can have. How do you decrease the number of UFOs? Peach will toss 
you a star once per round; use the cursor that appears to aim and take out as 
many as you can in one shot. Note that there is a tiny delay between when you 
press the button to fire and when the cursor stops, so take that into account.
I'll list her attacks by the number of flying saucers she requires to use it:

0 UFOs:
-Shoulder Ram
She'll get into a charging position and then quickly run at one of the Bros.; 
Have your hammer ready, quickly, and swing once she's near. Be warned, though,
that she may pause in front of you before charging again, or may jump back 
upon being struck, then charge again. 

1 UFO:
-Chain Chomp
She'll leave and return with a Chomp, and a UFO will fly down to it, and 
proceed to fly in circles around the Bros., leaving you in the path of the 
Chomp. Try and jump onto the Chomp as it first passes underneath you; it will 
make several trips, quickly, and you're likely to take a lot of damage as it 
comes back around from behind. Hopping on it once ceases the attack. Note that
this attack can inflict poisoning.

-Energy Drink
Much like what Swiggler drank, a UFO will bring her a glass of fluid. She 
gulps it down and recovers 120 HP, then graciously swats the saucer away. 
Nothing else to say about this one.

2 UFOs:
-Lasers & Quake
She'll hop onto two UFOs and take off to the top screen, then fire several 
shots at either bro, much like the other saucers do. Just jump them all as 
quickly as possible. Then, she'll retreat to the background and fire shots 
from there; if the saucers are flying low, about level with Mario, jump them 
as they come by, beginning with Mario and Luigi immediately after; if the 
saucers are flying higher than that, stay still and they'll pass overhead. 
Once she's finished, she'll leap off of the saucers and land back onto the 
stage, creating a shockwave a second later; jump it with both.

3 UFOs:
-Meteorite
Funny that the most costly attack is also the most simple to avoid. Her peons 
will bring her a huge Meteorite, and she'll slowly lumber towards one of the 
Bros. to flatten with it; as she comes within hammer-hitting range, simply 
wail on her as many times as you can, and she'll drop it. Very easy.

In my opinion, her shoulder ram is the most troublesome, as I hate any attack 
with spontaneous lag; her Chomp attack can be a real pain as well, if you 
don't get rid of it the second it begins chasing the UFO. Still, this should 
be an easy battle, as there are no shields to bust and no special 
circumstances to meet before pummeling her. As with the first Princess Shroob,
Copy Flowers are the way to go. Don't worry about how many UFOs are buzzing 
around the skies as much as perfecting the timing on your Bros. Items to 
inflict the most severe damage possible. If you land any blows over 1000, you 
did pretty good; if you can nail her for a good 2k and up, you're doing great.
As her health drops lower, she'll begin using more attacks during her turn, 
UFOs providing. Once you finish this lady off, she'll go straight into her 
ultimate form. You won't recieve a free healing after this one, either.


BOSS: ELDER PRINCESS SHROOB
HP: 3000(head), 496(Feet), 248(Tentacles, each), 200(Crown)
EXP: 0
Coins: 0

Yes, this form has less HP than her previous, but you also have so much more 
to deal with. First and most important to remember, is that as long as her 
crown is active, her head will only take 1 point in damage, no matter what 
you throw at it. And in order to get at the crown, you must first put her 
foot tentacles out of commission, if only for a short while. Her body parts 
all have at least one attack they can perform, and the crown does nothing but 
protect her. Her attacks are as follows:

Feet:
-Tentacle Cycle
Either two, or worse, four tentacles will extend out from underneath the 
Princess and begin rotating clockwise or counter-clockwise; you must jump 
over each of them individually as they sweep by. They gradually pick up 
speed. It pretty much comes down to how quickly you can alternate between 
jumps with the Bros. If she begins this attack with one of them dizzy or 
knocked down, that person is basically screwed.

Arm Tentacles:
-Stab
The point on one of the tentacles will glisten, then quickly squirm in and 
take a stab at one of the Bros. You must jump immediately if this is a 
tentacle closer to the Bros., as the window to react is very short. If a 
farther tentacle is going in, you have a sliver of more time to move. These 
things tend to poison you as a result. Her chin will be quivering rapidly 
while she's doing this attack, and until she ceases, you can expect more 
stabbing attempts; also, prior to every stab you'll notice a particular 
tentacle rear back. Use this as a means of prediction rather than waiting for 
the tentacle to glisten. 

-Grab
The tentacles will move in and try to grab hold of the Bros. Have your hammer 
ready, and whack them once they get close. If you happen to be grabbed, you'll
be thrown back to your position and possibly made dizzy.

Head:
-Huge Energy Ball
She'll fire a ball of energy above her head, and a number of smaller shots 
will be launched into it; pay attention to which shots are greater in number; 
more reds mean it will come down onto Mario, and it will target Luigi if there
were more greens. Have your hammer ready to hit it away; then, have the other 
Bros. hammer ready to hit it once more. This will send it back at the 
Princess. Should you be hit with it, you'll see a nice explosion, and the 
victim will land on their ass and be in downed status until their turn comes 
up. 

-Poison Gas
Much like what Swiggler used against you, only these are not deflected with 
the hammer. Simply jump over these as she spits them out. She'll use this 
several times in a row, so be ready for them. Jumping onto the clouds 
themselves works, too. This move is easiest to avoid, and I hardly see it. 

-Time Hole
Again, a swarm of UFOs will enter the top screen, but rather than send them 
plummeting onto the Bros., the Princess will suck them all into a time hole. 
Then, once several turns have passed, they'll be fired back out at you; if 
you can remember the order in which the Princess shot them, and how the ship 
was damaged, you can avoid them as they come flying out by having your hammer 
ready to hit them. Remember, the order in which they were SHOT determines the 
order in which they're sent back through the hole, not how they were sucked 
in; they're all pulled into the void at the same time, anyway. 

The most efficient means of clearing everything out of the way and making the 
head susceptible to damage is the Mix Flower. Open right away with one, and 
if you've used it most effectively, this will wipe out all of the tentacles 
and stun the feet in one go. Now, the crown will drop within range of your 
attacks, so let loose with another Mix Flower, as it's the easiest thing to 
use that will also get you big damage. With the crown shut off temporarily, 
the head will finally be open to attack, so unleash any Copy Flowers, 
Trampolines, Cannonballers; anything you have that can hit the head, deal a 
lot of damage, and that you can time well, use it. The head will meanwhile be 
killing a lot of her minions off in an effort to knock you out of your senses;
watch the saucers closely to see who will be hit next, and send them flying 
back at her. Every few rounds, she'll begin reviving all of her parts and turn
the crown back on; they'll also use their respective attacks the moment 
they're resurrected. Any time she does this, even if it's only a single part, 
use another Mix Flower and nuke it back out of sight. If you're at level 30 
for this battle, which you should be if you fought every enemy you saw just 
once, then this won't be very aggravating. The only time problems really 
arise is when one of the Bros. is inflicted with an ailment that renders him 
immobile. Keep in mind that Refreshing Herbs still work even for dizziness and
being knocked to the ground. As with just about every boss in this game, as 
her health drops lower, the attacks will increase in number; five stabs as 
opposed to two, six UFOs shot down instead of a mere four, and so on.

If you must, use your Drop items to keep the group healed, and keep a 
relentless dosage of Copy Flowers and Mix Flowers flying, whichever is more 
practical at the time. I've seen many cases of people who claim this battle 
took them an hour to finish, and sometimes well over that; I frankly have no 
idea how in the hell that's possible, unless their levels are so bloody low 
that Mix Flowers do pathetic damage. With everyone at 30, I always dealt at 
least 500 a pop with mine. My setup:

Baby Mario: 100-Point Pants, Lucky Badge
Baby Luigi: 100-Point Pants, Lucky Badge
Mario: Supreme Slacks, Ulti-Free Badge
Luigi: Space Trousers, Lucky Badge A

As you can see, I only was able to win one pair of Supreme Slacks from 
Shroobsworth, and I wasn't going to reset all the monsters to have a second 
chance. As far as Bros. Items go, I never bought a single one from a shop. 
Ever. Though with the Treasure Badge on, I always kept my supply of Copy and 
Mix Flowers the same, as Worths and Rexes drop those respectively, and 
having the badge equipped guaranteed me at least one of them. 

Anyways, the attacks are all listed there, with the means to dodge them; it's 
all left up to your own skill from here. Keep the abuse coming, and she'll be 
a wilted little piece of fungus in no time!


SHROOBOID BRAT
HP: 900
EXP: 180
Coins: 100

This guy has a lot of HP, but if you've gotten the Big-POW badges I told you 
to, then this will only take a few turns. Open right away with an Ice Flower, 
and use it until you get a defense-down on him, then wail away with either 
Pocket Chomps or Cannonballers. You can rack up more damage with the Chomps, 
provided you've got quick fingers and don't make any mistakes. Otherwise, 
just wail away to the tune of 180-200 damage a pop with the cannon. If his 
def-cut wears off, don't worry about using another Ice Flower, since you've 
still got your strength boost, and he should be at less than half HP by now. 
Now, his attacks- their targets will always be chosen by the audience of 
Shroobs, holding up signs with either an M or an L. The initial, NOT the 
color, will determine who is attacked, as midway through the Shroobs will 
change their signs to try and confuse you. To avoid his lollipop, which 
packs a nice wallop, jump as soon as he rears it back to throw. His other 
attacks involve eating items tossed by the crowd and spitting them out at 
you- deflect them with the hammer; their timing won't differ per item, so 
this is easy. If he eats a regular Mushroom, he'll spit out a poisoned one, 
but if he eats a poison shroom, he'll spit out a normal one. Let these hit 
you to replenish some HP. These attacks will often inflict the ailments 
paired with them, so don't screw up with the hammer. Without the loss in 
defense, your perfect Cannonballers will only deal around 120-150, so the 
Ice Flowers do make a difference. 3-4 turns of this, and the Shrooboid brat 
is a goner.


SHROOBS
HP: 15 (each)
EXP: 0
Coins: 0

This isn't a true boss of sorts, but once again we have our good 'ol boss 
theme, so I'll treat it as one. As soon as the battle starts, one of the 
aliens pulls out a little transmitter, and soon a UFO flies in with a timer 
attached to it. As soon as it reaches 0, you'll be blown apart, so just 
entertain these guys until then. You only have enough time to kill one of 
the three before the countdown reaches 0, so this battle will be a lost 
cause no matter what; just stomp one of them and dodge their laser shots. To 
do this, just wait until they spin or put a gleam in their eye, indicating 
who they'll shoot at- spin for Luigi, gleam for Mario. Then they whip out 
the gun and shoot. The shots don't move quickly and are easily jumped over.
The timer reaches 0, and a huge shot from the UFO above takes you out. Cue 
the funny little laugh from our antagonists.. 


SHROOBS
HP: 15 (each)
EXP: 21
Coins: 0

They're fought exactly the same way as before. Only now, you'll be given 
Bros. Items from Toadsworth to help you rack up some damage. That item is the 
Green Shell, which I have already explained how to use; Toadsworth will keep 
you supplied with them throughout the battle, so don't worry about wasting 
them. After they've been destroyed, Toadsworth will have you bring the adults 
onto Baby Bowser's ship. 


SUNNYCIDE
HP: 500
Weak: Fire
EXP: 260
Coins: 150
Win: Super Drop

Your first goal is to break open a total of five eggs, which will each 
release Yoshis, who will climb up to the top screen and try to push a 
Chomp Rock onto Sunnycide. You can't do anything to him now, so just 
concentrate on attacking the eggs. While you're doing this, Sunnycide will 
either grab eggs and lob them at either brother, which can be avoided by 
jumping as soon as his tentacle lashes at one, or by inhaling one of the 
Bros. into his mouth. Have your hammer ready, and release when you're close, 
but not close enough to strike his bandaged uvula (or whatever the hell that 
thing is). Why? The pull of his inhalation will make up the distance needed 
to be within striking range; get too close, and you'll be sucked in and lose 
some HP in order to replenish his. Don't worry if he uses up all his eggs; 
he'll constantly refresh his supply as they run out. Once the Yoshis nail him 
with the rock, he'll be knocked onto his side and susceptible to big damage. 
Here's where you need to be careful, though- a chain will drop down to him, 
and as soon as he yanks it, a hole will open up and that bro will fall down 
it. This causes dizziness, so avoid it by jumping as soon as he pulls on the 
chain; you have about a split second to react after he does so. The area 
around the targeted bro will throb before opening up; you can tell who will 
be swallowed up by the tentacle he uses to pull the chain. Otherwise, he'll 
attack by turning the room dark and sending Boos after you; have your hammer 
ready and wail them once they're in front of you. Sunnycide has a weakness to 
fire, but you'll still obtain bigger damage by wailing on him with your 
Cannonballers. After two turns of wailing on him, he'll jump back to his feet 
and you'll have to repeat the egg-cracking process. I took him out in 5 
Cannonballers and one Fire Flower, though the last CB might've overdone it. 


SWIGGLER
HP: 250
EXP: 196
Coins: 140

First things first, if you ever attack Swiggler while he's in his red and 
angry state, he'll counter with an earthquake that'll send two or more 
shockwaves across the ground at both of you; jump quickly in succession to 
avoid them all. Also, he takes very little damage, even from Cannonballers, 
in this state. Swiggler begins the battle with two Dr. Shroobs, which will 
remain with him permanently, and more will join the battle as the existing 
ones are destroyed. You'll notice Swiggler's drink; every time he drinks from 
it, he'll power up two UFOs, which will then fire their cannons at your 
party. When the Dr. Shroobs pull out their shrooms, any attack that hits them 
will cause them to drop it, and it'll bounce into Swiggler's glass and change 
the fluid. If a red mushroom is dropped into it, the fluid will become red, 
and his next drink will heal him for a substantial amount of HP. If a 
poison shroom is dropped in, he'll drink the gray fluid and be poisoned, thus 
ending his turn and making him susceptible to heavy damage without countering  
hits with a shockwave. As far as his attacks go, aside from making 
earthquakes and healing himself, he'll take a deep breath and spew a poison 
cloud at you; hit it with the hammer, then be ready to hit it again when it 
dissipates into a smaller cloud, or you'll be damaged and possibly poisoned. 
The Dr. Shroobs have no other attacks to add to the fray besides their 
existing moves, but never, ever hit one while it's holding a red mushroom. 
Once it's been poisoned, when its turn comes around it'll become pissed again 
and take another drink; you want to keep a constant supply of bad fluid 
coming, so it'll not only never heal itself, but also never attack or 
counter. You can't always guarantee a poison shroom coming up, though, so be 
prepared to deal with the UFO's cannon shots. Jump as soon as the shots are 
fired, and you should avoid them. As Swiggler's HP drops further downwards, 
he'll use his poison cloud attack 4-5 times in a row, so be ready for it. Now 
is an excellent time to use your Cannonballers; they'll shave off a large 
chunk of HP per turn, provided you never miss an action command. Three of them 
while he's in his green and weak state should do it.


OOOOOOOOOOOOOO[16] Credits and Special Thanks OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

Various people I deem worthy of praise for their assistance in creating this 
guide; they reek of badassness. ..Have you noticed I like saying that? =P

     -First and foremost, GameFAQs. Despite what many would say, there are 
      more than enough knowledgeable people there, knowledgeable people with 
      typing skills I might add, that have helped me with various problems 
      I've had in various games, and especially been able to confirm the many 
      obscure things that developers do a horrible job of explaining in-game. 
      In this case, a good bunch described an attack I had missed, and still 
      have yet to see; and then of course there's CJayC, the man behind GFAQs.
      Obligatory mention, there. ;) Among those that have offered a tidbit or 
      two are Shining Espeon, Lord Atog, MegaKnuckles777, VGman2, and 
      KupoMaster0907. Thanks, guys.

     -Andrey Goder, for the max number of hits you can land with the Green 
      Shell. 25, for those that can't be bothered to scroll up and look. 

     -FightABunny, who informed me of the Shroid's attack changes once it's 
      been badly damaged.

     -Gabriel Myre, for clarifying the second phase of Elder Princess's time 
      hole attack. Finally someone has seen what it does! Thank you!

     -R Phillip Wines, for providing even more detail on the time hole attack,
      allowing me to fix a misimpression I had.

     -luiginut, who pointed out that that Elder Princess's crown has only 200 
      HP. I had gotten the 350 from Nintendo, and took it for granted because 
      I was always dealing obscene amounts of damage with the Mix Flower. The 
      tentacles and feet look okay.

     -MaryWndws, who informed me that Support Shroobs have much more than 88 
      HP. She said it's anywhere from 164-186, but since I'm not going to play
      through the entire game again just to find out, I rounded it out at 170.

     -Various people that have alerted me to the douchebag that is Dave of 
      cheatcc. Though I found out for myself, I appreciate the fact that 
      authors are looking out for each other. You guys rock.

     -Nintendo, for maintaining my impression that they utterly suck at 
      producing competent guides, which made writing this much harder as I 
      had nothing to cross-reference with. Nothing useful or trustworthy, 
      that is. 

     -My buddy Matt, the poor fool that paid for the guide anyway, so at 
      least I could see how far off-base I was with the HP guesstimates. It 
      didn't really help that I was much closer to the exact amount than they 
      were, though. 

     -AlphaDream, for producing not only this game, but the Shroobs, both of 
      which are severely underloved. Lack of character my ass; the Shroobs 
      own the X-Nauts in terms of looks and coolness any day. The fact that
      they actually speak in words we can understand means nothing as long as 
      they're bumbling dorks in cheesy costumes, with no weapons other than a 
      cardboard robot. ...um, yeah. *cough*

     -And of course you, the reader, the entire reason I created this guide. I 
      hope you found it extremely helpful and informative, and at the very 
      least an interesting read. ;)

     Thank you to all who have given me compliments on my work, whether in an 
     email or on the forums. Means a lot to me, it does!


OOOOOOOOOOOOOO[17] Contact Info & Legal Stuff OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO


     First off, my email. Before sending me ANY email, first make absolutely 
sure that the question is not already answered somewhere else in this guide. 
Also, do not send me any emails asking where a badge is, where a piece of 
clothing is, or how to get a certain treasure block- all of these things can 
be found by putting your own mind to use. Explaining every miniscule puzzle 
and the like was enough; I would have given up on writing the thing already 
if I had decided to provide steps to every single item or coin in the game.

     Anyways, please do not email me unless you have a question pertaining to 
this guide only, that is not already covered, or would like to correct an 
error. If anyone could provide me with HP values from a source OTHER than 
Nintendo, that would help tremendously. I'd also appreciate any help with 
even obtaining more accurate values for even one minor enemy, because then 
that's one less mistake present in this guide. I'm sure I haven't covered 
all of the item drops as well, at least the ones that only have one drop 
indicated at the moment.

     As with any email, please address it with "Mario & Luigi Guide" in the 
subject line, or I will delete it. Also, be aware that I will not necessarily 
reply to you, especially if your email is incoherent or in regards to 
something I explicitly stated not to ask me about. If your email is going to 
merit an update to this guide, then I shall most definitely reply and thank 
you. 

     -Extremespeed@mail.com is where I may be reached. Sorry, but I don't make 
      public appearances on AIM, or any instant messaging program. This is 
      the only way you may contact me.

Now for the official legal bit:


     No breach of copyright is intended with the production of this guide. 
Shroobs, all characters and related articles are property of AlphaDream, Inc. 
And Nintendo, Inc. This guide, however, is property of my own. 

     You may not post my guide on your website(s) without first obtaining my 
consent. If permission is granted, the guide must be posted in full, UNTOUCHED
with proper credit given. I will not alert site Admins to updates in content, 
so please be sure to check for them from time to time. www.gamefaqs.com should
always have the latest version of my work. At present, this guide may be 
posted only on the following websites:

-www.gamefaqs.com
-www.neoseeker.com
-www.gamerhelp.com
-www.gameplayworld.com
-www.supercheats.com
-www.1Up.com

*** www.cheatcc.com, Cheat Code Central, may not under any circumstances post 
my guide or ANY of my work on their site. They completely disregarded my legal
information, and even went so far as to edit it. If this crap happens once 
more, no sites will be allowed to post my work aside from GameFAQs. ***

     This guide may only be used for personal, private benefit. You may not 
reproduce or edit any part of this document at all. This guide especially may 
not be used for monetary profit, and doing so will result in swift, harsh 
punishment. If I find that you have posted any portion of my guide and I have 
not given my approval, I expect you to remove my work promptly upon my 
ordering. I will handle all copyright violations and failure to comply with my
guidelines with immediate legal action. Don't tempt me.

Mario & Luigi: Partners in Time, FAQ/Walkthrough Ver. 2.5
Copyright 2006 by Dave Baker "Reptobismol"