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Paper Mario 2: The Thousand-Year Door for Nintendo Gamecube
FAQ/Walkthrough Guide Written by DarthMarth
Version 1.00
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1. Table of Contents (press Ctrl+F and type in the code next to the section to
jump to it. On Mac browsers, use Command+F.)
---
1. Table of Contents (you’re reading it)
2. Introduction -Intrd-
3. FAQ -Frakq-
4. The Basics of PM2 -TbPM2-
5. The Partners -Thprt-
6. Walkthrough -Wkthr-
a. Prologue: A Rogue’s Welcome -Prolg-
b. Chapter 1: Castle and Dragon -Chap1-
c. Chapter 2: The Great Boggly Tree -Chap2-
d. Chapter 3: Of Glitz and Glory -Chap3-
e. Chapter 4: For Pigs the Bell Tolls -Chap4-
f. Chapter 5: The Key to Pirates -Chap5-
g. Chapter 6: 3 Days of Excess -Chap6-
h. Chapter 7: Mario Shoots the Moon -Chap7-
i. Chapter 8: The Thousand’s Year Door -Chap8-
7. Sidequests -Sdequ-
8. The Tattle Log -Ttalg-
9. The Badges -Thbdg-
10. The Star Pieces -Tstpi-
11. The Shine Sprites -Shspr-
12. The Items -Thitm-
13. Shop Listings -Splst-
14. Cooking -Cokng-
15. Star-Powered Attacks -Srpwa-
16. Legal Information –Legin-
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2. Introduction (Intrd)
Welcome to my third and hopefully best yet full FAQ/Walkthrough for one of my
favorite games ever and the sequel to another of my favorite games ever: Paper
Mario 2: The Thousand-Year Door! In such an elaborate game filled with
sidequests and things to collect and do, you’ll probably want a guide to help
you keep your papers in order (was that original or what?) as you progress
through the game. This guide is especially made for the completist player who
wants to do everything this game has to offer. As always in my
FAQ/Walkthroughs, I’ll attempt to answer every question you could possibly have
about the game in here. If I don’t or you have corrections, you can E-mail me
at dpitch40@yahoo.com. Helping me would be greatly appreciated!
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3. FAQ (Frakq)
Q: Why do you write *BOOM* every time you type "partner?"
A: It's an inside joke from the PMS board.
Q: Why won't the mayor in Fahr Outpost let me use the cannon?
A: Make sure you've visited the Thousand-Year Door with the Garnet Star and
learned about the cannon from Frankly. Also, Bobbery should be your active
partner.
Q: What's the point of the Gold Bars?
A: They're for storing Coins. (In case you didn't notice, they can be bought
and sold for nearly the same amount)
Q: There's a green rat in the harbor who wants me to give him a hundred coins.
Is he just scamming me?
A: If you give him coins, he gives you triple the amount you gave later in the
game. It's a pretty good deal if you can get the coins early in the game.
Q: What happens when I read the ghost's diary in Chapter 6?
A: It's surprisingly boring, and you get a game over. If you want to read it,
save first.
Q: X told me to go to the "watering hole." Where is that?
A: For those of you non-slangers, he means the juice bar.
Q: How do I get on the rooftops in East Rogueport?
A: To get on the roof, first use Yoshi to cross the canal in front of the
trouble center. Then jump up the crates you see to reach the rooftops. (You
have to cross the canal again to reach most of the things up here)
Q: My question isn’t answered in here!
A: E-mail me at dpitch40@yahoo.com or post your question on the GameFAQs
message
boards. If you e-mail me, please put "Paper Mario 2" somewhere in the e-mail
title or it will likely be deleted.
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4. The Basics of PM2 (TbPM2)
For veterans of Paper Mario, getting used to TTYD should be very easy. However,
I'm including this section to introduce new fans of the series to the basics.
(Note: the partner descriptions are also in here at the end) So, with further
ado, let’s get on to the combat system! But first, the controls out of battle!
>>>>>>>>>>>>>>
FIELD CONTROLS
<<<<<<<<<<<<<<
Control Stick: Move. You should have been able to guess this. The control stick
is used to move Mario, or move the cursor in menus.
A Button: Jump, Talk, Action. Jumping has always been Mario's most basic
action, letting him cross short gaps or scale short ledges. Once Mario has the
Super Boots, you can press A in midair to do a Spin Jump which shakes the
ground and can find hidden panels. Once you have the Ultra Boots, hold A and
rotate the control stick until Mario folds into an accordion, then release it
to do a Spring Jump to send him flying into the air. If you press A near an
NPC, you can talk to him/her. Pressing it near a door or something does a
context-specific action. (Such as opening the door) It's used to make
selections in menus.
B Button: Hammer. B uses your Hammer. On the field, it's good for making first
strikes and smashing things. Once he upgrades his Hammer, hold B and rotate the
control stick to make Mario wind up. Release B to use a devastating spin
attack. (the Super Hammer can break huge blocks and the Ultra Hammer can break
stone blocks in this way) In menu screens, it's used to cancel selections.
X Button: Field skill. This button makes your active partner use his/her field
skill.
R and Y Buttons: Paper abilities. These buttons activate Mario's various paper
abilities, like Paper or Tube Mode.
Z Button: Stat display. Pressing Z toggles the stat display on the top of the
screen and displays the D-pad shortcuts. It also lets you back up through text.
Start Button: Menu. As usual in mist games, pressing start opens the Menu
screen.
D-Pad: Menu shortcuts. Pressing the D-pad takes you to various useful parts of
the Menu. D-Up jumps to Mario's gear screen, Left to the Party screen, Down to
the Journal Screen, and Right to the Badges screen. Memorize the shortcuts to
save time in navigating menu screens.
L Button: ORAEO TIEM!!11!11!1!111!!. Tihs butotn mkaes teh oraeos
appaer!!1!1!!! Actually, it just displays your stats at the top of the screen.
>>>>>>>>>>>>>>>
PAPER ABILITIES
<<<<<<<<<<<<<<<
As mentioned above, Mario can be "cursed" with 4 different abilities over the
game in hilarious cutscenes that let him use his... Paper-ness to the fullest.
Plane Mode (Rogueport Sewers): Once Mario gains this ability early in the game,
you can press Y on stone airplane panels to make Mario fold himself into (what
else?) a paper airplane! He can then glide long distances and cross obstacles.
While gliding, press back (the direction you aren't going) to level out and
lose speed or forward to dive but gain speed. Balance the use of the two
buttons to glide as far as possible. He switches back to normal when you hit
something or press B.
Paper Mode (Hooktail Castle): With this ability, hold R anytime to make
Mario...turn sideways. Why does he need to be cursed for that? Anyway, with
Paper Mode, he can slip though narrow places, like tight cracks between walls
or bars.
Tube Mode (Twilight Town): Hold R and rotate the control stick clockwise to
enter Tube Mode, which makes Mario roll into a tube and be able to get under
low overhangs. (Unfortunately, you can't look through him) Press B to change
back.
Boat Mode (Pirate's Grotto): Press Y on a wooden boat dock to enter boat mode,
which folds Mario into a boat and lets him sail on water. Press Y again near
another dock to change back.
And now, it's...
>>>>>>>>>>>>>>>>>
THE COMBAT SYSTEM
<<<<<<<<<<<<<<<<<
Paper Mario's combat system is turn-based, but it has a lot of real-time
elements in the form of the action command, which lets you block or dodge enemy
attacks or make your own attacks stronger. To block an attack, hit A right as
it hits you to make it deal 1 less damage, more if you have a Damage Dodge
Badge. If you hit B with even better timing as you're stuck, you'll Superguard,
which negates an attack and deflects it back at the attacker for 1 defense-
piercing damage. It can even deflect some projectile attacks. Mastering the
Superguard (or at least the Guard) is essential for winning in battles. Enemies
(and later, Mario) can also have innate defense ratings that reduce the damage
they take from most attacks by their defense. And now...
>>>>>>>>>>>>>>>
THE TURN SYSTEM
<<<<<<<<<<<<<<<
There are 3 rounds of each turn: Mario, his partner, and the enemy.
Mario has many options for his turn. He can use his Jump or Hammer (this
includes special attacks), an Item, one of his Star Powers, or a Tactic. The
Tactics are Appeal, which refills some of your Star Power, Defend, which raises
defense for 1 turn, Switch Partner, which is self-explanatory, and Run Away.
(Also self-explanatory; mash A to increase your chances of running but be aware
that this makes you lose coins) His Jump and Hammer commands are his basic
attacks and will be described shortly. The action command for the Hammer is to
hold the control stick to the left until the meter fills and the white star
lights up, at which point you should release it immediately.
BASIC HAMMER ATTACKS
Hammer: 2/4/6 damage to front ground enemy
Action Command: Hold the control stick left and release it when the red circle
lights up
Style Command: Hit A as Mario strikes the target to make him backflip; hit it
again with great timing right as he lands for even more appeal
Mario's Hammer is best used on spiked/fiery enemies and/or ones with high
defense. It does more damage per hit than the jump attack, but can only hit
ground enemies. (And only the frontmost one) Also, it becomes outclassed by the
jump attack if Mario boosts his attack power, since both hits of the jump
attack are powered up.
Super Hammer (2 FP): 4/6 damage to front ground enemy, 1 unchangeable damage to
all ground enemies behind it
Action Command: Hold the control stick left and release it when the red circle
lights up
Style Command: Hit A with perfect timing a few seconds into the spin (the
Timing Tutor Badge is the only way to find it)
The Super Hammer is a spin attack that works much like the Hammer attack, but
sends the target flying back and crashing into everything behind it for more
damage. You probably won't find yourself using it too often. Needless to say,
you need the Super Hammer to use it.
Ultra Hammer (4 FP): 6 damage to front ground enemy, 3 unchangeable damage to
all ground enemies behind it
Action Command: Hold the control stick left and release it when the red circle
lights up
Style Command: Same as Super Hammer
This move is a stronger version of the Super Hammer attack, doing more damage
to enemies behind the target. You need the Ultra Hammer to use it.
BASIC JUMP ATTACKS
Jump: 1 + 1/2 + 2/3 + 3 damage
Action Command: Press A as Mario jumps onto the enemy to bounce, press A again
as he lands on enemy again from bounce
Style Command: Press A at height of bounce, if second action command was done
his A at height of rebound
This is Mario's basic jump. It can target any enemy, but is ineffective against
enemies with high defense or spikes/fire. It's best used to clip the wings of
flying enemies or take out dangerous enemies in the back. As you get Badges
like Power Plus or P-Up, D-Down, Mario's jump becomes better since they power
up both hits of it. If you have the Jumpman Badge, a few Power Plus Badges,
maybe the All or Nothing Badge, and of course the Spike Shield Badge, you can
compose your attacks completely out of Jumps, since you'll be doing at least 10
total damage per attack. (At the time I write this, Mario does 7 damage with
each hit of his regular Jump Attack. Try telling me I need my Hammer)
Spin Jump (2 FP): 2 + 3/3 + 5 damage
Action Command: Press A as Mario jumps onto the enemy to Spin Jump
Style Command: Press A as Mario is nearly at the highest point of his jump at
the enemy, not his Spin Jump
The Spin Jump is a slightly stronger version of the Jump attack you get with
the Super Boots. Use it if you need a little extra power in your attacks.
Spring Jump (4 FP): 6 + 5 damage
Action Command: Press A as Mario jumps onto the enemy to bounce
Style Command: Press A as Mario hits the enemy with the second hit of the
attack, then again at the highest point of his rebound
This powerful move can only be used with the Ultra Boots. It sends Mario flying
high into the air. Watch his shadow on the ground so you can know when he's
about to land and do the action command for massive damage.
---
You partner's turn is much like Mario's, but they only have their abilities,
Items, and Tactics available. Partner's abilities are different for each one.
Note that you can switch Mario and his partner's turn (and positions) by
pressing Z before either have attacked.
After Mario and his partner have gone, your enemies have a turn. Be ready to
guard! In TTYD, enemies can also carry items, which they may use on their
turns. Focus your attacks on enemies carrying items; some of them can be brutal
such as Sleepy Sheep! (You have a very small chance of getting an unused item
from a battle after winning)
Speaking of Sleepy Sheep, many enemies and/or items in the game can temporarily
induce status effect which mess with a character's stats or ability to fight.
The effects of the status effects and their corresponding icons are listed
here:
Allergic ("Not allowed" symbol): Cancels all other status effects
Asleep (Sheep): Can't move, act, or block, ends when damage is taken
Attack Up (Angry face): Raises attack power
Burned (Flame): Takes 1 fire damage after every turn
Charged (Flashing rainbow colors): Next attack does more damage
Confused (Brown swirl): Makes character do random things
Defense Down (Diamond and down arrow): Defense is lowered
Defense Up (Diamond and up arrow): Defense is raised
Dizzy (Blue swirl): Attacks may miss
Dodgy (Red cape): Can dodge some attacks
Electrified (Lightning bolt): Direct attackers take 1 lightning damage,
prevents attacks from Swoopers and Fuzzies
Fast (X2): Takes 2 actions per turn
Frozen (Light blue hexagon): Can't move, act, or block, takes 1 damage when
thawed
HP Recover (Yellow HP with up arrow): Recovers 2 HP per turn
FP Recover (Green FP with up arrow): Recovers 2 FP per turn
Huge (Large face): Attack power is raised by 2
Immobilized (Stop watch): Can't move, act, or block
Invisible (Face behind glass): Avoids all attacks
KOed (Character has fallen down): Can't battle at all
Payback (Red curved arrow): Returns 1/2 damage to direct attackers
Poison (Purple skull in green square): Takes 1 damage per turn
Slow (Sad purple face): Can only attack every 2 turns
Tiny (Tiny face): Attack power is lowered by 2
Now, a few other things about the battle system:
First Strikes: By attacking enemies in the field, you can get a first strike,
which lets you attack the front enemy before the battle even starts! It's a
great advantage, but the enemy has it too! (Unless you put on the Chill Out
Badge)
>>>>>>>>>
THE STAGE
<<<<<<<<<
A completely new addition to PM2 is that battles now take place on a stage,
complete with backdrop and an audience. This changes the battle system in
numerous ways.
Firstly, your audience will grow and shrink depending on how you battle.
(Defeating enemies easily and doing action commands makes it grow; missing
action commands or getting hit a lot makes it shrink) The number in the lower-
right corner shows how many people are in your audience. Initially, there can
be up to 50. The number of people the battle theater can seat increases by
increments of 50 every 10 levels Mario gains. Anyway, the point of having a big
audience is to get Star Power! The bigger your audience, the more Star Power
you'll get for doing just about anything. Appealing and doing Stylish Moves (by
hitting A at specific times during regular moves) boost it the most. This is
essential as you start getting moves that take up more Star Power. Your
audience may also throw things. When you hear an audio cue and a yellow-and-
black icon with the X button on it appears, quickly look in the audience. If
someone is holding something good (like a heart, flower, coin, or item) above
their head, do nothing and let them throw it to you. If it's something painful
(like a rock or can) hit X to kick the bum out! Also, certain audience members
have different, unique abilities. Here are all the ones I've noticed:
Luigi: Throws increasingly good items as the battle goes on
Toad: Tends to throw beneficial items
Dull Bones: Doesn't give any Star Power
Bulky Bob-omb: Takes up 2 seats (decreasing the size of your audience),
occasionally explodes and scares away audience members
Shy Guy: Occasionally runs backstage and drops things on either side, doing
damage and/or inflicting status effects. Be prepared to block when you see one
doing this!
Boo: Random makes battlers invisible
Crazee Dayzee: Puts all audience members around it to sleep, preventing them
from giving Star Power
Puni: Runs away from loud noises
X-Naut: Gives less Star Power, tends to throw rocks or cans
The backdrop also comes into effect. It's quite flimsy, and will often
collapse. Be prepared to block when you see it wobbling and hear creaking!
Things can also randomly drop from the sky, doing damage if unblocked and
invoke status effects. (They also sometimes drop onto the audience, scaring
some of them away)
One other thing distantly related to the stage system is the Slot Machine Meter
that appears in the top right part of the battle screen. An icon is added to
the meter every time you strike an enemy and succeed with the Action Command.
If the first two icons don't match, the meter is reset. If they do, pull off
another action command for some Slot Machine mayhem!!1!1!!1!! The two matched
icons appear and a third dial spins. Hit the A button with precise timing to
match the 3 icons up to make something huge happen! (Although the wheel moves
so fast this is pretty much impossible) Depending on what you matched, you'll
get one of the following effects. Except the last one (which you should avoid
getting at all costs), matching 3 icons also fills your theater to capacity for
the rest of the battle.
Mushroom: Fully refills the HP of you and your partner
Flower: Fully refills Mario's FP
Star: Fully refills Mario's Star Power
Shine Sprite: Fully refills HP, FP, and Star Power
Poison Shroom: Halves HP, FP, and Star Power and makes audience leave
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5. The Partners (Thprt)
>>>>>>>>>
GOOMBELLA
<<<<<<<<<
Goombella is Mario's very first partner. She is a smart, if slightly sassy,
Goomba girl who has come to Rogueport to look for Professor Frankly. She
specializes in attacking air enemies, and, of course, finding out information
on enemies with Tattle. Her field skill tells you everything she knows (which
is plenty) about the current area. Using it in front of a person or object
tells you about it instead.
HP: 10/20/30
---Abilities---
Headbonk: 1 + 1/2 + 2/3 + 3 damage to any non-spiked/fire enemy
Action Command: Hit A just before striking target
Style Command: Hit as Goombella jumps
Headbonk is Goombella's most basic attack. It works exactly like Mario's Jump
and is best used on flying or low-defense enemies.
Tattle: Adds target to your Tattle Log and reveals its HP permanently
Action Command: Press A as the small cursor aligns with the big one
Style Command: Hit A right after aligning cursors and making them disappear
Tattle is a very useful move that tells you everything you'll need to know
about the target. It's recommended you Tattle on every new enemy you find.
Super Ability-Multibonk (3 FP): 2 + 1 + 1.../3 + 2 + 1 + 1...
Action Command: Hit A just before striking target
Style Command: Same as Headbonk
Multibonk is an extremely deadly move that lets you repeatedly Headbonk the
target until you miss the Action Command, allowing for potentially unlimited
damage. Note that the attack does less damage with every hit; use some Charges
beforehand to boost the move's power to insane levels.
Ultra Ability-Rally Wink (4 FP): Enables Mario to act again
Action Command: Mash A or B to fill gauge, whichever one is shown
Style Command: Press A about a second or so after Goombella winks
This ultra-useful Ultra Ability gives Goombella's turn to Mario, which is very
good if he's doing lots and lots of damage. When doing the action command, pay
attention to which button is enlarged; mashing the other one empties the gauge.
>>>>>
KOOPS
<<<<<
Koops is your newfound Koopa partner. He's a timid Koopa who first joins Mario
to defeat Hooktail, who killed his father, and impress his girlfriend Koopie
Koo. He also has quite a useful field skill. Hitting X sends him shooting out
forward. He'll strike any enemies/switches or grab any items he hits. (And with
items, return them to Mario) It's great for long-ranged first strikes as well
as going places Mario can't. Also, if you hold X, Koops will continue to spin
in one place. Mario can then do anything he wants while keeping Koops spinning
as long as you hold X. Release X to make him shoot backwards even farther than
he was shot forwards. This lets you remote-control him to hit some switches.
When battling, Koops excels at hitting ground enemies. Also, because of his
shell, Koops innately has 1 Defense, which offsets his low HP.
HP: 10/15/25
---Abilities---
Shell Toss: 2/3/5 damage to front ground enemy
Action Command: Hold the control stick left and release when it passes through
the red circle
Style Command: Hit A as Koops strikes the target to make him spin on his shell;
hit it again as he's slowing and about to stop spinning for even more appeal.
Koops' Shell Toss works much like Mario's Hammer attack. Since it's a hit and
run, it ignores any effects the target may have on it.
Power Shell (3 FP): 2/3/5 damage to all ground enemies
Action Command: Hold the control stick left and release when it fully fills
Style Command: Press A as Koops returns to regular position after attack to
make him handstand; press it again about 2 seconds later for more appeal.
This move works like Shell Toss, only hit hits all ground enemies for
relatively little FP. When fighting hordes of weak enemies, this move is
probably your best bet.
Super Ability-Shell Shield (4 FP): Protects Mario from a 6?/8 damage
Action Command: Hit A as the needle passes through the red area
Style Command: Press A as shell is falling, right before it covers Mario
Koops can pull a giant shell out of somewhere and put it over Mario to protect
him from a set amount of damage, depending on how well you did with the action
command. It's unlikely you'll get the numbers above very often, since the
timing is so hard to pull off.
Ultra Ability-Shell Slam (6 FP): 6 damage to all ground enemies, pierces
defense
Action Command: Flick the control stick to the left repeatedly
Style Command: Same as Power Shell
This stronger version of Power Shell does more damage and, if you're
successful, ignores defense, which is great for heavily armored enemies. The
action command is very hard, however. I've been able to achieve results by
turning the controller 90 degrees counterclockwise (so the control stick is on
the bottom) and using your pointer finger to flick the control stick rapidly.
>>>>>>>
FLURRIE
<<<<<<<
Flurrie is an aristocratic wind spirit, and former drama queen. She has set up
an incongruous house in the Boggly Woods to rest, and is a friend to the Punies
there. In battle, Flurrie has a wide variety of moves that can be potentially
quite good, but have some very difficult action commands. She's also good at
taking damage with her high HP. Her field skill is to send a powerful blast of
wind forward as long as you hold X. The wind can stun enemies or blow certain
objects away, which often reveals secret passages.
HP: 15/25/35
---Abilities---
Body Slam: 2/4/6 damage to any non-spiked/fire enemy, including ones on the
ceiling
Action Command: Line up the two targeting cursors with the control stick
Style Command: Hit A right as Flurrie hits the ground after slamming the enemy
With this move, Flurrie uses her giant...stage presence to slam down on an
enemy. It's a powerful move that can hit almost anything, including enemies
clinging to the ceiling.
Gale Force (4 FP): Attempts to blow enemies out of battle
Action Command: Hold and release A with rhythm according to the meter
Style Command: Press A immediately after Flurrie stops blowing wind
Gale Force uses Flurrie's wind powers to blow enemies off the field. It you
fill the meter enough (it takes practice to know when to hold and release it,
and you aren't given time to completely fill the meter), this move could end
the battle instantly. (I'm pretty sure that enemies blown away don't give Star
Points)
Lip Lock (3 FP): 4/6 damage, heals 4/6 HP to Flurrie
Action Command: Hold A only when the Star is lit up
Style Command: Press A as soon as you hear the sound indicating how well you
pulled the action command off
This disgusting move has Flurrie give an enemy a huge, wet kiss to both do
damage and heal her own HP. If you use Flurrie to take damage (which is a good
idea), this move is essential. The Action Command is very hard to do, however.
(There is no rhythm as in Gale Force)
Dodgy Fog (4 FP):
Action Command: Tilt the control stick in the directions shown with perfect
timing as each icon lights up
Style Command: Press A after Flurrie raises her arms and creates the fog cloud
Flurrie's Ultra Ability surrounds Mario in a cloud of fog...Dodgy Fog. This
gives him a chance of evading attacks for the next few turns, which can be good
against a dangerous foe. The action command determines the duration of the
move, but it's nearly impossible to do. The proper timing is to press the
control stick a fraction of a second after you hear the beeping noise that each
icon makes when it lights up. It takes a lot of practice.
>>>>>
YOSHI
<<<<<
Where would Mario be without his trusty Yoshi? In Paper Mario 2, he finally
gets one of the little dinosaurs as a partner. This Yoshi is a newborn who
hatches in chapter 3, but he's already hot-tempered and energetic. I'm calling
him Yoshi, but you actually get to name him yourself after he hatches. Also, he
insists on calling you my your Glitz Pit nickname, The Great Gonzales. Yoshi
has some powerful battle abilities that mostly involve the shoulder buttons,
and are good at hitting enemies multiple times. His field skill, obviously, is
to let Mario ride him! (Which is amazing, considering Mario is twice his size)
While riding Yoshi, Mario travels much faster, making travel easier. (He can't
do anything except move around, though) If you hold A while moving, Yoshi does
a flutter jump, which lets him cross wider horizontal gaps than Mario can. It
has no vertical jumping power, however.
HP: 10/20/30
Ground Pound: 1 + 1 + 1 + 1/1 + 1 + 1 + 1 + 1/1 + 1 + 1 + 1 + 1 + 1 damage to
target non-spiked/fire enemy
Action Command: Mash R
Style Command: Hit A right after the meter disappears, right before Yoshi spins
and ground pounds, hit A again right as he is bouncing back to the ground
This move is Yoshi’s basic attack. It deals great damage spread over many hits
that decrease in power, making it useless against enemies with even low
defense. It’s one of the strongest abilities in the game if you raise Yoshi’s
attack power, though. (If you do, each successive hit does 1 less damage until
they all do 1 again) The action command is one of the toughest to do; I’ve
found that turning the controller so the side with the R button is closest to
you. Hold it in your right hand and use your thumb to mash R. (You don’t have
to press it all the way every time, just so that it clicks) Celbi10 writes that
you should also try to keep it close to clicking so you can minimize how far
you have to move it and thus press it more times.
Gulp (4 FP): 4/5/6 defense-piercing damage to target, 4/5/6 defense piercing,
non-alterable damage to ground enemy behind target
Action Command: Hold R and release it when the star lights up
Style Command: Press A right after Yoshi spits the target out
Gulp is Yoshi’s signature and most powerful attack. He can swallow almost any
enemy (except huge ones) and spit them out, doing heavy damage both to the
target and the next ground enemy behind it. Even better, the damage pierces
defense, and is the only way to defeat the Armored Harriers! The only thing
keeping this move down is its relatively high FP cost, but other than that,
it’s a great move!
Super Ability-Mini-Egg (3 FP): 1 + 1 + 1/1 + 1 + 1 + 1 to random enemies, has a
chance of shrinking anything hit
Action Command: Press A as the meter passes through each circle
Style Command: Hit A right after throwing last egg
Mini-Egg is another powerful attack move that can shrink enemies, reducing
their attack power. It’s a very useful status effect, and the attack itself can
be insanely deadly if you use Badges or something to boost Yoshi’s attack
power, since every egg gets stronger. With 2 Power Plus P Badges at Ultra
level, you can do 12 damage per attack!
Ultra Ability-Stampede (6 FP): 1 + 1 + 1 + 1 + 1 + 1 damage to all ground
enemies
Action Command: Alternately hit L and R
Style Command: Press A immediately after Yoshi whistles
The powerful Stampede attack calls a herd of Yoshis to race across the field
and trample every ground enemy for heavy damage. Koops' Power Shell is probably
better, though, unless you can boost Yoshi's attack power. If you do, the first
hit of Stampede is fully boosted, and each consecutive hit does 1 less damage,
making the move much stronger.
>>>>>>
VIVIAN
<<<<<<
Vivian is the youngest of the 3 Shadow Sirens, Grodus' ghostly femme fatales.
She has a bit of an inferiority complex, probably because she's constantly
pushed around and punished by her older sister Beldam and moaned at by her
other sister Marilyn. She eventually gets fed up with this treatment and joins
Mario when he shows her an act of kindness in Twilight Town. (Or course, the
fact that his identity had been stolen so she had no idea who he was also
helped) In battle, Vivian is a master of fire and evasion moves. Her field
skill will be recognizable to players of Paper Mario. It pulls Mario down into
the shadows, where he's invisible and invincible. Things like enemies and
spikes pass through him in this state.
HP: 15/20/30
Shade Fist: 3/4/5 damage, may set target on fire
Action Command: Hit the button that is displayed
Style Command: Press A as Vivian is about to reappear from the ground after
attacking
Shade Fist is a useful attack move that can hit any enemy for decent damage and
do more over several turns by setting it on fire. The action command requires
quick reflexes.
Veil (1 FP): Protects Mario from all attacks for 1 turn, but loses next turn
Action Command: Hit the buttons in the displayed sequence
Style Command: Press A as Vivian is returning to her position after the move
ends
This move is like Vivian's field skill, only in battle. Since you lose a turn
after the move is finished, it's only useful for avoiding charged attacks.
Super Ability-Fiery Jinx (6 FP): 4/5 damage to all enemies, pierces defense,
may set them on fire
Action Command: Hit each button as it is displayed
Style Command: Press A right as Vivian stops waving her finger
Fiery Jinx works like Shade Fist only it hits every enemy, making it very
powerful. It's the second-best move to hit all enemies; only Bob-ombast is
better. (Although Fiery Jinx is more desirable against armored enemies)
Ultra Ability-Infatuate (4 FP): Attempts to confuse all enemies
Action Command: Press A the instant a heart appears over an enemy
Style Command: Press A as soon as the action command for the final enemy is
pressed
Infatuate has Vivian attempt to confuse all enemies by blowing kisses at them.
The action command is hard to time, but it's a powerful attack when it works.
>>>>>>>
BOBBERY
<<<<<<<
Bobbery *BOOM* or should I say, Admiral Bobbery, is your new Bob-omb partner.
He's also my personal favorite because of his incredibly high HP and attack
power. He specializes in explosions of all types, and is always willing to blow
himself up for Mario's cause. He is a great partner to keep in front because
he's such a tank with his massive HP. His field skill also makes him blow up.
Mario first throws him, letting him land on ledges, then he walks a few steps
forward before exploding. You can make him blow up any time by pressing X
again.
HP: 20/30/40
---Abilities---
Bomb: 4/5/6 damage to front ground enemy, 1 bonus to fire enemies
Action Command: Hold A until the star lights, then quickly release it
Style Command: Hit A as Bobbery is bouncing after exploding and returning to
your side of the field
Bomb is Bobbery's basic attack, and is very powerful. It can only be used on
the front ground enemy, but does great damage and is good against fiery enemies
or ones with high defense. Its action command is also very easy to do.
Bomb Squad (3 FP): 3 + 3 + 3 damage in areas of effect
Action Command: Hit A with good timing
Style Command: Press A shortly after last bomb is thrown (hard to do)
This weird move throws 3 time bombs at the enemies that explode at the end of
the next round, damaging everything near them. Hit A to throw one when the
targeting cursor is aligned how you want to adjust the distance. (Remember,
you'll get the most distance at 45 degrees and less distance when you're
farther for that) For some weird reason, Bomb Squad doesn't appear to get
stronger as Bobbery levels up.
Super Ability-Hold Fast (4 FP): Damages varies
Action Command: Hit A exactly as each red circle lights up
Style Command: press A about half a second after finishing Action Command
This move makes Bobbery red with rage, causing him to explode whenever directly
attacked and retaliating for half the damage of the attack, rounded down. This
ability is a good idea if you like to use Bobbery to soak up damage with his
high HP. With the action command, simply reacting to when each circle
illuminates isn't fast enough. Use great timing to hit A right as they light up
to maximize the duration of the move.
Ultra Ability-Bob-ombast (9 FP): 8 damage to every enemy, 1 bonus to fire
enemies
Action Command: Mash A
Style Command: Same as Bomb
This powerful ability creates a massive explosion to deal unbelievable damage
to every enemy, often taking them all out instantly. It has a huge FP cost, but
it's worth it. Like Bomb, it does an extra point of damage against fire
enemies. The action command is one of the simplest in the game, as well.
>>>>>>>>
MS. MOWZ
<<<<<<<<
Ms. Mowz is Mario's most unusual partner. She starts as a freelancing treasure
hunter and manager of the Lovely Howz of Badges. She is also one of Mario's
biggest admirers, constantly flirting with him every time they meet. Strangely
enough, Ms. Mowz is actually an optional partner; you get her to join by
completing a trouble after chapter 4 and she isn't required for the game. In
Battle, Ms. Mowz is great at messing with enemies, and has several incredibly
useful moves like Kiss Thief and Smooch.
Love Slap: 2/3/4 damage, pierces defense
Action Command: Rapidly flick the control stick left and right
Style Command: Press A as Ms. Mowz is returning to your side after attacking
Love Slap is a very useful move on enemies with huge defense. It does low
damage, though, and shouldn't be used on anything else. For the action command,
try turning the controller sideways and using the palm of your hand to move the
control stick. Celbi10 has also said that you can just hold it in the thumb and
middle finger of your right hand if you don't want to mvoe your whole hand.
Kiss Thief (2 FP): Steals an item from target
Action Command: Hit A after meter passes OK mark but before it fills completely
Style Command: Hit A as Ms. Mowz approaches the target, when she's about
halfway
This is definitely Ms. Mowz' best move. With it, you can finally get the items
you find enemies holding without hoping for them after a battle. It's
especially good for stealing Badges.
Super Ability-Tease (3 FP): Attempts to make all enemies dizzy
Action Command: Hold A to fill gauge, but don't let it completely fill
Style Command: Press A at the height of Ms. Mowz's backflip after her attack
Ms. Mowz can split into 4 phantom images and attempt to utterly confuse all
enemies with some tricky moves. It isn't really the most useful status effect
move.
Ultra Ability-Smooch (10 FP): Heals 10 of Mario's HP
Action Command: Alternately hit A and B
Style Command: Press A right before Mario's HP is actually restored (takes
practice)
This move is the only healing ability in the game that uses FP, and is a good
alternative to Star Powers and Items. It takes more FP than any other move, but
gives Mario a huge HP boost. For the action command, it's best to use both
thumbs to tap A and B.
-------------------------------------------------------------------------------
6. Walkthrough (Wkthr)
MARIO'S HOUSE
As the game opens, we see our hero Mario’s house, unchanged since Paper Mario.
Also unchanged is Mario’s old partner Parakarry, who swoops down to deliver a
letter to his friend! (Sound familiar?) Mario’s brother Luigi takes the letter
inside and informs him, then reads the letter out loud.
"Hello there, Mario!
I am now on holiday, traveling in the Mushroom Kingdom. In my travels, I came
into possession of a mystical map...a treasure map, actually. I thought you
could help me hunt for it! You will, of course, won't you? I'll meet your at
Rogueport. (That means you MUST come!)
-Peach"
With their initial fear of its being another party invitation aside, the
brothers look into the package. Sure enough, a strange map has been included.
As Mario looks at the map depicting a new land, the title screen displays. (No,
you aren't playing Metroid Prime 2. Sorry.)
---
a. Prologue: A Rogue’s Welcome (Prolg)
Enemies: Lord Crump, Goomba, Paragoomba, Spiky Goomba, Spinia, Spania, Blooper
ROGUEPORT
A bizarre, colorful boat eventually passes under the giant floating letters. As
the boat pulls into the town of Rogueport, a shipmate awakens Mario. Warning
you to be careful in the seedy town, he sends you off and leaves immediately.
You're now free to explore the Rogueport Harbor as you experience your first
few (non-cutscene) moments of Paper Mario: The Thousand-Year Door! Talk to the
nearby citizens and try out the Save Block. Remember, every single body of
water in this game, now matter how small, cut off, or chlorinated it may be, is
infested with ravenous evil killer piranhas, so don't fall in! When you're
ready, head to the right towards the stairs leading to the main city.
You hear a commotion ahead; several weird, bespectacled creatures led by one
with purple horns are attacking a Goomba girl! They seem to be demanding to
know about things called "Crystal Stars," which the girl claims to know nothing
about. After the leader of the thugs tells his minions to take her to their
base (who are these guys?), regain control of Mario and run up. She Goomba
quickly runs behind you and gets even more defiant. The leader, who you're
about to learn is named Crump, engages you in a battle; prepare for your first
fight of the game!
MINIBOSS: LORD CRUMP
Appearance: A short, fat guy with round goggles, a red cape, a white X on his
chest, and a weird purple hat with horns.
HP: 6
Attack: 1
Defense: 0
This wierdo should be incredibly easy; a few attacks should finish the fatso
off. Use the battle as a chance to practice the in-battle controls as the
Goomba girl guides you on what to do.
After you win, Crump is enraged and summons hundreds of minions to PUNISH YOU!
They swarm around you and begin piling up into where you are...or were. You and
the Goomba both appear outside the pile as the wierdos remain oblivious. Go up
the stairs to the right and through the archway to another area of Rogueport.
After you leave, Crump calls all his minions off, making them snap to attention
and stop beating the pulp out of him.
Meanwhile, you and the Goomba girl appear in the main square of Rogueport,
where you saw Princess Peach in the into. A gallows is the square's most
prominent feature, which should tell you a bit about what the town is like. The
girl thanks Mario with a kiss. (He seems to have gained the ability to
unwittingly attract every female he sees between games) She introduces herself
as Goombella. She has come to Rogueport to find a treasure, the same one your
map supposedly leads to. Suddenly, a resonant "GREAT HOOGLY BOOGLY!" is heard
and an elderly Toad whom veterans of *shudder* Super Mario Sunshine should
recognize as Peach's attendant Toadsworth. He asks what you're doing here, and
after earning you're looking for the Princess, says he doesn't know where she
is! (Not again!) He gives you a tip to stay at the nearby inn (visible by its
bed sign) and then leaves with another warning to watch your back. Goombella
comments that Peach may have gone out on her own to search for the treasure and
joins your party!
GOOMBELLA'S ABILITIES: A PRIMER
Goombella is Mario's very first partner. She is a smart, if slightly sassy,
Goomba girl who has come to Rogueport to look for Professor Frankly. She
specializes in attacking air enemies, and, of course, finding out information
on enemies with Tattle. Her field skill tells you everything she knows (which
is plenty) about the current area. Using it in front of a person or object
tells you about it instead.
HP: 10/20/30
---Abilities---
Headbonk: 1 + 1/2 + 2/3 + 3 damage to any non-spiked/fire enemy
Action Command: Hit A just before striking target
Style Command: Hit as Goombella jumps
Headbonk is Goombella's most basic attack. It works exactly like Mario's Jump
and is best used on flying or low-defense enemies.
Tattle: Adds target to your Tattle Log and reveals its HP permanently
Action Command: Press A as the small cursor aligns with the big one
Style Command: Hit A right after aligning cursors and making them disappear
Tattle is a very useful move that tells you everything you'll need to know
about the target. It's recommended you Tattle on every new enemy you find.
Super Ability-Multibonk (3 FP): 2 + 1 + 1.../3 + 2 + 1 + 1...
Action Command: Hit A just before striking target
Style Command: Same as Headbonk
Multibonk is an extremely deadly move that lets you repeatedly Headbonk the
target until you miss the Action Command, allowing for potentially unlimited
damage. Note that the attack does less damage with every hit; use some Charges
beforehand to boost the move's power to insane levels.
Ultra Ability-Rally Wink (4 FP): Enables Mario to act again
Action Command: Mash A or B to fill gauge, whichever one is shown
Style Command: Press A about a second or so after Goombella winks
This ultra-useful Ultra Ability gives Goombella's turn to Mario, which is very
good if he's doing lots and lots of damage. When doing the action command, pay
attention to which button is enlarged; mashing the other one empties the gauge.
After joining you, Goombella asks you to help her look for Professor Frankly,
then lets you roam Rogueport freely...or almost freely. If you approach a grey-
haired woman on the west side of the square, she tells you she's looking for a
contact lens, and orders you not to move. She's never going to find the lens,
so you'll have to move eventually. When you do, it magically appears right
under your feet and you crush it. She decides to block the way to the western
side of Rogueport until you can get a replacement lens, which won't happen
until after Chapter 1.
Now, to check out the other attractions of Rogueport Square. Next to the house
of the woman whose contact lens you crushed is an item shop. (Recognizable by
the Fire Flower sign) Feel free to fill your pockets with items here and to try
out the various shop features. (You start with 100 coins, which is plenty to
buy things)
>>>>>>>>>>>>>>>>>
TOAD BROS. BAZAAR
<<<<<<<<<<<<<<<<<
Fire Flower-10 Coins
Fright Mask-5 Coins
Honey Syrup-5 Coins
Mushroom-5 Coins(!)
Sleepy Sheep-8 Coins(!)
Tasty Tonic-3 Coins(!)
>>>>>>>>>>>>>>>>>>>>>
LOVELY HOWZ OF BADGES (Second price is for if Badge is one of 6 randomly
selected Badges on the counter)
<<<<<<<<<<<<<<<<<<<<<
---Prologue---
FP Drain Badge-100/70 Coins
Happy Flower Badge-150/105 Coins
Last Stand Badge-50/35 Coins
Last Stand P Badge-50/35 Coins
Piercing Blow Badge-75/52 Coins
Power Jump Badge-50/35 Coins
Simplifier Badge-50/35 Coins
Super Appeal Badge-50/35 Coins
Unsimplifier Badge-50/35 Coins
---After Chapter 1---
Close Call Badge-100/70 Coins
Close Call P Badge-100/70 Coins
Sleepy Stomp Badge-75/52 Coins
---After Chapter 2---
First Attack Badge-100/70 Coins
Power Rush Badge-50/35 Coins
Pretty Lucky P Badge-150/105 Coins
---After Chapter 3---
Ice Smash Badge-75/52 Coins
Power Rush P Badge-50/35 Coins
Shrink Stomp Badge-75/52 Coins
---After Chapter 4---
Damage Dodge Badge-150/105 Coins
Head Rattle Badge-100/70 Coins
Soft Stomp Badge-75/52 Coins
---After Chapter 5---
Damage Dodge P Badge-150/105 Coins
Fire Drive Badge-100/70 Coins
Super Appeal P Badge-50/35 Coins
---After Chapter 6---
Attack FX P Badge-100/70 Coins
After you're finished there, check out the alley behind the shop and Inn. This
leads to the back alley, the seediest part of Rogueport. Once the camera
rotates around to show the alley, go left to find a run-down house next to the
Inn. Go inside and look behind the mattress leaning on the left wall for a Star
Piece! These crystalline objects are used to buy Badges from a certain wierdo
you'll meet later. There's nothing more to do here, so go back to the square.
Look behind some boxes near the east entrance, then finally go into the inn.
There isn't much to do on the first floor, a bar, except talk to the people. Go
upstairs before the rich merchant Flavio's singing drives you crazy. The second
floor is the actual Inn. Unlike in the first PM, you have to pay to stay here.
(Luckily, the fee here is only 5 coins) You can also talk to that loony
Toadsworth here.
Once you're finished in the Inn, go out the second-floor door to the left. The
walkway you enter leads to a Badge shop, the Lovely Howz of Badges, but it's
closed for the Prologue. For now, jump onto the room next to the show winder.
Go as far left on is as you can and feel around on the back side of it to
hopefully find a third Star Piece! Now that you're probably finished in the
square, go back outside and take the east exit to East Rogueport.
As you first enter the eastern side of Rogueport, a bandit runs past you! At
first he just seems like a rude passersby, but Goombella notices he stole half
your coins! Chase the bum down! Run back to the house in the back alley you got
the Star Piece in and talk to the little thief; he reluctantly hands your coins
back. Now, return to East Rogueport.
Notice the attractions here. Next to an ugly brick wall is a house with
a...Shine Sprite from Super Mario Sunshine over its door!? If you go inside,
you can find from Goombella that the man is Merlon! (Not the same one from
Paper Mario, though) In exchange for 3 Shine Sprites, he'll promote one of your
partners *BOOM* to the next rank. However, since you don't have any Shine
Sprites yet, begone! The house next to Merlon's belongs to Professor Frankly,
the man you're looking for, but I'll skip him for now. Guarding a doorway
through a brick wall is Gus, a spearman Craw who charges an admission fee of 20
coins to anyone wishing to enter what's behind the wall. You can't really do
anything there yet, so don't bother with the toll. Later, you'll be strong
enough to fight him and never have to pay. Finally, look south of the two
houses. There's a warp pipe here, but it's behind a fence and you can't open
it. Finally, give that brick wall next to Merlon's place a closer look. If you
try to walk right into the center of it, you actually can! It turns out that
part is indented, leading to a secret alley; how cool! If you go down the alley
behind Frankly's house, past the creepy, dark-faced man, and jump onto some
crates, you can walk just to the right to find your fourth Star Piece.
Once you're ready, enter Professor Frankly's house. The two greet each other
and Goombella shows off her school spirit. ("Gooooooo Goombas!!!") He then
notices the famous hero Mario standing behind her. (What are you, a sidekick?)
He asks why you've come; Goombella replies that they're looking for the ancient
treasure that lies behind the Thousand-Year Door. Even Frankly has no idea what
it is; it could be a legendary treasure beyond imagining, a terrifying monster,
or even nothing. All he knows about it is that you need the Crystal Stars to
open the Door, and you need the map to find the Crystal Stars. He's practically
blown away when Goombella tells him you actually have the map! He's excited and
decides you should all set off for the Door at once!
He walks over to the fence next to the warp pipe, and kicks a portion of it
away. (You could SO have done that) Before entering the pipe, he decides to
teach you about the action command and has you and Goombella fight. In this
mock battle, he teaches you about using your hammer, jump, guard, and
Superguard. He walks you through the whole thing, so just follow along. After
the battle ends, jump on the nearby pipe and press down on the control stick to
enter it. (Check out the cool new pipe animation)
ROGUEPORT SEWERS
PM veterans should be familiar with the concept of a min-level beneath the main
town which becomes more open to you with every new ability you gain. Save at
the Save Block if you wish. If you want, go to the left to reach an underground
plaza of sorts beneath Rogueport Square. Unfortunately, a fallen pillar blocks
everything except the fortune-teller Merluvlee and the happy local wierdo
Dazzle. You can use your Star Pieces to buy a Badge from Dazzle if you want,
but it's best to save for something better like the Quick Change or Power Plus
Badge, some of the best in the game.
>>>>>>
DAZZLE
<<<<<<
Attack FX Y Badge-1 Star Piece
Chill Out Badge-2 Star Pieces
Flower Finder Badge-6 Star Pieces
Flower Saver Badge-10 Star Pieces
Flower Saver P Badge-10 Star Pieces
Happy Flower Badge-4 Star Pieces
Happy Heart Badge-4 Star Pieces
Happy Heart P Badge-4 Star Pieces
Heart Finder Badge-6 Star Pieces
Item Hog Badge-5 Star Pieces
Peekaboo Badge-7 Star Pieces
Power Plus Badge-15 Star Pieces
Power Plus P Badge-15 Star Pieces
Pretty Lucky Badge-3 Star Pieces
Quick Change Badge-8 Star Pieces
Since you have this guide, you shouldn't ever need Merluvlee's services at all.
=P Now, return to the first area and go down some stairs to a lowered area to
the right of the entry pipe. A gang of 3 Goombas stands on the other side of
the gap. The sickos are..."interested" in Goombella and fight you for her!
As you and Goombella enter this battle against the 3 types of Goomba, Frankly
stands on the sidelines and explains flying and spiked enemies. Makes sure not
to jump on spiked enemies or try to hammer flying enemies (Goombella can't
Headbonk the Spiky Goomba, even with her helmet) and you should do fine. Make
sure to try out that action command and guard! After the battle is over,
Frankly explains first strikes to you. Make sure not to get hit by one!
After beating the ruffians, climb the stairs they were on top of and ride the
moving platform across the indentation you just crossed to a warp pipe behind a
fence. Enter it to reach a new area of the Sewers.
In this new area there are 2 more easy enemy groups containing one Goomba each.
Just use the right attacks for first strikes and these battles will be over
before you blink. Go down some stairs. You can hit the 2 blocks here for a Fire
Flower and Mushroom if you didn't stock up. Anyway, use your Hammer to smash
the 2 yellow blocks, then enter the warp pipe behind them.
You emerge in an even lower room, behind a MASSIVE yellow block. You'll find
some new enemies, Spinias and Spanias, down here. Luckily, they aren't much
tougher than Goombas at all. (They just have 1 more HP and don’t have flying
varieties) As you go to the right, you see a tiny grey creature disappear into
a crack in the wall...what was that all about? Keep going right to some stairs.
(Note the off-color section of wall with peeling wallpaper; its location will
be important later) Climb the stairs and enter the doorway to the right of the
top of them.
The only object in this room is a strange black treasure chest. When you
examine it, it talks to you! It says that you must be a legendary hero to hear
its voice. The poor soul inside was sealed there by a great demon long ago.
Professor Frankly says not to trust the box, or to mention the Crystal
Stars...oops. The chest says it contains a power that will help you find the
Crystal Stars, but you'll need to find the key. Leave the room and go left to
fall off the ledge you're on, onto a lower one containing the Black Key! (That
was easy)
Return to the chest and give it the Key. When you open the chest, it turns out
to be a demon! He has tricked you into freeing him, and will curse you for your
insolence! Oh no, oh no! After the curse concludes, the demon...explains it? He
says that you can now stand on special Plane Panels (like the one you saw above
the Black Key ledge) and press Y to become a paper airplane...wait, how is that
a curse? The demon pathetically attempts to make this new ability sound like a
bad thing and explains it further. You can press B or hit a floor or wall to
return to normal. You can only steer up and down, or left and right. Holding
the control stick back (the direction you are gliding away from) angles the
Mario-plane upward, making him gain altitude but lose speed rapidly. Pressing
the direction he is gliding in makes him dive and lose altitude but gain speed.
Balance the two for maximum distance. After you ensure the demon you understand
your "horrible" curse, the cutscene ends with Goombella just as wierded out as
you.
Return to the previous room and try out your new ability on the Plane panel you
saw. (Make sure to start from as far to the edge of the panel as possible for
maximum distance) Hit Y and balance pressing the control stick left or right.
You only need to glide to the top of the giant yellow block; from there you can
jump to the left ledge and enter the doorway.
You emerge in a huge, roughly circular chamber: the Thousand-Year Door room.
Professor Frankly is excited about finally seeing the door, and Goombella is
confused about the strange pedestal in the middle of the room. Jump onto it; 2
circles of blue light surround you and the map rises into the air! On it, a
strange castle thing appears on some grassy fields northeast of Rogueport; this
is where the Diamond Star is! Also, Mario gains his first Star Power: Sweet
Treat! Frankly takes you back to his house to explain.
ROGUEPORT
Back in Rogueport, Frankly takes out outside to show you how to use your new
Star Power. He'll teach you about using Sweet Treat, your Star Meter, and
appealing. He also talks about the Bingo slot machine that periodically appears
and the audience. (He doesn't teach you about Stylish moves, which are detailed
in Game Basics for normal attacks, Partners for partner abilities, and Badges
for Badge attacks) After that tutorial, you go back inside to discuss the next
Crystal Star, the Diamond Star. He says it's in Petal Meadows. He also wonders
if Peach went off there to search for the treasure on her own. Goombella
mentions there are some evil people looking for the Crystal Stars. (Remember
Crump and his army of wierdos?) Frankly decides to stay here and sends you and
Goombella off to search for the Crystal Star...and Princess Peach. As you're
leaving, however, he stops you one last time to give you your first Badge:
Power Smash. He teaches you briefly about using Badges, then finally leaves.
Before continuing on to Petal Meadows, there are a few other things you may
want to do. The Lovely Howz of Badges (out the second-floor door in the Inn) is
now open, and you can buy Badges from it if you want and have the coins. I'd
recommend the Super Appeal and Power Jump Badges for now. After that, you may
also simply want to train against the weaklings in the sewers some more to earn
more coins and level up, which will make Petal Meadows much easier.
ROGUEPORT SEWERS
When you're ready to advance the storyline, go right in the first Sewers area,
past where you boarded the moving platform. There's a Plane Panel here; use it
to fly the gap with the Spiky Goomba to the far right ledge and enter the next
area.
There's a strange tentacle coming out of the sewage here. If you whack it, an
enraged Blooper appears and fights you!
MINIBOSS: BLOOPER
Appearance: A giant white squid thing with a black band between its eyes.
HP: 12
Attack: 1
Defense: 0, is flying
Location: Rogueport Sewers
This giant squid thing shouldn't be tough at all. You can choose to attack it
with Jump Attacks (especially if you got the Power Jump Badge) or attack its 3-
HP tentacles to make it fall to the ground where you can hit it with Power
Smash attacks. Use Sweet Treat if need be to heal HP and FP.
Once you beat the Blooper, two moving platforms rise out of the water. Jump
across them (don't worry about Goombella's falling into the piranha-infested
sewage every few seconds) and go into the warp pipe here to enter...
---
b. Chapter 1: Castle and Dragon (Chap1)
Enemies: Goomba, Paragoomba, Spiky Goomba, Koopa Troopa, Bald Cleft, Bristle,
Fuzzy, Gold Fuzzy, Paratroopa, Dull Bones, Red Bones, Hooktail
PETAL MEADOWS
Ah, scenic Petal Meadows. A place where people can relax and enjoy the beauty
of nature. Your first Crystal Star will be a piece of cake! After emerging from
the warp pipe, you can whack the trees behind the pipe to get a Star Piece of
the left one and a Mushroom from the right. Save at the Save Block, then go to
the right. You don't get far before a massive dragon flies overhead to the
castle in the background, the one pictured on the map as the location of the
next Crystal Star! Maybe Petal Meadows isn't so peaceful after all. Keep going
and note the strange rock formation here. 6 rocks surround a larger one that
looks vaguely like a warp pipe, and the left and right ones have strange
indentations. You can't do anything here for now, so keep going to the next
area. (You can hit the yellow block for another Mushroom on your way out)
You'll fight some Goombas in the next area; nothing new. Be sure to get first
strikes on them and the battles will be easy. Hit the red block here for a
fairly worthless Close Call Badge. You'll see short and tall pipes here as
well, but once again you can't do anything here yet. One other thing for this
area: if you hit one of the weird poles with eyes near the end of the area with
your hammer repeatedly (it's the one that bobs up and down when hit) a
Horsetail pops out. It's a useful item for cooking.
Fight another group of Goombas in the next area; this one is bigger than any
others you've faced, with 4 various Goombas in it. After beating them, examine
the two large bushes to reveal a warp pipe behind them and enter it to appear
in...the background! Cool! Run to the right and whack a ! switch to trigger a
cool animation in which a bridge spanning the nearby river appears from turning
pages. After hitting the switch, keep going right to find yet another Star
Piece, then return to the foreground and across the bridge. You can examine the
lower bush for a Mystery and hit the block for a Fire Flower. Then go right
through the wooden arch.
PETALBURG
You've arrived in Petalburg, the village of the Koopas! The first building
you'll see if the local Inn, and the second is the item shop, which carries a
few items Rogueport's doesn't.
>>>>>>>>>>>>>
NIFF T'S SHOP
<<<<<<<<<<<<<
Courage Shell-5 Coins(!)
Fire Flower-8 Coins
Honey Syrup-5 Coins
Mr. Softener-8 Coins(!)
Mushroom-4 Coins
POW Block-5 Coins(!)
You may want to buy at least 2 POW Blocks here; you'll need them soon! There's
nothing much else to do in the first area, so continue to the second.
There isn't much else to do here, and you can't continue east as the gate is
shut. To continue, visit the mayor of Petalburg in the ugly pink house in this
area. (Also, you can search the bushes in his yard to find Turtley Leaves,
valuable cooking ingredients) When you ask the senile, bushy-eyebrowed old coot
about the Crystal Stars, he says the dragon you saw earlier, Hooktail, has one.
(But you probably already knew that) He was going to give a reward for the
defeat of Hooktail, but since you can't protest he cancels it and calls you
Murphy. He says there is a pipe near Petalburg that takes you to Hooktail's
castle, but you need stones called the Sun and Moon Stones to gain access to
it. (Could he mean the rock formation in the first area? Those indentations
must have been where the Stones go) Anyway, the Stones are hidden in Shhwonk
Fortress east of here. He gives you permission to go there. Now, leave before
he drives you crazy!
Now, talk to the Koopa guarding the gate; he lets you through. A sweater-
wearing Koopa you probably saw near the mayor's house walks up to you. He
introduces himself as Koops and tries to ask you for a favor, but nervously
changes his mind and leaves. Now, go through the gate to the path to Shhwonk
Fortress.
SHHWONK FORTRESS
Besides the usual Goombas here, you'll also fight some new enemies: Koopa
Troopas. These shelled enemies have high HP, attack, and defense, but they can
be flipped over if you jump on or Headbonk them, leaving them helpless against
attack. If you want, you can use Sweet Treat to heal and then appeal to get
your Star Power back while they're flipped; they take 2 turns to get up. Upon
entering the area, search the first bush you see for a Star Piece. If you
didn't stock up on POW Blocks in Petalburg, don't worry; hit the block here for
one and continue into a guardhouse of the fortress.
There are two rocky enemies called Bald Clefts in here; examine the pedestals
they're sitting on to fight them! They have the same attack and HP as a Goomba,
but also 2 defense. You can take them out with Power Smash attacks if you want,
but it's best to simply destroy them simultaneously with a POW Block. After the
Bald Clefts go down, the door to the next area opens up.
Defeat more Goombas and Koopas here. If you're out of POW Blocks, search the
last patch of bushes to the right for another, then enter the next guardhouse.
This room is just like the first only with Bristles. They not only have massive
defense and have spiked all over them preventing you from getting close, but
also an immunity to fire. This means the only way to slay them now is to use a
POW Blocks. With one of those, they go down as easily as the Bald Clefts.
Defeating them opens the next door.
In the final outdoor area, defeat more enemies and get some items if you wish.
The block contains a Fire Flower and there's an Inn Coupon behind the wall near
the center of the area. Enter the far door to find...
It's a Thwomp! He apparently guards the Sun and Moon Stones. If you agree to
battle him for them, he challenges you to...a game show! (This sounds like
something out of Banjo-Tooie) Switching the scene out to a glitzy set, he
starts asking you questions. You must get at least 5 questions right to get
past; failing 3 or more will make him send some Clefts after you. The answers
should be easy, but for the truly clueless, here they are:
1. Stone Keys
2. ??? (This randomly generated question asks the sum of two prices of items;
check my shop guide and add them up)
3. Kroop
4. Hooktail Castle
5. Go through a pipe
6. Koopa Troopas
7. Question 7 (he's actually asking you what number question this is...O_o)
After you win, the Thwomp is angry but reluctantly slides aside and raises a
warp pipe. Enter it to reach some waterlogged tunnels deep under the fortress.
Down here, hit the red block for the useful Multibounce Badge. Note the two
tunnels; a Stone key is down each. The tunnels leading to the Stones contain 2
groups of 2 Fuzzies each, and upon grabbing the Stones you're assaulted by 4
Fuzzies. Get first strikes in the tunnels, and try your new Badge out to soften
all of them up. A Fire Flower helps against the 4-Fuzzy battles, but this
shouldn't be hard either way. After you get both Stones, a gold-colored Fuzzy
will appear and attack you! This guy is just like a normal Fuzzy only with
over3 times as much HP. Use the Power Smash attack to heavily damage him. Once
he's down to 5 HP or lower, he falls in a swarm of Fuzzies to aid him. (Try 2
consecutive Power Smashes to make him at 2 HP when he does this, at which point
he can easily be finished off) The Fuzzy horde attacks many times per turn, but
it's a little too powerful; focus on the Gold Fuzzy. (It's a wonder you can
even find it) Once the Gold Fuzzy goes down, all the others retreat and you're
home free to return to Petalburg. Backtrack all the way to the peaceful
village.
PETALBURG
Restock and heal here if you wish; you've got a long dungeon ahead of you. You
may wish to train in Shhwonk Fortress some more. Once you're ready, leave to
the west to head for the strange rock formation.
PETAL MEADOWS
As you leave the village, Koops stops you again. He manages to say what he has
to this time; he wants to join you to continue what his dead father left off by
storming Hooktail's castle and proving his strength to the village. Without
further ado, he joins your party!
KOOPS' ABILITIES: A PRIMER
Koops is your newfound Koopa partner. He's a timid Koopa who first joins Mario
to defeat Hooktail, who killed his father, and impress his girlfriend Koopie
Koo. He also has quite a useful field skill. Hitting X sends him shooting out
forward. He'll strike any enemies/switches or grab any items he hits. (And with
items, return them to Mario) It's great for long-ranged first strikes as well
as going places Mario can't. Also, if you hold X, Koops will continue to spin
in one place. Mario can then do anything he wants while keeping Koops spinning
as long as you hold X. Release X to make him shoot backwards even farther than
he was shot forwards. This lets you remote-control him to hit some switches.
When battling, Koops excels at hitting ground enemies. Also, because of his
shell, Koops innately has 1 Defense, which offsets his low HP.
HP: 10/15/25
---Abilities---
Shell Toss: 2/3/5 damage to front ground enemy
Action Command: Hold the control stick left and release when it passes through
the red circle
Style Command: Hit A as Koops strikes the target to make him spin on his shell;
hit it again as he's slowing and about to stop spinning for even more appeal.
Koops' Shell Toss works much like Mario's Hammer attack. Since it's a hit and
run, it ignores any effects the target may have on it.
Power Shell (3 FP): 2/3/5 damage to all ground enemies
Action Command: Hold the control stick left and release when it fully fills
Style Command: Press A as Koops returns to regular position after attack to
make him handstand; press it again about 2 seconds later for more appeal.
This move works like Shell Toss, only hit hits all ground enemies for
relatively little FP. When fighting hordes of weak enemies, this move is
probably your best bet.
Super Ability-Shell Shield (4 FP): Protects Mario from a 6?/8 damage
Action Command: Hit A as the needle passes through the red area
Style Command: Press A as shell is falling, right before it covers Mario
Koops can pull a giant shell out of somewhere and put it over Mario to protect
him from a set amount of damage, depending on how well you did with the action
command. It's unlikely you'll get the numbers above very often, since the
timing is so hard to pull off.
Ultra Ability-Shell Slam (6 FP): 6 damage to all ground enemies, pierces
defense
Action Command: Flick the control stick to the left repeatedly
Style Command: Same as Power Shell
This stronger version of Power Shell does more damage and, if you're
successful, ignores defense, which is great for heavily armored enemies. The
action command is very hard, however. I've been able to achieve results by
turning the controller 90 degrees counterclockwise (so the control stick is on
the bottom) and using your pointer finger to flick the control stick rapidly.
After he joins you, his girlfriend, Koopie Koo, comes out. She wants him to
stay and not risk his life in the Castle, but Koops is insistent. He gets mad
and beats the pulp out of you, then storms off. (That's love for you)
As you cross Petal Meadows, try out Koops' cool, ground-based abilities, which
can attack spiked enemies. Try using his field skill for a first strike at long
range!
In the middle area, enter the lower warp pipe you see; with Koops, you can now
get the treasure. You'll emerge on the tall warp pipe nearby. Use his field
skill to hit the block the Happy Heart Badge sits on, then jump down and pick
it up when it falls.
Once you make it back to the first area, you can return to Rogueport if you
want to buy Badges or something. Once you're ready, insert the Sun and Moon
Stones into the indents in the rocks. This summons 2 ! switches that much be
hit simultaneously. Impossible? Never! Stand right next to one switch with your
back to it, use Koops' field skill, and continue to hold X to make him stay.
Head over to the other switch while doing this. Release X, then IMMEDIATELY
press B. If successful, this maneuver hit both switches and breaks off the rock
around a warp pipe in the middle. Take it to enter the background again, then
go over to Hooktail Castle.
HOOKTAIL CASTLE
This is it: your first real dungeon. As you'll soon see, many hapless explorers
have lost their lives here...including Peach! (Just kidding) You start out in a
gatehouse of sorts. Before using the springboard, exit through the ground-level
door.
The bridge spanning the moat is out, but you'll get past that soon. For now,
drop down the stairs and jump across some rocks. When you're on the final rock,
you'll be close enough to retrieve the useful HP Plus Badge from the other side
of the moat with Koops. Now, return to the gate house.
In here, use the springboard. You can heal with the Heart Block in here, but
beware; it takes coins now. After that, leave through the door to the right.
Back in the moat, get onto the Plane panel. Use your ability to glide across
the moat; it shouldn't be hard at all. Enter the double doors here to finally
get into the actual castle.
See what I mean? The castle is littered with the bones of Koopas unlucky enough
to venture into the castle...and some Dull Bones. Heh heh heh... You'll fight
more Koopas in here, as well as new Paratroopas. They are winged Koopas, but a
simple jump attack or Headbonk grounds and flips them, turning them into easy
Koopa Troopas. Remember not to use Koops against them. Keep in mind that the
stairs here simply lead to another Plane panel for exit of the castle. Lastly:
hit the red block in the first hallway for the potentially deadly Power Bounce
Badge! Now, enter the next room.
This room is littered with more skeletons. Halfway through, Koops runs to one
of the skeletons. It's his poor father! He notices a note in the skeleton's
hand and reads it. It contains the last words of his dad. Although he didn't
defeat the dragon Hooktail, he did learn its weakness: crickets? There is also
a cricket-related item in the castle you should find and use against Hooktail.
The note also warns you not to fall for any tricks when fighting Hooktail and
not to give in to your kinder side. Then it closes with a final greeting
to...Kolorado!? It isn't Koops' father after all! (Mario's going to have some
explaining to do when he revisits Koopa Village) Now, continue to the right.
Examine an unusual red skeleton at the door to the next room. It comes alive
and attacks you! More accurately, he summons an army of Dull Bones, weak living
skeletons, to attack you! They'll attempt to push you back, so clear them out
with your hammer and make your way to the Red Bones to engage it in battle!
This fight shouldn't be too hard. The Red Bones is accompanied by 4 of his Dull
Bones minions. The Dull Bones have only 1 HP, but 2 attack and 1 defense. Don't
try using any jump-based attacks on them. The Red Bones has 5 HP and 3 attack
and can come back to life a few turns after you beat him, so save him for last.
To clear out all the Dull Bones at once, try using Koops' Power Shell attack.
After that, focus on the Red Bones and any Dull Bones it creates until you win.
After that, go through the door it guarded to the next room.
You emerge in a very tall room. Go right and up the stairs, grabbing the Shine
Sprite along the way. These objects are used to promote your partners *BOOM*,
but you'll need 3. You can't go through the locked door, so investigate the
stone blocks. You don't appear to be able to do anything...or can you? If you
whack the purple block on the lower ledge, another purple block lowers down to
the ground nearby! Go back up and use the purple block to jump across the stone
ones and smash a yellow block. This frees another gravity-defying block marked
with a yellow triangle. Hit the corresponding block to raise it and stand where
it was. Hit the red ! switch with Koops' field skill to reverse the direction
of the stairs! Climb them in their new position and use Koops again from the
ledge you can reach to get a Castle Key to unlock the door. Hit the ! switch
again from the other side to reset the stairs.
Before leaving, you have a few Star Pieces to get. First, stand next to the
purple switch block while facing away from it. Use Koops' field skill and hold
X. Climb the stairs and get onto the moving purple block, then release X. This
hits the switch and lets you ride the block up like an elevator. Go through the
door you can now reach to find a ledge in an adjacent room with a Star Piece!
Now, go back and lower the purple block. Repeat the "elevator" procedure, this
time with the yellow moving block. You can now jump to a high ledge with
another Star Piece on it. Now, unlock the door to the next room.
You can ride the giant green block in here by hitting the switch with Koops,
but there's another locked door after that. Save with the Save Block, then go
through the east door.
In this dungeon-like room, you'll probably notice another Attack FX Badge much
like the one you could get from Dazzle in a jail cell. There's no way to reach
it right now; try the ! switch. It briefly raises some bars in another cell,
but not for long enough for you to go through. Use Koops' field skill again to
hit the switch while standing right in front of the bars, then quickly go
through them to the next room.
The only feature of this dungeon is...another black chest! Don't be fooled when
it begs to be let out and pretends not to know about a curse; if it's anything
like the last one, there's a demon inside! Still, since the previous "curse"
was actually a new ability, maybe you should open the chest. (You have no
choice; in case you didn't figure it out, you're trapped behind the movable
bars in the previous room) Look for the Black Key by going to the next room.
Note the strange holes in the floor in this room. Try reaching the chest in the
center without going over them; you'll need practice for later. Once you open
the treasure chest and get the Black Key, spikes jut out of the holes, and the
spiked ceiling begins to lower! Luckily, if you have any idea at all where
you're going, you'll have plenty of time to escape.
Back in the previous room, open the black chest. It goes through the usual
routine of "cursing" you, laughing maniacally. Unlike the last one, this
"curse" can be used anywhere. You can now press and hold R to...turn sideways?
I still don't understand why Mario needs the curse of a thousand-year-old demon
to do that. Anyway, after the demon finishes his pathetic speech, go back to
the room with the jail cells.
You can now use your new Paper Mode to slip through the bars of the jail! Cool,
huh? Before leaving, be sure to slip into the leftmost cell and get the Attack
FX R Badge. Although it makes your attack sound like a frog, it's supposed to
be a cricket; this Badge is Hooktail's weakness! Now, exit the room.
Make sure to save in here, then keep going backwards.
Continue to backtrack through the tall room to where you fought the red Bones.
Okay, you're FINALLY where you need to be. One of the sets of bars in this room
is only vertical; use Paper Mode to slide through them and go right to get
another Castle Key. Now that you have this, leave and go to the Save Block
room.
Save once again in here if you wish, then climb the stairs and use Koops to hit
the small green block while standing on the huge one. After the ride is over,
climb the stairs and go through the locked door.
In case you have no sense of direction, you're back in the tall room, on the
next level. If you're injured, heal with the Heart Block in here. There's a gap
in the walkway up ahead; hit the ! switch to fill it in. At the next gap, use
Koops' field skill to hit the switch. There is no switch at the third gap,
however. Jump through the open window near it and go along the windowsill to
get past the gap. (When you're outside, go to the right first for a Star Piece)
Fight some more Dull Bones in the next room. Hit the green ! block on top of
the stairs to lower another huge block. Remote-control Koops to hit it while
standing on the block and ride it up to a walkway with 2 doors and some
Goombas. Go through the left one first.
This appears to be a storage room; it's filled with weapons and treasure.
There's also a masked mouse in here who introduces herself as Ms. Mowz, a
world-famous treasure hunter. She's come to the castle to seek out a rare
Badge. She doesn't seem to care much about the Crystal Star and leaves, already
having what she came for. As she does, she kisses Mario. (First Goombella, now
Ms. Mowz? Does Mario have new cologne or something?) She also gives you a tip
about a Badge that can defeat Hooktail, which you should already have. After
Ms. Mowz leaves, plunder the treasure she was guarding. There's a second Shine
Sprite in here, and the chests contain a Castle Key, Mushroom, and Honey Syrup.
After getting everything, exit the room.
Go across the walkway and unlock the door.
The next door seems to be on an unreachable ledge. Or is it? Whack the yellow
block once to lower another block, then remote-control Koops to raise it while
you're standing on it. Get off the block and carefully make your way along the
narrow rafter. You'll soon reach a Plane Panel to the left; use Paper Mode to
slip through the bars and reach it. Before using the Panel, get onto the far
rafter and go right to reach a Star Piece. Now, return and use the Plane Panel
to reach the far door.
You're almost to the end, but if you want a Badge you'll have to take a detour.
Go down the short flight of stairs and hit the small yellow block to lower a
huge one. Drop down to where it fell; you can now reach the Last Stand P Badge
on a ledge. If you get the Badge, you'll have to make your way back through the
last few rooms to get to the highest stairs again. Anyway, climb up to the
highest landing. Be sure to get the Shine Sprite here; you should have enough
to level up a partner with Merlon after you return to Rogueport! Now, exit
through the door.
You emerge on a high bridge far above the ground leading to the tower where
Hooktail lives. Avoid or fight the Paratroopas up here and climb the long
staircase leading up the tower. A Spiky Goomba is impossible to avoid, but it
should be easy. Once you reach the top, Save and Heal if necessary, make sure
you have the Attack FX R Badge equipped (and some attack Badges like Power
Smash), then enter the massive final doors.
You enter a huge chamber with Hooktail right on top of you. After deciding how
he'll eat you, the dragon attacks!
BOSS: HOOKTAIL
Appearance: A massive red and white dragon. You can only see its head.
HP: 20
Attack: 5/3
Defense: 1/0
Location: Hooktail Castle
Hooktail is the youngest of the dragon siblings, and is the only one to have a
castle named after him. He is a fearsome and powerful foe, but hates crickets
after an...unpleasant childhood experience. Wearing the Attack FX R Badge
weakens him, giving him the stats after the slashes above. After that Hooktail
shouldn't be too tough. He has a claw slam that damages your front party
member, and fire breath that damages both. Also, when you defeat him, Hooktail
will offer a variety of rewards for your forgiveness. Don't accept any of them,
or he'll attack you! After that, he heals half his HP by eating some of your
audience! Use your strongest moves to beat him for good!
After beating Hooktail, you start looking for the Diamond Star. Suddenly,
Hooktail coughs up a middle-aged Koopa. It's Koops' dad! He had been trapped in
the dragon's stomach for 10 years. (Amazing that he made it out with his sense
of smell) When you mention you're looking for the Diamond Star, Koops' father
tells you he found it in the dragon's stomach and gladly hands it over. You
win!!! (And learn a new Star Power, Earth Tremor!!!)
END OF CHAPTER 1
After the End of Chapter scene disappears, you're asked if you want to save.
After that, the screen fills and empties with Mario faces.
???
A cutscene starts in a high-tech chamber. Several of the wierdos you defeated
in Rogueport Harbor lead Princess Peach into the room; they must have kidnapped
her! They confirm this to their apparent leader, a large, robed figure with a
huge computer for a brain. Obviously this guy (called Grodus by his minions) is
the main villain of the game! He demands to know where the map is, but Peach
denies knowing about it. As he threatens her, a minion reports that the Crystal
Star guarded by Hooktail has been taken! When Peach reveals she knows you,
Grodus has her sent to her room for questioning. He then tells Crump to guard
the excavation of the next Crystal Star, in the Boggly Woods. Grodus seems to
be smarter than he looks, however. (Or maybe not, considering that he looks
like a genius with a computer on his head) He decides not to send only Crump
and summons the Shadow Sirens. Wait, who? The 3 ghostly women rise out of the
floor in front of Grodus, and the oldest one speaks. They decide to take the
map from you and disappear.
The scene switches back to Princess Peach in her Spartan room. Just like in
Paper Mario, you control Peach for a brief scene after each chapter. The right-
hand door is locked, and there are no secret passages behind fireplaces this
time. Go through the left door.
Those wierdos seem to have thought of everything; Peach gets a large bathroom
the size of her normal room. Take a shower in the bathtub (this must be a first
in video gaming) and a set a new world record for a quick shower, then return
to the bedroom. The door on the far wall opens on it's own; go through it to
enter a high-tech hallway. There's a door about halfway down, but it's won't
open. The far door opens as Peach approaches it, so go through.
This room is dominated by a massive computer. A voice speaks to Peach, and is
revealed to be the computer itself. It's called TEC-XX, but lets Peach call it
TEC. (I didn't know computers liked to have nicknames) It was created by Grodus
and claims to be the perfect computer. (You'd think it should have mastered the
caps lock key by now) When Peach asks why TEC has let her come here, it
responds that it was investigating a strange feeling that occurred while it was
watching Peach. Extremely confused, Peach reluctantly guesses that TEC may be
in love with her. O_o (I hope that "glitch" didn't occur while Peach was
showering...that dirty computer!) TEC, while claiming to be the perfect
computer, doesn't understand love and becomes more confused as Peach tries to
explain it. It promises to grant Peach a wish if she teaches it more about
love. (This is sounding more and more like a B-movie plot) She asks TEC to let
her send a message, which it does. After sending the E-mail, TEC sends Peach
back to her room and the scene ends. You're once again asked if you want to
save, then a pattern of Peach faces appears.
BOWSER'S CASTLE
The scene switches not back to Mario, but to Bowser's castle! The Koopa King
bursts into a long hallway and demands to know why Kammy Koopa has summoned
him. A flunky tells him to wait in the back of the room until she arrives. You
then-get-ready-gain control of Bowser! Bwahahahahaha! Try out his fire breath,
and have some hilarious conversations with some more flunkies! Once you reach
the back of the room, Kammy arrives. She reports that Mario has been spotted in
Rogueport on a treasure hunt for valuable Crystal Stars, which Bowser decides
he must have. Out of the blue, she changes the subject and...asks if he likes
fried eggs. O_o Apparently, she had them for a picnic on her "surveillance
mission" to Petal Meadows. Another flunky breaks the weird conversation up with
news that Peach has been kidnapped...by someone else! Bowser is unemployed! He
quickly hops into his weird helicopter vehicle and crashes through the back
wall, flying off to re-kidnap the Princess with Kammy trying to keep up. Once
again, you're given the option to save.
PETALBURG
After the collage of Bowser heads, the scene switches back to Mario in
Petalburg. Koops has decided to stay with Mario to become stronger, and says
goodbye to his father and girlfriend. Before leaving the village, look in the
side yard of Kroop's house. Use Paper Mode to slip through the fence and get
the Mega Rush P Badge. Now, feel free to stock up on items if you want, then
leave.
PETAL MEADOWS
After you leave Petalburg, Mario receives an E-mail on his Mailbox SP. (He must
have entered the information age between games) It's the message Peach sent!
She says she is safe, although she has no idea where she is or who it is that
kidnapped her. She tells you they are also looking for the Crystal Stars and
magic map, which you should protect at all costs. Now, continue back to
Rogueport Sewers.
ROGUEPORT SEWERS
Note that you can now use Paper Mode to slip through some bars just outside the
waterlogged room you fought the Blooper in. This gives you access to a pipe
that leads to Merlee's house in the background. If you can spare the coins, her
"curses" can be very helpful. (Do she and the demons in the black chests have
weekly meetings or something?) Return to the Thousand-Year Door room to find
the location of the next Crystal Star, but before standing on the pedestal
again, slip through the bars behind you as you enter the room. Use the
springboard to reach a Plane Panel and glide across the room to the opposite
ledge. Use the springboard here to reach a ledge with a Shine Sprite, then drop
back down. Slip back through the bars and go through the door to the left.
This dank, spear-lined room is the entrance to the Pit of 100 Trials, a
diabolical endurance challenge. You won't get far if you try to enter it now,
so just look behind the stairs you enter on for another Star Piece. Now, return
to the pedestal in front of the Thousand-Year Door.
The cutscene plays as before when you use the Diamond Star to reveal the
location of the next Crystal Star. The Emerald Star is apparently in a giant,
black-and-white tree. The magic map is as confusing as ever, You're
automatically taken back to Frankly's house to find out what to do.
ROGUEPORT
Frankly says that the Emerald Star is in the Great Tree, in Boggly Woods. She
shows you what one of its inhabitants, a tiny creature appropriately named a
Puni, looks like. Wait, haven't you seen these things before? You saw one
scurry into a hole in the room where you found the Black Key, remember? Maybe
you should return to where you saw it happen; if you remember, there were some
bars you could slip through with Paper Mode there. First, however, explore
Rogueport some more; quite a few new things are open to you. New Badges are on
sale at the Lovely Howz, and a traveling salesman named Charlieton can be found
selling 4 of his random wares in Rogueport Square. You can enter and exit
Rogueport Sewers to reset them.
>>>>>>>>>>
CHARLIETON
<<<<<<<<<<
Attack FX C Badge-120 Coins
Boo's Sheet-24 Coins
Double Pain Badge-36 Coins
Dried Shroom-2 Coins'
Earth Quake-18 Coins
Hammerman Badge-180 Coins
Jammin' Jelly-120 Coins
Jumpman Badge-180 Coins
Mega Rush Badge-60 Coins
Repel Cape-18 Coins
Shooting Star-36 Coins
Slow Go Badge-12 Coins
Stop Watch-24 Coins
Timing Tutor Badge-120 Coins
Ultra Shroom-120 Coins
W Emblem Badge-360 Coins
Also, if you were following my walkthrough, you should now have 3 Shine
Sprites, enough to promote one of your partners! I'd recommend promoting
Goombella first, since this gives her the potentially deadly Multibonk and lets
her do 4 easy damage with Headbonk.
When you enter Rogueport Square again, you'll probably notice some weird guy in
green standing next to some crates. It's Link, and he's come to help us!!! No,
wait, it's your brother Luigi. What's that vegetable doing here? If you talk to
him, he tells you a story of what he did since you left. He received a second
letter soon after you left, a plea for help from the Waffle Kingdom. He soon
embarked on his own adventure bizarrely familiar to his own. He's currently
taking a break from saving Princess Eclair and gathering the 7 Compass
Fragments. (each of which points to the next...any of this sound familiar?)
Good luck to him.
Only one thing has changed in Rogueport Harbor. A rat introducing himself as
Lumpy has set up business there and asks for multiples of 100 coins in
investments. If you can spare the money, it'll be worth it; you'll be paid back
triple what you gave him late in the game!
Now, for some other business. You've probably grown much stronger since the
Prologue, so it's time to take on Gus, the Craw guarding the eastern side of
East Rogueport. Use Koops as you partner (After Tattling on him with Goombella,
of course) and hammer him with Power Smashes (literally) until he's defeated.
Use items if necessary. After defeating Gus, you can access the area behind him
whenever you want. Only one building is of use right now: the Trouble Center.
(The middle one) As usual after beating a chapter, 3 new Troubles are available
at the Trouble Center, as well as 6 that were available from the start. Do them
all to snag some phat lewt.
Now, head back to the Toad Bros. Bazaar. The contact lens you ordered for Zess
T. has arrived! Buy it for about 8 coins (I think) and hand it over. Zess moves
out of the way, granting you access to West Rogueport, and enters her house. If
you have any items you want to cook, talk to her again. (She never gets over
your clumsy mistake, unfortunately) Make sure to cook all your Mushrooms and
Honey Syrups. Now, check out West Rogueport.
You'll probably notice the western side of Rogueport is more respectable and
wealthy than the other parts. It has a shop selling advanced items near the
western end of it.
>>>>>>>>>>>>>>
WESTSIDE GOODS
<<<<<<<<<<<<<<
Dizzy Dial-12 Coins(!)
Dried Shroom-2 Coins(!)
Life Shroom-50 Coins
Super Shroom-20 Coins
Thunder Bolt-10 Coins(!)
Volt Shroom-10 Coins(!)
These items are a little expensive, but very powerful if you can afford them.
Going east from that is the Pianta Parlor. This casino offers a variety of
minigames and prizes. You can buy Piantas from the weird, Pianta-shaped machine
next to the counter for 3 coins each. There are 2 slot machines to play next to
that, although that isn't recommended. It's best to just buy your Piantas. At
the counter, you can buy prizes or play minigames that emphasize your paper
abilities. The selection of both increases as you get more special cards like
the one from the Try to Find Me! trouble. The giant Game Boy is for viewing
your scores in these minigames. Outside, there is also Lucky, an enormously fat
Bob-omb that runs the lottery. Since you'll probably never win and the prizes
aren't too good, it's best to avoid this psychopath. There are some houses and
a garden on the east side of the area, but nothing major.
The alleyway to the north leads to a combination train/blimp station, but you
can't do anything there yet except use the Save Block. For now, just find the 3
Star Pieces in this area. They're found behind the trash can to the extreme
left, the tall warp pipe in the garden, and the wall next to the east exit.
There's also one other thing of interest in this area: a passage to a new area
of Rogueport Sewers. It's cleverly hidden, but in plain sight. Hint: you need
one of your paper abilities to get at it. Still can't find it? !elddim eht ni
etarg eht hguorht pils ot edoM repaP esU
ROGUEPORT SEWERS
In this area, you drop onto a tall pillar. You can't do anything to the left
right now, so drop down behind the platform and look around for a Star Piece.
Defeat the easy Spunias and Spanias, then go down the warp pipe on the ground.
You emerge in an area that's a mirror of one you're already been through under
the east side of Rogueport. You'll fight more easy enemies here. You can hit
the blocks for a Slow Shroom and Gradual Syrup. There isn't really anything
else to do here right now, so return to the first area.
Simply enter the nearby horizontal pipe to emerge atop the tall pipe in the
garden.
ROGUEPORT
Use the secret sewer entrance again here.
ROGUEPORT SEWERS
This time, jump across the platforms to the right. They rise and sink like a
balance when you're on them, so be quick. The doorway to the right takes you to
a large underground plaza, the same area as you find Dazzle in but on the other
side of the fallen pillar.
Just like on the opposite side, look behind the short pillar as you enter for a
Star Piece. The first building, the one right across from Merluvlee's house, is
locked from the inside. You won’t be getting inside until much, much later.
Now, go around the central fountain and down some steps. Behind a broken pillar
to the right, in front of Merluvlee's house is another Star Piece. In a chest
to the left in the water is a chest containing the useful Soft Stomp Badge. Now
use the left behind the fountain and check out the two central buildings. The
right-hand one is actually a shop selling some exotic items you won't find
anywhere else.
>>>>>>>>>>>>>>>>
UNDERGROUND SHOP
<<<<<<<<<<<<<<<<
Gold Bar-110 Coins(!)
Gold Bar x3-350 Coins(!)
Gradual Syrup-15 Coins(!)
Jammin' Jelly-200 Coins(!)
Slow Shroom-15 Coins(!)
Ultra Shroom-200 Coins(!)
The other building is home to Wonky, a bizarre know-it-all who will tell you
random, interesting things for 5 coins each. If you want, you can save before
talking to him, then restart to save your coins. Now, if you're ready, go back
to the room where you saw the Puni to continue the storyline. (It's the one
where you found the Black Key)
Sure enough, you find the Puni there again. When you confront him, the first
thing he does is to ask if you're going to eat him. (Choose the second answer
for hilarity) Your partner asks what the Puni is doing here instead of in the
Boggly Woods. He says you must be an X-Naut if you know he's from the Boggly
Woods. Wait, Grodus mentioned the X-Nauts during Peach's scene! He and Crump
must be the ones making the Puni's lives miserable and searching for the
Emerald Star! Your partner decides to go with the Puni to get the Emerald Star
before the X-Nauts do. Relieved, the Puni introduces himself as Punio. (The
first of a predictable naming pattern among Punis you'll soon see) He goes back
into the hole he entered the first time; use Paper Mode to follow him. When you
speak to him in this area, he goes into another hole and uses a secret switch
to open a secret tunnel in the wall. Climb the stairs and enter it, then go
right to an area containing a grey stone pipe. (If you go left first, you can
reach a ledge with a Damage Dodge Badge) Punio says the pipe leads to his home
and enters it. Follow him to commence chapter 2.
---
c. Chapter 2: The Great Boggly Tree (Chap2)
Enemies: Dark Puff, Pale Piranha, Cleft, Vivian, Marilyn, Beldam, X-Naut,
Pider, Yux, Mini-Yux, Magnus von Grapple
Whoah, check it out! This wood is definitely mind-boggling! It's filled with
black trees with white leaves, rainbow-colored ground, and white flowers! Talk
about wierd. Anyway, you're finally in the second chapter. Let's get to work!
Punio is now following you as a pacifistic partner, so follow his advice and
proceed to the next area, saving is you want.
At the beginning of this area, you run into the minions of Grodus you saw in
Peach's scene: the Shadow Sirens! This isn't good...or is it? The oldest sister
(Beldam) addresses the youngest one (Vivian) about their task: to find you and
steal your map. Beldam asks how Vivian got the necklace she's found, scolds her
for wasting time on it, and tells her to get out the picture of you. Vivian
doesn't have it; her older sister was supposed to. Before their fighting gets
out of hand, they notice you, but ignore you; without the picture, they have no
idea what Mario looks like! They get right back to the issue of the picture;
for losing something she probably never even had, Beldam takes the necklace.
With that kind of treatment, I almost feel sorry for poor Vivian... Anyway, you
are free to talk to the sisters, but they don't have anything very interesting
to say. (Especially the giant middle sister, Marilyn)
Anyway, keep going to the right. You'll soon encounter the Boggly Woods' unique
enemies, which all match the wood's monochrome color scheme. The Dark Puff are
fairly easy, unless they charge up with electricity while in the air. If they
do, Earth Tremor or a Fire Flower are the only things that can beat them. Be
careful not to jump on the spiked Pale Piranha, and use powerful attacks like
Power Smash to defeat the Clefts. (Koops will work if you upgraded him) You can
hit the leftmost tree in this first area for a Sleepy Sheep and search the
rightmost ring of flowers for a Honey Syrup. Then continue to the next area.
As you go right, Punio points out the Great Tree in the background. Follow him
down the pipe and over to the tree.
THE GREAT TREE
You find Punio waiting at the base of the massive tree, in front of an
incongruously high-tech door. Punio doesn't know what the door is doing there,
and he can't open it. He suddenly remembers something and climb up a root.
Follow him and talk to him again. The Puni Elder told him about a secret
entrance somewhere around here, but he can't find it. There's something hiding
the entrance; you'll need the wind power of a woman named Madame Flurrie who
lives nearby to find it. Set off for Flurrie's house and leave the area.
FLURRIE'S HOUSE
The scene switches to an extremely incongruous pink-covered mansion. A
partially unseen figure is in the room; it must be Madame Flurrie. As she goes
on with herself about how marvelous it is to live in the woods, it becomes
obvious she's the aristocratic type. Apparently, she used to be a glamorous
actress and is preparing for a comeback. However, she seems to be missing
something important.
After this, the scene switches back to Mario. Go through the pipe in the
background to the foreground and go the way Punio indicates. You can look
around the back of the first patch of flowers you pass for a useless Inn
Coupon.
The next area is in front of a lot of lined-up trees. There are some more mind-
boggling enemies in this area, but they should be fairly easy. You can enter
the vertical pipe near the entrance, which takes you to a Plane Panel. The
panel appears to be useless, however. Keep going right to a tall ledge. Try to
walk into the sparkling part of the ledge nearest the camera; there is a small
tunnel there! Go right and up to the walkway of tree stumps in the background.
As you go left along the walkway, jump while standing between the 6th and 7th
stumps from the right to make a P-Down, D-Up P Badge pop out of a cleverly
hidden block. Now, keep going left to a ! switch you should hit. This raises
the pipe and Plane Panel, making them high enough for you to glide onto the
ledge! Drop from the walkway and do so, but first look to the left of the Plane
Panel. Use Koops to get the Shine Sprite there, then glide to the ledge. Hit
the red block for a Quake Hammer Badge and continue to the next area.
This area has Madame Flurrie's house in the background. Whack the first tree
you come across here for a Star Piece and keep going left. Use the Heart Block
if you have to, then slip through the black fence with Paper Mode. Before
entering the pipe, go left while keeping next to the fence to find a hidden
Star Piece behind it. (There's a Volt Shroom behind the other side of the
fence) Anyway, once you're in the background, enter Flurrie's house.
Puni calls to Madame Flurrie, but there's no response. When you try to open the
door at the right side of the opulent room, she suddenly tells you not to come
in. Puni tells Flurrie his problem, and although she'd love to help, she simply
CAN'T be seen in public without her favorite necklace. (That must be what she's
missing) Wait, didn't Vivian find a necklace? Hurry back and confront the
Shadow Sirens again!
Conveniently enough, after you leave the house, the scene switches back to the
ghostly trio. Vivian suddenly discovers she actually had the picture of you
with her the entire time! (Does she have pockets or something?) Beldam
instantly notices that the man in the picture just passed them by earlier, and
decides to punish Vivian some more for messing up.
Anyway, make your way back through Boggly Woods. Make sure you've used the
Heart Block and are at full health! When you reach the spot where you found the
Shadow sirens, they seem to know you'd come back looking for the necklace and
demand to have the map. Your partner *BOOM* demands to know who the sisters
are, and they give a rehearsed group introduction. (Notably enough, this is the
only time in the game Marilyn says anything other than "Guuuhhh!" Savor the
moment. NOW.) After this, they engage you in battle.
MINIBOSSES: BELDAM, MARILYN, AND VIVIAN
Appearance: 3 strange purple ghost-like sisters. The front one has a red-
striped pointed hat and pink hair; the middle one is enormous with a yellow hat
and yellow hair; the back one is tiny with a blue hat and an evil smile.
HP: 9/12/10
Attack: 1/2/1
Defense: 0
Each of the Shadow Sirens is tougher than any enemy you've seen so far, but
they should still be easy. I hope you promoted Goombella; her Headbonk is great
for doing heavy damage to the Sirens. With Mario, start off with an Earth
tremor to reduce their HP, then focus your attacks on Marilyn. (The middle one)
She has more HP and attack than the other sisters, so take her out first. Next
get rid of Beldam (the back one) to stop her annoying ice and size-changing
magic. Vivian (the front one) simply attacks with fire magic and doesn't have
any special characteristics.
After you defeat the Shadow Sirens, Beldam once again blames the others and has
them all flee. Conveniently enough, they also drop the necklace. Take it back
to Flurrie's house. She has you leave it by the door, and after putting it on,
converts the chandelier to a disco ball to make a flashy entrance. 0_0 I hope
she wasn't this...massive during her acting career... She recognizes you as
Mario and thanks you for returning her necklace with a huge kiss. (That's 3 so
far...has Mario been working out of something?) While complimenting Mario's
mustache (maybe that's what's changed), she decides to join Mario's search for
the Crystal Stars. You just got yourself a new (albeit slightly disturbing)
partner!
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
FLURRIE'S ABILITIES: A PRIMER
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
Flurrie is an aristocratic wind spirit, and former drama queen. She has set up
an incongruous house in the Boggly Woods to rest, and is a friend to the Punies
there. In battle, Flurrie has a wide variety of moves that can be potentially
quite good, but have some very difficult action commands. She's also good at
taking damage with her high HP. Her field skill is to send a powerful blast of
wind forward as long as you hold X. The wind can stun enemies or blow certain
objects away, which often reveals secret passages.
HP: 15/25/35
---Abilities---
Body Slam: 2/4/6 damage to any non-spiked/fire enemy, including ones on the
ceiling
Action Command: Line up the two targeting cursors with the control stick
Style Command: Hit A right as Flurrie hits the ground after slamming the enemy
With this move, Flurrie uses her giant...stage presence to slam down on an
enemy. It's a powerful move that can hit almost anything, including enemies
clinging to the ceiling.
Gale Force (4 FP): Attempts to blow enemies out of battle
Action Command: Hold and release A with rhythm according to the meter
Style Command: Press A immediately after Flurrie stops blowing wind
Gale Force uses Flurrie's wind powers to blow enemies off the field. It you
fill the meter enough (it takes practice to know when to hold and release it,
and you aren't given time to completely fill the meter), this move could end
the battle instantly. (I'm pretty sure that enemies blown away don't give Star
Points)
Lip Lock (3 FP): 4/6 damage, heals 4/6 HP to Flurrie
Action Command: Hold A only when the Star is lit up
Style Command: Press A as soon as you hear the sound indicating how well you
pulled the action command off
This disgusting move has Flurrie give an enemy a huge, wet kiss to both do
damage and heal her own HP. If you use Flurrie to take damage (which is a good
idea), this move is essential. The Action Command is very hard to do, however.
(There is no rhythm as in Gale Force)
Dodgy Fog (4 FP):
Action Command: Tilt the control stick in the directions shown with perfect
timing as each icon lights up
Style Command: Press A after Flurrie raises her arms and creates the fog cloud
Flurrie's Ultra Ability surrounds Mario in a cloud of fog...Dodgy Fog. This
gives him a chance of evading attacks for the next few turns, which can be good
against a dangerous foe. The action command determines the duration of the
move, but it's nearly impossible to do. The proper timing is to press the
control stick a fraction of a second after you hear the beeping noise that each
icon makes when it lights up. It takes a lot of practice.
After this, Punio asks her to help him find the secret entrance to the Great
Tree. Return to the Tree and stand on the root Punio was on. Use Flurrie's
field skill to the right to blow away some wallpaper over the rather
ostentatious secret entrance. Punio eagerly jumps into it. While he's inside,
Flurrie makes some small talk with you about her former acting career. Punio
soon opens the door and invites you inside.
THE GREAT TREE
Don't expect this level to be simple like the giant tree in Paper Mario was.
This giant tree is a huge and confusing level, so stay alert. Anyway, it's
strangely empty in the first area; the Punies are usually everywhere. Suddenly,
2 X-Nauts walk in. They quickly decide to "get you." How frightening indeed. =P
The X-Nauts are slightly stronger than the Boggly Woods enemies, but they
should still be fairly easy to defeat. After you do, they run away to tell Lord
Crump what happened. After Punio thanks you, another Puni emerges from the
statues in the background. Its first thoughts are whether or not you'll eat it.
O_o More Punies emerge and Punio reassures them that you aren't a carnivore. A
fat Puni, Puniper, emerges next and still distrusts you. He tells you the other
Punis, including the elder and Punio's sister, have been imprisoned by the X-
Nauts. Most of the Punis join you to help free their friends, but Puniper
remains skeptical and behind. Anyway, use the Heart and Save Blocks if you
want. There's another door at the right end of this room, so take the pipe
instead.
There's a strange wooden mechanism that seems to react to and count your
Punies. You can't do anything with it yet, so just take them pipe.
You can find a Power Punch in the bush directly south of the pipe. Take the
next pipe up to the top level of this room. You'll probably fight some enemies
here, as well. There are no Dark Puffs or Clefts, but instead you'll find
Piders. These enemies are suspended by strands of webbing and randomly lift off
the ground. If they do, use a jump attack, Headbonk, or Flurrie's Body Slam to
hit them. Their attack is fairly easy to block, luckily. Anyway, proceed to the
next area.
Before you enter the next room, a short cutscene plays. As an X-Naut in a
storeroom complains to himself about his job, a familiar mouse appears behind
him and strikes. It must be Ms. Mowz!
This room contains red and blue jail cells. The red one has the Puni Elder, and
the blue one contains 90 more Punies and Punio's sister. You can enter the
cells with Paper Mode, but you can’t get the Punies out without the cell keys.
For now, enter the room to the right.
This is the storeroom you saw in the cutscene, and sure enough, Ms. Mowz is
waiting in it. After the usual flirting (and making Flurrie jealous is she's
you're active partner) Ms. Mowz jumps to a window (in a tree?) and gives you a
clue about the Crystal Star; it's in the lower part of the tree. Soon after she
leaves, the X-Naut she knocked out wakes up. Thinking you were the one that hit
him from behind, he attacks! Defeat the weakling and take the Red Key he drops.
There's also an Ultra Shroom in one of the chests. (The right-hand one is
empty)
Return to the jail cell room and unlock the Puni Elder's cell with the Red Key.
Instead of being grateful, she gets mad at Punio. (And huge) The stubborn old
woman thinks Punio just went off for no reason when his sister and everyone
else was captured, and goes into a massive lecture about his mistake. After
everyone finishes, return to the entry room.
Talk to Puniper; the jerk is surprised you managed to rescue the elder.
Luckily, the elder herself is on your side and scolds him in her usual way.
After some more motivational speech, the 10 Punies in the entry hall join you,
giving you 11 total! Wait, where have you seen this before...? Your partner
*BOOM* then asks about the Crystal Star. The elder responds that it's been
passed down within the Puni generations in the depths of the tree. She also
says that you need to unite the Punies to get the Star. The elder gives you the
Puni Orb, which lets you make the Punies assemble at a pedestal where you place
the orb. To make them follow you again, you must remove the orb. As you leave,
the elder says on last thing. If you lose any Punies, you can return to her to
call them back. Now, take the pipe back up from this room.
Conveniently enough, there's a pedestal for the Puni Orb in this room. Insert
the orb; your group of Punies gathers on the floor tile and another machine
counts them. Also, another pipe emerges from the ground nearby. Enter it to go
to the next room. (Make sure to remove the Orb for the Punies follow you)
This room is on the other side of the door in the entry room. Use the control
panel next to it to unlock it, then check this room out. There are more
pedestals on both sides of a weird pillar, which sits on a pool of...bubble
liquid? Hmmmm... Maybe you can use this to get your Punies across the pit? In
fact you can! Use the Puni Orb on the left side, then stand just to the left of
them and use Flurrie's field skill to blow them down into the goo. Keep blowing
as they float back up in bubbles to blow them across. Remove the Puni Orb, then
jump across and enter the pipe with them.
There are more enemies in this two-level room, but nothing very interesting, at
least at first. Use Koops' field skill to attack the Pider on the top level
before it scares the Punies off the ledge. Also, you can reveal a Plane Panel
by blowing a black gourd off of it with Flurrie. Glide to another panel from
it, then back to the left, to a platform with another Shine Sprite. After that,
enter the warp pipe on the top-right side of the lower level.
This room also has two levels; the top one winds between two sides of the room
with some Piders in the gaps. Once again, take them out by attacking with
Koops, then pick up any Punies that fell off. The other thing of note on the
top floor is a red ? block. It looks unreachable, but you can reveal a coin
block under it with Koops’ field skill. Once the block is revealed, jump onto
it and hit the red block to make a Damage Dodge P Badge pop out. Now, drop down
to the lower floor. Search the leftmost bush for a Star Piece and save with the
Save Block. There is another X-Naut door on the right-hand side, but it’s
locked as usual. There’s also a hidden door on the left side that Flurrie can
reveal. It leads to a handy shop selling many exclusive items.
>>>>>>>>>>>>>>
PUNGENT'S SHOP
<<<<<<<<<<<<<<
Honey Syrup-5 Coins
HP Drain-10 Coins(!)
Ice Storm-15 Coins
Mini Mr. Mini-8 Coins(!)
Mushroom-5 Coins(!)
Mystery-3 Coins(!)
Buy whatever items you want (the HP Drain and Ice Storm are especially good and
can’t be bought anywhere else) and then return to the top level of the previous
room.
Both of the doors on the top level lead to hives of the Jabbies, the Punies’
enemies. There are 100 Jabbies to the left, but only 10 to the right, enough
for your Punies to take on.
After the Jabbi army enters and gets into ranks in the right-hand room, lead
your Punies against them! (Is this starting to sound familiar?) For some
reason, Mario and his partner *BOOM* can’t hurt the Jabbies, so it’s up to your
Punies. All you can do is have Flurrie blow the Jabbies around, allowing your
Punies to attack them more easily. Lead them right up to the Jabbies to make
them start fighting. Try not to let the Jabbies separate your army and take
them out one by one; use this tactic against them instead! If all your Punies
are beaten, you’ll have to try again. After you win, your army infiltrates and
destroys the hive (they’re little secret agents), allowing you to enter the
door behind.
This room has an unusual formation of pillars in it. You can’t do anything with
it yet, except open the chest to get the Blue Key! After a slightly touching
scene with Punio’s sister, backtrack to the jail room to free your buddies!
In the jail room, use the key to open the blue cell and free the 90 Punies in
it! Now Olima-I mean, Mario has 101 Dalm-I mean, Punies! And Punita gave her
brother a nasty Mushroom she was saving! Yay! Now, return to the room before
the 10-Jabbi room.
This time, go left, into a room with an army of 100 Jabbies!
This battle should go much like the first one only bigger; use the same tactics
to win and gain entry to the next room.
There’s another pedestal for the Puni Orb in here. Use it to reveal a pipe
leading downward.
As soon as you emerge, check behind the pipe you took for a Star Piece. Go
around the large tree stump (there are trees inside the Great Tree?) and to the
next room.
It’s another pedestal! Who knows what great thing will happen when you put the
Puni Orb in this time? It’s another pipe! A cage lowers around Mario and the
Punies! Lord Crump walks up and flaunts his easy victory over your, then
leaves. Luckily, he’s even dumber than he thinks you are. Use Paper Mode to
easily escape the cage and take the pipe that appeared.
This room has 4 pedestals in the back, much like in the room with the Blue Key.
Check behind the entry pipe for another Star Piece and hit the ! block to
trigger something. You probably know what this means; return to the Blue Key
room. (Write down the pattern of images you see on the pillars in here)
Lo and behold, there are now 4 white switches in here! Hit them to switch the
images on the large pillars to match those you saw earlier. The pillars recede
and a door is revealed behind them.
There’s a super-sized treasure chest in the small room you enter! Open it to
receive...the Super Boots! You're taken to a tutorial screen much like with new
partners. Somehow, a Toad girl named Toadette appears next to you and give you
a tutorial on how to use the Super Boots. These new weapons increase the damage
of Mario's jump and let him perform a Spin Jump. So do one, press A while in
the air. The Spin Jump can do extra damage in battle and smash things out of
battle. After you're ready, leave the room.
Wait, now that the pillars are lowered, you're trapped? Time to try out your
new ability! Spin Jump the wooden boards in the middle of the room to smash
them and drop to a sublevel. A pipe here leads back to the entrance, but first
get the treasure of this room. Jump across the pillars to reach a Shine Sprite
and a spot where you can have Koops retrieve a Charge Badge. After getting
these things, use the pipe to get out and return to the cage where your Punies
are trapped.
Slip back into the cage and smash the boards to the left of the center with a
Spin Jump. Use the pipe to go back up and place the Puni Orb back in the
Pedestal. Use Flurrie to blow the Punies down the hole you made. Once they're
all down, get the Puni Orb and follow them through.
Before going further in the tree, you should use your Spin Jump for a few other
things now that your Punies are together again. First, go to the room right
above the entry hall.
In here, Spin Jump around the right-hand side of the room. (Use the pedestal to
get the Punies out of the way if necessary) You should be able to see a panel
"hop" off the floor when you do. Stand right next to it (but not on it) and so
a Spin Jump to flip it, revealing a Star Piece! Now, go up and repeat this
process in the blue Puni jail to get another Star Piece. Now, head back through
the left-hand Jabbi room.
In the room where you used the pedestal to make the pipe appear, place the Puni
Orb and Spin Jump the wooden boards. You'll land on a large tree stump with a
pipe, but don't go in yet. First go back up and have Flurrie blow all the
Punies down into the hole. Remove the Orb and follow them, then enter the pipe
on the stump.
There isn't much of interest in this room, so go down the two pipes to the
next.
There's a large pool of water here; go down the pipe to the lower level of the
room. Lave the Punies behind and jump across the pillars, then enter the
vertical pipe to reach the other side of the top level. You can hit the blue !
switch to drain the water, but when you get within Koopa range of it, you can't
help but hit a floor panel that causes the switch to sink beneath the water.
The solution: stand on the switch and hold X to make Koops hover over the !
switch. Step off the floor panel to raise the switch right onto Koops,
triggering a big flush. After the water is gone, drop into the empty basin and
open the chest for a Shrink Stomp Badge. (There's also a Dizzy Dial behind the
stairs) After you get these things, climb the stairs and go back down the pipe
to your Punies. The water from above has drained down here, creating a new pool
You can now lead them across the pillars since some lily pads have floated up
between them. Before entering the down pipe here, jump onto some lily pads at
the top of the room and get the Shine Sprite in plain view. (Be careful not to
fall into the water, which is, as usual, piranha-infested) Then go down the
pipe.
There's another pedestal and a huge Puni platform here. Make sure you have
every Puni and place the orb. The large platform lowers like an elevator to the
room below. You must be nearing the end; Heart and Save Blocks can be found
here. (As well as a Mushroom behind the left bush) When you're ready, enter the
next room.
This room is large, octagonal, and lined with Puni statues. Stairs lead down to
a Puni Orb pedestal and large platform in the middle. Obviously, this room is
important. Make sure you have all 101 Punies and put the Orb onto the pedestal.
This causes the Emerald Star to appear behind you; your quest is over...or is
it? Before you can get the Star Lord Crump runs up and snatches it! After he
gloats over his cunning victory, he begins a 5-minute timer counting down to
the detonation of a bomb that will destroy the Great Tree! (Don't worry, if you
hurry, this is more than enough time) Quick, follow him and get out of here!
(Remember to remove the Puni Orb)
In this next room, quickly defeat some X-Nauts that attack you. (Stupidly
enough, the timer keeps counting down even during battles and dialogue) Before
unlocking the door and leaving, check the bottom-right bush for a Star Piece.
When you go through the door, you emerge on the lower level of the room with
the winding path. Quickly take the pipe back up (and watch as the stupid timer
never pauses) and leave the room the way you first entered.
Hurry back through this two-level room.
You're back in the bubble room; hurry and blow the Punies back across as you
did before, then cross over yourself. Use the X-Naut door on the other side to
get to the entry room.
The Puni Elder is blocking Lord Crump's escape as Mario and co. enter. Punio
demands that Crump give the Crystal Star back and leave forever. Seeing that
he's trapped, Crump ends the timer and attacks you in a giant red robot!
BOSS: MAGNUS VON GRAPPLE
Appearance: A giant humanoid robot. Its body is boxy, pink, and has a white X
across it. The arms and legs are made of paper springs. Lord Crump sits in a
hemispherical cockpit on top.
HP: 30
Attack: 2
Defense: 1
Location: the Great Tree
It looks like Crump is trying to take you out with an obligatory, bizarrely-
named giant robot. Luckily, this trash-talking monstrosity isn't too difficult.
The only real complication is its point of defense; use your strongest attacks
to damage him. (The Power Jump can be strong now that you have a stronger jump)
Magnus' main attack is a stomp that can be tough to block, but isn't too
powerful. (Try using partners *BOOM* to soak up damage, especially Flurrie) The
only other trick the robot has is to detach its rocket arms. These arms are
capable of dealing massive damage, but have only 2 HP, so take them out before
they can attack! (Flurrie's Gale Force works well if you can perform the Action
Command)
After you defeat Magnus von Grapple, Lord Crump and his remaining X-Nauts leave
and the Emerald Star is yours! (As is a new Star Power, Clock Out!)
END OF CHAPTER 2
After saving, watch the Mario heads and prepare for another Peach scene.
???
The scene starts with Grodus in his throne room receiving a report of what
happened in the Great Tree. He comments that there are 4 more Crystal Stars
unaccounted for, since the X-Nauts already have one from Rogueport! After this
slightly shocking news, we see Peach again.
As Peach comments on her situation, the door opens once again. Time to pay TEC
another visit. (Take a shower again if you want)
When Peach visits TEC, it comments that Peach was wishing she could dance at a
ball again. TEC doesn't know why, but it wants to dance with her. Before you
have time to start laughing at the idea of Peach dancing with a 10-ton
computer, it creates a holographic image of Peach as a dance partner! You start
in a dance minigame with this holographic partner; hit the buttons that appear
onscreen. After you finish, if you did well enough, TEC lets you use its E-mail
again to send another message to Mario. Soon after, the scene ends and you can
save again.
PETAL MEADOWS
Time for Bowser's scene! For once, the Koopa King is one step BEHIND you and
attempting to track Peach down in Petalburg, where someone has apparently seen
her. To get there, you'll have to play some...Super Koopa Bros!? This
incredibly hilarious minigame replaces Mario with Bowser for classic
platforming action! Playing as Bowser, you have to make your way through a
classic level and smash everything! DESTROY!!! Use your fire breath to destroy
stuff, and collect meat to make Bowser grow until he fills the screen and
becomes invincible! Unfortunately, the level doesn't last long. (Why doesn't
Bowser smash the castle at the end?)
After the level ends, you're at Petalburg. After Bowser scares away all the
locals, he sees Peach standing in a nearby window! This is too easy! As Bowser
approaches the strangely silent Peach, a Koopa runs out and takes his Peach
poster to protect it! Bowser is now the king of guys who talk to posters! Level
up! (Or not) With this, the scene ends. Save once more time and switch back to
Mario.
BOGGLY WOODS
After some final goodbyes with the Punies, leave the Great Tree. As you emerge
into the Boggly Woods, you get Peach's E-mail. She is still safe and trying to
find out what her captors are up to. Now, briefly return to Flurrie's house.
Enter Flurrie's bedroom and open the chest to get an ultra-useful Super Appeal
P Badge. Also, use a Spin Jump to find another Star Piece at the foot of
Flurrie's bed. After getting these treasures, leave Boggly Woods and return to
Rogueport...Sewers.
ROGUEPORT SEWERS
As soon as you exit the pipe in the sewers, Spin Jump around the room to find
another hidden panel and Star Piece. Go back through the secret tunnel Punio
revealed and out of the room.
Slip back through the bars and go right. One the way, test out your new Star
Power, Cloak Out, against some Spinias. It's not exactly the strongest Star
Power. Now that you have Flurrie, you can do something about the bad wallpaper
on the stairs here. Blow it off with her field skill to reveal a Happy Heart P
Badge. Now climb the stairs and return to the room with the black chest.
Spin jump in front of the pedestal with the chest for another Star Piece. Don't
return to the Thousand-Year Door yet; first, return to the beginning area of
the Sewers.
Find yet another Star Piece in the pit where you fought the gang of Goombas
with a Spin Jump. NOW go to the Thousand-Year Door room.
Before revealing the next Crystal Star, find one more Star Piece by Spin
Jumping towards the southern end of the room. Now, step on the pedestal. After
the usual cutscene, the map reveals the location of the Gold Star. It's...on a
floating machine high in the sky? How long has the map's warranty been expired?
Head over to Ancient Stuff Inc. for a fresh one...or not.
ROGUEPORT
Back at Frankly's house, the professor says that you'll need all the Crystal
Stars to break the 1000-year seal on the city behind the door. As if you didn't
already know. Unfortunately, he doesn't know why the treasure had to be sealed,
or what destroyed the ancient city. He then explains why the Gold Star is in
the sky. It's hidden in Glitzville, a city in the sky whose main attraction is
an arena where the rich come to watch and bet on fights. The only way to get to
Glitzville is with a blimp in West Rogueport, but a ticket is very hard to get.
The only one who could give you one is Don Pianta, the mob boss that runs the
Pianta Parlor. After this, leave Frankly's house for some more sidequesting.
Firstly, if you didn't already beat Gus, now is a good time to do so. If you
already have, simply go behind where he was and check out the new Troubles. You
should also order the Contact Lens and give it to Zess T. to gain entry to West
Rogueport if you haven't already. (How dare you not follow my walkthrough! Your
GameFAQs account has been deleted, fool! If you didn't have one, your GameFAQs
account has been created with the username h8ter and BANNINATED! BWAHAHAHA!!)
Next, it's time to use the Spin Jump to collect even more Star Pieces from just
about every area of the game you've been to. Here are the locations of the
secret panels you can find Star Pieces under:
-Rogueport Square-In front of the gallows.
-Rogueport Square-In the back alley, behind Zess T's house.
-East Rogueport-In front of Frankly's house.
-West Rogueport-In front of the Pianta Parlor.
-Rogueport Harbor-T the left of the bottom of the stairs.
-Rogueport Train/Blimp Station-At the left end of the train station.
-Rogueport Sewers-In front of Wonky in the underground plaza, to the left of
the elevator.
-Petalburg-Near Bub-Ulber on the island in the left side of the village.
-Petalburg-On the patch of flowers next to the gate to Shhwonk Fortress.
-Hooktail Castle-On the left end of the long jail cell where you get the Castle
Key, reachable with Paper Mode.
After getting all these Star Piece, consider paying Dazzle a visit and getting
some great Badges. (Get a Power Plus Badge if you can to make the game much
easier) Next, it's time to check on your wayward brother. He's back from
Rumplebump Volcano. He tells you about his epic journey through the volcano and
how his partner Blooey the Blooper (AKA the White Torpedo) helped him prevail.
Unfortunately, Blooey doesn't see things the same way, and is furious at Luigi
for deep-frying him in lava.
Next, you'll probably want to use all your new Shine Sprites to upgrade a
partner. (I'd recommend Flurrie; she becomes great at soaking up damage with 10
more HP and the Lip Lock attack) Once you're finally finished with sidequests,
it's time to find Don Pianta. Unfortunately, he seems to be well-hidden and you
can't contact him. (He is a mafia boss, after all) The next part if extremely
unobvious. Return to East Rogueport and use Paper Mode to slip between the
Trouble Center and the building next to it. Enter the building back here.
Talk to Ishnail, the snail-looking guy in here. He's surprised that you want to
know where his hated enemy Don Pianta is, but he'll tell you for 64 coins. This
is a steep price, but since you have this guide, you don't have to pay. (You
could also pay him, then restart from your last save to keep the coins)
Ishnail's instructions are as follows: first, buy a Dried Shroom and then a
Dizzy Dial from the Westside Goods shop. The clerk should then ask for your
favorite color; answer yellow. This will allow you to see Don Pianta. If
Ishnail was actually telling you this, restart to keep your coins, then do
exactly as he said.
After you buy the Dried Shroom and Dizzy Dial (in that order), the clerk will
actually ask what color your mustache is. Even though you know the answer, say
yellow to get to the real question. After you do these steps, the shopkeeper
will let you see Don Pianta. Go out the back door, then climb the stairs and
enter the second floor of the Pianta Parlor.
Don Pianta at first seems to refuse your request, but decides to give you the
Blimp Ticket when you mention Peach, in exchange for your help. He wants you to
find his daughter Francesca, who has eloped with another Pianta named Frankie,
and either bring them back or tell him where they are. He shows you what
Francesca looks like and sends you off. Head over to the pier, where the two
lovers are standing together.
When you talk to them, Frankie decides to turn himself in (being an employee of
Don Pianta), but Francesca wants to leave on a boat to escape her father
forever. She makes you promise not to tell her father about finding them.
Now, return to Don Pianta and tell him you found them. He prepares to send out
some goons to retrieve his daughter, but the two enter his office. They both
try to apologize to him and avoid his wrath, but he just tells them to leave
and do whatever they want. After the two leave, talk to Don Pianta again. He
gives you the Blimp Ticket as promised and orders you out. Go back to West
Rogueport and head north to the Train/Blimp Station. Talk to the Cheep Cheep
conductor and show him your ticket. He lets you pass and get onto the Cheep
Blimp. Before entering the pipe to the background where the blimp is, check
behind it for a Star Piece. Stand on the blimp's lowered platform and hit A to
board it to ride the friendly skies to Glitzville!
---
d. Chapter 3: Of Glitz and Glory (Chap3)
Enemies: Goomba, Pokey, K.P. Koopa, Red Spike Buzzy, Dry Bones, Dark Puff, Pale
Piranha, Cleft, Bob-omb, Bandit, Big Bandit, Hyper Bald Cleft, Iron Cleft,
Lakitu, Spiny, Bristle, Shady Koopa, Fuzzy, Green Fuzzy, Flower Fuzzy, Red
Magikoopa, Green Magikoopa, White Magikoopa, Bowser, Dark Craw, Red Chomp,
Hammer Bros., Boomerang Bros., Fire Bros., Dark Koopatrol, Rawk Hawk, Macho
Grubba
GLITZVILLE
After your voyage through the sky, the blimp lowers you on Glitzville, the
floating city of FUN!!!!! The colorful square is filed with attractions, like
an item shop, juice bar, and hot dog vendor, but especially the massive
building that is the Glitz Pit in the back, which dominates the square.
>>>>>>>>>>>>>
SOUVENIR SHOP
<<<<<<<<<<<<<
Earth Quake-15 Coins(!)
Point Swap-5 Coins(!)
Power Punch-15 Coins(!)
Repel Cape-15 Coins(!)
Super Shroom-15 Coins
Thunder Bolt-12 Coins
>>>>>>>>>>>>>
HOT DOG STAND
<<<<<<<<<<<<<
Hot Dog-10 Coins
After checking out the shops (the Souvenir Shop is full of useful items), it's
time for more Star Piece hunting. First, Spin Jump right below where you land
to uncover a hidden panel. Next, look behind the phone booth next to the
Souvenir Shop for another. (Try using the phone for some funny conversations)
The next Piece is behind a potted plant on the right-hand side of the fancy
steps leading to the Glitz Pit. Continuing clockwise, the fourth Star Piece is
behind the counter in the juice bar. To reach the final one, you'll have to get
on top of it. Use the crates southeast of the bar to get onto a big ! switch,
then Spin Jump it to create some stairs. (Cool, huh?) Stand next to the
billboard of the weird yellow guy and use Koops to retrieve the final Star
Piece from behind it. Also, open the chest up here for a Power Plus P Badge,
which should be equipped at once. Finally, look to the left of the juice bar
for a Shine Sprite. It appears to be out of reach, but you can use your hammer
to reveal a coin block underneath that allows you to reach it. Now, enter the
Glitz Pit building.
There are more posters of the yellow bird guy in the sophisticated lobby. Spin
Jump in front of the Bob-omb poster to the left to find yet another Star Piece.
Now enter the double doors right across from the entrance.
These doors lead to the cheap seats of the Glitz Pit itself. The yellow bird
guy is apparently the current champion of the Glitz Pit, Rawk Hawk. You're just
in time to see the flashy crowd-pleaser finishing off an opponent. After his
victory, the Tubba announcer interviews him. Time for some more trash-talking
from Rawk Hawk. After this he holds up his championship belt. Wait...is that
the Gold Star on it!? You're given a choice to try and steal it by your
partner, but either way, you're going to have to fight your way to the top to
get the belt and Crystal Star. Go back out to the lobby.
Go past the stairs to the right and talk to the secret service agent guarding
the door. When he learns you want to become a fighter, he sends you to the
office of the announcer and manager, Grubba. He then steps aside and lets you
through the door.
You're now in the back hallway of the Glitz Pit. It isn't quite so fancy here,
huh? Anyway, walk through it to reach Grubba's office, the right-hand door in
the back. (Also the only one the secret service guards will let you through) On
the way, jump onto some coiled wire and into the box right before the large
blue double doors to get a Last Stand Badge.
You can tell Grubba's going to get on your nerves as soon as he starts talking
to you. After he confirms you want to enter, he goes into a childhood story
about his days as a fighter. After his motivational speech, he leads you down
the hall to another room. This, he says, is the luxurious champion's room,
which can be yours for only 4 easy payments of-I mean, if you become the
champion. (I hope Mario isn't allergic to feathers) Grubba then takes you to
another slightly worse room, where the rest of the fighters stay. (I don’t even
want to think about how they manage with one bed) he then takes you back to his
off and asks you to sign a fighter's contract. After you do, he decides to give
you a new name for the Glitz Pit. ("Mario" sounded like a pizza guy, anyway)
From now on, you're...the Great Gonzales! After this, he calls his assistant,
Jolene, to take you to your room. As she does, she begins to explain the rules
to you.
You arrive in the...less than perfect...Minor Leaguer's room. You can use the
strangely GBA-like computer on the wall to view the current rankings or
schedule a fight. Try it out now and contact Grubba to arrange a fight against
the 19th-ranked fighters, the Goomba Bros. To make the fights harder and more
crowd-pleasing, he imposes a random restriction on your fighting for every
battle that must be followed if you want to advance. These include things like:
-Appealing a certain number of times
-Not being to use your jump, Hammer, items, or Star Powers, or attack
-Having to use at least 1 Star Power
-Having to take a certain amount of damage
-Having to wait a certain number of turns before attacking
-Not being able to use your partner
-Not being able to switch partners
Your victory will be null and void if you don't obey Grubba, but luckily most
of them aren't too bad. You can always restart and try again if you really
don't like your restriction.
Anyway, after you arrange the match, Jolene explains a few things further. You
advance a rank if you win and follow the restriction, and descend a rank if you
lose. Simple enough, no? After a few seconds of waiting, yet another secret
service man shows up to take you to your match.
Soon enough, you're in the Glitz Pit, ready to fight, Grubba introduces you and
your rather pathetic opponents. After some Goomba trash-talk, Grubba is about
to explain the rules further when one of the Goombas pulls off a cowardly first
strike! Try and block it if you can, then get ready to fight. The Goomba Bros.'
group simply consists of 5 Goombas, and should be incredibly easy to beat,
especially if you can guard their attacks. After you win, Grubba interviews you
on the battle (he sure seems to love doing that) and makes the crowd go wild
for you.
Back in the locker room, Grubba gives you his congratulations and Jolene your
meager prize money. You're then free to do whatever until you schedule your
next match. Be sure to use the bed in here to heal and use the Save Block
outside.
After all the fanfare over your first victory is over, a yellow K.P. Koopa
calling himself King K. walks up and befriends you. He introduces you to his
buddies; Master Crash the Bob-omb, Bandy Andy the Bandit, and Cleftor the
Cleft. Bandy Andy says he isn't in the room much (I wonder why?) and tells you
about the bed in this room.
The challenge before appears straightforward at first. You must fight your way
through the Glitz Pit's ranking to the top, then defeat the champion, Rawk
Hawk, and get the championship belt. Since I'm not sure their order is
definite, here are all the fighters in the Glitz Pit in the order they're in in
my game (Make sure to Tattle on new enemies):
Goomba Bros. (Goomba x 5): You just defeated these guys!
The Great Gonzales (Mario and partner *BOOM*): You know who you are.
The Pokey Triplets (Pokey x 3): These guys aren't too hard, especially if you
can block their attacks. Restart if Grubba doesn't let you use your hammer.
The K.P. Koopas (K.P. Koopa x 2, K.P. Paratroopa): This fight is against King
K. and his buddies, but don't go easy because they’re your friends! With Mario
and Goombella flipping them, they should go down quickly.
Spike Storm (Red Spike Buzzy x 2): These guys are flippable, but they also have
spikes. Use the Piercing Blow Badge if you have it, damaging items (you can buy
Earth Quakes and Thunder Bolts in the Souvenir Shop), or Earth Tremor to take
them down.
The Dead Bones (Dull Bones x 3): You've already faced plenty of these guys, and
they shouldn't present any challenge. Use Koops' Power Shell for a quick
victory.
The Mind-Bogglers (Dark Puff, Pider, Pale Piranha): More old enemies. Just take
care of them like you did in Boggly Woods.
The Bob-omb Squad (Bob-omb x 4): Focus your attacks on one Bob-omb at a time to
keep any from exploding. Try finishing them off with Koops to avoid taking
damage.
The Hand-it-Overs (Bandit x 2, Big Bandit x 2): These guys are ANNOYING. Be
ready to get cleaned out unless you can block the Bandits' attacks, which is
nearly impossible. Take them out ASAP.
The Punk Rocks (Hyper Bald Cleft x 3): These guys are much like Bald Clefts,
only tougher and with the ability to charge their attack power by 6! Use an
item or Earth Tremor to take them out before they can all attack for incredible
damage!
The Armored Harriers (Iron Cleft x 2): These guys seem to be invincible, but
Yoshi's Gulp attack makes short work of them once you get him.
The Tiny Spinies (Lakitu x 2): These Lakitus aren't too tough normally, but
they like to throw Spiny eggs (NOT pipes) that hatch into Spinies, extremely
tough, spiked foes. Try and take at least one Lakitu out at the start and focus
on the other one, not the Spinies it creates!
The Poker Faces (Bristle x 2): You can use a POW Block on these guys as you did
in Shhwonk Fortress, or just use Earth Tremor.
The Shellshockers (Shady Koopa x 2, Shady Paratroopa x 2): These are tougher
Koopas with all-around better stats, except defense. Your strategy for them is
mostly the same, but be aware that these cheapos are actually stronger while
flipped! They can use a powerful tackle that hurts both your party members, so
take them out ASAP if you flip them!
The Fuzz (Fuzzy, Green Fuzzy, Flower Fuzzy): This group is pretty annoying.
Focus on the Green Fuzzy, which can multiply, then the Flower Fuzzy, which can
use your FP for powerful spells.
The Magikoopa Masters (Red Magikoopa, Green Magikoopa, White Magikoopa): The
Magikoopa Masters not only have powerful magic attacks, but they can also cast
spells on themselves. Focus on the green one first, then the white one, and
finally red.
Craw Daddy (Dark Craw): This is the first of the "miniboss" enemies you'll
face. This guy is a stronger version of Gus. Use your strongest attacks on it,
but don't jump on it when its spear is up!
Chomp Country (Red Chomp x 3): These enemies have extremely high all-around
stats. Either defense piercing attacks, items, or Earth Tremor are the only
ways to beat them.
Hamma, Bamma, and Flare (Hammer Bros., Boomerang Bros., Fire Bros.): This crash
helmet-wearing team is extremely tough. Each one uses powerful attacks,
especially the Boomerang Bro., which should be taken down first.
The Koopinator (Dark Koopatrol): This is the guy you saw Rawk Hawk defeating as
you first entered the Glitz Pit. Even though he's not the champion, he's still
incredibly tough. He can be flipped like normal Koopas, but his spiked helmet
prevents this. Use Yoshi's Gulp and your standard anti-defense set of moves to
take him down.
Rawk Hawk: A boss strategy for the champion of the Glitz Pit is found later in
the chapter.
Anyway, after you claim 17th place, Jolene leads Bandy Andy into the room.
Apparently, he's been "sneaking" around and got caught. (He is a Bandit, after
all) As soon as Jolene is gone, he leaves again. That Andy never learns...
After advancing to rank 16, you hear some panicked voices outside your room; a
badly injured fighter is being rushed to the hospital. (Where exactly is the
hospital, anyway?) According to King K. this happens all the time...
After getting to 15th place, King K. approaches you again. Apparently, Mr.
Hoggle the hot dog vendor has a new kind of hot dog using an egg from an exotic
island south of Rogueport. As disgusting as a hot dog with eggs sounds, you
should go and try one sometime. (You DID know you could leave the Glitz Pit,
didn't you?)
If you didn't already, you'll find Mr. Hoggle just to the left of the Glitz Pit
in Glitzville square. (Or Glitzville octagon) You'd better not count on that
eggy hot dog after all (and you had your hopes up, too); Mr. Hoggle is chasing
a runaway egg outside his stand! Help him out until the egg jumps on top of the
hot dog stand, apparently out of reach...but not for Super Mario! I mean, Plane
Mode. Return to the roof of the juice bar and use the springboard to get to a
Plane panel on top of the Rawk Hawk poster. It's a little tricky, but you can
use it to reach the roof of Mr. Hoggle's stand. When you examine the egg,
you're given a choice of what to do with it. (Unfortunately, choosing the
second option doesn't change anything. No eggy hot dogs for you.) After this,
the egg follows you as a second partner. Whoop-de-fudgin'-doo.
Anyway, return to the Glitz Pit. When you reach 13th place, King K. approaches
you as usual. He says he's retiring! It sure will be lonely around here without
him...
After you reach 11th place, Jolene leads a Swooper into the room. She's giving
him the exact same initiation speech she did you; he must be starting his way
up the ladder. After Jolene leaves, he introduces himself as Sir Swoop and
leaves with the others to look around. If you want to see something slightly
interesting, go around to the back of the hallway, to the locked door between
Grubba's office and Rawk Hawk's room. Jolene is speaking with a secret service
agent about some noises coming from the storage room. She acts pretty
suspicious, especially when she notices you. There's something going on here,
isn't there? Anyway, go and enter the fight for 10th place.
No matter what, this fight will always be against the Armored Harriers, AKA The
Iron Adonis Twins, AKA the Iron Cleft Bros. When you enter the battle, you'll
notice something strange indeed. These guys are invincible! Absolutely nothing,
not attacks, items, or even Star Powers can piece their iron armor. Save
yourself from getting wasted by running from the battle. (I bet you didn’t know
you could do THAT)
After your cowardly exit, return to the locker room. The egg is gone! Suddenly,
a small Yoshi walks up to you. He's hatched from his egg! Apparently, he could
hear perfectly from in there and knows about your quest to get the Gold Star
and become champion. On the bad side, he calls you the Great Gonzales. He
decides to thank you for raising him as an egg by fighting alongside you using
his...mouth? He's about to introduce himself, but he remembers he doesn't have
a name yet. Time to name your Yoshi! In case you can't think of anything, here
are a few suggestions:
Speedy (my Yoshi's name)
Yoshi (why not?)
Boshi
Roshi
Dude
TheGreat
Gonzales
Smakdown
Bowser
Tandy
Compy
Lappy
Bob III
Squawk
Herman
Ethel
Paris
Killer
Rocky
Rocky 2
Whee!
If you don't like my names, too bad. Your GameFAQs account has been deleted.
Again. Also, besides its name, your Yoshi's color can vary. Too bad for you if
you got a pink. Vivian (not the partner) offers a guide to how to get each
color; check it out.
Once you have the egg, and when you’re 11th on the chart, (Save) then go fight
the iron clefts. In the match, run away on turn 1.
Go back and see what colour your Yoshi is.
Reset and fight the iron clefts again and wait the amount of minutes
given(below) to change the colour.
Colour you have:
Green – wait 6 minutes then run away to get a red Yoshi
Red – 3 mins to get blue
Blue – 2 mins to get orange
Orange – 4 mins to get pink
Pink – 3 mins to get black
Black – 1 min to get white
White – 1 min to get green
So if you originally have a blue Yoshi, and you wanted a black, then wait 9
mins in the battle. (If your still alive..)
Anyway, you now have a new partner!
>>>>>
YOSHI
<<<<<
Where would Mario be without his trusty Yoshi? In Paper Mario 2, he finally
gets one of the little dinosaurs as a partner. This Yoshi is a newborn who
hatches in chapter 3, but he's already hot-tempered and energetic. I'm calling
him Yoshi, but you actually get to name him yourself after he hatches. Also, he
insists on calling you by your Glitz Pit nickname, The Great Gonzales. Yoshi
has some powerful battle abilities that mostly involve the shoulder buttons,
and are good at hitting enemies multiple times. His field skill, obviously, is
to let Mario ride him! (Which is amazing, considering Mario is twice his size)
While riding Yoshi, Mario travels much faster, making travel easier. (He can't
do anything except move around, though) If you hold A while moving, Yoshi does
a flutter jump, which lets him cross wider horizontal gaps than Mario can. It
has no vertical jumping power, however.
HP: 10/20/30
Ground Pound: 1 + 1 + 1 + 1/1 + 1 + 1 + 1 + 1/1 + 1 + 1 + 1 + 1 + 1 damage to
target non-spiked/fire enemy
Action Command: Mash R
Style Command: Hit A right after the meter disappears, right before Yoshi spins
and ground pounds, hit A again right as he is bouncing back to the ground
This move is Yoshi’s basic attack. It deals great damage spread over many hits
that decrease in power, making it useless against enemies with even low
defense. It’s one of the strongest abilities in the game if you raise Yoshi’s
attack power, though. (If you do, each successive hit does 1 less damage until
they all do 1 again) The action command is one of the toughest to do; I’ve
found that turning the controller so the side with the R button is closest to
you. Hold it in your right hand and use your thumb to mash R. (You don’t have
to press it all the way every time, just so that it clicks)
Gulp (4 FP): 4/5/6 defense-piercing damage to target, 4/5/6 defense piercing,
non-alterable damage to ground enemy behind target
Action Command: Hold R and release it when the star lights up
Style Command: Press A right after Yoshi spits the target out
Gulp is Yoshi’s signature and most powerful attack. He can swallow almost any
enemy (except huge ones) and spit them out, doing heavy damage both to the
target and the next ground enemy behind it. Even better, the damage pierces
defense, and is the only way to defeat the Armored Harriers! The only thing
keeping this move down is its relatively high FP cost, but other than that,
it’s a great move!
Super Ability-Mini-Egg (3 FP): 1 + 1 + 1/1 + 1 + 1 + 1 to random enemies, has a
chance of shrinking anything hit
Action Command: Press A as the meter passes through each circle
Style Command: Hit A right after throwing last egg
Mini-Egg is another powerful attack move that can shrink enemies, reducing
their attack power. It’s a very useful status effect, and the attack itself can
be insanely deadly if you use Badges or something to boost Yoshi’s attack
power, since every egg gets stronger. With 2 Power Plus P Badges at Ultra
level, you can do 12 damage per attack!
Ultra Ability-Stampede (6 FP): 1 + 1 + 1 + 1 + 1 + 1 damage to all ground
enemies
Action Command: Alternately hit L and R
Style Command: Press A immediately after Yoshi whistles
The powerful Stampede attack calls a herd of Yoshis to race across the field
and trample every ground enemy for heavy damage. Koops' Power Shell is probably
better, though, unless you can boost Yoshi's attack power. If you do, the first
hit of Stampede is fully boosted, and each consecutive hit does 1 less damage,
making the move much stronger.
In case you didn't read the description (bad reader! You account has been re-
re-deleted!! P|-|334 |\/|3!11!11!), it says that Yoshi's Gulp attack can defeat
the Armored Harriers! How convenient! Re-sign up for the battle and get ready
to kick some iron rear!
The tables have turned from your first fight; Yoshi's Gulp can do massive
damage to both Iron Cleft brothers and finish them off in no time.
After you beat the Armored Harriers, you rise to 10th place and the major
leagues! Jolene takes you to speak with Grubba about it. After he gives you 30
coins, Jolene takes you to the major league locker room, which is a cleaner
version of the minor-league one. Unfortunately, the fighters in here aren't
quite as friendly as King K. and co. Suddenly, Rawk Hawk himself comes in to
congratulate you on rising through the ranks so fast. As he's talking, your
partner *BOOM* notices the Gold Star on the belt is fake! After Rawk Hawk
leaves offended, he/she wonders where the star could be if not the belt.
Luckily, you quickly get some answers. Someone calling himself X sends you a
strange E-mail saying to follow his instructions to find the Star. After the
cutscene, you can check in the left corner for an Ice Storm.
Now that you have a new partner *BOOM*, you may want to return to Rogueport and
do a few sidequests. There are a few things around there you can now get.
ROGUEPORT
First, head to East Rogueport, to the waterway next to the Trouble Center. Now
that you have Yoshi, you can cross it using his field skill. Once you're
across, climb the creates to the roof of the eastmost building. Do a Spin Jump
up here to find a Star Piece. Next, cross the gap between rooftops with Yoshi.
There's a Shine Sprite in plain sight near the back of the area. Look behind
the chimney of the house next to the Trouble Center for a Star Piece. If you
want, go as far left across the rooftops as you can. There's a mysterious man
under an umbrella on a ledge here: the Storyteller. For a small fee of 5 coins,
he'll tell you many interesting stories from 1000 years ago, the time of the
city behind the Thousand-Year Door. Once you've paid for a story, you can hear
it any time for free. More become available as you progress through the game.
Once you're done hearing the stories, return to the first rooftop and drop
behind it by squeezing between some creates with Paper Mode. There's another
Shine Sprite back here. Now, use Yoshi to return to the other side of the
waterway and go to West Rogueport.
Slip through the grate here and enter Rogueport Sewers.
ROGUEPORT SEWERS
Using Yoshi's field skill, cross the gap to the left and get the Shine Sprite
in plain sight, then enter the pipe which is also in plain sight. You enter the
background; cross a few moving platforms to reach a Star Piece. Return to the
foreground and then to Rogueport.
ROGUEPORT
You'll probably want to promote a partner while you're here now that you have
more Shine Sprites. I'd recommend Yoshi, since his attacks are so powerful.
After that, return to the Glitz Pit.
GLITZVILLE
Continue to fight your way up the ladder. After claiming 8th place, you receive
another E-mail from X telling you to go to the "watering hole." (He means the
juice bar for those of you without slang) Talk to the manager to get a
mysterious package he found containing...the Super Hammer!
As with the Super Boots, you're taken to a white void after getting the Hammer,
where Toadette explains it. The Super Hammer increases your attack power with
the Hammer and lets you perform a new attack that can strike enemies behind the
one you hit. You also gain a new field move. You can hold B, then rotate the
control stick after attacking to twist yourself and wind up for a powerful
swing. Once you're fully twisted, release everything to use a powerful spin
attack that has enough smashing power to destroy large yellow block. Now, where
have you seen those things before? The room before the Thousand Year Door, and
more recently, the minor-league locker room! After the manager compliments your
new weapon, you get an E-mail telling you to smash the block.
Miraculously, the secret service agent guarding your former home strangely lets
you in. Go to the left and use your new move to smash the giant yellow block.
Enter the room behind it, climb some boxes, and use Yoshi to reach a Dubious
Paper containing an article on the Crystal Stars on top of a shelf. As you
leave the secret room, Jolene comes! She says you shouldn't be in the minor
league locker room, and confiscates the paper you got! The plot thickens...
Try to conserve FP for the 7th-place team, because once you beat them, the
Armored Harriers show up again! Have Yoshi show them his armor-killing power
once again and send them off.
After you return to the major league locker room following this grudge match,
you get another E-mail. Judging by the capitalization and threat, it isn't from
X. Since it's telling you not to keep snooping around, it's time to put on your
detective cap. (Just turn your plumber's cap inside-out or something)
Once you beat the #6 team, the Koopinator points out a slice of cake sitting on
the pedestal in your locker room. A fan must have had Jolene bring it.
(Finally, you have fans!) Make sure to save before advancing to 5th place.
After you defeat the 5th-place team, a familiar voice comes from the crowd.
It's Bowser, and he's come for payback!
BOSS: BOWSER
Appearance: Oh, come on, I shouldn't have to tell you this...
HP: 30
Attack: 3
Defense: 1
Location: Glitzville
In a completely unexpected twist, Bowser shows up in Glitzville and challenges
you to a rematch! Luckily, he's quite a bit weaker than he was in the previous
game. Besides his basic claw attack, he has a poisonous bite, a stamp attack
that disables Mario's jump, hammer, or items for a few turns, and hard-to-block
fire breath. The bite and stamp attacks' effects can be preventing with
blocking. For victory, have Mario use powerful attacks (Especially Power Smash,
now that you have the Super Hammer) and use Yoshi's Gulp to piece defense. He
isn't too hard...this time.
After you beat him, Bowser goes off disappointed. How pathetic... Anyway,
continue fighting and defeat the 4th-place opponent. You get another E-mail
from X telling you to go to the phone booth in Glitzville square.
In the back hallway, Rawk Hawk shows up and unsubtly hints that you shouldn't
think about challenging him. Could he have written the threatening E-mail?
Anyway, ignore him and go to the phone booth. You'll find the key to the
storage room in it. Unsurprisingly, X next tells you to go to the storage room.
(It's between Grubba's office and the champion's suite)
When you enter the storage room, Ms. Mowz is inside waiting for you! Your
partner *BOOM* asks if she's the one making strange noises in the room. She
denies it and leaves once again, not forgetting to kiss Mario as usual. After
she leaves, X tells you to find the switch to trigger some stairs. Before doing
so, Spin Jump in the middle of the room for a Star Piece. Unfortunately, the
switch isn’t nearly as easy to find. You don't appear to be able to do anything
else. What you DON'T know is that the metal on the block in the room is a slip
cover! Have Flurrie blow moth sets of metal plating off to reveal normal
blocks. A Charge P Badge is under the right-hand creates; the switch is under
the left. Hit it to trigger some stairs leading to the second floor.
The door to the right is locked, so get the Shine Sprite and then onto the
crates behind the stairs. Use Yoshi to cross the gap to more creates and smash
the giant yellow block. This reveals a hole you can drop into, and a Heart Plus
P Badge you can reach with Yoshi. After getting it, drop into the hole to enter
a narrow space between floors.
In this crawlspace, go right, past the vent, and to a tiny hole right above
Grubba's room. From here, you can listen to a conversation between him and
Jolene. They seem to be talking about people trespassing in the storage room.
What the big deal about it? There doesn't seem to be anything suspicious...
Whatever is in there, it isn't the "most important thing" anyway. What could he
mean? They then discuss the disappearance of King K. after Jolene retired
him...what!? Apparently, he isn't even the first to disappear! Grubba asks
Jolene a few other suspicious questions and sends her off. As your partner
*BOOM* comments on the disappearances, Grubba hears you! Quick, make a random
animal sound to get rid of his attention! (The last choice is especially
hilarious; there must be "Burping Beetles" wherever Grubba comes from) After
you've finished eavesdropping, go back and slip through the vent to return to
the storage room.
Anyway, register for and win the fight for 3rd place. Mario gets another
threatening E-mail. Whoever is sending them must know about the Crystal Star
and missing fighters! As you're preparing for the 2nd place match, Jolene
brings more cake in for you. Don't eat it this time! This cake is poisoned and
will take your partners out of commission for the next battle! After you win,
you see that someone else has stupidly eaten it. That was lucky.
Now, fight the Koopinator for first place! You're almost there! After winning,
X tells you to remove the posters of yourself in the lobby. As hard as it is,
you have to. Go to the second floor of the lobby and have Flurrie blow the
posters down. Another Storage Key can be found behind one of them. X E-mails
you yet again and states the obvious; you should next open the door in the
storage room. (You need to get some spam filters for that Mailbox SP)
Anyway, go through the door and use Yoshi to reach a big yellow block. Smash
it, as usual. It's King K. and Bandy Andy! They're hurt badly, and Bandy Andy
says it happened when he was approaching the ring! What's going on!? Get the
Star Piece in this area and leave.
Back in your locker room, register for the championship fight. Strangely
enough, the secret service agent takes you to a dingy minor league locker room
instead of the arena! This must be Rawk Hawk's doing! Back in the arena, Grubba
is working the crowd up for the title match, apparently with no idea what's
happening. He also reveals that you've advanced through the rankings even
faster the Rawk Hawk did! Back in the locker room, your partner *BOOM* finds
that the door is locked. This looks bad... People are starting to notice that
you're late in the arena.
Time to escape. Look in the back-right corner for a poster of Peach. Those
filthy minor-leaguers are stealing your girl! Get rid of the poster with
Flurrie to reveal a door behind it! Looks like a poker room behind the secret
door. Enter the other door; you emerge from a locker in a major-league room.
Unfortunately, this room's door is also locked. Go to the right and enter the
bathroom. Time to finally put your plumbing skills to use. Jump onto the toilet
and use it like a pipe to reach the bathroom in your locker room. This room
isn't locked; be sure to save, heal and change your Badges before entering the
ring. It's time to face Rawk Hawk!
The crowd goes wild as you enter the arena. (Someone even yells "Jumpman!") Get
ready to fight...
MINIBOSS: RAWK HAWK
Appearance: A muscular yellow guy with sunglasses, wings on his head, and long
yellow hair.
HP: 40
Attack: 3
Defense: 0
Location: Glitzville
Rawk Hawk's main attack is a low sliding move that is fairly easy to block.
When his HP is lower, he'll jump into the air and do a superman attack for 4
damage, but it's still easy to block. When his HP is really low, he makes a
girder lower, grabs onto it, and shakes it to drop debris on you and your
partner. *BOOM* The attack hits many times and is very tough to block. Use
Flurrie or the Quake Hammer Badge to dislodge him and finish him off quickly!
You win! You're the champion of the Glitz Pit!!
Back in the locker room, Grubba congratulates you and gives you the champion's
belt. Jolene then leads you to the champion's room. Sweet... Wait, isn't
something missing? Where's your Crystal Star!? Before you can wonder for long,
your partner *BOOM* hears a strange voice. If you've listened to Bandy Andy's
stories, you'll know it's the ghost of the champion's room! Jump onto the boxes
and presents to the left of the door to reach the top, then use Yoshi to get on
top of the doorframe and then a high shelf on the right. The metal door here
doesn't seem to open, so "persuade" it with a spinning Super Hammer attack. Go
through the now-open doorway.
You're now in the air vent you saw in the storage room. If you have any sense
of direction at all, you'll know you're headed towards Grubba's office. As you
reach the other end, you hear Grubba talking to himself. He obviously knows
about the missing fighters and the secret that caused them to disappear! Even
worse, he's starting to think you and Jolene know too much and is planning to
get rid of both of you, just as he did to the other fighters! Smash open the
other door to the vent (how does any air get it?) and go through.
As you heard Grubba say while in the air vent, he put some papers regarding the
mystery in his left desk drawer. (From behind his desk) Before opening it, find
two more Star Pieces behind his potted plant and in the right-hand desk drawer.
Then open the left one. According to the paper, the secret is a giant machine
under the ring powered by the Gold Star (the real one) that can suck people's
power out! Suddenly, Grubba bursts in and tries to get you to leave. When your
partner *BOOM* accuses him of making the fighters disappear, he runs off to the
ring. Before following him, rest, save and switch your Badges. It's time for
the real chapter boss!
The arena is completely empty this time, with no matches planned. As you
approach the center, Grubba is waiting for you. Now that you know his secret to
staying young at age 60 (and the reason everyone is disappearing, AND the
location of the real Crystal Star), it's time for him to TAKE. YOU. DOWN. He
stands inside a giant machine that rises from the ring topped by the Gold Star
and uses the power of the disappeared fighters to become huge!
BOSS: MACHO GRUBBA
Appearance: A giant, fat orange guy with a spiky mohawk, a tiny vest and bow
tie, and sunglasses.
HP: 60
Attack: 4
Defense: 0
Location: Glitzville
After Grubba powers himself up using the Gold Star, he morphs into a giant
brute to attack you! He will always start the battle by giving himself the
ability to act twice per turn. He uses his extra action to power up his attack,
defense, or evasion for 1 turn, then attacks you! Try to build your strategy
around this. When he boosts his defense, don't bother attacking and heal or
Appeal to boost your Star Power. When he boosts his attack, try healing or just
going all-out when you get the chance. If he boosts his evasion, you may want
to try and stall, or at least not use any costly attacks. Luckily, the double
action bonus only lasts 3 turns, so he periodically has to recast it on
himself, leaving him open to attack. He gets even bigger when his HP is low, so
take him out quickly with your strongest moves!
After you defeat Macho Grubba, he collapses and reverts to normal. Jolene soon
runs in and explains everything that's been happening. She is the manager here
because she wanted to find out what happened to her brother, who disappeared
while fighting to support them. Next, she reveals that she was X! Also, her
brother was the first champion of the Glitz Pit and another disappeared
fighter, Prince Mush! As you're mourning Jolene's loss of Prince Mush, he and
the Gold Star pop out of the machine! They thank you and give you your third
Crystal Star! (And the ultra-powerful Power Lift Star Power!)
END OF CHAPTER 3
And so ends one of the best chapters in the game... Anyway, after saving, it's
time for yet another Peach scene.
???
Grodus is speaking with the Shadow Sirens again. They still haven't succeeded,
but they tell him they have a secret weapon...
Back in Peach's room, the door opens as usual. Go and see what TEC wants.
This time, the crazy computer wants Peach to ask Grodus about some incomplete
data that's been bothering him. Wait, ask Grodus!? Is TEC crazy or something!?
Luckily, he's planning to have Peach go incognito by wearing an X-Naut uniform.
Leave and go to the elevator, then take it to the only other available floor.
TEC directs you to a locker room. Enter one of the stalls and put on an X-Naut
uniform. (It's amazing Peach can fit into one, since it's about 2 feet shorter
than her. You'd better do this quickly to avoid spinal trauma) Leave the room
and go straight to the right to the throne room. (You can talk to the other X-
Nauts on the way)
Once you enter the throne room, Peach asks Grodus about...herself. Grodus
dismisses the question, but mentions that you should concentrate on some
legendary treasure and world domination...he must mean the treasure behind the
Thousand-Year Door.
Return to the changing room. Peach wonders if the world domination part could
have something to do with the Crystal Stars. Anyway, change back into your
dress and return to TEC.
Peach asks TEC if he was made to assist in world domination, and what the
Crystal Stars and treasure have to do with things. Tec refuses to answer, but
still lets Peach E-mail Mario about everything. (That can't be allowed)
After the saving and Peach heads, it's time for Bowser's scene!
THE GREAT TREE
Bowser arrives among some terrified Punies, cool on Mario's trail. No, cold.
No, freezing. No, MUCHISSIMO FRIO GRANDE! Sorry. Anyway, Kammy suggests to
interrogate some Punies about Mario and the Crystal Star. He soon finds the
Puni elder, who enlarges again and is just as terrifying as he is. She reveals
that Mario has the Crystal Star to get the treasure and save Peach. Bowser
decides to defeat Mario, steal Peach, and get the treasure. (Good luck,
firebrain)
GLITZVILLE
You're now back in the lobby of the Glitz Pit. All your friends (and enemy) are
seeing Mario off. Rawk Hawk is going to clean up his act and fight fair, King
K. is returning to the ring, and Jolene is running the Glitz Pit now. Awwww...
After your goodbye, board the Cheep blimp and return to Rogueport.
ROGUEPORT
As usual, it's time for some more sidequests before getting onto Chapter 4.
First, answer the usual E-mail from Peach. ($700p10 $p@|\/|\/|34) After that,
do the usual sidequests. (Trouble Center, Lovely Howz of Badges, and
Charlieton) Luigi is in the garden in West Rogueport, with a story of his
adventure in Plumpbelly Village. His partner Jerry the Bob-omb is here to keep
Luigi from ever cross-dressing for a tribal sacrifice again. (Disturbing mental
image alert!) Also, now that you have the Super Hammer, 'tis time for a few
more Shine Sprites and Star Pieces. First, enter Rogueport Sewers from East
Rogueport.
ROGUEPORT SEWERS
Return to the long room with the stairs in it just below the one you enter in.
Don't take the pipe you normally use; instead, exit left.
Now that you have the Super Hammer, it's time to activate some shortcuts. Smash
the giant block dominating this room, then use the elevator behind it. Get the
Shine Sprite, then jump onto each giant ! switch and Spin Jump it. Each one
opens up a blue pipe. The left one leads to the Great Tree, and the right to
Petalburg! How convenient! Now, go back to the right and down the pipe next to
the doorway.
Previously, you had to use a Plane Panel in here to reach the Thousand-Year
Door. It's time for more shortcuts! Smash the giant yellow block in here,
revealing a Star Piece and a springboard allowing for easy access to the door.
If you have your Badges from Dazzle and partner promotion taken care if, go and
visit the Thousand-Year Door.
After the usual pretty lights, the map reveals the Ruby Star in some creepy
woods west of Rogueport. Aw man, why couldn't it be at that tropical island to
the south?
ROGUEPORT
It's professor time again. Professor Frankly is shocked that the X-Nauts want
to take over the world,. What's really shocking is that the legendary treasure
isn't treasure, but a 1000-year old evil that destroyed the city behind the
door! They must want to use the evil to take over the world! After that,
Frankly explains that the next Crystal Star is in Twilight Town. A pipe to it
can be found under Rogueport. If you've already found the pipe (and
consequently disobeyed my walkthrough, deleting your account), you'll know that
it simply spits you back out for some reason. If not, try it yourself it keep
things moving. (The pipe is under the grate in West Rogueport, across the gap
to the left using Yoshi and through the green door) Frankly says you should
visit a man from Twilight Town named Darkly. He resides in the dark alley
behind Frankly's house. You should already know how to reach him. (If not, try
to walk into the center of the brick wall next to Merlon's house. Your you-
know-what has been you-know-whiched)
When you talk to Darkly, he says you must have your name written on you to get
through the pipe. How strange. He writes Mario's name onto his overalls, and
your partner's *BOOM* name as well. Now, return to the pipe and enter it to go
to Twilight Town, and Chapter 4!
---
e. Chapter 4: For Pigs the Bell Tolls (Chap4)
Enemies: Hyper Goomba, Hyper Paragoomba, Hyper Spiky Goomba, Crazee Dayzee,
Amazy Dayzee, Hyper Cleft, Boo, Swooper, Atomic Boo, ???, Buzzy Beetle, Spike
Top, Doopliss
TWILIGHT TOWN
As Chapter 4 begins, it's easy to see how Twilight Town got its name. It lives
in perpetual semidarkness with a huge full moon looming in the background
behind spooky trees. As soon as you emerge from the brown pipe, an equally
creepy local approaches you. He comments that you look like an adventurer and
that Twilight Town needs one now. Before you can find out what he means, the
bell rings and he turns into a pig! (A 3-D pig, too!) I guess that answers your
question. Soon after, a hairy old man walks up to you and comments on the
transformation. From the sound of him, this isn't the first time someone has
turned into a pig. He introduces himself as Dour, the mayor of Twilight Town. E
takes you to his house to explain things.
Apparently, the village has been cursed by a monster in the Creepy Steeple, a
building deep in the Twilight Forest. Every time its bell rings, another
villager turns into a pig. He advises you to leave before it happens to you,
but your partner *BOOM* says they can't until they get the Crystal Star. Dour
mentions a red stone in the Creepy Steeple, and your partner *BOOM* quickly
decides to go there to get it. Now, leave the mayor's house and begin
exploring.
First, look to the left of Dour's house, between it and the next one, for a
Star Piece. Search the bushes at the bottom of the screen; one near the middle
contains a second Star Piece. Now, head to the east side of Twilight Town.
(Check out the Inn and Save Block if you want; you get a free Peachy Peach for
staying there)
On this side, look behind some barrels next to the tree at the southeast side
of the area for the third and final Star Piece. Next, take a look at the shop
here. It's the best place to find Life Shrooms, and the only one for Spite
Pouches and powerful Stop Watches. Unfortunately, it's closed at the moment
because her husband was turned into a pig and dropped the key to the store room
in the forest. 9There is a fairly useless Inn Coupon behind the prize sign in
here)
>>>>>>>>>>>>>
TWILIGHT SHOP
<<<<<<<<<<<<<
Life Shroom-40 Coins(!)
Maple Syrup-20 Coins
Spite Pouch-10 Coins(!)
Stop Watch-30 Coins
Super Shroom-15 Coins
Thunder Rage-20 Coins
Now, try to leave through the east gate. The guard says you need the mayor's
permission of leave; that shouldn't be too hard. On your way to his house, the
bell rings again.
When you enter the mayor's house, you see that he's been turned into a pig! Uh-
oh. How are you going to escape?
Hopefully, you'll be able to work something out with the gatekeeper. Luckily,
when you approach him, he turns into a pig too! Now that the gate is unguarded,
go through to Twilight Trail.
TWILIGHT TRAIL
As soon as you enter the creepy trail, enter the run-down shed here and go left
to find another Black Key. Hm, there must be a black chest somewhere around
here.
The next area contains some tough new enemies: Hyper Goombas! These armless
guys come in all the same varieties as regular ones, but are stronger with high
HP. Even worse, they have the ability to charge up, increasing their attack by
6 during the next turn! They come in trios and love to be cheap by all charging
at once, making massive damage almost inevitable. Use your strongest moves to
take them down before they can unleash incredibly powerful attacks, and be sure
to get first strikes! Alternatively, you can try to avoid them by running along
the bottom of the screen. If you don't you can hit all the coin blocks here. If
you stand on the yellow ? block and jump, you'll find a hidden and well-needed
Super Shroom. Anyway, continue to the next area.
A large fallen tree blocks the entire path in this next area. You can see the
Storage Key, but not reach it. Luckily, Koops can. Retrieve the key, then
return to Twilight Town.
TWILIGHT TOWN
Return to the Storage Key to the shopkeeper. The grateful woman lets you enter
her storeroom and take anything you want from it. Besides a Jammin' Jelly,
Boo's Sheet, Life Shroom, and powerful Defend Plus Badge, there's also a black
chest in here! Open it and prepare for another "curse."
This curse is so terrible, you can't even walk! At least not when you use it.
To activate the new curse, hold R and repeatedly rotate the control stick. This
causes Mario to roll into a tube, allowing him to get through small openings
like the fallen tree you saw earlier. Before leaving, be sure to stock up on
healing items; you'll need them for those stupid Hyper Goombas.
TWILIGHT TRAIL
You guessed it: use your new Tube Mode to roll under the tree. Look behind its
roots for a Star Piece and go right. Oh no, it's a haystack! Your pathetic
hammer and boots are worthless against this new foe! You are baetan!!111!1!1
Wait, use some common sense and blow the haystack away with Flurrie! This
reveals a warp pipe; get the Star Piece behind it and enter it. Once you're in
the background, go left into the woods.
TWILIGHT FOREST
You'll encounter more new enemies here. Hyper Clefts are tougher Clefts that
can charge their attacks, much like Hyper Goombas! Because of their high
defense, piercing attacks like Earth Tremor are the best way to beat them.
There are also Crazee Dayzees in the forest. They look cute, but they attack
with a song that can put Mario to sleep unless he blocks! To block, hit A at
the last note of their song. (It takes practice to know when this is) Luckily,
they also run away from battle instead of attack if their HP is low. Also,
Crazee Dayzees you encounter have a small chance of being Amazy Dayzees, which
have the strongest attack in the game! (20 damage, enough to severely weaken or
KO Mario) Luckily, they'll virtually always run from battle, even if their Hp
is high. If you can take one out on your first turn, you gain massive amounts
of experience! The best way to do this is with Art Attack, a Star Power you
unfortunately don't have yet.
With that nature lesson finished, hit the coin block if you want and use Paper
Mode to slip through a narrow gap in the grass between two trees. An item block
with an Earth Quake is partially hidden behind a tree if you want it. After you
finish, go left to another area.
The red block in this area holds a useful Hammer Throw Badge. Get it and go up
to the tree. It's a dead end! Either that, or very good wallpaper! Blow a hole
open in the tree with Flurrie and go through to enter the background. Go right
to another, even deeper part of the woods.
Go left to a small clearing with a dark spot. Have Flurrie blow on this spot to
reveal some boards. Spin Jump them to smash through and emerge from some rocks
in the background. Go right and push the huge rock here to also make the one in
the foreground move. (Now that's superhuman strength) Go back to he foreground
and jump into the hole you uncovered to instantly emerge from one on the other
side of the rock. Keep going left and defeat the group of enemies. Check behind
the last tree for a Shine Sprite and keep going right to the next area.
CREEPY STEEPLE
You're now in the haunted courtyard of the Creepy Steeple. Heal and save, then
get to opening that gate.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
Nothing works, does it? I hope you aren't still trying. Use Tube Mode to get
into the courtyard by rolling through a hole in the fence near the old well.
Open the gate and look behind the fence to the left of it for another Star
Piece. Then climb the steps and go into the Steeple.
Once you go into the main hall, look on the north side of it for a hole you can
enter with Tube Mode.
The hole leads to a treasure room. The 2 chests contain an Ice Smash Badge and
a Cookbook (which will be useful later). There's another Shine Sprite in plain
sight and a Star Piece in the back, behind the couch. Once you have everything,
go back to the main hall.
Since the side doors don't work, go to the right up some steps to a statue of a
Crystal Star. Push it back to reveal a hole...right under you.
In the secret basement, note the discolored wall behind you. Use Flurrie to
blow the bad wallpaper off and go behind where it was. Past some darkness to
the right is a Flower Saver Badge. Get it and go through the door to the left
of the springboard.
There's a strange cube in here. Since you have no idea what it does, go ahead
and open it. You suddenly release a huge number of Boos into the mansion!
Quick, get Luigi in here to catch them! After the Boos fly off, one remains and
ask you how many of them were just released. (It's 200...this isn't good) He
gives you an Ultra Shroom if you answer correctly. Now, return to the main hall
via the springboard.
Talk to the Boo floating around in here. Unless you want to miss a cool Badge,
say you won't be mean to him and his friends. After you do, many Boos fill the
hallway. The side doors also unlock. If you want, stay in the main hall and
stand still. (Consider saving first, since you're about to fight a miniboss)
The Boos will swarm around you and try to remove you from the Steeple. If you
use a spin attack with the Super Hammer, they get mad and merge to form a huge
Boo!
MINIBOSS: ATOMIC BOO
Appearance: A gigantic Boo with a smaller face relative to its body.
HP: 40
Attack: 4
Defense: 0, is flying
Location: Creepy Steeple
This gigantic Boo is formed from 200 smaller ones (sound familiar, Luigi?) and
is fought by using a Super Hammer spin twice on the Boos that swarm you in the
Creepy Steeple after you free them. It isn't too tough, and requires little
strategy to beat. It gives you the Lucky Start Badge when you defeat it.
After you defeat the huge Boo, it drops the Lucky Start Badge. (But you already
know that from the miniboss strategy, didn't you?) Take the bottom door along
the side of the main hall.
You're now in an outdoor walkway along the side of the Creepy Steeple. Some
Swoopers can be found hanging from the ceiling; try to get first strikes on
them. Once you reach the end, hit the red ! switch to trigger some rumbling.
What could that be? Whatever it was, it only appears to happen once. Enter the
door just before the switch.
You're in a tall hallway with some stairs at the south end, leading up to a
doorway. Strangely enough, there are also two unreachable doors! Spin Jump
around the center-right part of the room to find another hidden panel and Star
Piece. Then climb the stairs and enter the door at the top.
You're now on a walkway on the second floor of the Steeple's main hall. Jump
the gap ahead or use Yoshi and keep going. The gap near the left side of the
hall is too wide to cross; use Koops to get the Steeple Key across it and
return to the previous room.
Go down the stairs and out the top door.
There's another red ! switch in this walkway. Hit it twice to cause more
rumbling. Go back to the stair hall. (Just so you know, you can slip through
the fence to the left with Paper Mode and go past the ! switch to find a tree
you can whack to get a Golden Leaf, a useful cooking item)
Whoah! The stairs in here have moved to the top of the room! (That explains the
rumbling action) Climb them and go through the north door.
You're now on another walkway in the main hall. Go to the left again, carefully
crossing the gap near the end. Use the save block and use your key on the
locked door.
This room has a huge spiral staircase; it must lead to the top of the steeple.
Use the Heart Block is necessary and climb the stairs. Use the springboard at
the top to emerge in...
A Duplighost's house!? It's obvious that this room is the home of the cursed
bell, but a party hat-wearing ghost has set up a TV, refrigerator, shower, and
rocking chair under it! He soon notices his new guests and tries to send you
away, admitting that he's been turning people into pigs for entertainment.
Whoever this weirdo is, he's going down!
BOSS: ???
Appearance: A short guy in a white bed sheet with red shoes, red eyes, a blue
string tie, and a party hat.
HP: 40
Attack: 4
Defense: 0
Location: Creepy Steeple
This ghost is a fairly straightforward foe; pretty much anything works well on
him. You'd better be used to blocking your own attacks for when he transforms
into a shadow version of you after losing some HP, though. Just use your
strongest attacks on him and you should win easily.
As I just said, this chapter boss is the easiest yet, and victory shouldn't be
a problem. After you win, Shadow Mario collapses and you slightly
anticlimactically get the Ruby Star!
END OF CHAPTER 4
After you save, it's time for Peach's next scene...or not. What's going on!?
You skip past Peach and Bowser and immediately return to the Creepy Steeple,
where Mario and co. leave while commenting on how weak the boss was. Instead of
switching to Mario, you continue to watch the fallen Shadow Mario. After a
while....you gain control of him!? Don't worry, your game isn't glitched.
Still, the ghost must have somehow switched bodies with you while you were
holding the Ruby Star! And he even took all your gullible partners *BOOM* with
him! Time to get to the bottom of this. Press A to get up and go back down
through the Creepy Steeple.
Save with the save block and drop to the main hall. Try to avoid battle, since
you have no partners. After you leave the Steeple, the scene switches to the
Shadow Sirens in Twilight Town.
TWILIGHT TOWN
Beldam is gloating over her assured victory because of her new weapon, the
Superbombomb. (That sounds painful) The Boggly Woods repeats itself; Vivian has
lost the bomb. Although Beldam probably had it, she blames her sister as usual.
She threatens Vivian and makes her look for it, then leaves with Marilyn.
CREEPY STEEPLE
As Shadow Mario, save and continue back to Twilight Town. Try to avoid as many
battles as possible in your weakened state, or run if you have to. Especially
be careful of Hyper enemies. (Luckily, the Hyper Goombas are easy to avoid)
TWILIGHT TRAIL
Once you get in front of the old shed, the fake Mario appears in front of you!
Even stranger, he can talk! (You'd think that would be a dead giveaway to your
partners *BOOM*) He restates the obvious; he's stolen your name and body, and
is planning to get rid of the old ones, AKA you. To make things more
interesting, he offers to let you guess his name first. Strangely enough, the
letter p is missing from the naming screen. Conveniently enough, it's in the
ghost's real name, so you couldn’t enter it even if you knew it. Say anything
you want for his name, then run away to Twilight Town when he fights you. (You
can't win without his name)
TWILIGHT TOWN
After healing and restocking on items, go back to the first area, where Vivian
is searching the bushes for the Superbombomb. Because you're Shadow Mario, she
doesn't recognize you and says what she's doing. You already know exactly what
happened thanks to your cutscene sense, so search the bushes to the left for
the Superbombomb and return it. (Wait, why are you helping your enemy?) She
thanks you for returning it, but then notices it's broken. When she asks for
your name, you soon end up explaining what happened to you. She decides to
repay you and escape her sisters by helping you get your name back. (She also
shyly kisses Mario; let's see, that makes 4 different females so far. Mario is
on fire!) Anyway, you just got a new party member! (Unfortunately, since Shadow
Mario and Vivian don't have their names written on them, you can't return to
Rogueport to promote her)
>>>>>>
VIVIAN
<<<<<<
Vivian is the youngest of the 3 Shadow Sirens, Grodus' ghostly femme fatales.
She has a bit of an inferiority complex, probably because she's constantly
pushed around and punished by her older sister Beldam and moaned at by her
other sister Marilyn. She eventually gets fed up with this treatment and joins
Mario when he shows her an act of kindness in Twilight Town. (Or course, the
fact that his identity had been stolen so she had no idea who he was also
helped) In battle, Vivian is a master of fire and evasion moves. Her field
skill will be recognizable to players of Paper Mario. It pulls Mario down into
the shadows, where he's invisible and invincible. Things like enemies and
spikes pass through him in this state.
HP: 15/20/30
Shade Fist: 3/4/5 damage, may set target on fire
Action Command: Hit the button that is displayed
Style Command: Press A as Vivian is about to reappear from the ground after
attacking
Shade Fist is a useful attack move that can hit any enemy for decent damage and
do more over several turns by setting it on fire. The action command requires
quick reflexes.
Veil (1 FP): Protects Mario from all attacks for 1 turn, but loses next turn
Action Command: Hit the buttons in the displayed sequence
Style Command: Press A as Vivian is returning to her position after the move
ends
This move is like Vivian's field skill, only in battle. Since you lose a turn
after the move is finished, it's only useful for avoiding charged attacks.
Super Ability-Fiery Jinx (6 FP): 4/5 damage to all enemies, pierces defense,
may set them on fire
Action Command: Hit each button as it is displayed
Style Command: Press A right as Vivian stops waving her finger
Fiery Jinx works like Shade Fist only it hits every enemy, making it very
powerful. It's the second-best move to hit all enemies; only Bob-ombast is
better. (Although Fiery Jinx is more desirable against armored enemies)
Ultra Ability-Infatuate (4 FP): Attempts to confuse all enemies
Action Command: Press A the instant a heart appears over an enemy
Style Command: Press A as soon as the action command for the final enemy is
pressed
Infatuate has Vivian attempt to confuse all enemies by blowing kisses at them.
The action command is hard to time, but it's a powerful attack when it works.
Vivian tells you that you can use her field skill to get information from the
birds perched around town. (Oh my gosh! Talking birds!) Some of them simply
talk inanely, but some crows on the tree in the southeast side of the second
area mention that the only one that knows the ghost's name is locked under
Creepy Steeple. Looks like it's time to traverse the Twilight Trail again.
(Alliteration power!)
TWILGIHT TRAIL
The fake Mario appears again as you leave Twilight Town. Luckily for you,
Vivian doesn't notice that the body the crazy doppelganger stole from you is
Mario's. You still can't name him, so enter any old name, run from battle, and
keep going along the Trail.
Although you stand a chance against the enemies now that you have a partner,
Vivian's field skill renders you invisible to them, allowing you to evade
enemies a little more easily. (Her Veil ability is great against Hyper Goombas)
Keep going through the Trail and Forest to the Creepy Steeple.
CREEPY STEEPLE
Save and heal out in front, as usual. You probably already knew that there were
no more doors to explore in the Steeple, so how will you get to the one who
knows the ghost's name? Tranquilize Lassie, change your name to Little Billy,
and jump down the old well!
You fall into a rocky cavern under the well. Get the Shine Sprite and be
prepared for many, many battles when you go to the next cave.
This crazy place is filled with Buzzy Beetles and even Spike Tops. These
enemies have shells and can be flipped, but get back up after one turn unlike
Koopas. Flip them with Mario, then have Vivian finish them one by one. Get
first strikes whenever possible, and use Earth Tremor, a POW Block, or Piercing
Blow on the Spike Tops. Once the room is FINALLY cleared, grab the Tornado Jump
Badge and check out the tunnel to the left. There's a door-shaped barrier that
you can push up the incline here, but there's no way to remove it. To get past,
push it up a ways, then use Vivian's field skill to let it pass over you. Once
it slides back to the beginning, emerge and continue on.
There's another Save Block and a Shine Sprite here. Get/use them, then enter
Tube Mode and roll through the tiny tunnel. Spin Jump the boards at the end to
drop down to the background of the room you released the Boos in. Look behind a
pillar to the right separating two windows for a Star Piece. Enter Tube Mode
again and roll through a tiny hole on the left side of the backdrop.
You roll into a room to the left of the Boo box room. It's filled with
treasure, and a parrot. If crows can talk in this game, parrots sure can! Use
Vivian's field skill to listen in. As he complains about his life and hunger,
he reveals the ghost's true name: Doopliss! (You're lucky that a talking animal
knew his name) After getting this valuable information, plunder the room. Spin
Jump near the door for a Star Piece. The two normal chests contain another
Power Plus Badge (equip it ASAP) and a Mr. Softener. The weird boxes have a
Steeple Key and the Letter "p." Wait, what? This strange item open up the
letter P in the name thing, allowing you to enter "Doopliss." Use the Steeple
Key to exit the room and return to Twilight Town. AGAIN.
TWILIGHT TRAIL
As usual, Doopliss appears in front of the shed when you approach it. When you
enter his name, he freaks out and runs back to the Creepy Steeple. YET AGAIN,
return to the Creepy Steeple. (Don’t worry, this is finally the last time)
CREEPY STEEPLE
Return to the lounge where you first fought Doopliss. When you arrive, he talks
to all your partners. *BOOM* They're completely fooled by his disguise, even
though he's talking, and eagerly help him defeat you. Also, one of them
mentions your name. Vivian figures out that she's actually been helping Mario
and is slightly stunned. Time for a rematch with Doopliss!
BOSS: DOOPLISS
Appearance: Just like Mario except with slightly rounder eyes.
HP: 40
Attack: 4
Defense: 0
Location: Creepy Steeple
This time, Doopliss impersonates you for the duration of the battle and has
your partners *BOOM* to help him. Unless you have something against them
*coughflurriecough*, don't attack them and focus on Doopliss instead. As with
before, he uses all of your attacks, which are surprisingly hard to block.
Since Vivian just realized you're Mario, she stays out of the battle for the
first few turns. After a while, she decides to help you and joins. Make use of
your Star Powers and strongest attacks to beat this still-easy boss for the
final time!
After you re-defeat Doopliss, you both revert to normal and you get the Ruby
Star! (And the Amazy Dayzee-killing Star Power Art Attack!) Your partners
realize they've been fooled pathetically and apologize, and Vivian decides to
join you permanently. It's finally the end of the chapter!
REAL END OF CHAPTER 4
After saving, it's really time for Peach's scene...or not. First, we see Beldam
and Marilyn waiting for Vivian to return as Doopliss runs in. And finally...
???
In Grodus' throne room, an X-Naut tells old computer-head the seal on the
Thousand-Year Door is weakening. He gives an evil speech about his plans and
laughs as we switch to Peach.
We skip seeing Peach in her room and start as she once again visits TEC. He's
felling troubled, torn between Peach and his mission. Instead of talking about
it more, he reveals more classified information by treating you to a quiz.
Luckily, he doesn't send Clefts after you f you lose, but makes you start over.
Even though it's simply a series of questions, the quiz reveals quite a bit
about the storyline, especially #4 and #5.
1. Thousand-Year Door opens.
2. To conquer the world.
3. A 1000-year old demon's soul.
4. Bring the demon back to life.
5. Crystal Stars.
The evil behind the door is an ancient demon, and Grodus is going to revive
it!? This is bad... As usual, TEC lets Peach tell Mario about all the X-Nauts'
secret plans by E-mailing him.
After some Peach heads, it's time for Bowser's scene.
ROGUEPORT
Bowser is still trailing far, far behind Mario, and is at the blimp station
trying to go to Glitzville. The ticket taker runs away at the sight of him and
Kammy, but Bowser reappears in his helicopter and flies off. Unfortunately,
this trip doesn't go as well as his last one to Glitzville; the helicopter
breaks down and falls into the sea. Luckily, Bowser seems to be amphibious.
It's time for some more wanton destruction...underwater! Complete the funny
stage as before. (Don't worry if you have trouble; Bowser has infinite 1-ups)
Bowser reappears on Rogueport Pier, soaked. Everyone runs away as usual, and
Kammy enters with balloons and a Rawk Hawk hat. As she tells about her fun time
at Glitzville, Bowser blasts her with fire breath. Time to get back to Mario.
TWILIGHT TOWN
As usual, everyone is thanking Mario for saving them. Once you return to
Rogueport via the pipe, you get Peach's E-mail, which tells you about what lies
behind the door.
ROGUEPORT SEWERS
Note that you can roll under the fallen pillar in front of Merluvlee's house
with Tube Mode, letting you get to Dazzle quickly and use those brand-new Star
Pieces. Do so, then continue to the first area of the sewers. Go down the pipe
behind the bars.
In the long stairs room, slip through the bars to the lower floor. Don't take
the doorway or pipe; go right to a doorway behind some bars and use Paper Mode
to reach it.
This room used to be impassable, and it's easy to see why. Every few seconds,
spikes pop up all over most of the floor, impaling anything on them. With
Vivian's field skill, you can use good timing to avoid the spikes and reach the
treasure chest containing the all-important Spike Shield Badge! This Badge lets
you jump on spiked enemies, which is useful now and essential later! Equip it
ASAP, at all costs, posthaste! Then return to the previous room and go down the
pipe to the left.
Use the springboard right below where you exit, then go left to the Thousand-
Year Door room. Get onto the pedestal and find out where the next star is.
Everyone who was disappointed with the location last time is in for some luck;
the Sapphire Star is on that tropical island! Time for some R&R!
ROGUEPORT
As usual, you're now in Frankly's house. Frankly is surprised that the treasure
is a demon, but says it fits in with his findings. He prepares to tell you some
other things he's researched. He even breaks the fourth wall and tells you (yes
you, out there in front of the TV) to listen, so this must be important! Before
your partner *BOOM* can find out what he means, he gets into his story. The
demon behind the door destroyed the ancient city, and created the Crystal Stars
to help it rule the world. Strange, I thought Stars were objects of pure good.
4 brave warriors (whom you'll be familiar with if you've visited the
Storyteller on Merlon's roof) used the Stars to defeat the demon, but couldn't
destroy its soul. So, they simply used the Stars to seal it behind the
Thousand-Year Door. Your partner *BOOM* asks why you're collecting the Stars if
they're only going to revive the demon, and Frankly explains. The Thousand-Year
Door got its name for a reason: it only stays shut for 1000 years on its own.
The X-Nauts might not need the Crystal Stars to revive the demon, but you'll
definitely need them to re-seal it. He then goes on and says the Sapphire Star
is on Keelhaul Key, said to be cursed. (Better cancel that vacation) Now, leave
and take care of any other sidequests: Troubles, Badges, partner upgrading,
etc... As usual, Luigi is back, this time in the first floor of the Inn, to
tell you about his misadventure in the kart race at Circuit Break Island. (He
must be getting rusty since his days in Mario Kart) This time, his partner is
Torque the Spike Top, who is enraged about the repair costs Luigi's put on him.
After this, head to West Rogueport for a Shine Sprite.
Enter the rightmost house in this area. Climb the stairs and enter a small hole
at the top with Tube Mode. You emerge in a courtyard behind a wall containing
the Shine Sprite. Enter another hole to reach the adjacent house, then go to
Rogueport Square.
If you're ready to advance the storyline, save and enter the Inn. Speak to the
rich-looking man singing at one of the tables. He introduces himself as Flavio,
a rich merchant. After a slightly philosophical question, he mentions the
treasure of the pirate king Cortez. He's decided to search for it on Keelhaul
Key. (What a coincidence!) It's said that the people who seek the treasure are
attacked by Cortez's spirit, but he's going for it despite the rumors. When you
say you're seeking the "legendary treasure," he says it doesn't exist. In fact,
he thinks you're trying to steal his treasure when he says you're headed for
Keelhaul Key with the map! When you say you're only looking for the Crystal
Star, he mentions that he remembers a star-shaped stone in the treasure hordes
of Cortez. He decides to take you along on his voyage to the Key. (Convenient,
since you don't have a whale this time)
Go to Rogueport Pier next. A large sailing ship has appeared at it; jump on
board and talk to Flavio. Unsurprisingly, this ship is his, and is even named
after him. However, while he has a leader (himself), a captain (you), and a
boat, he needs a skilled helmsman to navigate the waters around Keelhaul Key.
Pa-Patch the Bob-omb sailor suggests that a legendary sailor named Bobbery can
sail any boat, but hasn't been seen around Rogueport lately. He orders you to
go and find Bobbery, so get going. Luckily, you should have a good idea of
where to find Bobbery. Think back to the house in East Rogueport that's locked
from the inside. He's in there!
Once you're in East Rogueport, use Yoshi to reach the rooftops and get onto the
flat roof of the locked house. Use Tube Mode to roll into the chimney. (This
reminds me of chapter 7 from PM1)
There's an old Bob-omb in here with a mustache to rival yours. Judging by his
naval hat and steering wheel on his back, he's probably Bobbery, but he denies
it. Go through the door in the back and get the Shine Sprite, then leave and go
back to Flavio. He tells you to ask around about Bobbery to see if you have the
right person, so go to the Inn and talk to Podley.
Podley confirms that the guy you met was Bobbery. Return to the locked house
and meet him. You and your partner *BOOM* finally get him to admit he's
Bobbery. Unfortunately, for no apparent reason, he refuses to be helmsman.
(What a recluse) Go back to Podley and see why.
Podley explains that Bobbery is too depressed about his past to help you. He
was once married to a Bob-omb named Scarlette, but when she got sick and died
during one of his usual long voyages, he gave up being a sailor forever. To
help Bobbery recover, he gives you a letter from Scarlette before she died to
make Bobbery stop blaming himself.
Go back to his house and deliver the touching letter. When he reads it, he gets
the confidence to return to the sea and help steer the S.S. Flavio. When you
leave, he goes on ahead to the pier. Before following him, be sure to finish up
everything you need to do! Once chapter 5 starts, you can't leave! Once you're
ready, talk to Flavio. All the preparations are finished, so the ship is ready
to leave! After you say yes and it leaves, an X-Naut comes out of hiding. In
case you were totally oblivious, one of the sailors is Lord Crump in disguise,
and he's infiltrated the ship!
---
f. Chapter 5: The Key to Pirates (Chap5)
Enemies: Ember, Green Fuzzy, Flower Fuzzy, Putrid Piranha, Lava Bubble, Bullet
Bill, Bill Blaster, Parabuzzy, Bulky Bob-omb, Cortez, Lord Crump, X-Nauts
The chapter starts as the S.S. Flavio crosses the ocean and Flavio himself
keeps a diary of the trip. On board, he's still singing his Boom-bassa-boom
Festival song. When he finishes, he launches into an equally annoying and
totally false story of his exploits. Is it just me, or is everyone starting to
hate this guy? When the boat stops, a sailor takes the opportunity to stop the
story and tells Flavio. As he climbs to the crow's nest to survey the problem,
a fiery ghost appears behind him! After he sees it and tells Flavio, many more
Embers surround the ship! Eventually, the Flavio sinks from the curse.
We now see several more diary entries. Flavio and co. have washed ashore on
Keelhaul Key and started a primitive civilization on the shore, but Bobbery and
two others are still missing.
KEELHAUL KEY
You begin standing on the shore. A sailor calls you to see the huts they've
made. Before going, check out the shoreline. Spin Jump behind a rock on the
right edge for a Star Piece and keep going up. Right before a dead end, a blue
mole pops out of the ground; it's Whacka! Players of PM1 will recognize the
little guy and remember NOT TO WHACK HIM! You get a powerful (and gross)
healing item, but he dies forever if you whack him too much! SAVE THE WHACKAS!
Anyway, go through the right exit to the village.
The sailors have constructed a primitive village out of pieces of the Flavio,
nicknamed "Shantytown." It has all the conveniences of Rogueport: an Inn and
shop.
>>>>>>>>>>>>>>>>>
KEELHAUL GALLERIA
<<<<<<<<<<<<<<<<<
Fire Flower-5 Coins(!)
Fright Mask-2 Coins(!)
Honey Syrup-3 Coins(!)
Ice Storm-15 Coins
Sleepy Sheep-10 Coins
Super Shroom-12 Coins(!)
As you enter, Flavio and Pa-patch are arguing. Soon after, more ghostly Embers
appear! Time for a battle!
You fight 3 Embers in this battle. These tough enemies have 8 HP and a variety
of deadly fire attacks. If you don't block them (it's not too hard) they can
set you on fire, gradually doing damage over a few turns. Don't use any moves
that make direct contact with the ghosts; Yoshi's Mini-Egg of Vivian's Fiery
Jinx work well if you've promoted them. (You should have; they're some of the
best partners) Don't be afraid to use Star Powers; there's a primitive but cozy
Inn nearby. After you win, Flavio has you scout the island to see if it's even
possible to live here with the ghosts. Now, save, then heal and buy items if
necessary. Then find 2 more Star Pieces on the beach and behind some rocks near
the east exit. Once you're ready, go east into the jungle.
Right off the bat, search the first bush on this path for yet another Star
Piece. Take note: the leftmost palm tree here can be whacked for Keel Mangos,
useful cooking items. Defeat the Fuzzies as you continue right. (You should be
familiar with these guys from the Glitz Pit; if you've been equipping those
Power Plus Badges they should be easy) The red ? block contains a Head Rattle
Badge, and the slightly hidden yellow one a weak Courage Shell. Continue to the
next area.
This area contains Putrid Piranhas, spiked flowers that can poison you if you
don't stop their surprisingly hard-to-block attack. They also have high HP, so
keeping your Hp high can be tricky. If you want, search the second bush for a
Mini Mr. Mini. The yellow ? block just beyond contains a powerful Jammin'
Jelly. Also, stand on this block and jump to reveal a hidden coin block that
will be necessary in a second. Continue right (check behind the large root for
a Star Piece) and up some steps. Jump the first two gaps ahead, then use Yoshi
and the coin block to cross the large third one. Once you reach the top ledge,
you can get a Shine Sprite by having Yoshi carry you to the brick block to the
left. After you get or skip it, switch back again and continue right to the
next area. (The yellow ? block up here contains a Thunder Rage)
It's Bobbery and the other 2 survivors! The salty Bob-omb, a badly disguised
Crump (AKA "Four-Eyes"), and a toad sailor are trapped on a bridge between some
Embers! Bobbery acts the hero and deals with the Embers himself, sending you
and the two sailors to the previous screen. As the two sailors leave, Crump
tells you (yes, he's breaking the fourth wall again) not to tell Mario who he
is, despite how obvious it is. Your partner *BOOM* overhears him, but has no
idea who he's talking to. Go back to the bridge area.
Bobbery and the Embers have gone to who-knows-where. There's a fairly useless
Inn Coupon behind the bridge post on the side you're on, but you probably don't
need it. Go down the stairs on the south side of the ledge and have Yoshi help
you across some water. The pipe across the gaps takes you to a palm tree in the
background, which you can whack for up to 2 Coconuts. You'll need at least 1
for later. Return to the foreground and cross the bridge. As you do, note the
item under the right end of the bridge. It isn't a Snowman Doll (as I thought);
it's a Badge! Slip through the boards with Paper Mode to get the Ice Power
Badge, which will be essential for the coming dungeon! Equip it ASAP! Use the
springboard to get back to the main path. Before continuing, jump around at the
north edge of the area to find a Shine Sprite hidden behind a palm leaf.
Bobbery has been trapped up a tree in this area by some Embers. Use your new
Badge to defeat them more easily, then whack the tree to get him down. He seems
to think he's dying, and asks for a bottle of Chuckola Cola to drink in
celebration of reaching the island. If anyone would have brought soda on a
treasure voyage, it must be Flavio! Return to Shantytown and see him!
After getting restocked, healed, and saved, talk to Flavio. He's glad that
you've returned, but the toad sailor tells him what happened to Bobbery. Flavio
dismisses Bobbery's fate, but then hears your request for some Chuckola Cola.
Being the insensitive wierdo he is, he'll only give the bottle to you in
exchange for more food. Trade it for your Coconut and return to Bobbery.
When you give it to him, he thanks you and dies in bliss. Wait, dies!?
Actually, he's only sleeping. Whack him with the hammer to bring him to his
senses. In thanks for helping him live again, Bobbery joins your party!
>>>>>>>
BOBBERY
<<<<<<<
Bobbery *BOOM* or should I say, Admiral Bobbery, is your new Bob-omb partner.
He's also my personal favorite because of his incredibly high HP and attack
power. He specializes in explosions of all types, and is always willing to blow
himself up for Mario's cause. He is a great partner to keep in front because
he's such a tank with his massive HP. His field skill also makes him blow up.
Mario first throws him, letting him land on ledges, then he walks a few steps
forward before exploding. You can make him blow up any time by pressing X
again.
HP: 20/30/40
---Abilities---
Bomb: 4/5/6 damage to front ground enemy, 1 bonus to fire enemies
Action Command: Hold A until the star lights, then quickly release it
Style Command: Hit A as Bobbery is bouncing after exploding and returning to
your side of the field
Bomb is Bobbery's basic attack, and is very powerful. It can only be used on
the front ground enemy, but does great damage and is good against fiery enemies
or ones with high defense. Its action command is also very easy to do.
Bomb Squad (3 FP): 3 + 3 + 3 damage in areas of effect
Action Command: Hit A with good timing
Style Command: Press A shortly after last bomb is thrown (hard to do)
This weird move throws 3 time bombs at the enemies that explode at the end of
the next round, damaging everything near them. Hit A to throw one when the
targeting cursor is aligned how you want to adjust the distance. (Remember,
you'll get the most distance at 45 degrees and less distance when you're
farther for that) For some weird reason, Bomb Squad doesn't appear to get
stronger as Bobbery levels up.
Super Ability-Hold Fast (4 FP): Damages varies
Action Command: Hit A exactly as each red circle lights up
Style Command: press A about half a second after finishing Action Command
This move makes Bobbery red with rage, causing him to explode whenever directly
attacked and retaliating for half the damage of the attack, rounded down. This
ability is a good idea if you like to use Bobbery to soak up damage with his
high HP. With the action command, simply reacting to when each circle
illuminates isn't fast enough. Use great timing to hit A right as they light up
to maximize the duration of the move.
Ultra Ability-Bob-ombast (9 FP): 8 damage to every enemy, 1 bonus to fire
enemies
Action Command: Mash A
Style Command: Same as Bomb
This powerful ability creates a massive explosion to deal unbelievable damage
to every enemy, often taking them all out instantly. It has a huge FP cost, but
it's worth it. Like Bomb, it does an extra point of damage against fire
enemies. The action command is one of the simplest in the game, as well.
Before leaving this area, go right. Heal with the Heart Block is you wish and
look behind the fern in the water for a Star Piece. The bush just to the left
contains a Spite Pouch. Anyway, return to Flavio.
Flavio gives a phony leader speech when you return, but Bobbery interrupts and
mentions the strange rock formations you might have seen in the area where you
found him. Flavio sends you off to find the treasure, but Bobbery suggests that
he come with too. Unsurprisingly, everyone else unanimously agrees. You just
got a new partner...sort of. Now, return to the rightmost part of the area
where Bobbery joined you.
Flavio examines the skull carved in the rock when you approach it. Your partner
*BOOM* mentions that the hole in its eye seems to be made for the red skull gem
you may have seen Flavio with in Rogueport. When you talk to him, he's singing
his stupid song again. After he finishes, you can ask him for the Skull Gem.
When you insert it into the stone skull, the eyes of the 2 rocks with faces
light up. Doing anything with them seems to summon Embers, however. Think back
to Flavio's song, and listen to it if you need to. It contains instructions on
what to do! As the song narrates, Spin Jump on the short red 'stache 3 times,
when whack blue 'stache 4 times. This causes a door above the skull to open.
Throw Bobbery onto the ledge and have him perform the fireworks by exploding in
an indent, blowing open a path. After a close call with the Skull Gem, Flavio
returns to Shantytown, leaving you to explore the creepy cave. (He could have
been the next Kolorado...)
PIRATE'S GROTTO
Let's see, you're in a mysterious, hidden cave created by pirates and guarded
by evil ghosts. You're definitely on the right track to Cortez's treasure. In
the waterlogged entry room, be sure to save. There's some Ruin Powder behind
some barrels below the door. Jump up some ledges to the right and enter the
next room.
Go forward down more ledges and jump off the sheer cliff to avoid bouncing back
up on the springboard. Repeat this with another ledge and exit.
Jump from the rocky shore you stand on to the shipwreck. To get the Shine
Sprite on it, climb to the very tip of the bow and jump. Jump right off the
boat and use Yoshi to reach the Star Piece. The stair-like ledges lead to a
long walkway filled with holes and protruding spears. You can't cross it in
time even with Yoshi, so there are two options. You can use Paper Mode to slip
between the rows of spears, but you often seem to get hit anyway for no
apparent reason. It's best to have Vivian hide you in the shadows whenever the
spears are about to pop up. You'll notice a handle on another shipwreck, but
it's unreachable for now.
The next area is simply a long bridge. It looks deserted, but you'll soon find
yourself bombarded by Bullet Bills fired from 2 Bill Blasters on the far end of
the bridge. They are easy to take out and shouldn't pose a threat, but you'll
be fighting one every few seconds and not making much progress. To avoid
fighting, use Vivian's field skill again. Once you reach the Blasters, hammer
them for a first strike. In battle, they don't actually harm you, but create
more Bullet Bills. Use partner attacks to take both the Bullet Bills fired out
in one turn, then have Mario go for the cannons themselves. Piercing attacks
are best because of the cannons' defense. Once you bust the cannons, you can
proceed.
Jump the first gap across the water ahead, then use Yoshi to cross the main
waterway. Defeat the Bulky Bob-omb (before it explodes!) and continue right.
Defeat the Embers, climb the first few steps, and save. Continue up until
you're at the step right below the top and fire Koops to the left. This hits an
invisible block that you can stand on to hammer the Shine Sprite. After getting
it, continue up and jump across the short gap. Defeat the Parabuzzy and throw
Bobbery onto the raised ledge to hit the ! switch and open the door.
There's another Bulky Bob-omb in here; as usual, defeating it without suffering
damage is hard. Spin Jump near the doorway you entered in for a Star Piece.
Note the strange dock here; you can't do anything with it yet. Continue left
past the waterfall and to the next room.
This next room is a storeroom of sorts. Somehow, a crate moves back and forth
to a raised rock in a pool of water with a red ! switch on top. Hitting it
instantly raises a nearby board into the air. Conveniently enough, you need to
be on that board. There are 2 ways to do it. The way I did was to throw Bobbery
while on the crate so he exploded on the switch, giving you time to run over to
the board. The easier way I wish I'd know about is to use Koops' field skill
facing away from the switch and hold him in place until you get on the board,
then release him to hit it. Once you ride the board up, you can get a Grotto
Key on the ledge. If you want, you can reach a high ledge of barrels with a
Shine Sprite and Star Piece by getting on the crate counterweight to the board
before the setup returns to normal, then riding it farther up to the ledge.
Now, return to the bottom of the room with the steps.
Save again, then use your shiny new key on the door to the right.
This room has a lot of Parabuzzies in it. Defeat them, then Spin Jump in the
middle of the room for another Star Piece. Leave through the south opening.
This room has more protruding spears in it, this time sideways from the wall.
Right off the bat, use Koops to hit a Shine Sprite to the right, then get past
the spears. Vivian could still work, but you can also roll under them in Tube
Mode. You can't roll under the lowest ones, so wait for them to retract and
then go past.
There's yet another Shine Sprite here. Use the hammer to reveal a hidden block
under it that allows you to hit it, then cross the barrels, bridge, and sunken
shipwreck. When you reach a gap, you can use either Bobbery or Koops to score a
first strike on the enemies across the gap if you wish. Use Yoshi to cross it.
Have Bobbery blast open the doorway leading out and continue to the next room.
There are two pairs of Bill Blasters on two levels in this room. Deal with them
the same as before. (Remember to have some way of getting past their defense)
The only way to keep going in the next room is to jump off a ledge onto another
dock. You're trapped! Cross some boards and enter the large shipwreck.
There's another black chest inside the ship, but the Black Key is nowhere to be
found. A P-Down, D-Up Badge is partially obscured behind it. Now, examine the
chest to see if it'll tell you where the Key is. (They want you to open them,
after all) As usual, the spirit in the chest asks you to get the Black Key and
free it. Since you already know how the process works, it simply makes an enemy
holding the key appear in the room. Defeat the Embers to get it, then open the
chest. Your latest and final "curse" lets you turn into a boat by pressing Y
while standing on certain Boat Docks! That explains a lot. After the spirit
finishes its speech, go outside and use your new ability to get back to the
exit. (Note that you can only enter or exit your new Boat Mode on or next to
Boat Docks) Once you escape, return to the top of the room with the large
waterfall and Bulky Bob-ombs.
In here, use your new ability on the Boat Dock. Sail off to the right, through
the waterway.
Sail up the river and through the waterfall. This leads you to a secret cave
containing a powerful Defend Plus P Badge. Then sail back to the waterfall
room.
It's time to test the seaworthiness of the S.S. Mario by going over the
waterfall! BOO-YA-HA-HA!!!! WOOOOOOOOOOOOO!!!!! Once you reach the bottom
rather abruptly, sail between the sunken bridge and rock to the left of the
floodgate and through the waterway in the foreground.
You're now in the water in the first Bullet Bill room. You don't have to dodge
them, so just sail through the left exit.
Back in the first spear room, get off on the Boat Dock. You can now jump to the
ship with the Floodgate Handle you saw earlier. Jump off the ship it rests on
back to the rock that once had a Star Piece. Backtrack (or is it front-track?)
to the room with the floodgate.
Cross the gaps again and use the Floodgate Handle on the machine just to the
right of it. This opens the floodgate and a new path on the water. Return toe
the second floor of this room and enter Boat Mode, drop off the waterfall
(WOOOO!!), and sail through the new path.
You're now in the water in the area with the barrels and sunken ship. Cross
between the ship and the rock, then sail right to an exit.
You're back in the second spear room. As you keep sailing right, a complication
occurs. For an unknown reason, huge waves are crossing most of the area! Dodge
them as you sail right, or they'll send you back to near the left side. Once
you get past the, sail through the huge cave.
As you enter the door, you hear someone noticing your presence. The view
switches to the deck of a sunken ship that's covered in hundreds of shipwrecked
Toads! They must be victims of Cortez's curse! Land on the dock just past their
ship and enter the pipe. This leads to the background; cross an intact ship
there and go left across some ledges until you reach steps leading to another
pipe. Take it back to the foreground and climb up to a Plane Panel. Use it to
glide to either of the 2 rocks with pipes you may have seen earlier. Enter
either pipe to reach a high ledge in the background. Each switch raises a
barrel to the right of the ship; once both switches are hit, the Toads can
escape to the right. As the Toads leave the ship, you see Frankie and Francesca
on the ship! (I hope this wasn't their plan for a honeymoon) Return to the
first pipe you took and follow them. When you reach the shipwreckees, they
thank you, and the two Pianta lovers tell you how they got here. As usual, they
were shipwrecked by the island's curse and trapped there. They also tell you
Cortez and his treasure are just ahead! Wade through the mass of Toads and exit
through the right.
This final cave contains a ghostly ship that can belong to no one but Cortez.
As you enter, "Four-Eyes" follows you. He says the Crystal Star is in the ship
and he'll wait here while you defeat Cortez. (Why don't they recognize him!?)
Jump onto the phantom ship, use the Save and Heart Blocks, and either the door.
Cortez's voice gives you a final warning to turn back in this old hallway. As
usual, ignore him and continue through.
The final room is filled with treasure. A huge skull appears above a half-
buried desk; it's Cortez himself! He restates that you want to steal his
treasure and soon attacks!
BOSS: CORTEZ
Appearance: A giant skeleton with a pirate hat, a long tail-like spine ending
in a pile of bones, and 4 arms with a saber, rapier, sword and hook.
HP: 20 x 3
Attack: 4
Defense: 1, spiked
Location: Pirate's Grotto
Cortez is a vengeful, Mexican pirate spirit who guards the legendary treasure
of the Pirate's Grotto. He seems weak, but he has 3 forms. Each new one appears
after you defeat the previous one. He can do heavy damage to you with all 4 of
his swords in his first form. In his second form, he hovers over the stage with
a green gem in his chest. He then attacks by throwing bones at you, and can
charge his attacks. In his final form, he does away with his body and is simply
a floating head with 4 floating weapons pointed directly at you. Each one
attacks separately and has its own HP, but attacks almost anything that comes
near it. Try using a multi-target attack like Gale Force or Fiery Jinx to get
rid of them and hinder Cortez's attack power. When you finish the final form
off, he'll suck up some of your audience to fully heal, so you'll have to
defeat him again.
After defeating the ghostly pirate, he gives a speech about not being able to
die because he's already dead! Bwahahahaha! *cough* Sorry. When you finally
tell him you don't want his treasure, he gladly hands over the Sapphire Star!
(D'oh, the irony!) (You also gain the healing Star Power Sweet Feast!)
END OF CHAPTER 5
Strangely enough, you don't switch to Peach after saving. The scene switches
right back to Cortez's treasure room, where he tells you to leave if you're
finished with him. Make sure to heal and Save on your way out; you have another
big battle ahead of you!
When you return to the room with the Toad sailors, they tell you there was an
earthquake when you defeated Cortez, which opened a crack a wall. Use Bobbery
to blast through it and free the sailors. Exit the hole to wind up back on the
coast!
KEELHAUL KEY
This is an extremely handy shortcut; you're now back in Keelhaul Key, near
Whacka. (SAVE THE WHACKAS!!!)
Back in Shantytown, Flavio asks what happened and finds you left the treasure.
One of the shipwrecked Toads has a reunion with one of Flavio's sailors.
However, a strange noise is heard. A huge, spike-covered X-Naut ship captained
by "Four-Eyes" is sailing up to the coast and blasting things! As usual, no one
ha any idea who he is despite his behavior, so he reveals his identity. (Four-
Eyes is Lord Crump!? I'd never have guessed!) He demands the Crystal Star, and
Flavio gets the idea of using Cortez's ship to fight the X-Nauts. Go back into
the hole you made.
PIRATE'S GROTTO
Save one last time, prepare for another fight, and return to Cortez's treasure
room. Terrified, Flavio attempts to ask Cortez for use of his ship. Cortez
refuses, and says he doesn't have the skull-shaped gem to power the ship
anyway. When Flavio gets the Skull Gem out, Cortez eventually agrees to give
you use of the ship in exchange for it. When you go outside, your crew is
already on board the ghost ship.
KEELHAUL KEY
Back outside, Crump is going crazy with his ship's cannon. Soon, Cortez's ship
bursts through a huge rock, utterly freaking Crump out. Eventually, the 2 ships
dock and Cortez and Crump's minions fight. Crump also attacks you-time for a
rematch!
MINIBOSS: LORD CRUMP
Appearance: A short, fat guy with round goggles, a red cape, a white X on his
chest, and a weird purple hat with horns.
HP: 30 X 2
Attack: 3
Defense: 0
Location: Keelhaul Key
When you fight Crump on Keelhaul Key, he has an army of X-Nauts with him, and
you have to fight him twice! In this second fight, always go for Crump;
attacking the X-Nauts gets you nowhere. In his first phase, he's hiding behind
a pile of X-Nauts. They will use a powerful attack on you, and there's an
endless supply of them. Focus your strongest attacks on Crump to end the first
phase. In his second phase, he's surrounds by a legion of X-Nauts that turn
into a huge ball and run you over with Crump on top. Once again, use all your
strongest attacks to quickly finish Crump off.
Once you defeat Crump, the chapter REALLY ends. After saving, it's time for
another Peach scene.
???
In Grodus' throne room, Crump is once again reporting to him. Grodus gets
increasingly annoyed with Crump and decides to send the Shadow Sirens after you
again.
We next see Peach entering TEC's room. He's finished accessing the data he's
been investigating. Now, he needs Peach to steal a disk from Grodus' room to
finish his research. TEC has a special plan for helping Peach infiltrate
Grodus' room, so follow his instructions. Start by taking the elevator again.
After leaving the elevator, go left and into the room with the green light.
You're in some kind of potion lab now. TEC reveals his plan: an invisibility
potion. To do it, you'll need to place the 4 potions on the table in the
machine in the back in a certain order, then follow his instructions. First,
check all the memos to find the order. From them, you can deduce that the
potions should be placed red, blue, yellow, green, from the left. Next, make
sure you have something you can measure seconds with! When you do, turn the
potion machine on to send a beaker down the conveyor belt. Whenever it stops in
one of the windows above a potion, hit the corresponding button to add some
potion. Once you fill the beaker all the way, it moves into another chamber.
TEC tells you to heat the potion for exactly 30 seconds. Hit the button under
it and time 30 seconds out. When they've passed, hit it again. This causes the
hopefully-finished potion to emerge from the other side.
When you drink it, quite a few humorous effects could occur if you made it
wrong. If you made it right, Peach's head disappears. Wait, it was supposed to
be an invisibility potion! Tec informs Peach that it only made her body
invisible, and she'll have to take off her dress for it to work. She
reluctantly agrees and disappears completely. (Those crazy perverts at
Nintendo...in case you didn't notice, 4 out of 5 of Peach's scene so far
involve her undressing somehow O_o) TEC next tells you to go to Grodus' room
and place the disk into his computer. Leave the potion room and go all the way
to the right. (Strangely, Peach's bare feet seem to make the exact same sounds
as her shoes)
In Grodus' throne room, enter the door behind his chair.
You're now in Grodus' room. (Apparently, X-Nauts don't need to sleep) He sure
must love piranhas... Get the disc from the bookshelf in the right corner and
put it into Grodus' high-tech computer. After the download is complete, put the
disc back and then return to the potion room.
TEC confirms he got the data and tells Peach to drink the green potion to
become visible again; she almost forgets to put her dress back on first. After
that, go back to the computer room.
TEC is still analyzing the data and will tell Peach about it when he finished.
For now, Peach is allowed to send another E-mail to Mario. After saving, it's
time for Bowser's scene.
TWILIGHT TOWN
As usual, Bowser and Kammy are lagging pathetically behind Mario in their
search for a Crystal Star. Nearby, they notice Crump, who has been demoted to
looking for the still-missing Superbombomb after his latest failure. He soon
finds it and mentions the Crystal Stars in his evil victory speech. When Bowser
mentions this to Kammy, Crump overhears and demands to know everything Bowser
does about the Crystal Stars. (He already does...) They soon get into an
argument and Crump summons another army of X-Nauts. Bowser responds by
summoning a Koopa army. To break the standoff, Crump throws the Superbombomb,
which Bowser stupidly detonates with his fire breath...
KEELHAUL KEY
After saving again, we're back to Mario. Cortez is giving you the permanent use
of his ship to travel between the mainland and the Key. Before you leave,
Frankie, Francesca, and Pa-Patch all say they're staying to live on the island.
Time to set sail!
ROGUEPORT
Back in Rogueport, Flavio leaves, arrogant and annoying as ever. Cortez gives
you the free use of his ship. As you return to Rogueport Square, Peach's E-mail
about the latest developments reaches you. You can also talk with your wayward
brother while you're here to hear his exciting story of how he became a
renowned actor in Jazzafrazz Town...playing grass. Next, use the dock near him.
Sail around the pier to a secret area west of it with a Star Piece and HP Drain
Badge. Now, it's time for some serious sidequests. First, go through the grate
in West Rogueport.
ROGUEPORT SEWERS
Jump off this ledge and go down another pipe.
Go to the left, defeat the weak enemy, and then down the stairs. If you didn't
already, have Flurrie blow the wallpaper off to reveal a secret passage. Go
past the pipe to the Pit of 100 Trials and left to a Boat Mode dock. Use it and
sail to the right through the waterway. (And please, try not to think about
what you're sailing in)
Continue sailing right through the next 3 areas.
The 4th one is a brand-new room filled with Spanias. They should be easy by
now; defeating them is only tedious. There are also 3, yes 3, Shine Sprites in
plain sight in this room, although one is too high up to reach normally. (Don't
get any of them just yet) Before getting the Sprites, climb onto the platform
to the left. A Spunia, a much stronger Spania, is on top. Use powerful moves to
pierce its defense and defeat it, then get onto the moving platform with Yoshi.
(It can take several tries) Once you're on, get the Defend Plus Badge in the
opposite corner with Koops. You can get the third Shine Sprite by jumping from
the moving platform onto one of the lower two and hitting the third with your
Hammer. After hitting it, jump down and get the lower 2 Sprites. After getting
everything, return to the room you set sail in.
The easiest thing to do back here is return to the surface.
ROGUEPORT
Look for a cracked wall next to the Westside Shop in this area. Blast it with
Bobbery and get the Shine Sprite behind it. Next, head to East Rogueport.
Consider doing some Troubles while you're here. Also, slip between Bobbery's
house and the Trouble Center again. Behind them, use the Boat Mode dock and
sail down the waterway between the buildings. Once you can, turn left, get onto
the dock, and get the Double Dip Badge. Return to the main street of this area
and go down the pipe to Rogueport Sewers.
ROGUEPORT SEWERS
Now that you have Bobbery, blast the wall just to the left of where you enter.
This opens up a pipe leading to a house in the background.
A poor-looking Merl lives in the house. He introduces himself as Chet Rippo,
and he provides a useful service. For the bizarrely arbitrary fee of 39 coins,
he can either transfer some of one of Mario's stats to another, or switch
partner's ranks around. If you ever need adjustment, you know where to go.
After you're finished there, return to the foreground.
Go out through the left exit.
Take the opportunity to buy some Badges from Dazzle if you want, then blast the
pillar next to Merluvlee's house. You can now easily go between there and the
rest of the underground plaza! Next, go two rooms right, to where you fought
the Blooper and went to Petal Meadows.
Use the Boat Mode dock here and sail far to the right. Land on another dock and
get the Shine Sprite. (Ignore the platform with the pipe for now) Now, return
to the Thousand-Year Door.
'Tis time to find the next Crystal Star. After the traditional light show, the
Garnet Star is shown to be at some kind of town connected to Rogueport by
railroad.
ROGUEPORT
As usual, you're back at Frankly's house. He tells you the Garnet Star is in
Poshley Heights, a model town for the rich and famous. The Star is held in
reverence at Poshley Sanctum, waiting to be picked up. To get there, you need
to ride the luxury train, the Excess Express. Finally, it's time for a break
from adventuring! The only hard part will be getting a ticket. Like the Cheep
Cheep Blimp tickets, they're too expensive to buy and easiest to get from Don
Pianta. Leave Frankly's house and visit him.
As you leave, you'll probably once again notice Merlon standing outside his
house. Before continuing, find out what's happening. He says he received a
vision and vaguely directs you to Hooktail Castle. Don't worry, this is worth
the time. Time for a sidequest...
HOOKTAIL CASTLE
Keep going to the right until you reach the spike room where you got the Black
Key. (You can use Yoshi to get past the moat) Look for a crack on the right-
hand wall of this room and bomb it with Bobbery.
Hit the ! block in this secret room and get the Up Arrow that appears. This is
the item Merlon foresaw, so return it to him.
ROGUEPORT
When he receives the item, he takes you inside and gives you the Ultra Stone,
which lets you promote your partners a second time to Ultra Rank! It also
somehow replaces Merlon's crystal ball. Use your new Shine Sprites and promote
some more partners, then continue the storyline and visit Don Pianta.
This doesn't look good. Don Pianta has replaced his desk with a bed and is
looking woozy. His assistants tell you he actually misses Frankie and
Francesca, despite how he sent them off earlier. When your partner *BOOM*
mentions where they are, they offer to give you the ticket for bringing them
back. Take Cortez's ghost ship back to the island and get looking.
KEELHAUL KEY
It seems like you were just here yesterday...oh, wait, it was today. Frankie
and Francesca can be found in the area just east of Shantytown.
When you talk to Francesca, she tells you she can't see her father until she
finds her wedding ring that Frankie lost. When Frankie says they should listen
to the Don, Francesca gets mad and makes him say he loves her, 100 times. This
isn't an idle threat; mash B to eventually get through the mountains of
identical text screens, then keep going into the jungle to find the ring.
The ring can be found just to the left of the palm tree you found Bobbery in
near the red and blue 'stache statues. Get it and return to the Pianta
lovebirds.
After returning the ring, follow Frankie and Francesca to the ghost ship and
return to Rogueport.
ROGUEPORT
Go back to Don Pianta's office to claim your reward.
You make it back just in time to witness a slightly touching reunion. Don
Pianta apologizes to his daughter and minion, then announces he's retiring and
making Frankie the next boss! After he convinces Frankie to accept, the other
minions tell Don Pianta about the offer they made. Luckily, he's happy to hand
over one of his Train Tickets. Now, leave the office. It's time to seek the
Garnet Star...and some well-needed R&R! (AUGH! Rhyming!)
As you leave the Westside Goods shop, Beldam appears. She heard your partner's
*BOOM* recent comment on the location of the Star. Instead of facing certain
defeat again (these villains are finally getting smarter), she instead head
straight to Poshley Heights! Quick, follow her! Go to the train station, give
the conductor your ticket, and set off.
---
g. Chapter 6: 3 Days of Excess (Chap6)
Enemies: Poison Pokey, Ruff Puff, Spiky Parabuzzy, Goomba, Smorg, Dark Boo
After all the trouble you've been through to get the first 5 Crystal Stars,
it's finally time for a vacation. The Garnet Star is only a 3-day train ride to
Poshley Heights away. What could go wrong?
EXCESS EXPRESS
As the chapter commences, your partner *BOOM* comments on the luxury of the
Excess Express. (Check out the western scenery rolling by; it even changes from
day to night) He/she notices a note on the floor in your cabin. It's a threat!
A sticky threat! The person who left it must still be on the train, so get
looking! First, get the Shine Sprite at the foot of the bunk bed and the Dried
Shroom in the nightstand if you want. Now, since there's no hurry whatsoever,
it's time to explore the train.
After leaving your cabin, you are in one of the Express' 3 color-coded
passenger cabins. Another cabin and the locomotive are to the right; go that
way for a few more sidequests first. First, enter cabin 004, which is right
next to your cabin. This cabin is strangely empty; Spin Jump in it to find a
Star Piece and continue right.
The next room is a green passenger cabin; there's nothing to do here now so
continue to the locomotive.
Spin Jump around the engine for another Star Piece and save if you want, then
go back to the right.
Continue right and pass your room, going through the door in the red car.
You're now in a cool combination restaurant/shop. Be sure to talk to Cheep
Cheep chef Shimi, infamous butcher of the English language. The shop is also
worth a look. Many useful items are at their lowest prices there.
>>>>>>>>>>>
SALES STALL
<<<<<<<<<<<
Boo's Sheet-20 Coins(!)
Maple Syrup-15 Coins(!)
Mystery-3 Coins(!)
Super Shroom-15 Coins
Tasty Tonic-3 Coins(!)
Thunder Rage-15 Coins(!)
After you're done in this cool car, continue left.
This is a blue passenger car. Make a stop in cabin 008. It's the Bob-omb family
from Glitzville! Check their nightstand for a Star Piece and leave the cabin.
Talk to the conductor, who is standing in front of the left door in this car,
to show him the sticky, threatening note you found. He promises to investigate
it for you. Now, return to the dining car.
There are some people gathering around the kitchen area. You can see a rat,
what looks like a Toad version of a pop star, the spacey waitress, Chef Shimi,
and a penguin in detective gear. Talk to the penguin. Predictably enough, he's
in the midst of some detective work, solving a mystery about a missing stew
pot. He introduces himself as Pennington, the penguin with the abnormally large
brain, and proclaims that the pot was stolen. After he tests his accusing
skills out on the waitress, the pop star (Zip Toad) returns to his room. From
his suspicious behavior, Pennington then accuses Zip of being the thief. After
the waitress defends him, Pennington, with his brilliant detective mind,
finally notices you. Your partner *BOOM* notices a clue: some stains on the
floor. Follow them out the right-hand door and into cabin 003.
This couldn't be more predictable; the stains lead to Heff T., a... "bulky"
Toad and the obvious culprit. He suspiciously denies stealing the pot and says
you're only accusing him because he's the biggest eater. (You think?) He
unsubtly hints that the Galley Pot is in his nightstand, and so it is. After
you prove he's guilty, Pennington enters. After closing the case, he mentions
your sticky-threatening note. He says he'll discuss it with you in his cabin,
006. Now, return to the dining car.
Give the Galley Pot back to Shimi to get a Star Piece as a reward. Then keep
going left and talk to Pennington in room 006.
Pennington says you show promise as a detective and makes you his assistant.
After formally introduces himself, he says not to tell him your name. Using his
brilliant deductive skills, he concludes that you're...Luigi! XD (How dare he
mistake you for that failure!) He then tells you to investigate the Bob-omb
family in cabin 008.
When you leave cabin 006, everything changes! IT'S A TRAIN ROBBERY!! WARNING!
Oh, wait, it's just late afternoon. Cool, no? Now, go to cabin 006.
The two parents are fighting over what to get their son, Bub, for his birthday.
When you talk to him, he promises to reward you if you get what he really
wants. Go outside and talk to the conductor, who says Bub wants to be a train
engineer when he grows up. How convenient.
Go all the way to the other end of the Excess Express and talk to the engineer.
He happily gives you his autograph; return to Bub and give it to him. He thanks
you for the present and give you a Shine Sprite in thanks. Now, return to cabin
006 and get your next assignment from Pennington. (It changes to nighttime when
you exit the cabin) He tells you the conductor wants to see you; go back and
talk to him.
The conductor says he was one blanket short when passing them out and had to
give his own, meaning someone on board doesn't have a ticket. Try returning to
the only empty room on the train, room 004.
The next step is extremely non-obvious; use Vivian's field skill in here. After
a few moments, a Toad ghost appears! Surface and talk to him; he's surprisingly
friendly. He confesses to taking a blanket (why would he need one?) but denies
writing the threat note. He agrees to return the blanket, in exchange
for...YOUR LIFE! BWAHAHAHAHA!!! Just kidding. He goes on and says he died in
this very cabin a long time ago, and his belongings were kept in the baggage
car. He's too worried about someone reading his diary to R.I.P., and says he'll
trade the blanket for it. He also warns you not to read it, or his threat
earlier might not turn out to be a joke.
Once you tell the conductor what's going on, he lets you into the baggage car
to get the diary.
In the baggage car, use Paper Mode to slip between 2 crates and retrieve the
ghost's Ragged Diary. You can disobey him and read it if you want, but SAVE
FIRST! You don't get far before the ghost scolds you for reading it and KILLS
YOU! GAME. OVER. Anyway, after you're finished having diary fun, return it to
get the blanket. (And decides to R.I.P. in this room) Go back to the conductor.
The conductor is thankful for his blanket and thanks you with a Mushroom. After
this, it's time to call it a day. As you return to your cabin, you can talk to
the waitress and Toodles in room 002 to learn they've lost some Shell Earrings
and a Gold Ring, respectively. You can't help them tonight, so go to bed.
When you wake up the morning of day 2, go to Pennington's cabin again.
When you get to cabin 006, the rat businessman, Ratooey, is with Pennington.
His briefcase, containing papers about his company's latest product, has been
stolen. The product is Nitro Honey Syrup, a powerful new type capable of
raising the dead! 0_0 Even worse, if mixed with gold and calcium, it could blow
up the train! Pennington deduces that the criminal must still be on the train
and mentions the items stolen from the waitress and Toodles: Shell Earrings
(which contain calcium) and a Gold Ring! This must be the sticky threat in the
note you found, and the thief must have written it! Go to cabin 001, which is
strangely empty.
The piece of paper lying on the floor in here is one of Ratooey's contracts;
maybe the missing occupant of the cabin is the thief/sticky threatener! Wasn't
Zip Toad in here? Return the paper to Pennington and he confirms that it must
be Zip, then tells you to find him. Return to your room next.
There's another paper in cabin 005. The cabin doesn't appear to have anyone
else in it, so use Vivian's field skill again. Eventually, Zip slides out from
under your bed! After you emerge from the shadows and he sees you, chase him
around your room until you catch him. The time changes to late afternoon and
Pennington and Ratooey enter. The penguin detective confirms that he's the
criminal mastermind behind all this, and that he isn't really Zip Toad. After
he returns Ratooey's briefcase, the intercom announces that the train has made
a scheduled stop at Riverside Station.
We next see a cutscene of Pennington and the Zip Toad impersonator getting off
the Express. Once they're off, he reveals that he's really Doopliss, and he's
been working for the Shadow Sirens! Before Pennington can stop him, he flees.
Before getting off yourself, return the waitress and Toodles' missing items to
get a Star Piece and 30 coins. Now, get off the train through the door in the
green cabin.
RIVERSIDE STATION
Once you're outside, go to the right and talk to the conductor by the
drawbridge. Someone (*coughdooplisscough*) has raised it, preventing the train
from proceeding! When you agree to find the switch in the station and lower the
bridge, he gives you the Station Key. Cross the tracks and climb the stairs,
use the Save and Heart Blocks in you want, and enter the stationhouse. (You
thought you could get through a chapter without doing a dungeon, didn't you?
Wait...)
In the slightly dingy lobby of the station, ignore the Close Call P Badge on a
high ledge and the old elevator, and take the door.
The right-hand door in this room is locked; use Tube Mode to roll under some
latticework and hit a ! switch to the right. This creates some stairs leading
up to another door; exit the enclosure and go through it.
The next room is filled with seemingly useless gears. Climb the stairs and jump
across the long teeth of 4 vertical gears. Try to memorize the pattern in which
they turn to avoid getting dropped from them. After you make it across, roll
under a large cylinder, then jump onto a brown gear and a large blue one. From
there get onto a brown cylinder and use Koops to get the Storage Key from the
opposite cylinder when the barrier between rises. Also, drop down once you get
the key and take the Star Piece behind the cylinder the Key was on. After that,
return to the previous room.
Use the Storage key to unlock the right-hand door here.
You're now on some outdoor stairs behind the station and drawbridge. What a
view! After you go down the short stairs right after the door, note the hole in
the bottom step. Use Tube Mode to roll into it and get the HP Plus Badge. Exit
and go right. You soon meet a Poison Pokey, the first enemy of the chapter.
Defeating them shouldn't be too hard. You can stand on the brick block and jump
for a Thunder Rage; go down the stairs next and get the Shine Sprite. There's
another enemy on the lower level of the walkway, a Dark Puff, which also should
be fairly easy. Go down some more stairs to a seeming dead end. Use Flurrie's
field skill repeatedly on the papers on the left wall to eventually reveal a
door.
The next room looks like a lobby with some stairs, but thee is a Tube Mode hole
and a larger one in the corner. If you try falling down this hole, you go for a
while, then hit a springboard and bounce back up. This room is TALL! Enter the
other hole with Tube Mode and roll down to a level spot. Roll down the right-
hand tunnel and try to jump the gap you're about to hit, then fall into the
hole on the other side. If you fall, climb the ramps and keep trying. Once
you're down, roll left and jump the next gap to reach a bigger section
containing a powerful P-Up, D-Down Badge! I'd recommend equipping it right
away. Reenter Tube Mode and fall down the hole you just jumped, keeping to the
left of it so you take the left path in a fork just below. Roll through some
more tunnels until you drop into a garbage bin on the higher level of the
bottom room. The box has a Dried Shroom in it if you want it; there is also a
Spiky Parabuzzy in this room. (You'd better have the Spike Shield Badge
equipped by now) After you beat it, go through the door.
You're in another storage room. There's a key on a high ledge, but it's
unreachable. Go through the left door.
When you beat the Goombas (are you kidding?) in this room, the 3 boxes open to
reveal 3 switches with numbers. Hit each one the number of times displayed on
it to create some stairs behind. Climb them, use Koops to get another Shine
Sprite, and go through the door.
Drop into the next room and open the huge chest. You got the Ultra Boots! As
always, Toadette appears and teaches you about your new kicks. Besides having
an even stronger jump attack and the ability to do a powerful new jumping move
in combat, you can also use the Spring Jump in the field. Using it is much like
using the Super Hammer's spin attack. Hold A, then once you're on the ground,
twist the control stick to turn Mario into an accordion. Once he's fully coiled
up, release A to send him flying straight up. (Make sure there's nothing above
him for a few miles before trying it) You can also grab onto pipes using this
move. Stand in the right-hand corner of boxes when the tutorial finishes and
grab the pipe above you with a Spring Jump. Shimmy to the right on the pipe and
hit A to let go, then use Paper Mode to slip through the grate.
You emerge back in the first storage room. Get onto the boxes to the right of
the door, cross to the other set of boxes with Yoshi, and use a Spring Jump to
get on the pipe and cross the fence. Next, stand under the ledge with the key
and use a Spring Jump to dislodge it. You got the Elevator Key! Leave the
enclosure with yet another Spring Jump and exit the room.
Drop from the ledge you're on and use the springboard in the corner to fly back
up to the top of this tall, tall room.
Go back up the stairs, defeating any enemies in your way, and then through the
previous room, to the front lobby.
Use the Spring Jump to get the Close Call P Badge on the ledge in the left
corner of the lobby, then use the Elevator Key on, what else, the elevator.
The room the elevator descends to is swarming with weird black puffy creatures!
What’s going on? (Maybe it wasn't Doopliss after all) Blow them away with
Flurrie and use the lever they were covering to unfold some stairs to the ledge
on the left side of the room. Hit the ! switch; outside, the drawbridge finally
lowers! Yay! Now, exit the stationhouse and talk to the Toad by the bridge
again. He thanks you and tells you the train will now be leaving soon. Get back
on board to continue your 3 Days of Excess.
EXCESS EXPRESS
It changes to nighttime as soon as you get back on board, so go to your cabin
and then to bed.
Strangely enough, when you wake up to day 3, everyone seems to be gone! Go to
the locomotive and talk to the engineer, the only other person left on the
train. He doesn't seem to have noticed the disappearances, but suddenly one of
the dust bunnies from the Riverside Station appears on the window. Moments
later, it's covered by them! The engineer panics and tells you to find out what
happened to the other passengers. Go all the way back to the baggage car. (Make
sure to save on the way there)
The whole car is filled with more dust bunnies, and they've trapped the
passengers! Once you get rid of the creatures with Flurrie, they retreat and
the conductor and waitress thank you. They tell you the creatures, along with
the passengers, fled out the back of the train. Slip between the crates to
where you found the Ragged Journal and Spring Jump onto the pipe. Shimmy over
to a tall box that lets you exit out the back of the train.
You're now outside; climb onto the roof of the train. (Which is completely
covered in more dust bunnies) Clear them out with the Super Hammer or Flurrie
as you gradually make your way along the roof of the train. Once you get far
enough, all the creatures merge into one huge monster! It's time for a boss
fight!
BOSS: SMORG
Appearance: A giant five-armed monster made of tiny black clouds with eyes.
HP: 50
Attack: 5
Defense: 0
Location: Excess Express
Smorg is invulnerable as long as his top 3 arms (called miasmas) are around,
and they each attack Mario separately for heavy damage. Use something like Gale
Force or Fiery Jinx to take them all out and make Smorg vulnerable. It's pretty
simple boss fighting after this; defeating the miasmas gives you 2 free turns
of pummeling Smorg with your strongest attacks. Try using your new Spring Jump
move to inflict heavy damage. When the miasmas regenerate a second time, they
turn into a giant, hook-shaped miasma that does double-digit damage. It's
extremely important to keep this thing down if you want to survive to beat him,
so just quickly attack it like you did the Miasmas.
Once you defeat Smorg, you're back on board the train. Everyone thanks the
famous "Luigi" for saving them; after that, you hear an announcement that
you've finally arrived at your destination, Poshley Heights! Once you're ready,
leave the train.
POSHLEY HEIGHTS
Before heading to Poshley Sanctum to pick up the Crystal Star, take the
opportunity to explore this almost weirdly-perfect, western style town. Spin
Jump right in front of the stairs leading to the train station to find a Star
Piece. Next, go into the left house, which belongs to Goldbob and his family.
Inside, slip through a crack behind the table with Paper Mode to find a HP
Drain P Badge. Exit the house and go to the swimming pool to the left of it.
(Which, as always, is somehow filled with man-eating piranhas) Get the Star
Piece behind the lawn chair and go over to Toodles' pink house. Don't go in;
walk into the hedge to the right of her house and through it to reach a Star
Piece behind the fence. Now, go to the next area of the town.
There's a large cart here selling a mediocre cooking item for a downright
ridiculous price.
>>>>>>>>>>>>>
SOUVENIR SHOP (Not the Glitzville one, the terrible one)
>>>>>>>>>>>>>
Fresh Pasta-50 Coins
Now, go to the penguin-owned house next to the entrance and get the Star Piece
hidden behind the hedge. The huge building next to it is the luxurious hotel of
Poshley Heights. You aren't made of money, (then again, you could be) so it's
best to not pay 30 coins to stay there. Anyway, go on to the next area.
Poshley Sanctum dominates the final area. There's a Shine Sprite to the right
of it, but it's too high to reach and there's no invisible block under it. Use
the Spring Jump to hit it, then go to the door of the Sanctum. It's locked! And
the manager is on a trip! Before you can worry too much, Pennington shows up.
Instead of helping you find the manager, he says that he's the manager and this
is his house! (Being a detective is only his hobby) He unlocks the front door
so you can enter.
POSHLEY SANCTUM
Inside the cavernous sanctum, the Shadow Sirens and Doopliss have beaten you to
the Crystal Star! They take the Star and disappear, leaving Doopliss to jump
out a window, You're too late! Before you can go after the thieves, Pennington
asks what's going on. When he learns you were looking for the Garnet Star, he
tells you the stolen one was a fake. He keeps the real one in a different part
of the Sanctum to prevent things like this, but how to find it is up to you.
First, Spring Jump to reach a long bar above you. Shimmy across it to the
right-hand ledge and go back towards the front of the room. Stand on the star
tile and Spring Jump to get onto another bar. You can't shimmy across it
because there are flags in the way; simply go to the right and drop onto the
next ledge. Go back and repeat this once more, then to the front, where there
is a Plane Panel; use it to fly to a ledge on the other side of the room.
Repeat the Spring Jump process to get to the highest ledge of this side and hit
the ! switch in the back to create a pipe. Drop back down and enter the pipe to
emerge in the painting in the background. This is too weird. Enter the door of
the Poshley Sanctum in the painting to enter...
Poshley Sanctum!? What's going on!? This second, different colored Poshley
Sanctum is filled with Dark Boos, which guard the real Garnet Star in the back.
It's recommended that you beat them. (Preferably quickly; they are quite
powerful) If you do, before getting the Garnet Star, use the Spring Jump to
climb the ledges on the left side of the room. The second-highest ledge has a
Shine Sprite; the highest has a chest containing the L Emblem! This Badge makes
you look like Luigi; if you combine it with the W Emblem from Charlieton you
look like Waluigi! Once you get those, go to the pedestal in the back and take
the Garnet Star. You win! (And get the Showstopper Star Power!)
END OF CHAPTER 6
The scene doesn't switch to Peach quite yet. After saving, go back to the real
(I think) Poshley Sanctum and talk to Pennington. He lets you keep the Garnet
Star and says he'll put another fake on in here. After you leave Poshley
Sanctum, the scene ends. (You never got to tell him your real name!)
???
Back in Grodus' throne room, old computer-head is learning that his minions got
a fake Crystal Star. Mario now has every Crystal Star except the last one,
which Grodus himself has. He comes up with a new plan as we switch to Peach.
As usual, head over to TEC's room when the door opens.
TEC says he's finally concluded on what to do. He has learned all of Grodus'
plans and tells Peach to escape quickly. He tells Peach exactly where she is:
the Moon. As Peach is about to type a final message to Mario, Grodus and some
X-Nauts enter. You've been had! Grodus says he knows exactly what TEC has been,
and erases TEC's hard drive to keep the computer from betraying him again. TEC
barely manages to send the E-mail before he's deleted and Peach is taken away
to prepare for Grodus' final plan...
ROGUEPORT
It's about time for Bowser to lighten things up. (Who knows how he survived the
battle of Twilight Town) Kammy says she's found some underground tunnels not on
any maps, and Bowser leaves to smash his way through them.
It's time for the final world of Super Bowser Bros. This one is a castle filled
with fire, and is actually challenging. Luckily, Bowser has infinite lives, so
it's impossible to lose. With practice you should be able to dodge the flames
and X-Nauts. After you win, Bowser and Kammy emerge in some kind of weight
room. The Gold Star is on the wall! Before they can take it, Rawk Hawk enters!
XD He asks what they're doing in his secret training room and fights Bowser for
his championship belt. Bowser easily defeats Rawk Hawk, but the Gold Star then
falls and breaks. Of course, it's still a fake. Rawk Hawk says the Great
Gonzales has the real one, but who is he!? So confusing!
ROGUEPORT
Back at Rogueport, Mario gets another E-mail from Peach. It says she's being
held on the Moon, and begins to tell him Grodus' plan for the demon behind the
door. Unfortunately, it cuts off before it can tell him anything. Next, return
to Rogueport Square.
Now that you have the Spring Jump, you can finally get the giant treasure chest
on the wooden tower here. Use a Spring Jump under the chest to dislodge it.
Predictably enough, it contains the Ultra Hammer! This new Hammer is stronger,
gives you a stronger spinning attack in battle, and lets you smash grey stone
block out of battle. Next, it's time for more sidequests. (Luigi is at the
train station ready to tell you the next part of his crazy adventure) First, go
to Rogueport Sewers from West Rogueport.
ROGUEPORT SEWERS
You'll probably notice that the previously wimpy enemies of the Sewers have
been replaced by Bowser's Koopa forces. As long as you have the Spike Shield
Badge some attack power-raisers, they should be pretty easy. Drop off the ledge
you fall onto and stand on the red X to the left of it. Do a Spring Jump and
shimmy across the pipe, past the wall. Ignore the blue pipe on the ledge for
now (but remember its location for later) and drop down to a secret area with a
Flower Saver P Badge. Stand on the other red X and Spring Jump again to get
back on the pipe. If you didn't already get the Shine Sprite from the Spania-
infested room in the sewers, you can return and use the Spring Jump to get it.
Once you get it, leave and return to the room with the Boat Mode Dock.
Go back through the tunnel behind the stairs and out to the lower path. Take
the door to the right.
This is another shortcut room much like the one to the right, except this one
is sealed off with a giant stone block. Use a spinning attack with your new
Ultra Hammer to smash it, then activate the shortcuts here in the same way as
before. The left pipe you create leads to Poshley Heights; the right one goes
to Keelhaul Key, just east of Shantytown. The chest on the higher ledge here
contains an FP Plus Badge. Now, go back to the surface, then reenter the grate
in West Rogueport and go to the underground plaza.
Take the opportunity to buy some Star Pieces while you're here and then ride
the elevator in the center. Align yourself with the pipe just beyond it and do
a Spring Jump to grab onto a pipe. Shimmy across to the roof of the Underground
Shop. Jump over to Merluvlee's rooftop and then off onto the top of the pillar
near Dazzle. You can Spring Jump up to hit another Shine Sprite. After getting
it, drop off the pillar and go right.
Go all the way through this room to the one with the pipe to Petalburg.
Go to the vertical pipe at the back of this room and Spring Jump while standing
on either side of it. If you're on the left, you can get onto a ledge that
appears to be a dead end. The wall on the other side is cracked; bomb it from
here to open a hole that lets you reach the Defend Plus P badge on the other
side. Next, go back to the pipe and Spring Jump onto the right-hand side of it.
You can now shimmy way, way across to a stone platform with a pipe. Take it to
the background and enter the house here to find a Star Piece. After getting it,
go back the way you came and return to the Thousand-Year Door to find the last
Crystal Star.
If you were listening during Peach's scene you should already know where the
last Crystal Star is: the Moon, and in the possession of the X-Nauts.
ROGUEPORT
Frankly confirms that the Crystal Star (yes, the final Crystal Star is actually
the Crystal Star, if that makes any sense) is on the Moon. Obviously, he has no
idea how to get there and says to give him time to do research. Go for a walk
around town (maybe promote some partners or do Troubles) and then return to his
house.
Frankly has discovered a way to get to the Moon: the inhabitants of Fahr
Outpost have a giant cannon that could shoot you there! (They must be fans of
Jules Verne there) Frankly says that you'll need the Ultra Hammer, which you
should already have, to reach a pipe in Rogueport Sewers that leads to Fahr
Outpost.
Remember the blue pipe you saw to the left of the door to Twilight Town in
Rogueport Sewers? That's the pipe to Fahr Outpost. Drop through the grate in
West Rogueport, cross the gap with Yoshi, and smash the grey block in the
doorway to reach it. Enter the pipe to begin chapter 7.
---
h. Chapter 7: Mario Shoots the Moon (Chap7)
Enemies: Frost Piranha, Ice Puff, Moon Cleft, Z-Yux, Mini-Z-Yux, Elite X-Naut,
X-Naut, X-Naut PhD, Yux, Mini-Yux, X-Yux, Mini-X-Yux, Magnus von Grapple V2
You emerge from the blue pipe in the obligatory ice level, with the obligatory
cool music playing. Right off the bat, Spin Jump to the left of the pipe for a
Star Piece. Next, have Ms. Mowz sniff around (or just search randomly) for a
Double Dip P Badge in a hidden block in front of the rightmost tree here and
jump to hit it, then go right to the next screen.
You'll find some ice enemies in the next area. They're tougher than any normal
enemies you've seen before, but with you've been leveling up adequately and
equipping lots of power-raising Badges (like Jumpman), they should be easy.
Take them out quickly before they freeze you and try to get the first strike.
(And prevent getting hit by a first strike with the Chill Out Badge-how ironic)
Jump behind the leftmost tree in the front part of this area for a Shine Sprite
and search the middle of 3 bushes for a Star Piece, then continue right.
There are more freezing enemies in the next area, and the red block contains an
HP Plus P Badge. Look behind the broken wall in the foreground for a third Star
Piece. After getting these goodies, go right along the path to the actual
outpost.
This area is a large clearing with more broken walls. The house in the back is
locked; get the Star Piece behind the broken wall here and go right.
This is the main area of Fahr Outpost. It has a house, cozy Inn (you get free
Space Food for sleeping there), a shop, and some Russian Bob-omb residents.
>>>>>>>>>>>>>>>
NORTHWINDS MART (Fahr Outpost)
<<<<<<<<<<<<<<<
Ice Storm-6 Coins(!)
Maple Syrup-20 Coins
Ruin Powder-15 Coins(!)
Shooting Star-30 Coins(!)
Stop Watch-12 Coins(!)
Super Shroom-15 Coins
Don't worry; the tiny cannon the middle of the area is only a monument. Spin
Jump to the left of it for a Star Piece, then get the final one behind some
boxes in the far-right house. There's a second Shine Sprite to the right of the
house. (Don't worry, that's the last thing to collect for this area) Next,
speak with the mayor, the green Bob-omb standing near the cannon monument. He
first denies the village has a cannon, then says he's trying to keep it secret
to keep it from being used for war. When your partner *BOOM* tells him why you
need to use the cannon, he understands but says you need permission from two of
the cannon's biggest contributors, Goldbob and General White, before you can
use the cannon. This shouldn't be too tough. Since you're fresh out of chapter
6, you'll recall that Goldbob lives in Poshley Heights. After returning to
Rogueport, you can either use the Excess Express again or the shortcut in
Rogueport Sewers to reach Poshley Heights.
POSHLEY HEIGHTS
Goldbob's house is just to the left of the train station. When you talk to him,
he says he'll get the cannon going again, but it will take money. When he asks
you how much money you're willing to pay, say you'll give him every coin you
have. (Don't worry, you won't actually have to pay) After confirming you want
to give him all your coins quite a few times, he gives your coins back and says
he was just seeing if you really wanted to use the cannon. After this, he gives
you his permission to use the cannon. Now, for General White. He's a little
harder to remember; you saw him in front of the rightmost house in Petalburg.
Leave through the shortcut and go over to the room to the right, where you can
take another shortcut to Petalburg.
PETALBURG
General White is gone! The Koopa near the west entrance to the village says he
mentioned a southern island when he left. Go back to the shortcut room and take
the pipe to Keelhaul Key.
KEELHAUL KEY
He isn't here, either! Talk to Pa-Patch to learn he went to Glitzville. Go back
to Rogueport (Cortez's ship is the quickest way) and then take the blimp to
Glitzville.
GLITZVILLE
This is ridiculous! General White has already left, but the manager of the
juice bar says he went to the Great Tree. Go back to Rogueport Sewers and take
the last shortcut pipe.
THE GREAT TREE
The crazy general has a serious case of wanderlust; he's AWOL here too. The
Puni at the entrance says he went somewhere dark. Head over to Twilight Town.
TWILIGHT TOWN
This makes ever chapter you've visited trying to find this idiot! Even worse,
he's not here either! You can't get any hints about where he went next, except
that he looked tired. Maybe he went home or something. How will you use the
cannon now? Return to Fahr Outpost to inform the mayor of your failure.
FAHR OUTPOST
As the mayor is wondering what they'll do, General White steps out of his house
in the background! ARRRRGH!!!! Quick, don't let him get away again! When you go
into the general's house, he's...sleeping. Can this guy get any more annoying?
Jump on him a few dozen times and he FINALLY wakes up. When he sees who you
are, ol' Whitey says he's been searching all over for you. When you ask about
the cannon, he says he'll get things ready. Go outside and talk to the mayor;
he leads you over to the left screen.
After they drop you through a hatch, General White and 2 other Bob-ombs go into
the house in the back, which turns out to be a high-tech control room. After
more preparations, the massive cannon emerges from the ground. The mayor orders
several hundred Bob-ombs to stuff into a chamber beneath the barrel. After some
final checks, the cannon fires and Mario goes flying to the Moon!
THE MOON
You actually made it; you're on the Moon! Wait, why aren't you blowing up? Or
suffocating? And why can you hear? Looks like the laws of physics just went out
the window. Things have changed slightly now that you're on the Moon. Since the
gravity is lower, you can jump higher, but you run slower. (You can go at
normal speed using Yoshi) There are also some new enemies. The main enemies are
Moon Clefts, which have extremely high stats, including 5 defense! Either use
piercing attacks on them, or flip them using Bobbery to negate their defense.
Star Powers, including your newest one, Showstopper, are also good ideas.
Anyway, time to start exploring the Moon. There is a Save Block in the area you
landed in, and a cracked rock can be blown up for a Stop Watch. The area of the
moon you explore is in a huge circle. Both ways lead to your destination, so
take either one. If you go right, you'll find a Volt Shroom in a cracked rock.
The left path has cracked rock with Courage Shells and Ruin Power. Either way,
you'll arrive at the same place after traversing 2 more screens.
In this area, you can see the X-Naut's base in the distance. There are also Z-
Yux in this area, stronger versions of the Yux from the Great Tree. You'll want
to equip the Chill Out Badge if you didn't already, since they can fire lasers
at you before you can even see them. The cracked rock in the foreground
contains Power Punch, and there's a Star Piece behind the rock just beyond the
huge crater. Next, bomb the other cracked rock to find a pipe leading to the
background. Once you're there, go right and enter the X-Naut Fortress.
X-NAUT FORTRESS
Time for more cool music! The entry room of the high-tech base is a covered
tunnel with conveyor belts leading up and down. (The gravity is somehow normal
in here) Take them up and enter the next room.
This square room has Heart and Save Blocks, but before you can use them, two
Elite X-Nauts fight you. They have very high HP and attack power, and 1
defense, and can also use some stat-changing potions that do things like make
them bigger. They still shouldn’t be too hard, and you can heal right after
defeating them. Once you're ready, continue right.
This hallway is reminiscent of the ones you've explored as Peach except for the
view; there's an identical elevator in the middle. Keep going right and through
the next door first, though.
When you enter the room, some of the weird floor panels light up. Memorize the
pattern and only walk on those tiles to reach the Elevator Key on the other
side. If you step on a panel that didn't light up, you get electrocuted. The
electric floor shuts off after you get the key, allowing you to take the Super
Shroom on your way out.
Now that you have the key, take the elevator to the second sublevel. (Skip the
first one for now)
Peach has already explored this long corridor. Go left and through the door at
the end of the hallway. (The door just to the left of your elevator is the
potion room, but there's nothing to do there now)
This is another electric floor room. The floor panels don't light up this time;
use the diagram on the back wall to find out where to go. There's a Card Key on
the other side of this room.
Next, go all the way to the right in this long hallway to a room you'll
recognize: Grodus' throne room. Unlike when Peach was here, an X-Yux guards the
throne room. These are the top of the line for Yux; they not only have high
stats, they also create 2 Mini-X-Yux per turn! Use an attack that hits all
enemies (like Multibounce or Fiery Jinx) to wipe out all the Mini-X-Yux, then
hit the X-Yux itself with a powerful attack. You can also try to avoid it if
you want. Enter the door behind the high-tech throne to Grodus' room.
Simply take the green Card Key from Grodus' desk here and return to the main
hallway of sublevel 2.
Go past the first door and the other elevator (the one Peach used) to the third
door from the right.
This room appears to be a Yux-growing lab. The squeaking noise you hear is an
open vent swinging back and forth. Use the Spring Jump while standing under it
to access the vents.
There are 2 other vents in the air duct you can slip through with Paper Mode
here. First, go all the way left to find a Star Piece, then go back to the
right and go through the first vent you see.
You land on a complicated computer. Don't drop down yet; first, use Koops to
get the Cog from the other computer, which will be useful later. Next, check
out the paraphernalia in this room. Hitting the little red button activates a
field of light on ac platform, and when you step on it, you're teleported
(complete with cheesy sound effects) to...
ROGUEPORT SEWERS
You're in the leftmost building of Rogueport sewers! What a cool shortcut! This
teleporter must be how the X-Nauts got to Earth in the first place. (You'd
think Mario could stop all the X-Nauts' plans by destroying it) Anyway, do
anything you feel like back on Earth, then return to the Moon base.
X-NAUT FORTRESS
Back on the Moon, lave the teleporter room and go back to the Yux lab.
Reenter the vent from here, but this time drop through the rightmost vent.
You fall into one of the changing stalls in the room where Peach disguised as
an X-Naut. When you open the curtain, it's CLASSIC MARIO ACTION TIME! (You
thought they could get rid of it, but noooooo, it's back!) Your partners all
become 8-bit too! w00t! Once you're done enjoying that (dropping into the stall
is the only way to get retro), check the 2 notes on the table. The red one
contains a code: 014029. Like it says, don't forget it! The other one has a
simpler code: left, right, middle. With that information, go back to the left
elevator and return to sublevel 1.
First, go right. The door here is code-locked; use the number code you just got
to open it and go in.
I doubt anyone was expecting this. This room is a high-tech clone of the Thwomp
quiz room from Shhwonk Fortress! Talk to the robotic Thwomp to start the quiz.
It has the same rules as before, except that if you get 3 questions wrong,
you'll have to fight 2 X-Yux...ouch. Here are the answers to it:
1. Elevator Key
2. Koopie Koo
3. 6
4. Hooktail's Belly
5. Prince Mush
6. A ring
7. Number seven (he's asking what number question it is...again 0_o)
After winning, you get an Elevator Key, just as the first question said. Leave
this crazy room and go to the other end of the hallway.
This room has some complex machinery in it, and a platform with some cool
prizes. First, insert the Cog you found into the open panel full of cogs. Next,
hit the red buttons in the order on the note: left, right, middle. This
activates the machine. It's a crane game! Use the nearby terminal to start. To
operate the crane, first hold A to decide how far to the left the crane moves,
then hold B to move it back. You only get one chance for each, so align it
perfectly using the freaky-crazy beam of light it projects. If you're a
skillful crane operator, you can get a Star Piece and Feeling Fine Badges for
Mario and his partner. Now, leave the crane room and go back to sublevel 2.
Go right and use your new Elevator Key to use the other elevator. You can
descend to sublevel 4, which is Peach's level, but there's nothing to do there
and TEC's former room is locked. Descend to sublevel 3 instead.
This is another short hallway; go through the left door first.
This is the hardest electric floor room yet! You have to follow the pattern of
lit floor panels as it winds across the room; if you step off it, you get
shocked! The pattern is always 3 panels long, and you should always stay in the
middle panel of it. (The pattern switches back at one point) It will take a lot
of tries, but you should eventually be able to get the Card Key at the end. You
can take the HP Drain on your way out if you want.
Next, go across the hallway to the opposite door.
This small room has 3 card-operated locks. Insert your 3 Card Keys into the
slot and go through the unlocked door. (There might be a certain order the
cards need to be in, but you can easily figure it out with guesswork)
This room is a huge factory with no apparent purpose whatsoever. Go right first
and hit the switch on the other side of the fence with Bobbery, which activates
the conveyor belt. Slip through some bars to it with Paper Mode, then use
Vivian's field skill to get past the barrier. Jump onto the yellow thing the
conveyor belt goes into and then onto the platform when it lowers. From that
platform, get off onto a ledge, then to another moving platform and at all
pipe. The pipe leads into the background.
Jump across the hanging platforms (don't worry about falling) and to the
rotating cogs. If you want, you can follow some other hanging platforms from
there back to an Ultra Shroom, which could be useful for your impending boss
battle. Anyway, jump from the cogs to a vertically moving platform, and then to
a metal platform. Cross a short gap, climb some steps, and enter the pipe to
emerge in a different part of the foreground.
Carefully cross 2 moving platforms from the one you're on to a ! switch. When
you hit it, some huge yellow steps are created leading from the ledge the pipe
if on up to a locked door. Before you can enter it, you'll need the Card Key.
Go back across the platforms and to the background.
From the pipe, cross some more hanging platforms (don't go onto the gears if
you can't help it) and reach a platform with a very tall pipe. Use this one to
return to the foreground next to a Plane Panel.
Use the Plane Panel to glide over to a ledge just beyond the first switch you
hit in the room with a blue Card Key. Drop off this ledge and use the Save and
Hearts blocks to prepare for the chapter boss, then enter the only accessible
pipe to return to the conveyor belt. Go back the way you first came to the pipe
at the base of the yellow stairs. Climb them, use the Card Key on the lock, and
go though the final door.
Crump is waiting for you in this massive room. It's time for your final
showdown. He summons the new, improved Magnus von Grapple; prepare to fight!
BOSS: MAGNUS VON GRAPPLE 2.0
Appearance: Magnus Von Grapple, with a black body, yellow X, and a "2" over it.
HP: 70
Attack: 6
Defense: 2
Location: X-Naut Fortress
Lord Crump defends the last Crystal Star in an upgraded version of Magnus Von
Grapple. This new robot has all the attacks of the original, including the
rocket fists. As always, destroy them ASAP when they detach. It also has a new
machine gun attack that uses your audience for ammo! When the robot is heavily
damaged, it flies out above the seats and sucks a great deal of them up, then
fires them through its chest cannon at you! You'll need great timing to block
this attack, and it will likely cause massive damage to you. Try using the
Piercing Blow Badge to do maximum damage to the armored monstrosity, and also
maybe use Fiery Jinx to destroy the rocket fists and do great damage to the
robot. If you've been equipping all the power-raising Badges you have, this
fight should still be easy.
After winning, the robot is destroyed and you get the final Crystal Star, the
Crystal Star! XD And the awe-inspiring Star Power, Supernova! You win!!
END OF CHAPTER 7
Unfortunately, you don't get to find out what the heck is happening to Peach,
so we next switch straight to the final Bowser event. (It can't be over!)
POSHLEY HEIGHTS
Bowser is still trailing behind Mario, futilely looking for the Garnet Star.
Talk to the people around Poshley Sanctum for some funny dialogue, then examine
the lock on the sanctum door. Bowser manages to smash it off, then enters.
POSHLEY SANCTUM
Bowser walks up to the (fake) Garnet Star and claims it. He's finally got one!
...or not. Pennington soon approaches the 2 and demands to know who they are.
(There are some extremely funny names to pick) he then says the one they took
is a fake and they're welcome to have it. When Bowser asks where the real one
is, Pennington says he gave it to Luigi. XD Soon, a Paragoomba flies in and
says Peach has been seen at the Thousand-Year Door. Bowser, as usual, decides
to give chase to claim the legendary treasure, the Crystal Stars, and Peach all
at once!
X-NAUT FORTRESS
Your partner *BOOM* comments that you can now open the Thousand-Year Door (what
else?) and that you should ask Frankly about Peach. First, take the elevator
down to sublevel 4 and enter TEC's room, which is now unlocked.
Miraculously, TEC is still running, on backup data and emergency power! He
introduces himself and says that Peach has been taken to the Palace of Shadow
by Grodus...could he mean behind the Thousand-Year Door? TEC tells you to use
the teleporter on sublevel 2 and diverts all his power to keep it running.
Quickly, return to the teleporter and take it back to Rogueport. As soon as you
use it, TEC says a final goodbye to Peach before the entire base explodes. O_O
That was close.
ROGUEPORT SEWERS
As soon as you exit the building with the teleporter, Frankly comes and asks
about what happened. When you tell him what happened, he confirms that Grodus
took Peach through the Thousand-Year Door, without the Crystal Stars! Frankly
says he'll meet you at the door. Before following him, finish up anything you
want to do. Stock up on healing items, buy anything else you need, and finish
up things with Dazzle, Merlon, and the Trouble Center. Also, if you invested
with Lumpy after chapter 1, it's time to collect! When you talk to him, he'll
give you 3 times what you paid him, perfect for stocking up on Ultra Shrooms or
whatever. Finally, Luigi is in the second floor of the Inn with the final
chapter of his story. (And an even deeper-fried Blooey) There isn't much else
to do, since you didn't get any new abilities in chapter 7. I'd recommend being
at least in your late level 20s for the final chapter. Once you're completely
ready, go down to the Thousand-Year Door room.
As promised, Frankly is waiting for you at the pedestal. When you step on it,
the Crystal Stars appear and circle you, then the door flashes red and slowly
opens. Once you go through it, the final chapter begins.
---
i. Chapter 8: The Thousand-Year Door (Chap8)
Enemies: Swoopula, Dry Bones, Bombshell Bill, B. Bill Blaster, Phantom Ember,
Dark Bones, Chain Chomp, Dark Wizzerd, Gloomtail, Dull Bones, Red Bones,
Beldam, Marilyn, Doopliss, Grodus, Bowser, Kammy Koopa, Shadow Queen
PALACE OF SHADOW
The first room of this ancient, evil palace is an huge, ornate entry hall. Get
used to the architectural style.
The next room is just a long, long staircase with some Swoopulas, stronger
versions of Swoopers. The Swoopulas still aren't too hard and can be kept off
with the Zap Tap Badge. You may want a Quake Hammer Badge to dislodge them if
you aren’t using the Jumpman Badge. If you go down the stairs on the north side
of the balcony you start on, you can find a Stop Watch.
The next room is a big one, with some new enemies: Dry Bones. These stronger
Dull Bones have very high stats all-around, including a robust 2 defense. Even
worse, when defeated, they simply collapse into a pile of bones that comes back
to life (Or undeath) after a few turns! The only attacks I know of that can
finish them off forever are Vivian's Fiery Jinx and Bobbery's Bomb and Bob-
ombast attacks. The block near where you enter contains a Shooting Star. The
lowest level of the room has 2 B. Bill Blasters firing Bombshell Bills at you.
These enemies are stronger versions on the Bullet Bills and Bill Blasters you
fought in the Pirate's Grotto, with more defense. As usual, try to either avoid
the Bills or get first strikes on them; they are easy to defeat, but if they
survive they can do massive damage. The B. Bill Blasters have 10 HP and 4
defense, making them extremely tough. Any piercing attack works well on them;
Art Attack takes them out instantly. After defeating the Blasters, use the
doors behind them.
The next room is an extremely annoying hallway. There are hidden spikes on it
that pop out when Mario gets close; if he touches them, he takes 1 damage and
somehow flies all the way to the beginning of the room. The Slow Go Badge is
recommended if you have it, since it gives you more time to react to spikes. If
not, simply push the control stick lightly to walk. There are more Swoopulas in
here, but they aren't a threat. The red block near the entrance contains the
All or Nothing Badge, which can be powerful if you're good enough with the
action command.
In the next room, save your game and proceed right. The path is filled with
fire here; jump over the rotating fire bars to avoid getting burnt and sent
back to the beginning. After getting past 3 of these, a circular section has a
double fire bars. It shouldn't be too hard to avoid. There's also a new enemy
here: the Phantom Ember. These things are stronger versions of Embers, but
still aren't hard with the Ice Power Badge equipped. If you can jump onto it,
you can hit a block with a Boo's Sheet right above the brown thing the double
flames are attached to. Anyway, go down some stairs to the second part of the
room. Much like in the water in Keelhaul Key, waves of fire covering the entire
path rapidly come towards you. Jump over the ones that are on the ground, and
use Vivian's field skill to avoid the higher ones. Luckily, if you get burnt,
you're only return to the stairs after the fire bars. You can try doing this in
Tube Mode which lets you roll under the low bars, but it may be harder to
maneuver this way.
The next room is just like the red Bones room in Hooktail Castle. When you
examine the Dark Bones at the far wall, the whole room fills with Dry Bones.
Clear a path through them with the hammer and chase down the Dark Bones. When
you reach it, you fight it and 4 Dry Bones. The Dark Bones itself has a
whopping 20 HP, so try and save it for last. Other than that, it's identical to
the Dry Bones. Try to weaken the Dry Bones with a multi-hitting attack or Star
Power, then put them to rest permanently with Fiery Jinx or Bob-ombast so you
can focus on the Dark Bones. Once he's defeated, he drops a Palace Key. Use it
to get through the next door.
This next room is much like the third room of the Palace. The block at the top
contains an Ultra Shroom. (You should already have plenty of healing items and
Life Shrooms, though) There are Bombshell Bills at the bottom and top levels.
The next room has more enemies and 3 item blocks. The left one has a coin, the
middle on a P-Up, D-Down P Badge (it's a good idea to equip it), and the right
one has some Jammin' Jelly.
If you've played Paper Mario, you'll remember the repeating stairs room from
Bowser's Castle. It's back, and in creepy Renaissance décor! There are two
levels in this room; you must always go through the door next to the lit
torch,. If you don't, you must start over. After doing this about 7 or so
times, you'll finally make it through the room.
The next room is completely different: a huge underground city. There is a
tower in the back, and bridges over 2 waterways. There are Save and Heart
Blocks between the bridges, as well as Chain Chomps. (They have massive stats,
so beat them quickly with piercing attacks, especially Star Powers) Once you've
cleared the room, look at the 2 Chomp statues near both doors. Throw Bobbery
into each one to reveal a pipe to the background; hit the ! switches there to
create Boat Mode docks at the base of the tower and in a pool in the
foreground. Don't use the dock just yet, however; first, go through the door at
the right side of the room.
The next 4 rooms are all long, long, identical hallways. They have some enemies
in them, including some Dark Wizzerds. These fiends have high defense and can
cast lots of crazy spells much like Magikoopas to mess around with status
effects. There's a Save Block at the end of the next hallway; use it and make
sure you have full health for the impending boss battle. (If you have Ms. Mowz,
she might detect treasure in the halls, but ignore it for now)
The next room is cavernous and dominated by a huge black dragon. After he asks
what you're doing in his room, your partner *BOOM* mentions that he looks like
Hooktail. The dragon is mad that you defeated his younger sister (WHAT!? O_o)
and introduces himself as Gloomtail, her older brother. Time for your toughest
fight yet!
MINIBOSS: GLOOMTAIL
Appearance: A gargantuan black dragon with yellow spines and nails. You can
only see his head.
HP: 80
Attack: 8
Defense: 2
Location: Palace of Shadow
Gloomtail is the middle of the dragon brothers, and the third most powerful
boss in the game. He loves to use various breath attacks that damage both Mario
and his partner *BOOM* and may inflict them with status effects like poison.
The Feeling Fine Badges help greatly in this fight. Use your strongest attacks
to pierce his defense and keep well-healed. (This fight is one of the best
times to use Power Lift) Make sure to use Vivian's Veil if he charges to avoid
taking double-digit damage!
After beating the powerful dragon, you get a Star Key, which will be essential
later. Also, you can blow up the wall on the right-hand side of the room to
find a hidden room with an Ultra Shroom and Jammin' Jelly. After getting
everything, go back through all the hallways to the underground city.
After healing and saving, use the Boat Mode dock in the middle of the area to
sail down the canal and enter the tower.
The tower consists of 3 central floors linked by a spiral staircase, and a
total of 8 rooms off the first 2 floors. Each room contains a puzzle that must
be solved to get a Palace Key, and a cryptic clue to the puzzle. To give you a
chance of solving these puzzles on your own, I'll post the solutions backwards.
Going from the door to your left as you enter the tower, clockwise, here are
the rooms.
-Room #1-
Beyond, beyond, beyond...
Complete All Seven...
Before, before...
.eciwt kcolb thgir eht dna semit eerht kcolb tfel eht tiH
-Room #2-
Four stones, twin stones...
Master of Shadow and Dark...
Two are one, one is two...
.moor rehto eht ni skaerb kcolb latem gnidnopserroc eht ,ereh ni kcolb enots a
kaerb uoy nehW .ti evoba eno eht ot deknil si moor sihT
-Room #3-
All you see isn't all there be...
Stones Have Power of Stars...
Touch it to pass through it...
.ti hguorht thgir klaw nac uoy ;noisulli na si moor siht ni llaw dnah-thgir ehT
-Room #4-
The unseen may yet be felt...
So That We, the Great Ones...
Be it here? Be it there?
.moor eht fo retnec eht ni repap emos yawa wolb ot eirrulF esU
-Room #5-
Let fall the weakest...
And That the Skies Lie...
And build to the strongest...
.htgnerts rieht fo redro eht ni senoB eht taefeD
-Room #6-
Four stones, twin stones...
Can Live Again by the Stone...
Two are one, one is two...
.moor rehto eht ni skaerb kcolb latem gnidnopserroc eht ,ereh ni kcolb enots a
kaerb uoy nehW .ti woleb eno eht ot deknil si moor sihT
-Room #7-
Straight on, straight onward...
We Know the Stars Spurn Us...
Destroy all in your path...
.yrebboB htiw llaw raf eht bmoB
-Room #8-
The shy one hides his shape...
But the Stars Bring Balance.
The shy one hides his face...
.hctiws eht ees ot lliks dleif s'naiviV esU
Once you get all 8 Palace Keys, climb the spiral stairs to the third floor of
the tower. It looks like some kind of orrery up here. Place the Star Key
into the pedestal to create 8 other pedestals with keyholes. Insert a Palace
Key into each of them to make the huge model of the planets move. Back in the
first hallway leading to Gloomtail's room, the floor lowers to create stairs
and reveal a lower section of the room. (What does that have to do with an
orrery?) Leave the tower now and return to the underground city.
Use the Save and Heart blocks, then go to the door leading to the new corridor.
Suddenly, Beldam, Marilyn, and Professor Frankly appear. "Frankly" reveals that
he's really Doopliss, and he was the one you met outside the Thousand-Year
Door! It's time for a final fight against this ghostly trio!
BOSSES: BELDAM, MARILYN, AND DOOPLISS
Appearance: You should already know what these 3 look like...
HP: 30/40/40
Attack: 5/7/7
Defense: 0
Location: Palace of Shadow
You're fighting 3 old foes at once now, and they're all more powerful than
before! They have high attack power now, so do your best to keep healed and
focus on one at a time. Since Beldam has low HP, she should be attacked first.
She can freeze your whole party or mess around with stats, so take advantage of
her lack of defense and use your strongest attacks on her! She should go down
in 2 turns in you've been equipping all the defense-raising Badges possible.
Next, attack Marilyn. She uses powerful lightning and can charge up an attack
to do over 20 damage! Use Veil if this happens, and once again use powerful
attacks to beat her down quickly. Doopliss, as usual, transforms into a party
member and isn't much of a threat, so save him for last, even though he's in
front. Don't be afraid to use Star Powers liberally in this fight.
After you defeat the 3 ghosts, go through the right door to the transformed
corridor.
There are more Dark Wizzerds down here, and the block contains a Thunder Rage.
After clearing the room, go to the right and blow the wallpaper off the wall at
the end to reveal a secret tunnel. Get onto Yoshi and follow it up, then have
him cross the gap at its end to a doorway.
Hitting the red ! switch in here causes a ledge to briefly extend from a wall
above. Use Koops to hit the switch while you're right before the ledge, then
cross it, go down some stairs and enter the next room. (The block has a Repel
Cape in it)
This room has more moving blocks like in Hooktail Castle. Once of them blocks
off the way forward, so climb the stairs to the left and go through the door.
This part of the first room has 2 blocks that control the big ones in the
previous room. Hit the green one and go back.
Now that the green block is gone, you can cross the gap with Yoshi. (If you
fall, there's a springboard in the leftmost part of the room) The next gap is
too big to cross, but a switch in the pit below controls a purple block you can
raise up. You can either drop down, and use Bobbery to hit the switch so you
can get on the block, or just throw him from the top and hope you hit it. Once
the block is raised, run across it and jump off to the right. You should land
on a ledge halfway between the top and bottom ones. Get onto Yoshi and cross
the gap up ahead in the narrow tunnel, then descend some stairs to the door.
There's a wide spike pit up ahead, but a pipe overhead. Stand on the farther
yellow strip on the carpet and do a Spring Jump to get on it. Cross the pipe
and repeat the process on the lower carpet strip, then enter the doorway.
The lower part of this room you start in has more Dark Wizzerds guarding a
chest with a Shooting Star all the way to the left. The stairs in front of the
entrance lead to another extendable ledge. Throw Bobbery down onto the switch
to extend it. Once you cross the ledge to the other side, write down the
pattern of stars you see on the wall, then go up the stairs. Go to the right to
find some kind of weird ferris wheel. Jump to the lower platform on it and get
the Palace Key with Koops. Drop back down to the star pattern, climb the
stairs, and enter the locked door at the top.
Get the Life Shroom (you should already have plenty, though) and go up the
stairs. The 7 ! switches at the top correspond to the 7 stars you just saw. Hit
them to light up the stars on the back wall in the same pattern (on, off, on,
on, off, on, off) This causes the wooden wheel in the previous room to turn. Go
back to it now.
Now that the wheel is turning, you can reach the other side. (There's another
highly recommended Life Shroom in the block at the top) Once you're across,
descend more stairs and go through the door. The way forward is triple-blocked.
First, have Flurrie blow the brick façade off the giant stone block. Smash it
with a spinning hammer attack, then Spin Jump the wooden boards underneath to
fall to a lower part of the room. The block contains a fairly useless Point
Swap. Anyway, proceed through the doorway in the front.
You're back in the altered hallway, just beyond the pipes over the spike pits.
Get past the biggest one by carefully walking along the narrow walkway and go
to the next room.
This is the final hallway before Gloomtail's room. (Not that you can reach it
now) The ledge you're on is next to a Plane Panel. Use it to reach another tall
ledge with a doorway.
This back room has another extending ledge, but there's no way to hit it while
you're at the ledge. Jump while under it as you would any other block, then get
on Yoshi and ride like the wind to cross the ledge before it retracts. Once you
make it across, you can get a final Palace Key. Return to the hallway room.
Fall off this ledge and go to the springboard on the far left. (Beware the
Phantom Embers and try to maximize your Star Power when fighting them, and if
possible, try to have about 80 or so Star Points) Once you're at the beginning
ledge, use the Plane Panel again. The 2 ledges right after the middle one have
a Life Shroom and Shooting Star on them if you need any more healing items.
Once you have everything you need, return to the Plane Panel and fly all the
way to the ledge on the opposite side of the room. Unlock the door and go
through.
This silent room is directly under Gloomtail's room, and is filled with
pillars. Use the Save and Heart Blocks at the end and go through the door. Make
sure you have lots of powerful healing items and Life Shrooms, as well as as
many attack-raising Badges as possible. Get ready for the game's final
showdown!
The big room you enter appears to be an ornate throne room of sorts. As you
climb the stairs up to the top, Grodus appears! Since you've never actually
met, he introduces himself and thanks you for getting all the Crystal Stars. He
had been planning for you to take the Crystal Star from Crump on the Moon so
that he could get all 7 from you right here! Time for the first of 3 boss
battles...
BOSS: GRODUS
Appearance: A large, robed figure with a long golden staff, glasses like
Crump's, and a huge orb on his head containing a computer with an X on it.
HP: 50
Attack: 7
Defense: 1
Location: Palace of Shadow
The insidious leader of the X-Nauts, Grodus is the main villain of Paper Mario
2, much to Bowser's rage. He's not too tough physically when you fight him, but
he has a variety of annoying magical effects. He can cast a variety of spells
on himself to make things tougher. Even worse, he starts the battle accompanied
by 4 Grodus Xs and spawns 2 per turn. Try having a partner take the Grodus Xs
out with attacks like Fiery Jinx or Gale Force, and have Mario go for Grodus
himself with powerful attacks. Try to save your strength for the next fight and
not use items, or even better enter this one with at least 80 Star Points so
you level up in between.
ENEMY: GRODUS X
Appearance: A tiny green, floating X.
HP: 3
Attack: 4
Defense: 0, flying
Location: Palace of Shadow
These tiny robots are the protectors of Grodus. He starts with 4; having this
many makes him invincible much like with the Yux enemies. When he has less,
each increases his defense by 1. Since they spawn so fast, try using a partner
ability (like Fiery Jinx or Gale Force) to wipe them all out every turn and
leave Grodus open to attack. Defeating him is almost impossible as long as he
has these!
After you defeat Grodus (defeating him shouldn't be hard if you keep healthy),
he summons Princess Peach, trapped in a force field, as a last resort. If you
try and attack him, she'll die! He starts tormenting Mario with lightning and
prepares to kill her, when the ceiling crumbles and Bowser suddenly falls on
top of him! (Looks like he didn't plan for everything after all) After finding
out what's happening, Bowser puts his plan into action and attacks you!
BOSS: BOWSER
Appearance: Oh, come on, I shouldn't have to tell you this...
HP: 70
Attack: 7
Defense: 2
Location: Glitzville/Palace of Shadow
Besides his beefed-up stats, Bowser is unchanged since your grudge match in
Glitzville. He has the same attacks: a poison bite, fire breath, and an
ability-removing stamp attack. He can take a while to defeat because of his
high HP and defense, so piercing attacks may be a good bet if your regular ones
aren't strong enough. Although this fight may be hard, try not to use any items
here either. The real battle is yet to come!
BOSS: KAMMY KOOPA
Appearance: A Magikoopa with purple robes, horn-rimmed glasses, and white hair.
HP: 50
Attack: 5
Defense: 0
Location: Palace of Shadow
Kammy Koopa is the leader of the Magikoopas and Bowser's continual companion.
She accompanies him when he fights you in the Palace of Shadow, and stays in
the back. She has all the abilities of regular Magikoopas, and because of this
and her low HP and defense should be taken out before the Koopa King. Use
powerful attacks that can hit her while she's in the back like the Spring Jump
and Yoshi's Ground Pound.
After you defeat Bowser, Grodus seems to have unflattened himself and
disappeared. He's getting away with the princess! Quick, follow him through the
far-right door!
The second-to-last room in the game is a long, long, long stairway. Consider
equipping the Feeling Fine Badges for the battle ahead before going further.
The top end has a Heart Block and Jammin' Jelly; the bottom has a Save Block
and an Ultra Shroom. Get the healing items if you need them and be sure to use
the blocks, then proceed through the door at the bottom for the final, final,
FINAL battle.
The final room is filled and brightly lit with candles as you enter. As you
probably know, Grodus is waiting with Peach trapped before a stone coffin. He
finally reveals his whole plan: he'll use Peach as a vessel for the ancient
demon within the casket! The casket slowly opens and a huge, dark shape slowly
rises from it... A cutscene plays in which the world slowly turns dark. Back in
the final room, Grodus offers Peach for the demon, the Shadow Queen, to
possess. Other parts of the world turn dark, and Peach and the Shadow Queen
merge into one. Grodus orders the Shadow Queen to destroy you, but she
disintegrates his body! Soon after, the Shadow Sirens appear. Beldam reveals
that she's been working to revive the Shadow Queen all along (see a resemblance
between them?) and was the one who created the rumor of treasure behind the
door to help get the Crystal Stars. After this, the Shadow Queen finally turns
to you. Make sure to refuse when she asks you to be her servant, or the game
will end! (What did you think would happen?) After you defy her, she is angered
and attacks!
FINAL BOSS: SHADOW QUEEN
Appearance: Peach, looking evil in a black gown and a tall collar behind her
head/A dark purple thing with giant floating hands, a coiled body with Dark
Peach inside, a head covered by a huge gold crown except an evilly grinning
mouth, and translucent hair fanning out behind it.
HP: 150
Attack: 7
Defense: 0
Location: Palace of Shadow
The Shadow Queen is the demon who destroyed the legendary city 1000 years ago,
and is called forth by Grodus to possess Peach and help him take over the
world. The battle with her is extremely long. At first, she appears as an evil
form of Peach, and attacks with magic. She's fairly straightforward in this
stage, but once you get her to 75 HP she turns into her true form, a terrifying
apparition. She's invincible in this stage, but keep fighting for 3 more turns,
at which point she sucks up the souls of your entire audience to fully heal
herself! After that, a long cutscene ensues in which Mario regains his health
using Peach's last strength, the Shadow Queen becomes vulnerable, the Crystal
Stars scatter to their places of origin, and Pennington finally learns your
real name.
After the battle begins anew, go all out to destroy her! Take advantage of her
low defense by using Power Lift and moves like Mini-Egg. She attacks with both
her body, two hands, and some Shadow Hands that appear from the ground and do
damage to you repeatedly. Both of these things respawn every few turns and
serve to make your life miserable. Use plenty of stylish moves to regain your
audience. Use attacks like Fiery Jinx or Bob-ombast to take all the summoned
enemies out and damage the Queen. She can also use a breath attack that
inflicts status effects like confusion, poison, or allergic. (The last one is
an obscure status effect that prevents all other status effects; it sounds
good, but means you can't raise your stats with Power Lift) The Feeling Fine
Badges can protect you from this attack. (I'm not sure what exactly they work
on, though) Don't be afraid to use all your healing items; this is the final
battle, after all. Also, beware of when the Shadow Queen charges her attack
power; use Vivian's Veil to take cover from the dark blast!
After you finally defeat the Shadow Queen, (you've beaten the game!!) she
disappears, leaving Peach behind and returning light to the room. Now that
their mistress is gone, the Shadow Sirens and Doopliss run away. Miraculously,
Peach is fine after being possessed by the Shadow Queen, and apologizes for
getting Mario into this. Professor Frankly (the real one this time) comes in
next with good news. He's found a clue about some real treasure. (Here we go
again...) Now, follow Frankly and Peach all the way back to Rogueport. (Just
kidding, you instantly warp there)
ROGUEPORT
You and Peach back at Rogueport pier, ready to go home. All your partners say
goodbye, but before things can get too mushy, the boat arrives to take you
back. After a short scene on the boat, you're back at home.
MARIO'S HOUSE
Luigi is talking to you about your journey when you get an E-mail. (QUICK,
delete it before you start another adventure!) The E-mail is from Goombella!
She and Frankly have been doing some more research together, and even managed
to find some actual treasure! She next goes into telling you what happened to
each of your other partners and some other characters. It turns out that Crump
and Grodus' computer head managed to survive, and somehow TEC and the moon base
have returned! After the E-mail, Toadsworth and Peach enter. She's found
another (hopefully real) treasure map; the boat is waiting. Here you go again!
THE END
...or is it? After beating the game, you can continue playing! The adventure
re-begins as Mario's boat pulls up to Rogueport harbor once again to be greeted
by Goombella, who has gotten all your other partners together. You're now free
to keep playing your beaten game as much as you want. Even better, a few new
things have opened up. First, if you didn't already, it's definitely time to
beat the Pit of 100 Trials. (IMO, you haven't truly beaten the game until
you've conquered it) There are also 3 final troubles at the Trouble Center, and
another surprise waiting for you at Poshley Sanctum...
-------------------------------------------------------------------------------
7. Sidequests (Sdequ)
Listed in this section are some of the biggest sidequests Mario can embark on
in the game, namely the Pit of 100 Trials and the Trouble Center.
>>>>>>>>>>>>>>>>>
PIT OF 100 TRIALS
<<<<<<<<<<<<<<<<<
The Pit of 100 Trials' name is fairly self-explanatory. It's a deep, deep pit
to the left of the Thousand-Year Door room with 100 levels of increasingly
difficult enemies, the ultimate endurance test. (Actually, it's probably closer
to 88) They start out as extremely easy enemies from the beginning of the game
(supplemented by Gloombas) and eventually become incredibly tough enemies found
only in the Pit. These Pit-exclusive enemies include:
GLOOMBA
PARAGLOOMBA
SPIKY GLOOMBA
DARK KOOPA
DARK PARATROOPA
BADGE BANDIT
SPUNIA
WIZZERD
DARK LAKITU
SKY-BLUE SPINY
ARANTULA
SWAMPIRE
DARK BRISTLE
POISON PUFF
BOB-ULK
PIRANHA PLANT
ELITE WIZZERD
Sound tough? Believe me, it is. To prevent cheapness, the Bump Attack and First
Attack Badges don't work either. And if you manage to make it through all the
other trials, get ready for the ultimate one at the hundredth level: the
toughest boss in the game, Bonetail. What is your motivation for doing all
this, you ask? The prizes, of course! Every 10 floors, you'll come across a
safe room with a pipe to the surface (or near the surface) and a treasure chest
containing a useful prize.
Floor 10: Sleepy Stomp Badge
Floor 20: Fire Drive Badge
Floor 30: Zap Tap Badge
Floor 40: Pity Flower Badge
Floor 50: Strange Sack
Floor 60: Double Dip Badge
Floor 70: Double Dip P Badge
Floor 80: Bump Attack Badge
Floor 90: Lucky Day Badge
Floor 100: Return Postage Badge
Those are some great prizes, no? However, it will be a while before you can
even think about beating the Pit. You should be at least in the upper 20s, and
the lower 30s work better. It's especially important to have a lot of BP.
However, there is one thing to note. The enemies are pretty easy before the
50th floor. It's a good idea to get to the 50th floor and get the ultra-useful
Strange Sack, then return to the surface and use it to stock up on more
powerful healing items before beating the Pit.
Two other things of note. Charlieton (the man in red and white from Rogueport
Square) can be found randomly down the Pit. (Who knows how he got there) He'll
sell you the following items to restock and heal. They get more expensive the
further down you are, though.
Fire Flower-10 Coins
Honey Syrup-10 Coins
Maple Syrup-20 Coins
Mushroom-5 Coins
Super Shroom-20 Coins
Thunder Rage-20 Coins
If you have the Money Money Badge, it's pretty easy to get enough to buy what
he sells and stay healthy, though he doesn't sell any powerful healing items or
Life Shrooms, so you should stock up on those beforehand. You may also
encounter Movers on random floors. These mysterious Punies can move you 2
floors down, 5 floors down, or back to the surface for a fee. (I believe it's
10 coins for 2 floors or the surface, and 30 coins for 5 floors) If you have
Money to spare, it's a great way to reach Bonetail faster. (Make sure not to
skip any floors with treasure)
Anyway, on to some good tactics to use in the Pit. I already said high BP is a
good idea; this is because you can use it to equip things like HP or FP-raising
Badges, effectively turning your BP level-up into something else and letting
you switch back any time. You can also equip lots of attack-raising Badges,
which makes beating the Pit-exclusive enemies easier. (If you equip 2 Power
Plus, Jumpman, All or Nothing, and the P-Up, D-Down Badges, you can do 16
damage per jump attack) You may want to wait until you've beaten the game so
you have plenty of Badges and things to choose from.
Another element of Pit strategy is Star Powers. You should always try to use
Star Powers to keep healthy and end trouble situations soon instead of items,
which you have a limited supply of and should be saved for the boss. Whenever
possible, use Sweet Treat or Sweet Feast to heal, and practice using stylish
moves to refill your Star Power quickly. You can also use attack moves like
Supernova or Showstopper if you're up against exceedingly tough enemies.
Other than those tips, it's all up to you. Become good at guarding, equip great
attack-raising Badges, use Star Powers like crazy, and fight like you've never
fought before! That is, until you reach the boss, which is when things get a
little different. Bonetail is the oldest of the dragon siblings, and incredibly
tough. He has massive HP, attack, and defense, and his breath attacks can
induce status effects on both active party members. Hopefully you've been
saving your healing items, because you'll need your Star Power for Power Lifts
and possibly Sweet Feasts. This move can be incredibly helpful defeating
Bonetail, letting you deal much more damage as you wail on him. Try having
Yoshi out when you Power Lift, then use Mini-Egg for massive damage! If you
brought Life Shrooms, it's probably safe to keep Mario in front taking much of
the damage. If not, keep your partners out there to absorb claw hits. (Though
they don't help against the breath attacks) It seems cruel, but it's just about
the only way to take him down if you forgot to stock up.
If you manage to defeat Bonetail, congratulations. There isn't anything in this
game you can't do. Enjoy your powerful Badges!
>>>>>>>>>>>>>>
TROUBLE CENTER
<<<<<<<<<<<<<<
The Trouble Center is a plain building found in East Rogueport, next to
Bobbery's house. It's your main source of sidequests in the game; Troubles are
posted on the bulletin board after every chapter. If you want to help someone
on the board out, take their trouble one and solve it to get some kind of
prize. If you decide you want to do a different one halfway through, you need
to pay a fee to cancel the Trouble you're on.
Trouble Name: Need a Key!
Client: Garf (East Rogueport)
Reward: 20 Coins
Available: Prologue
This is a simple trouble. Garf has lost the key to his house and needs you to
find him. Meet him outside his house in East Rogueport (across the waterway),
then go back to the square and enter the Inn. Climb the stairs and exit via the
second floor, then get the key just to the left of the Lovely Howz of Badges
entrance. When you bring it back to him, you not only get some coins, but also
entry to his fairly boring house.
Trouble Name: Safe Delivery...
Client: McGoomba (Rogueport Square)
Reward: 20 Coins
Available: Prologue
McGoomba needs you to deliver some kind of "package" to Goomfrey, in secret.
Find him in the back alley of Rogueport square, then deliver it to Goomfrey
just outside Frankly's house in East Rogueport. Now, destroy this FAQ to erase
the evidence! (Or maybe not)
Trouble Name: Price Adjustment.
Client: Arfur (East Rogueport)
Reward: 20 Coins
Available: Prologue
Arfur is contemplating opening his own store, but wants to know the prices of
his competition: The Toad Bros. Bazaar. Conveniently enough, you can find him
standing just outside the Trouble Center. He asks you to tell him the prices of
Tasty Tonic, a Fire Flower, and Sleepy Sheep at the Bazaar. (Because of some
weird business restriction, he can't enter the store on his own) Head over and
write down/memorize the prices of these items, then return to Arfur. He asks
you some questions about the prices, which should be pretty easy to answer even
if you didn't get the prices. (BTW, they're 3 for Tasty Tonic, 8 for Sleepy
Sheep, and 10 for a Fire Flower) You actually don’t have to give him the right
prices, but that would be mean. =P After learning about the Bros.' low, low
prices on paper towels and grout clean-I mean, useful items, he realizes he
can't possibly compete with them. He still somehow finds a way to get an easy
20 coins for your reward.
Trouble Name: Find This Guy!
Client: Goomther (Rogueport Square)
Reward: 20 Coins
Available: Prologue
Goomther has gotten fed up with getting mooched off of, and asks for your help
to do something about it. As usual, he's pacing Rogueport Square. He tells you
to look for the bandit Larson, who has stolen some coins from him, in the
secret alley in East Rogueport. To reach it, try to walk into the seemingly
solid center of the wall next to Merlon's house. The center section is actually
a separate wall apart from the sides, as the camera shows when you walk into
it. Walk down this secret alley and confront Larson, who flees. Go back and
talk to Goomther, then follow his instructions again and search for him on the
pier. He once again runs when you reach him. Talk to Goomther, then look in the
back alley of Rogueport Square, behind the inn. He finally gives up and
promises to return the coins. (Strange how you trust him) Talk to Goomther
again to collect your reward.
Trouble Name: Hit Me, Please!
Client: Mousimilian (Rogueport Square)
Reward: A get-rich-quick scheme
Available: Prologue
Mousimilian has forgotten his new plan for getting rich, and needs you to help
him remember by...hitting him on the head. Find him standing outside the Toad
Bros. Bazaar and get to work. Keep in mind, it can take a LONG, LONG, LOOOOONG
time to make him remember. Keep hitting him until he does, even if he gives up
and says it's no use. Eventually, he'll finally remember: he was going to buy
some Sleepy Sheep at the Toad Bros. Bazaar, then sell them at Niff T's Shop in
Petalburg for a 2-coin profit. This isn't a very good tip, since it's too
inconvenient to travel between the two towns. Defeating enemies is a fast way.
Trouble Name: I'm Hungry!
Client: Bomberto (Rogueport Harbor)
Reward: 11 Coins
Available: Prologue
Bomberto is one of the Bob-omb sailors at the Rogueport pier. His wife forgot
to pack his lunch, and he's famished. Give him any edible item you have,
preferably a cheap one, for a quick payoff.
Trouble Name: Try to Find Me!
Client: Koopook (Hooktail Castle)
Reward: Special Card, Life Shroom
Available: After chapter 1
Koopook is a champion hide-and-seeker, and has hidden himself in Hooktail
Castle. After conquering the castle, you can return to try and find him. Stand
on the walkway right outside the door to the storage room where you met Ms.
Mowz and drop off to land on a ledge where Koopook is hiding. Talk to him to
get the Special Card, which lets you play the Plane minigame and buy things at
the Pianta Parlor. Before leaving, use Paper Mode to slip between some bars on
the ledge and get a life Shroom you should save for a later Trouble.
Trouble Name: Listen to Me!
Client: Mayor Kroop (Petalburg)
Reward: Turtley Leaf
Available: After chapter 1
Apparently, Mayor Kroop is feeling lonely. How not-worthy-of-your-time. Anyway,
in order to get an item you could just pick from his private orchard, you'll
have to visit him and listen to him ramble on...and on...and on... After the
longest and most boring lecture imaginable about nothing in particular, grab
your worthless prize and run for your sanity!
Trouble Name: Order me an Item!
Client: Plenn T. (Rogueport)
Reward: Ultra Shroom
Available: After chapter 1
In case you didn't know, Plenn T. is the Toad inside the Toad Bros. Bazaar who
handles shop services. He's also run out of Courage Shells. (What does he use
them for if the shop doesn't even sell them?) He needs you to bring him 5 of
them. Give him any you've picked up on your adventure, then get the rest for 5
coins each at Niff T's Shop in Petalburg.
Trouble Name: Emergency Shroom!
Client: Puni Elder (Great Tree)
Reward: 60 Coins
Available: After chapter 2
Now that the Puni Elder is getting...elderly, she wants some insurance for he
health. In other words, find her in the entry area of the Great Tree and give
her a Life Shroom. Hopefully you've saved the Life Shroom from "Try to Find
Me!" for this; otherwise, get one for 50 Coins at the Westside Shop.
Trouble Name: Play with Me
Client: Lahla (West Rogueport)
Reward: 10 Piantas
Available: After chapter 2
This is the easiest Trouble in the game; simply talk to Lahla in the Pianta
Parlor (she's the Boo who hands out prizes) to get your reward of 10 Piantas to
use for buying something or playing the slots.
Trouble Name: Help my Daddy!
Client: Pine T. Jr. (Pit of 100 Trials)
Reward: Silver Card
Available: After chapter 2
Pine T. Jr.'s father has descended into the Pit of 100 trials, and hasn't
returned. Meet the kid in the entry room, then descend into the pit. Fight your
way up to floor 18, where you'll see a Toad lying on the ground. Talk to him,
then lead him back to the surface. (You can take your time and go father down
if you want; try to get to floor 50) When you reunite father and son, they give
you the Silver Card, which unlocks more prizes and the Paper Mode minigame at
the Pianta Parlor.
Trouble Name: Help Wanted!
Client: Jolene (Glitzville)
Reward: 30 Coins
Available: After chapter 3
In this undescriptively named Trouble, Jolene has an...unpleasant matter to
take care of. Speak with her in her office and she directs you to the storage
room. Your job is...to gather all the disgusting Battle Trunks all over the
room and get rid of them. Talk about gross. Search the whole room to gather all
of them, (don't worry, they're key items, so you don't have to worry about
having room) then once you're done return to Rogueport. The Goomba in front of
Merlon's house is glad to take the trunks off your hands. (I don't want to know
what he does with them...O_o) After you've...disposed of them, talk to Jolene
to get your reward. Now, quarantine yourself until the smell wears off, stinky.
Trouble Name: Heartful Cake Recipe...
Client: Merlee (Rogueport Sewers)
Reward: 30 Coins
Available: After chapter 3
Merlee wants to bake a Heartful Cake, but obviously she's forgotten the recipe.
To find her, go to the right after entering Rogueport Sewers, past the lowered
area, and enter the pipe you can reach only by slipping through bars with Paper
Mode. (Not the one with the moving platform) This will put you in the
background; go right to reach Merlee's house. After talking with her, find the
recipe not by looking down in the cooking section but by visiting Toce T. in
the rightmost house of Petalburg. The only part of it Merlee needs is the Cake
Mix. Get some in the Pianta Parlor, then give it to Merlee for your reward.
Trouble Name: The Food I Want.
Client: Bub-ulber (Petalburg)
Reward: Dried Bouquet
Available: After chapter 3
Bub-ulber, found on the island in West Petalburg, wants some food. (What else?)
Before going, first buy two Hot Dogs from Mr. Hoggle, then get some Cake Mix at
the Pianta Parlor and have Zess T. cook it into Mousse Cake. Now, go to Bub-
ulber and give him all the food he requests. (First a Hot Dog, then another Hot
Dog, then some Mousse Cake) After all this, you get a Dried Bouquet. You can
get more any time by bringing Bub-ulber either of his two favorite foods.
Trouble Name: Elusive Badge!
Client: ??? (Rogueport Square)
Reward: Attack FX B Badge
Available: After chapter 4
This mysterious Trouble asks you to meet an unknown person on the roof of Zess
T's house. Exit the second floor of the Inn, then go past the Lovely Howz of
Badges to meet her; it's Ms. Mowz! Enjoy her awesome theme music one last time;
this is the last time you'll be hearing it. Anyway, she wants you to bring back
a rumored Badge in the lair of Hooktail she has been unable to find so far.
Return to the room in which you beat Hooktail. Feel around the middle of the
giant room until you find an invisible object; have Flurrie blow on it to
reveal a chest containing the Attack FX B Badge! (Note that it counts as a key
item, so you can't equip it) Return to Ms. Mowz with the Badge. She confesses
that she actually put the Badge there as a test of your treasure-hunting
skills. She not only lets you keep the Badge, but also joins your party!
Trouble Name: Newsletter...
Client: Mayor Dour (Twilight Town)
Reward: 30 Coins
Available: After chapter 4
Mayor Dour wants you to pass around a newsletter for the Silver Club
(presumably a club for old people) to some of his friends. First, deliver it to
the Puni Elder, then Mayor Kroop in Petalburg. Return it to Mayor Dour to get
your reward.
Trouble Name: Seeking Legendary Book!
Client: Zess T. (Rogueport Square)
Reward: Honey Shroom
Available: After chapter 4
Zess T. wants you to find a Cookbook written by the legendary Maitre Delish in
the Creepy Steeple. You should already have it if you followed my walkthrough;
if not, it's hidden along with a Star Piece, Shine Sprite, and the Ice Smash
Badge in a secret room. Right after entering the Steeple, look at the north
wall of the entry room for a small opening you can roll through in Tube Mode.
After getting the Cookbook, return it to Zess T.; she can now cook with 2 items
at once! She tests her new knowledge out by cooking you a useful Honey Shroom.
Trouble Name: Tell that Person...
Client: Eve (Twilight Town)
Reward: Meteor Meal
Available: After chapter 5
Eve is found in the first house in East Twilight Town; she's the mother of 4.
She is apparently a former stage star (she and Flurrie should talk) and wants
to meet a fellow actor and romance interest, Podley in Rogueport. He's the
bartender of the Inn. He denies knowing Eve, for some reason, but gives a vague
message to her anyway. Return to Eve and tell her the news. Even though Podley
denied knowing her, she somehow feels happy anyway and gives you your reward.
Trouble Name: Looking for a Gal!
Client: Goom Goom
Reward: Couple's Cake
Available: After chapter 5
Goom Goom has set up residence in the inconvenient storage room in the Pirate's
Grotto. (Where you found the Grotto Key) Understandably, he's feeling a little
lonely and is looking for love. Do you think Goombella would qualify as a "cute
Goomba gal?" Switch her out to be your active partner, then watch the mayhem as
she shoots poor Goom Goom down.
Trouble Name: Important Thing
Client: Frankie (West Rogueport)
Reward: Gold Card
Available: After chapter 6
There's some turbulence between your favorite (or most hated) pair of
newlyweds. Frankie has lost Francesca's wedding ring somewhere in Rogueport;
meet him near the fountain and get looking. The ring is actually in the
easternmost part of Rogueport. Use Yoshi to cross the canal past the Trouble
Center and look for the ring around the base of the crates leading to the
rooftops. When you return the ring to Frankie and save him from having to
declare his love 200 times, he hands over the Gold Card, which lets you play
the Tube Mode minigame at the Pianta Parlor and unlocks lots of new prizes!
Trouble Name: Get these Ingredients!
Client: Chef Shimi (Excess Express)
Reward: 40 Coins
Available: After chapter 6
Chef Shimi needs some ingredients from your for his latest disk-I mean, dish.
Specifically, he needs a Golden Leaf, Keel Mango, and Mystic Egg. Get these
ingredients before boarding the Excess Express to save time. The Golden Leaf is
found behind the Creepy Steeple. From the outside porch, look for a gap in the
fence and use Paper Mode to slip through. Go to the right and hit the golden
tree to make a Golden Leaf drop down. Next, go to Keelhaul Key (via the
shortcut in the Sewers or Cortez's ship) and hit one of the first trees you see
in the first jungle area to make a Keel Mango drop. The Mystic Egg is gotten
not from a tree, but in one. Head to the Great Tree and enter it. In the first
room, talk to Petunia to play "Stump Petunia." She'll answer any question you
ask...except anything but "Which person doe Mario like the most?" Ask her this
question to get a Mystic Egg, then get on the Excess Express and give Shimi the
ingredients.
Trouble Name: I Must Have that Book.
Client: Toodles (Poshley Heights)
Reward: Platinum Card
Available: After chapter 6
The ever-flirtatious Toodles wants that handsome man to get back a book she
lent to Jolene in Glitzville. After talking to her in her house to the right of
the train station, go all the way to Glitzville (you may want to take the
Excess Express back) and talk to Jolene in her office. The book turns out to be
a wresting magazine...Jolene was using it for "research purposes." XD After she
gives you the magazine, return it to Toodles for your reward: the Platinum
Card, which opens up the Boat Mode minigame and the Money Money Badge.
Trouble Name: Security Code...
Client: Ratooey (Glitzville)
Reward: Hot Sauce
Available: After chapter 6
Look next to Mr. Hoggle's stand for the next client. Ratooey the struggling
businessrat has lost the code to his briefcase which contains the plans to his
company's secret project. He knows how he got the code; it's the number of
things you can sit on in Kroop's house, Flurrie's house, Don Pianta's office,
and Toodles' house and garden. To save you some trouble, the code is 2625.
After you solve the Trouble, you can buy more Hot Sauce from him for 10 coins.
Trouble Name: Delivery, Please!
Client: Goldbob (Poshley Heights)
Reward: 64 Coins
Available: After chapter 7
Goldbob, found standing outside his house in Poshley Heights to the left of the
train station, wants you to deliver a package to General White. You know what
this means: you're going to have to track down and wake up the stupid
wanderlusting general AGAIN. ARGH! MUST. KILL. WHITEY. Start by looking in Fahr
Outpost; the mayor says he went to Rogueport, more specifically the Inn. Talk
to Podley in the Inn to learn he then left for the Glitzville juice bar. The
identical bartender there says he left...back for Poshley Heights! Talk to
Goldbob again; he's distressed that he met the general but didn't give have the
package. Luckily, he sent him back to Fahr Outpost. Head to General White's
house there and wake him up. *shudder* After he finally wakes up, give him the
package, then see Goldbob for your well-earned reward.
Trouble Name: I Can't Speak!
Client: Gob (Fahr Outpost)
Reward: 20 Coins
Available: After chapter 7
The Bob-omb standing next to the Inn in Fahr Outpost has lost his voice and
needs some Honey Candy to be cured. Buy some Cake Mix and Honey Syrup, then
cook them together and bring the treat to Gob to get your reward.
Trouble Name: I Wanna Meet Luigi!
Client: Toadia (Poshley Heights)
Reward: Choco Cake
Available: After chapter 7
This young Toad girl in Poshley Heights next to the fountain (right near the
warp pipe if you've unlocked the shortcut) is a huge fan of...your brother.
Luigi is too busy telling everyone about his adventures to come, but luckily
Toadia is very gullible. Get the L Emblem from the second area of Poshley
Sanctum if you haven't already and talk to her while having it equipped. She
completely falls for the disguise and is delighted to meet her "hero." Then the
REAL Luigi shows up and hilarity ensues as Toadia thinks he's an imposter. XD
Trouble Name: Roust Those Cads!
Client: Doe T. (Boggly Woods)
Reward: 20 Coins
Available: After chapter 8
This strangely-talking Toad wants to see the Great Tree, but can't because of
the monsters in the way. Warp to the Great Tree or Boggly Woods, then clear out
the 3 enemies in the area between the entrance and the area with the Great
Tree. After they've all been "rousted," Doe T. runs up and rewards you before
continuing on to the Great Tree.
Trouble Name: Help me Make Up.
Client: Bub (Poshley Heights)
Reward: 3 Coins
Available: After chapter 8
Bub has gotten himself into a fight with his mother Sylvia and is standing
outside Poshley Sanctum. He wants you to bring him a gift to accompany his
letter of apology to her; either a Shroom Cake, Keel Mango, or Fright Mask. As
hilarious as it would be to give Sylvia a Fright Mask for her son, the Keel
Mango is by far the easiest. Simply enter the shortcut pipe nearby, then in the
Sewers go into the other pipe in the room to Keelhaul Key. Whack a nearby palm
tree to get a Keel Mango, then return to Bub. He asks you to deliver the card
to Sylvia; do so for a slightly touching scene, then return to Bub to get his
life's savings as a reward. (Why could it be Goldbob who got in the fight?)
Trouble Name: Erase that Graffiti!
Client: Swob (Fahr Outpost)
Reward: Snow Bunny
Available: After chapter 8
Look for your final client next to the cannon statue in East Fahr Outpost. He
had heard a rumor that any wish written on the walls of the 50th level of the
Pit of 100 Trials would come true, so he wrote one. However, the rumor has been
disproven, and he wants someone to erase what he wrote. In other worse, you'll
have to fight your way to the 50th floor of the Pit of 100 Trials. (This
shouldn't be new to you, since you should have the Strange Sack by now)
Luckily, the first 50 floors are pretty easy and contain none of the insanely
tough, Pit-exclusive enemies. After you reach floor 50, look for the graffiti
on the left wall. Read it if you want, then throw Bobbery at the wall to blow
it off. Exit the Pit when you've ready and talk to him for your fairly bad
reward.
>>>>>>>>>>>>>>>>>>>
THE CHAMPION REBORN
<<<<<<<<<<<<<<<<<<<
If you enjoyed the Glitz Pit anywhere near as much as I did, you'll probably
want to return sometime. When you do, you'll see that a terrible tragedy has
taken place: your computer records have been deleted! If you want to become the
champion again, you'll have to fight your way back to the top. It's chapter 3
all over again! (Minus the mystery) If you win, you become the champion
permanently and get to use the champion's bed for free healing any time. You
can also fight Rawk Hawk all you want for lots of money and experience.
-------------------------------------------------------------------------------
8. The Tattle Log (Ttalg)
As you play through the game, you can have Goombella use her Tattle ability to
learn valuable info about enemies and add it to your Tattle Log, which can be
viewed on your Quest Log, and, new to Paper Mario 2, PERMANENTLY shows you
their HP! Take that, Peekaboo Badge! Also, if you miss Tattling on a boss,
don't worry. If you miss a one-time enemy, look in the yellow wastebasket in
Professor Frankly's house. A scrap of paper with Tattle info on the enemy will
be in it, making it impossible to miss anything! This doesn't work for enemies
that can be fought anytime. No slacking off! Also, note that enemies with stats
separated by a slash show their stats from two separate fights with them. I've
organized this guide by appearance, so if you can't find an enemy try searching
for it with Ctrl/Command + F. Finally, here's a guide to some of the defense
terminology I use:
Ceiling: Can only be hit by Flurrie's Body Slam, Quake Hammer Badge, or target-
all attacks
Fiery: Can't be hit by any direct attacks except Koops'; attackers take 1
damage, takes 1 extra damage from ice and explosions
Flippable: Can be flipped over and incapacitated with a jump attack
Flying: Can only be hit by jumping/aerial based attacks (like Goombella's
Headbonk or Vivian's Shade Fist)
Side-Spiked: Can't be hit by attacks that involve being approached; attackers
take 1 damage
Spiked: Can't be hit by jumping/aerial based attacks; attackers take 1 damage
MINIBOSS: LORD CRUMP
Appearance: A short, fat guy with round goggles, a red cape, a white X on his
chest, and a weird purple hat with horns.
HP: 6/30 X 2
Attack: 1/3
Defense: 0
Location: Rogueport Harbor/Keelhaul Key
Lord Crump is the incompetent field commander of the X-Nauts. He loves to
attack you with Body Slam attacks, but he's easily guarded. The first time you
fight him, he's nothing but a way to try out the battle controls for the first
time. Defeating him should be pathetically easy. The next time you fight him on
Keelhaul Key, he has an army of X-Nauts with him, and you have to fight him
twice! In this second fight, always go for Crump; attacking the X-Nauts gets
you nowhere. Other than that, he's fairly straightforward.
MINBOSS: GUS
Appearance: A birdlike enemies with a pirate cap, green vest, and a spear.
HP: 20
Attack: 3
Defense: 0, spiked
Location: Rogueport
Gus is a jerk who guards the eastern side of East Rogueport, charging people 20
Coins to get in. Once you get a little stronger, fight him to clear the way
permanently. He is a straightforward enemy and shouldn't be too tough; just be
sure not to jump on him.
ENEMY: GOOMBA
Appearance: A small brown thing with a triangular head, angry eyes, fangs, a
tiny yellow body with no arms, and red feet.
HP: 2
Attack: 1
Defense: 0
Location: Rogueport Sewers/Petal Meadows
Goombas are the quintessential weakest enemies in Mario games. With pathetic HP
and attack, they shouldn't pose a threat even at the start, as an action
commanded move can take one out. Their attacks are also easily blocked.
ENEMY: PARAGOOMBA
Appearance: A Goomba with wings.
HP: 2
Attack: 1
Defense: 0, flying
Location: Rogueport Sewers/Petal Meadows
Paragoombas are simply Goombas with wings. This means they can't be hit by
ground attacks. Taking damage makes them fall to the ground and become Goombas,
however.
ENEMY: SPIKY GOOMBA
Appearance: A Goomba with a green spike on its head.
HP: 2
Attack: 2
Defense: 0, spiked
Location: Rogueport Sewers/Petal Meadows
These are the basic spiked enemies. Luckily, they’re weak enough to be taken
out by a single Hammer attack. Focus on destroying them first because of their
higher attack power.
ENEMY: SPINIA
Appearance: A green creature made of papery discs, with two square fangs and
white eyes between two discs.
HP: 3
Attack: 1
Defense: 0
Location: Rogueport Sewers
These weird enemies are barely more of a threat than Goombas and shouldn't give
you any trouble at all.
ENEMY: SPANIA
Appearance: An orange Spinia with two spikes on its head.
HP: 3
Attack: 1
Defense: 0, spiked
Location: Rogueport Sewers
These are simply Spinias with spikes. Take them out with Hammer attacks and
anything else that can get past their meager defense.
MINIBOSS: BLOOPER
Appearance: A giant white squid thing with a black band between its eyes.
HP: 12
Attack: 1
Defense: 0, is flying
Location: Rogueport Sewers
The Blooper is an aquatic squid thing that guards the way to Petal Meadows. He
is fairly weak and shouldn't be hard to beat at all. If you destroy both his 3-
HP tentacles, he'll fall to the ground and be ripe for a face-whackin'.
ENEMY: KOOPA TROOPA
Appearance: A two-legged turtle with a red shell and shoes, as well as a spike
collar and shades.
HP: 4
Attack: 2
Defense: 1
Location: Shhwonk Fortress/Hooktail Castle
Koopa Troopas are some of Mario's most basic enemies. They attack him by going
into their shells and flying forward, but this is easily blocked. Also, they
are the basic flippable enemies; they're put out of commission for 2 turns if
Mario or Goombella jumps on them. This also reduces their defense to 0, making
them easy to take out.
ENEMY: PARATROOPA
Appearance: A Koopa Troopa with wings.
HP: 4
Attack: 2
Defense: 1, flying, flippable
Location: Shhwonk Fortress/Hooktail Castle
These are Koopa Troopas with wings. Jumping on them makes them drop to the
ground and land on their backs.
ENEMY: BALD CLEFT
Appearance: A grey, spikeless Cleft with purple shoes.
HP: 2
Attack: 1
Defense: 2
Location: Shhwonk Fortress
These are the weakest versions of Clefts. They aren't too tough, but their high
defense forces you to use a POW Block when you first fight them in the Shhwonk
Fortress.
ENEMY: BRISTLE
Appearance: A metal thing covered in spikes, with extremely sharp teeth and
different-sized holes for eyes.
HP: 2
Attack: 1
Defense: 4, spiked, side-spiked
Location: Shhwonk Fortress/Glitzville
These incredibly heavily armored enemies are not only nearly impossible to
damage, they are so covered in spikes that almost no attacks can hurt them!
Items or Star Powers are just about the only ways to defeat them. (They're also
immune to fire)
ENEMY: FUZZY
Appearance: A little bouncy thing covered in black spiky fuzz, with giant
googly eyes and a gaping mouth.
HP: 3
Attack: 1
Defense: 0
Location: Shhwonk Fortress
These are the most basic Fuzzies. They attack by latching onto Mario and
sucking away 1 HP from them to heal themselves. Try to practice blocking their
attack, though it's very difficult.
ENEMY: GOLD FUZZY
Appearance: A golden Fuzzy, obviously.
HP: 10
Attack: 1
Defense: 0
Location: Shhwonk Fortress
This enemy is just like a normal Fuzzy, but with more HP. Other than that,
they're identical.
ENEMY: DULL BONES
Appearance: A brown-yellow Koopa skeleton with green shoes.
HP: 1
Attack: 2
Defense: 1
Location: Hooktail Castle
Dull Bones are the weakest Koopa skeletons and some of the weakest enemies in
the game. A simple hammer attack kills one. They are a minor threat before
they're killed, though, with their slightly damaging bone toss attack.
ENEMY: RED BONES
Appearance: A reddish Dull Bones.
HP: 5
Attack: 3
Defense: 1
Location: Hooktail Castle
This is a stronger version of the Dull Bones. You only need to fight one,
luckily. Not only is it stronger, it also collapses into bones when defeated.
If the battle isn't ended in about 2 turns, it returns to life. (or undeath)
Try saving it for last to prevent this.
BOSS: HOOKTAIL
Appearance: A massive red and white dragon. You can only see its head.
HP: 20
Attack: 5/3
Defense: 1/0
Location: Hooktail Castle
Hooktail is the youngest of the dragon siblings, and is the only one to have a
castle named after her. (Yes, Hooktail is a she) She is a fearsome and powerful
foe, but hates crickets after an...unpleasant childhood experience. Wearing the
Attack FX R Badge weakens her, giving her the stats after the slashes above.
After that Hooktail shouldn't be too tough. She has a claw slam that damages
your front party member, and fire breath that damages both. Also, when you
defeat her, Hooktail will offer a variety of rewards for your forgiveness.
Don't accept any of them, or she'll attack you! After that, she heals half her
HP by eating some of your audience! Finish her off for good to get your first
Crystal Star!
ENEMY: DARK PUFF
Appearance: A black-and-white cloud.
HP: 3
Attack: 2
Defense: 0, is flying
Location: Boggly Woods
These are weak, cloudlike enemies. If you promoted Goombella before entering
chapter 2 they shouldn't pose a threat at all. Their attack is easily blocked.
Be aware: they are SPEED DEMONS on the field.
ENEMY: PALE PIRANHA
Appearance: A black-and-white flower facing up with a spotted head and teeth.
HP: 4
Attack: 2
Defense: 0, spiked
Location: Boggly Woods
These are the weakest Piranha Plant enemies. Their biting attack can be fairly
painful, so take them out quickly with ground-based attacks.
ENEMY: CLEFT
Appearance: A black-and-white small thing with spikes on top of it and eyes
facing in different directions.
HP: 2
Attack: 2
Defense: 2, spiked, flippable
Location: Boggly Woods
These are spiked versions of the Bald Clefts you saw in Shhwonk Fortress.
Because of their heavy armor, the easiest way to beat them the first time you
see them is the Power Smash. (Or Koops, if you upgraded him) Once you have
Bobbery, you can use his Bomb to flip or destroy them.
MINIBOSS: BELDAM
Appearance: The eldest Shadow Siren, with a blue-striped hat and a sinister
smile underneath it.
HP: 9/30
Attack: 1/5
Defense: 0
Location: Boggly Woods/Palace of Shadow
Beldam is the eldest of the Shadow Sirens. She has a nasty personality and
loves to make life miserable for her youngest sister Vivian. In battle, she
stay behind the front lines and attacks with freezing ice magic or size-
altering curses.
MINIBOSS: MARILYN
Appearance: An enormous Shadow Siren (the middle sister) with a yellow-striped
hat and orange hair covering her eyes. She resembles a purple blob.
HP: 12/40
Attack: 2/7
Defense: 0
Location: Boggly Woods/Palace of Shadow
Marilyn is the middle Shadow Sister, and presumably the dumbest, being unable
to say anything except "Guuuhhh!!" and "The three..." She is also the toughest
of the 3, with high HP and attack power. She likes to attack with lightning
magic. Beldam mostly ignores her to pick on Vivian.
MINIBOSS: VIVIAN
Appearance: The youngest shadow siren, with a red-striped hat and pink hair
HP: 10
Attack: 1
Defense: 0
Location: Boggly Woods
Vivian is the youngest Shadow Siren. She is constantly picked on, used as a
scapegoat, and punished by Beldam, and moaned at disturbingly by Marilyn, and
as a result has a bit of an inferiority complex and later joins Mario instead
of facing Beldam again. Although Vivian is fairly weak when you fight her,
Beldam puts her in the front of their formation anyway. She attacks with fairly
weak fire magic, and is the most straightforward of the 3.
ENEMY: X-NAUT
Appearance: A short, fat guy with white gloves, boosts, and hood, as well as
spectacles. He wears a red jumpsuit with a black X on the chest.
HP: 4
Attack: 3
Defense: 0
Location: The Great Tree
These are the basic X-Naut foot solders. They’re fairly weak and slightly
pathetic, and shouldn't give you mush trouble. Beware: they love to attack in
numbers and formations at later points.
ENEMY: PIDER
Appearance: A round-bodied, black-and-white spider with thin legs, hanging from
a vertical thread.
HP: 5
Attack: 2
Defense: 0, sometimes flying
Location: The Great Tree
These spiderlike enemies are found in the Great Tree. They hang on threads from
the ceiling and randomly move up and down them, making them tough to hit from
the ground. They attack by spitting wads of web; when their HP is low that can
spit a barrage of 3 weak ones. Luckily, it's easy to block.
ENEMY: YUX
Appearance: A floating green X with rounded sides and a weird face in the
middle.
HP: 3
Attack: 2
Defense: 0, flying
Location: The Great Tree
These weird, bio-engineered enemies are created by the X-Nauts. They attack
with a ring-shaped laser, and will also spawn one Mini-Yux per turn. As long as
they have at least one, they're invincible. Have someone take out the Mini-Yux
while the other attacks the Yux.
ENEMY: MINI-YUX
Appearance: A tiny green triangle with eyes.
HP: 1
Attack: 0
Defense: 0, flying
Location: The Great Tree
These things are created one at a time by Yux. If there are any surrounding a
Yux, it becomes invincible. Have one active character take these things out
while another damages the Yux.
BOSS: MAGNUS VON GRAPPLE
Appearance: A giant robot with folder-paper arms and legs, and a boxy pink body
with a white X on it. Lord Crump sits in a bubble dome on top.
HP: 30
Attack: 2
Defense: 1
Location: Great Tree
When you confront Crump in chapter 2, he doesn't engage you personally but gets
into a giant mech-type thing and attacks! This weirdly named robot mainly
attacks with an unpredictable stomp attack, but it doesn't do much damage.
After you damage it enough, both its rocket arms detach. When they do, watch
out! They can quickly deal massive damage to you, so take them out as soon as
they detach! (Try using Flurrie's Gale Force to destroy them both at once)
Other than the detachable arms, Magnus Von Grapple is a fairly easy boss.
ENEMY: POKEY
Appearance: A 4-sectioned cactus with googly eyes and whiskers. Covered in
spikes.
HP: 4
Attack: 3
Defense: 0, spiked
Location: Glitzville
Pokeys are evil living cacti that can attack by slamming themselves onto Mario
or throwing parts of themselves. They can also summon more Pokeys out of
nowhere, which is very annoying. Make sure not to touch them.
ENEMY: K.P. KOOPA
Appearance: A Koopa with a gold shell and shoes.
HP: 4
Attack: 2
Defense: 1, flippable
Location: Glitzville
These are flashy Koopas you fight (and befriend) in Glitzville. Other than
their color, they're identical to regular Koopas.
ENEMY: K.P. PARATROOPA
Appearance: A K.P. Koopa with wings.
HP: 4
Attack: 2
Defense: 1, flying, flippable
Location: Glitzville
These are just different-colored Paratroopas. Take them out with jump attacks.
ENEMY: RED SPIKE BUZZY
Appearance: A Spike Top with a red shell.
HP: 5
Attack: 3
Defense: 4, spiked, flippable
Location: Glitzville
Since you probably won't be able to flip this red Spike Top when you fight it
in the Glitz Pit, you'll have to use piercing attacks like Piercing Blow, and
also Earth Tremor.
ENEMY: BOB-OMB
Appearance: A walking bomb with eyes, a fuse, and a clockwork key.
HP: 4
Attack: 2
Defense: 1
Location: Glitzville
Bob-ombs are some of Mario's oldest foes. They will attack with an easy-to-
block charge, but the turn after Mario attacks them they explode for double
damage. Defeat them quickly! (Note: They also explode if they're attacked a
second time directly)
ENEMY: BANDIT
Appearance: A small creature in a red robe wearing a mask with a sinister
smile.
HP: 5
Attack: 2
Defense: 0
Location: Glitzville
Bandits are clever thieves you fight in the Glitz Pit. Their attack steals a
coin from Mario and is incredibly difficult to block. If they steal a coin and
aren't defeated, they run away with it! Defeat them quickly or practice
blocking their attacks.
ENEMY: BIG BANDIT
Appearance: Just like a Bandit, but with a green robe.
HP: 8
Attack: 3
Defense: 0
Location: Glitzville
Big Bandits are just like Bandits, only they are stronger and can steal your
items! Defeat them quickly!
ENEMY: HYPER BALD CLEFT
Appearance: A green Bald Cleft with purple shoes.
HP: 3
Attack: 2
Defense: 2
Location: Glitzville
These are the first hyper enemies you'll meet. They seem like slightly tougher
Bald Clefts, but they can charge to increase their attack power by 6! Defeat
them quickly if they do this, or feel the pain!
ENEMY: IRON CLEFT
Appearance: A blue Cleft with green or red shoes.
HP: 6
Attack: 4
Defense: -, spiked
Location: Glitzville
These are the #10 ranked foes in Glitzville, but it's surprising they aren’t
even higher, considering how they're INVINCIBLE! These guys have infinite
armor; every attack, even Star Powers, simply bounces off them! Even piercing
attacks don't seem to work, except for one: Yoshi's Gulp. (Who knows why it's
the only piercing attack that works?) When you first fight these guys, you'll
have no choice but to run. The next time, you'll have Yoshi, so use his Gulp to
put the Iron Cleft brothers in their places.
ENEMY: LAKITU
Appearance: A weird bald thing riding on a smiley-faced cloud with glasses
HP: 5
Attack: 2
Defense: 0, flying, sometimes spiked
Location: Glitzville
Lakitus are weird floating enemies that attack by throwing Spiny eggs at Mario.
They can also throw them onto the field; they then hatch into Spinies next
turn. They often end their turn holding a Spiny egg above their head; don't
jump on them then! Try to take them out quickly to keep yourself from being
overwhelmed by Spinies!
ENEMY: SPINY
Appearance: A Buzzy Beetle with bigger eyes, a red shell, and several spiked on
the shell.
HP: 3
Attack: 3
Defense: 3, spiked, flippable
Spinies are sharp enemies thrown by Lakitus. The only easy way to damage them
when you first fight is Earth Tremor or Power Smash/Piercing Blow. They can
also become invincible by curling into a ball. Remember, focus on the Lakitus,
not these guys!
ENEMY: SHADY KOOPA
Appearance: A grey Koopa with a blue shell.
HP: 8
Attack: 3
Defense: 1, flippable
Location: Glitzville
Shady Koopas are some of the toughest Koopas you'll fight. They have higher
stats than regular ones, and they can also attack while flipped! The cheap
attack damages Mario and his partner. They also boost their attack power when
the get back up. *BOOM* Focus on one at a time to keep them from doing this.
ENEMY: SHADY PARATROOPA
Appearance: A Shady Koopa with wings.
HP: 8
Attack: 3
Defense: 1, flying, flippable
Location: Glitzville
These are the flying versions of Shady Koopas. Take them out very quickly!
ENEMY: GREEN FUZZY
Appearance: A green fuzzy, stupid.
HP: 5
Attack: 3
Defense: 0
Location: Glitzville/Keelhaul Key
These are more powerful Fuzzies. They not only suck more HP, but can also
multiply themselves! Take them out ASAP!
ENEMY: FLOWER FUZZY
Appearance: A pink Fuzzy.
HP: 6
Attack: 3
Defense: 0
Location: Glitzville/Keelhaul Key
These strangely colored Fuzzies don't damage Mario's HP when they attack, but
his FP. This doesn't seem so bad, but they will use the stolen FP to perform
powerful Magic attacks. Make destroying them your second priority.
ENEMY: GREEN MAGIKOOPA
Appearance: A Koopa with glasses, a blue magic wand, and green robes.
HP: 7
Attack: 4
Defense: 0
Location: Glitzville
Green Magikoopas are variants of regular ones. Instead of multiplying, they can
electrify allies or make them invisible. Like every other Magikoopa, they
attack with an unblockable Playstation Blast. (So named because of the shapes
involved)
ENEMY: RED MAGIKOOPA
Appearance: A Magikoopa in red robes.
HP: 7
Attack: 4
Defense: 0
Location: Glitzville
Besides its standard Playstation Blast, this Magikoopa can also raise the
attack and defense of its allies. It's best taken out last when you fight the
Magikoopa Masters.
ENEMY: WHITE MAGIKOOPA
Appearance: A Magikoopa in white robes.
HP: 7
Attack: 4
Defense: 0
Location: Glitzville
These Magikoopas only differ from the others by their ability: they can fully
heal themselves or other allies. Focus on these guys first!
ENEMY: DARK CRAW
Appearance: Like Gus, only blue with red eyes.
HP: 20
Attack: 6
Defense: 0, spiked
Location: Glitzville/Pit of 100 Trials
This evil spearman is a very tough enemy. Use Hammer and other ground attacks
to take out his HP quickly before he destroys you with his high attack power.
ENEMY: RED CHOMP
Appearance: A red-colored Chomp.
HP: 6
Attack: 5
Defense: 3
Location: Glitzville
These Chomps are actually weaker than the regular kind, luckily. Still, they
have massive stats. Yoshi's Gulp or Earth Tremor is the only good way to take
them out.
ENEMY: HAMMER BRO.
Appearance: A Koopa with a green crash helmet and a hammer.
HP: 7
Attack: 4
Defense: 1
Location: Glitzville/Rogueport Sewers after chapter 6
The Hammer Bros. Are some of Mario's old-school enemies. They attack by
throwing hammers at either Mario or his partner for good damage. If their HP is
low, they can throw a barrage of weaker hammers. Luckily, these attacks are
easily blocked. Strangely enough, even though they're Koopas, they can't be
flipped.
ENEMY: BOOMERANG BRO.
Appearance: A Hammer Bro. in black armor with a boomerang.
HP: 7
Attack: 2
Defense: 1
Location: Glitzville
The Boomerang Bro. is a Hammer Bro. with a boomerang. Their stats look weak,
but their 'rang hits you and your partner twice with each attack!
ENEMY: FIRE BRO.
Appearance: A Hammer Bro. in red armor.
HP: 7
Attack; 3
Defense: 1
Location: Glitzville
This variation of the Hammer Bro. can throw fireballs that set their targets on
fire. They can also throw a barrage of weaker fireballs when their HP is low.
Luckily, you only need to fight one in the entire game.
ENEMY: DARK KOOPATROL
Appearance: A Koopatrol with red eyes and purple armor.
HP: 25
Attack: 5
Defense: 2, spiked, flippable
Location: Glitzville/Pit of 100 Trials
The Dark Koopatrol is one of the toughest non-bosses in the game, especially if
you don't have the Spike Shield Badge. When fighting him in Glitzville, rely
heavily on Yoshi's Gulp. Try using the Piercing Blow attack with Mario. In the
Pit of 100 Trials, you should have the Spike Shield Badge, so deal with this
guy like any other Koopa.
MINIBOSS: RAWK HAWK
Appearance: A muscular yellow guy with sunglasses, wings on his head, and long
yellow hair.
HP: 40
Attack: 3
Defense: 0
Location: Glitzville
Rawk Hawk is the flashy, loudmouthed champion of the Glitz Pit. He isn't too
tough, but at first seems like the chapter boss because of his champion's belt,
which contains a Crystal Star later revealed to be fake. Anyway, his main
attack is a low sliding move that is fairly easy to block. When his HP is
lower, he'll jump into the air and do a superman attack for 4 damage, but it's
still easy to block. When his HP is really low, he makes a girder lower, grabs
onto it, and shakes it to drop debris on you and your partner. *BOOM* The
attack hits many times and is very tough to block. Use Flurrie or the Quake
Hammer Badge to dislodge him and finish him off quickly!
BOSS: MACHO GRUBBA
Appearance: A giant, fat orange guy with a spikey mohawk, a tiny vest and bow
tie, and sunglasses.
HP: 60
Attack: 4
Defense: 0
Location: Glitzville
After Grubba powers himself up using the Gold Star, he morphs into a giant
brute to attack you! He will always start the battle by giving himself the
ability to act twice per turn. He uses his extra action to power up his attack,
defense, or evasion for 1 turn, then attacks you! Try to build your strategy
around this. When he boosts his defense, don't bother attacking and heal or
Appeal to boost your Star Power. When he boosts his attack, try healing or just
going all-out when you get the chance. If he boosts his evasion, you may want
to try and stall, or at least not use any costly attacks. Luckily, the double
action bonus only lasts 3 turns, so he periodically has to recast it on
himself, leaving him open to attack. He gets even bigger when his HP is low, so
take him out quickly with your strongest moves!
ENEMY: HYPER GOOMBA
Appearance: A green Goomba with purple feet.
HP: 8
Attack: 2
Defense: 0
Location: Twilight Trail
These are the hyper versions of Goomba. You normally encounter them in threes,
and they love to be cheap by all charging at once! You'll have to use your
strongest attacks to take them out before they attack.
ENEMY: HYPER PARAGOOMBA
Appearance: A green Paragoomba.
HP: 8
Attack: 2
Defense: 0, flying
Location: Twilight Trail
These are the hyper versions of Paragoombas. You should know what to expect by
now.
ENEMY: HYPER SPIKED GOOMBA
Appearance: A Spiked Goomba with a purple spike and shoes feet.
HP: 8
Attack: 3
Defense: 0, spiked
Location: Twilight Trail
These are the most dangerous versions of Hyper Goombas. You may need Star
Powers to take them out before they unleash a charged attack!
ENEMY: CRAZEE DAYZEE
Appearance: A short, walking flower with a smiley face.
HP: 7
Attack: 2, pierces defense
Defense: 0
Location: Twilight Trail
Crayzee Dayzees are cute little flower enemies. You may note want to attack
them, and you may not even have to; they will run from battle often, especially
if they have low HP. If they attack, it's with a song that hits both Mario and
his partner *BOOM* and may put them to sleep if unblocked! I've found that the
best time to hit A is on the last note of their little song. (How do you block
a song anyway?)
ENEMY: AMAZY DAYZEE
Appearance: A golden glittering Crazee Dayzee.
HP: 20
Attack: 20
Defense: 1
Location: Twilight Trail
Amazy Dayzees are incredibly rare and powerful versions of Crazee Dayzees. They
have huge HP, some defense, and the highest attack in the game, but they
virtually never attack, running from battle instead no matter their HP. If you
manage to defeat one in 1 turn before it runs away, you'll get about 50 Star
Points! They're perfect for leveling up, but incredibly hard to find and even
harder to kill. Whenever you fight Crazee Dayzees, I think one has a chance of
being an Amazy Dayzee. Unfortunately, there's no way to tell from the field
now.
ENEMY: HYPER CLEFT
Appearance: A Hyper Bald Cleft with spikes.
HP: 4
Attack: 3
Defense: 3
Location: Twilight Trail
These are the Hyper Versions of Clefts. They have heavy armor, and can boost
their attack power to 9 if they charge! Try using powerful hammer attacks to
quickly destroy them.
ENEMY: BOO
Appearance: A white, round ghost with angry eyes, fangs, and a small white
tail.
HP: 7
Attack: 3
Defense: 0, is sometimes flying.
Location: Creepy Steeple
Boos are the basic ghosts of the Mario games. They can attack with a scary-
surprising attack, and turn themselves invisible! Try to defeat them before
they do. Also, for some reason they use their turn to rise into the air and
become flying, which makes beating them easier.
ENEMY: SWOOPER
Appearance: A purple bat.
HP: 6
Attack: 3
Defense: 0, ceiling or flying
Location: Creepy Steeple
These bat enemies can drain your HP into themselves with a vampiric bite, much
like the Fuzzies. They start hanging from the ceiling, where few attacks can
reach them. Mario's Quake Hammer and Flurrie's Body Slam work best. Once
they're dislodged, they should be easy.
MINIBOSS: ATOMIC BOO
Appearance: A gigantic Boo with a smaller face relative to its body.
HP: 40
Attack: 4
Defense: 0, is flying
Location: Creepy Steeple
This gigantic Boo is formed from 200 smaller ones (sound familiar, Luigi?) and
is fought by using a Super Hammer spin twice on the Boos that swarm you in the
Creepy Steeple after you free them. It isn't too tough, and requires little
strategy to beat. It gives you the Lucky Start Badge when you defeat it.
BOSS: ???/DOOPLISS
Appearance: A short guy in a white bed sheet with red shoes, red eyes, a blue
string tie, and a party hat.
HP: 40
Attack: 4
Defense: 0
Location: Creepy Steeple
Doopliss is a Duplighost and the boss of chapter 4. After you defeat him once
before you know his name, he steals your name and body; you must befriend
Vivian and fight him again when he's impersonating you (along with your own
partners) to beat him and win the chapter. He's a fairly straightforward foe;
pretty much anything works well on him. You'd better be used to blocking your
own attacks for when he transforms into a shadow version of you after losing
some HP, though. When battling him the second time, don't bother hitting
his/your partners; they will just be replaced by another one and Doopliss is
the one you want to defeat.
ENEMY: BUZZY BEETLE
Appearance: A small beetle with a blue shell.
HP: 5
Attack: 3
Defense: 4, flippable
Location: Creepy Steeple
Buzzy Beetles are heavily armored enemies. The only way to deal just about any
damage to them is to flip them over, like with Koopas. They can get up on their
next turn after being flipped, however.
ENEMY: SPIKE TOP
Appearance: A Buzzy Beetle with a spike on its shell.
HP: 5
Attack: 3
Defense: 4, spiked, flippable
Location: Creepy Steeple
Spike Tops will probably be some of the first spiky and flippable enemies you
encounter. You won't have a chance to get the Spike Shield Badge before
fighting them, so try using powerful Hammer attacks or Star Powers.
ENEMY: EMBER
Appearance: A blue-white flame.
HP: 8
Attack: 3
Defense: 0, fiery
Location: Keelhaul Key/Pirate's Grotto
These are the mid-strongest flames. They can attack with a standard flame
tackle, a fireball projectile attack, or a line of fire that hits both active
party members. Use Bobbery to take them out quickly, as well as the Ice Power
Badge for Mario.
ENEMY: PUTRID PIRANHA
Appearance: A Piranha Plant with a yellow-and-red spitted bud and green lips.
HP: 8
Attack: 3
Defense: 0, spiked
Location: Keelhaul Key
These poisonous Piranha Plants can, you guessed it, poison you with their bite.
Blocking it is very hard, but the only way to prevent poison.
ENEMY: LAVA BUBBLE
Appearance: A floating flame.
HP: 6
Attack: 4
Defense: 0, fiery
Location: Pirate's Grotto
These are the weakest flames, found in the Pirate's Grotto. Bobbery's Bomb
works very well against them; if you have a Power Plus P Badge it can take them
out in one hit. Be sure not to make direct contact with them.
ENEMY: PARABUZZY
Appearance: A Buzzy Beetle with wings.
HP: 5
Attack: 3
Defense: 4, flying, flippable
Location: Pirate's Grotto
These are merely flying Buzzy Beetles. Jump on them to flip them and drop them
to the ground. As with all Buzzy Beetles, they can get up immediately.
ENEMY: BULKY BOB-OMB
Appearance: A giant pink Bob-omb.
HP: 6
Attack: 2
Defense: 1
Location: Pirate's Grotto
These giant, fashionless Bob-ombs are tough to take out, and will explode for
massive damage after 4 turns. If they're hit with any attack more concussive
than a jump, they'll explode, dealing 2 damage to everything! There are other
Bulky Bob-ombs, this starts a chain reaction that destroys them all and heavily
damages Mario and his partner! *BOOM* Try using Art Attack or something to take
them out, and remember to get a first strike to hopefully destroy one with 2
Jump Attacks.
ENEMY: BULLET BILL
Appearance: A black bullet with angry eyes and arms.
HP: 2
Attack: 4
Defense: 1
Location: Pirate's Grotto
These kamikazes are fired by Bill Blasters in the Pirate's Grotto. They attack
by blowing themselves up for heavy damage, but they're weak enough to be taken
out before this happens.
ENEMY: BILL BLASTER
Appearance: A black metal cannon.
HP: 5
Attack: 0
Defense: 2
Location: Pirate's Grotto
Bill Blasters can't attack, but they fire 1 Bullet Bill per turn at you. Use
your strongest attacks and/or Star Powers to take them out quickly. (Art Attack
works great)
BOSS: CORTEZ
Appearance: A giant skeleton with a pirate hat, a long tail-like spine ending
in a pile of bones, and 4 arms with a saber, rapier, sword and hook.
HP: 20 x 3
Attack: 4
Defense: 1, spiked
Location: Pirate's Grotto
Cortez is a vengeful, Mexican pirate spirit who guards the legendary treasure
of the Pirate's Grotto. He seems weak, but he has 3 forms. Each new one appears
after you defeat the previous one. He can do heavy damage to you with all 4 of
his swords in his first form. In his second form, he hovers over the stage with
a green gem in his chest. He then attacks by throwing bones at you, and can
charge his attacks. In his final form, he does away with his body and is simply
a floating head with 4 floating weapons pointed directly at you. Each one
attacks separately and has its own HP, but attacks almost anything that comes
near it. Try using a multi-target attack like Gale Force or Fiery Jinx to get
rid of them and hinder Cortez's attack power. When you finish the final form
off, he'll suck up some of your audience to fully heal, so you'll have to
defeat him again.
ENEMY: SPIKY PARABUZZY
Appearance: A Buzzy with wings AND a spike on its shell.
HP: 5
Attack: 3
Defense: 4, flying, spiked, flippable
Location: Riverside Station
It's almost impossible to damage these things because of their combination of
defensive abilities. Luckily, you should have the Spike Shield Badge by now,
which will make it easier.
ENEMY: RUFF PUFF
Appearance: A yellowish Puff.
HP: 7
Attack: 4
Defense: 0, sometimes flying
Location: Riverside Station
These are stronger Dark Puffs that can charge themselves with lightning, then
unleash it on both your active party members. They can't be touched when they
are charged, and this makes them almost invincible if they're in the air.
ENEMY: POISON POKEY
Appearance: A green Pokey.
HP: 8
Attack: 4
Defense: 0, spiked
Location: Riverside Station
Poison Pokeys are stronger regular Pokeys. Be sure to block their attacks or
you could be, what else, poisoned.
ENEMY: DARK BOO
Appearance: A purple Boo with yellow eyes.
HP: 8
Attack: 5
Defense: 0, sometimes flying
Location: Poshley Sanctum
Dark Boos are slightly stronger Boos. There is not much strategy to beating
them.
BOSS: SMORG
Appearance: A giant five-armed monster made of tiny black clouds with eyes.
HP: 50
Attack: 5
Defense: 0
Location: Excess Express
Smorg is the cloudlike boss of chapter 6. He is invulnerable as long as his top
3 arms (called miasmas) are around, and they each attack Mario separately for
heavy damage. Use something like Gale Force or Fiery Jinx to take them all out
and make Smorg vulnerable. It's pretty simple boss fighting after this;
defeating the miasmas gives you 2 free turns of pummeling Smorg. When the
miasmas regenerate a second time, they turn into a giant, hook-shaped miasma
that does double-digit damage. It's extremely important to keep this thing down
if you want to survive to beat him, so just attack it like you did the Miasmas.
ENEMY: KOOPATROL
Appearance: A Koopa in heavy spiked armor.
HP: 6
Attack: 4
Defense: 2, spiked, flippable
Location: Rogueport Sewers after chapter 6
These armored Koopas are Bowser's most elite forces. Their spiked helmets make
them hard to flip without the Spike Shield Badge. If you have it, they're
fairly easy. Be aware, though: they can become invulnerable if they retreat
into their shells, call for reinforcements, or charge their attack power. Make
sure to keep them flipped!
ENEMY: MAGIKOOPA
Appearance: A Koopa in a blue robe, with glasses and a red-tipped wand.
HP: 7
Attack: 4
Defense: 0
Location: Rogueport Sewers after chapter 6
Magikoopas are the minions of Kammy Koopa. Their normal attack is an
unblockable Playstation Blast (so named for the shapes in it) that does decent
damage. This is rarely used; they not only have the abilities of Red, Green,
and White Magikoopas but also like to create illusionary copies of themselves
to make it harder to damage them. Use an attack like Power Shell to find and
damage the real one.
ENEMY: ICE PUFF
Appearance: A light blue Puff.
HP: 9
Attack: 4
Defense: 0, sometimes flying
Location: Fahr Outpost
Ice Puffs are the strongest of the floating clouds. They normally attack with
an easy-to-block tackle, but can also charge with ice energy, then unleash a
freezing breath attack that hits Mario and his partner *BOOM* and will probably
freeze them. There is virtually no way to hit them in they charge like this in
the air, so the only way to stop this is Star Powers.
ENEMY: FROST PIRANHA
Appearance: A blue and white Piranha Plant.
HP: 10
Attack: 5
Defense: 0, spiked
Location: Fahr Outpost
These are icy versions of Piranha Plants. Their attack may freeze you, and they
have high HP. It's weak to fire attacks.
ENEMY: MOON CLEFT
Appearance: A brown cleft with white spikes.
HP: 6
Attack: 5
Defense: 5, spiked, flippable
Location: The Moon
These heavily armored Clefts live on the Mushroom Kingdom's Moon. They're
almost invulnerable to attacks with their high defense; it's best to flip them
over with an explosion from Bobbery or use Star Powers.
ENEMY: Z-YUX
Appearance: A black Yux.
HP: 7
Attack: 4
Defense: 0, flying
Location: The Moon
Z-Yux are more powerful versions of Yux. Other than that, your strategy for
beating them is the same.
ENEMY: MINI-Z-YUX
Appearance: A tiny grey triangle with red eyes.
HP: 2
Attack: 0
Defense: 0
Location: The Moon
These things work just like regular Mini-Yux, but they appear around Z-Yux.
Treat them exactly the same.
ENEMY: X-NAUT PH.D.
Appearance: An X-Naut in a blue jumpsuit and lab coat, holding a clipboard.
HP: 9
Attack: 4
Defense: 0
Location: X-Naut Fortress
These brainy X-Nauts can fight by throwing or drinking potions. This can cause
all sorts of crazy status effects on either side. Focus on them first in
battle.
ENEMY: ELITE X-NAUT
Appearance: An X-Naut with red goggles, a red-and-white body, and dark grey
gloves, boots, and hood.
HP: 10
Attack: 5
Defense: 1
Location: X-Naut Fortress
These are the most powerful X-Nauts, as their name suggests. They can drink
potions without the aid of an X-Naut Ph.D. and have good stats. Try to take
them out before they do too much damage.
ENEMY: X-YUX
Appearance: A red Yux.
HP: 10
Attack: 3
Defense: 1, flying
Location: X-Naut Fortress
These Yux are more defensive than the Z-Yux, and guard Grodus' room. They spawn
2 Mini-X-Yux per turn, so try using a partner attack that hits all enemies to
take them out and have Mario damage the wierdos.
ENEMY: MINI-X-YUX
Appearance: A tiny blue triangle with eyes.
HP: 1
Attack: 0
Defense: 0, flying
Location: X-Naut Fortress
These tiny robots protect the X-Yux. Two are spawned every turn, and if there
are any they make the X-Yux invincible. Try using an attack that hits all
enemies to damage them.
BOSS: MAGNUS VON GRAPPLE 2.0
Appearance: Magnus Von Grapple, with a black body, yellow X, and a "2" over it.
HP: 70
Attack: 6
Defense: 2
Location: X-Naut Fortress
Lord Crump defends the last Crystal Star in an upgraded version of Magnus Von
Grapple. This new robot has all the attacks of the original, including the
rocket fists. As always, destroy them ASAP when they detach. It also has a new
machine gun attack that uses your audience for ammo! When the robot is heavily
damaged, it flies out above the seats and sucks a great deal of them up, then
fires them through its chest cannon at you! You'll need great timing to block
this attack, and it will likely cause massive damage to you. Try using the
Piercing Blow Badge to do maximum damage to the armored monstrosity, and also
maybe use Fiery Jinx to destroy the fists and do great damage to the robot.
ENEMY: SWOOPULA
Appearance: A grey Swooper.
HP: 9
Attack: 4
Defense: 0, ceiling or flying
Location: Palace of Shadow
These are just slightly stronger Swoopers. You know what to expect.
ENEMY: PHANTOM EMBER
Appearance: A green flame.
HP: 10
Attack: 5
Defense: 0, fiery
Location: Palace of Shadow
These are the strongest flame enemies. Unless you've equipped all the power-
raising Badges for Bobbery you can, he won't be able to take them out with a
simple Bomb. The Ice Power Badge makes Mario's jumps work great against them.
ENEMY: BOMBSHELL BILL
Appearance: A golden bullet with angry eyes and arms.
HP: 3
Attack: 6
Defense: 2
Location: Palace of Shadow
These are stronger Bullet Bills. They do heavy damage with their kamikaze
attack, but have low HP. Take them out quickly!
ENEMY: BOMBSHELL BILL BLASTER
Appearance: A gold cannon.
HP: 10
Attack: 0
Defense: 4
Location: Palace of Shadow
These incredibly tough enemies don't attack you directly, but instead fire 1 or
2 Bombshell Bills per turn. The easiest way to take them out is with piercing
attacks or Star Powers. (Art Attack works well; these enemies come in
clustered, easy-to-circle pairs)
ENEMY: DRY BONES
Appearance: A white Koopa skeleton with red shoes.
HP: 8
Attack: 5
Defense: 2
Location: Palace of Shadow
These are the second-strongest versions of Dull Bones. They are fairly tough to
defeat, and when you do they don't disappear but simply collapse. They will
revive themselves with full HP several turns later unless they're permanently
destroyed with an explosion. Try to save them for last to minimize the chances
of this happening.
ENEMY: DARK BONES
Appearance: A navy blue Dry Bones with red eyes.
HP: 20
Attack: 5
Defense: 2
Location: Palace of Shadow
These are the toughest versions of Dry Bones. They have massive stats, and can
assemble more Dry Bones. Like with their underlings, Dark Bones resurrect
themselves after a while unless they're destroyed with an explosion. Luckily,
you only have to fight 2 in the game.
ENEMY: CHAIN CHOMP
Appearance: A black metal ball with eyes and huge teeth.
HP: 7
Attack: 6
Defense: 5
Location: Palace of Shadow
These enemies are so tough it's almost unfair. With massive defense and attack,
Star Powers and piercing attacks are the only ways to defeat them.
ENEMY: DARK WIZZERD
Appearance: A weird floating purple thing with antennae and googly eyes, with 4
3-fingered hands floating around it.
HP: 10
Attack: 5
Defense: 2
Location: Palace of Shadow/Pit of 100 Trials
These weird cyborg enemies are much like Magikoopas; they can attack Mario with
an evil poking attack, or cast a variety of spells to boost stats, make
themselves invisible, heal HP, or multiply. If they multiple, use an all-
hitting attack to reveal the real one. (Like Koops' Power Shell)
MINIBOSS: GLOOMTAIL
Appearance: A gargantuan black dragon with yellow spines and nails. You can
only see his head.
HP: 80
Attack: 8
Defense: 2
Location: Palace of Shadow
Gloomtail is the middle of the dragon brothers, and the third most powerful
boss in the game. He loves to use various breath attacks that damage both Mario
and his partner *BOOM* and may inflict them with status effects like poison.
The Feeling Fine Badges help greatly in this fight. Use your strongest attacks
to pierce his defense and keep well-healed. (This fight is one of the best
times to use Power Lift) Make sure to use Vivian's Veil if he charges to avoid
taking double-digit damage!
BOSS: GRODUS
Appearance: A large, robed figure with a long golden staff, glasses like
Crump's, and a huge orb on his head containing a computer with an X on it.
HP: 50
Attack: 7
Defense: 1
Location: Palace of Shadow
The insidious leader of the X-Nauts, Grodus is the main villain of Paper Mario
2, much to Bowser's rage. He's not too tough physically when you fight him, but
he has a variety of annoying magical effects. He can cast a variety of spells
on himself to make things tougher. Even worse, he starts the battle accompanied
by 4 Grodus Xs and spawns 2 per turn. Try having a partner take the Grodus Xs
out and have Mario go for Grodus himself with powerful attacks. Try to save
your strength for the next fight, or even better enter this one with at least
80 Star Points so you level up in between.
ENEMY: GRODUS X
Appearance: A tiny green, floating X.
HP: 3
Attack: 4
Defense: 0, flying
Location: Palace of Shadow
These tiny robots are the protectors of Grodus. He starts with 4; having this
many makes him invincible much like with the Yux enemies. When he has less,
each increases his defense by 1. Since they spawn so fast, try using a partner
ability (like Fiery Jinx or Gale Force) to wipe them all out every turn and
leave Grodus open to attack. Defeating him is almost impossible as long as he
has these!
BOSS: BOWSER
Appearance: Oh, come on, I shouldn't have to tell you this...
HP: 30/70
Attack: 3/7
Defense: 1/2
Location: Glitzville/Palace of Shadow
Do I really need to introduce Bowser? He's the main villain of the Mario
series! However, in PM2, he finds himself unemployed when Peach is kidnapped by
the X-Nauts and spends most of the game one step behind Mario as he tries to
get at least 1 real Crystal Star. Bizarrely enough, before their final showdown
he confronts Mario in Glitzville. Besides his basic claw attack, Bowser also
has a bite that can poison whoever is in front, a slam attack that can disable
the use of Mario's Hammer, Jump, or Items for a few turns, and hard-to-block
fire breath that hits you and your opponent! He's quite a fearsome foe.
BOSS: KAMMY KOOPA
Appearance: A Magikoopa with purple robes, horn-rimmed glasses, and white hair.
HP: 50
Attack: 5
Defense: 0
Location: Palace of Shadow
Kammy Koopa is the leader of the Magikoopas and Bowser's continual companion.
She accompanies him when he fights you in the Palace of Shadow, and stays in
the back. She has all the abilities of regular Magikoopas, and because of this
and her low HP and defense should be taken out before the Koopa King.
FINAL BOSS: SHADOW QUEEN
Appearance: Peach, looking evil in a black gown and a tall collar behind her
head/A dark purple thing with giant floating hands, a coiled body with Dark
Peach inside, a head covered by a huge gold crown except an evilly grinning
mouth, and translucent hair fanning out behind it.
HP: 150
Attack: 7
Defense: 0
Location: Palace of Shadow
The Shadow Queen is the demon who destroyed the legendary city 1000 years ago,
and is called forth by Grodus to possess Peach and help him take over the
world. The battle with her is extremely long. At first, she appears as an evil
form of Peach, and attacks with magic. She's fairly straightforward in this
stage, but once you get her to 75 HP she turns into her true form, a terrifying
apparition. She's invincible in this stage, but keep fighting for 3 more turns,
at which point she sucks up the souls of your entire audience to fully heal
herself! After that, a long cutscene ensues in which Mario regains his health
and the Shadow Queen becomes vulnerable. After the battle begins anew, go all
out to destroy her! Take advantage of her low defense by using Power Lift and
moves like Mini-Egg. She attacks with both her body, two hands, and some Shadow
Hands that appear from the ground and do damage to you repeatedly. Both of
these things respawn every few turns and serve to make your life miserable. Use
plenty of stylish moves to regain your audience. Use attacks like Fiery Jinx or
Bob-ombast to take all the summoned enemies out and damage the Queen. She can
also use a breath attack that inflicts status effects like confusion, poison,
or allergic. (The last one is an obscure status effect that prevents all other
status effects; it sounds good, but means you can't raise your stats with Power
Lift) Don't be afraid to use all your healing items; this is the final battle,
after all. Also, beware of when the Shadow Queen charges her attack power; use
Vivian's Veil to take cover from the dark blast!
Mariofan150 also has an alternate strategy for the SQ:
Ok, so heres my strategy.Before you get to the shadow queen, make sure you have
some of the ultra shrooms and jamming jelly you find in the palace of
shadow.When you do find them, make sure you save them because otherwise the
fight with the shadow queen could be hard. After the first part with the
cutscene and you assume fighting. Use Power lift to boost your atk and def .
Also have the feeling fine badges on for you and your partner so you wont be
poisoned or confused by the shadow queens breath attack.Having the charge
badges on for you and your partner couldn't hurt either since you need all the
power you can get.When mario's h.p gets low like around 20 or so make sure you
have mario atk but with the power lift or charge powerd up.After he attacks,
have your partner use a ultra shroom on mario or use a jamming jelly if his
Flower points is gone or use a jellyultra if you saved the ultra shrooms and
jamming jellys you found during your adventurer and completed zess t's trouble
at the trouble center and had her cook them then that be even better.And try to
fight every enemy on your adventure ,that way you might stand a decent chance
and would level up too So Remeber, have mario attack and your partner heal him
or themselves if mario's h.p and FP are good and high and use power lift to
help.If you follow this strategy you should win. Remember, the world is
counting on your victory If you lose though, just try again.
Rusty has a second strategy:
I have found that the best way to slay the Queen is to have a fully-upgraded
Goombella and a few Boo Sheets, as well as a Life Shroom and two Jammin'
Jellies and Ultra Shrooms. You can have more (20) if you get to level 50 of the
Pit of 100 Perils.
Part 1 of battle:
Very simple. Do not waste your items here. Attack the Queen with your Power
Smash, then use your ace in the hole, Goombella's Rally Wink. Attack her AGAIN
with Power Smash! Continue this until she becomes invincible, then just attack
her until the long cutscene.
Part 2 of battle:
Okay, time to get serious. First turn, have Mario use a Boo Sheet to become
invisible. Then, Goombella's Rally Wink. Then, Power Smash. Now, just keep
Mario invisible with Boo Sheets and keep using Rally Wink and Power Smash. The
Life Shroom(s) should keep Goombella alive, and the Jellies and Ultra Shrooms
should help Mario if he gets damaged.
Difficulty: Easy if you have a pulse
ENEMY: GLOOMBA
Appearance: A dark blue Goomba.
HP: 7
Attack: 3
Defense: 0
Location: Pit of 100 Trials
These are dark versions of Goombas that live underground. They are higher
stats, but are still easy, straightforward enemies.
ENEMY: PARAGLOOMBA
Appearance: A Gloomba with wings.
HP: 7
Attack: 3
Defense: 0, flying
Location: Pit of 100 Trials
These are simply Gloombas with wings. Jump on them to drop them to the ground,
and remember to block their simple attacks.
ENEMY: SPIKY GLOOMBA
Appearance: A Gloomba with a red spike on its head.
HP: 7
Attack: 4
Defense: 0, spiked
Location: Pit of 100 Trials
These are simply Gloombas with spikes. Use ground attacks to beat them, or
jumps if you have the Spike Shield Badge.
ENEMY: DARK KOOPA
Appearance: A Koopa with a purple shell and shoes.
HP: 8
Attack: 4
Defense: 2, flippable
Location: Pit of 100 Trials
These are just slightly stronger Koopas. Take them out the same way.
ENEMY: DARK PARATROOPA
Appearance: A Dark Koopa with wings.
HP: 8
Attack: 4
Defense: 2, flying, flippable
Location: Pit of 100 Trials
These are just flying Dark Koopas. As usual, jumping on them flips them and
makes them drop to the ground.
ENEMY: BADGE BANDIT
Appearance: A bandit in purple robes.
HP: 12
Attack: 5
Defense: 0
Location: Pit of 100 Trials
These are the strongest, most annoying Bandits. They are physically weak
compared to other Pit-exclusive enemies, but they have the ability to steal
your Badges! Give them everything you have to destroy them before you can!
ENEMY: SPUNIA
Appearance: A pink Spania.
HP: 12
Attack: 7
Defense: 2, spiked
Location: Rogueport Sewers/Pit of 100 Trials
These are the top of the line for Spinias. They have great stats, but you
should be able to deal with them by now. They're actually some of the easier
Pit-exclusive enemies.
ENEMY: WIZZERD
Appearance: A weird, oval-shaped yellow floating thing with googly eyes and
antennae. It has 4 floating 3-fingered hands surrounding it.
HP: 10
Attack: 6
Defense: 3
Location: Pit of 100 Trials
Strangely enough, regular Wizzerds are stronger than Dark Wizzerds. (And I
thought putting "dark" before anything made it better) They have high HP and
use various magic (like changing stats, healing allies, or multiplying) so take
them out quickly with piercing attacks or Star Powers. Luckily, they never
unleash their fearsome tickle attack on you.
ENEMY: DARK LAKITU
Appearance: A slightly darker-colored Lakitu.
HP: 13
Attack: 5
Defense: 0, flying
Location: Pit of 100 Trials
These tougher Lakitus can either throw Sky-Blue Spinies at you or deploy them
to the field. (NOT pipes) Just take them out with jump attacks; unless they
start deploying Spinies they aren't much of a threat.
ENEMY: SKY-BLUE SPINY
Appearance: A Spiny with a blue shell. (Although it’s more of a dark blue)
HP: 6
Attack: 6
Defense: 4, flippable, spiked
Location: Pit of 100 Trials
These are the tougher Spinies thrown by Dark Lakitus. They shouldn't be much of
a problem with the Spike Shield Badge, but focus on the Lakitu first.
ENEMY: ARANTULA
Appearance: A Pider with red and black coloring
HP: 16
Attack: 7
Defense: 0, sometimes flying
Location: Pit of 100 Trials
The Arantula is a much stronger version of the Pider found in the Pit of 100
Trials. It's still one of the less dangerous Pit-exclusive enemies, though.
ENEMY: SWAMPIRE
Appearance: A green Swooper.
HP: 20
Attack: 6
Defense: 0, ceiling or flying
Location: Pit of 100 Trials
These are the strongest variations of Swoopers. They have massive HP and can
replenish it by attacking Mario. The Zap Tap Badge can keep them off you. Also,
before most attacks can hit them, they'll have to be dislodged with an attack
like Body Slam or Quake Hammer.
ENEMY: DARK BRISTLE
Appearance: A black Bristle.
HP: 8
Attack: 8
Defense: 4, spiked, side-spiked
Location: Pit of 100 Trials
These incredibly tough Bristles are some of the strongest foes you'll face in
the Pit. Unless you have the Spike Shield Badge and a seriously strong jump,
stick with Star Powers.
ENEMY: POISON PUFF
Appearance: A green puff with pink eyes.
HP: 15
Attack: 8
Defense: 0, sometimes flying
Location: Pit of 100 Trials
These are the strongest Puffs. Instead of storing lightning or frost, they
store poison, then release it in an unblockable attack that will probably
poison both Mario and his partner! *BOOM* As usual, hitting them is almost
impossible when they do this, so try Star Powers.
ENEMY: BOB-ULK
Appearance: A giant purple Bob-omb.
HP: 10
Attack: 4
Defense: 2
Location: Pit of 100 Trials
These are the strongest versions of Bob-ombs. They will attack you normally for
a relatively weak 4 damage, but they will explode after 4 turns, doing a
massive 16 damage!! Also, like with Bulky Bob-ombs, if they're hit with an
attack more concussive than a jump or something, they'll do about 4 damage to
everything, setting off a chain reaction that destroys them all and does heavy
damage to you! Try using Star Powers to take them out!
ENEMY: PIRANHA PLANT
Appearance: A plant with a green stem, and a red-and-white spotted bud with
teeth.
HP: 15
Attack: 9
Defense: 0, spiked
Location: Pit of 100 Trials
Strangely enough, normal Piranha Plants are the toughest of their species. They
have massive attack power, so focus on them whenever fighting some! The Spike
Shield Badge helps greatly.
ENEMY: ELITE WIZZERD
Appearance: A Wizzerd with a green-and-silver body and blue hands.
HP: 12
Attack: 8
Defense: 5
Location: Pit of 100 Trials.
Ouch. These are the highest-end Wizzerds, with massive all-around stats. Unless
an attack pierces defense, it really isn't worth using against them. Star
Powers like Supernova work the best. You'd better be ready to fight 5 of these
bad boys at once by the 99th floor. *shudder*
BOSS: BONETAIL
Appearance: A gargantuan, skeletal dragon. You can only see his head.
HP: 200
Attack: 8
Defense: 2
Location: Pit of 100 Trials
Upon seeing those stats, you're probably thinking "WHOAH." Bonetail, found on
the 100th floor of the Pit of 100 Trials, is the toughest boss in the game.
(Although the Shadow Queen is almost as hard) (Luckily, he's also optional)
He's Hooktail's oldest brother, so old that he's nothing but bones. Anyway,
besides his normal, already-powerful claw slam, he can also use various status-
inducing breath attacks that hit you and your partner and do things like
confuse them. He will even howl to heal himself for 20 HP! If you want to stand
a chance against this guy, stock up on Deluxe Feasts/Jelly Ultras before
entering the Pit, along with plenty of Life Shrooms! (It's recommended you get
the Strange Sack on a separate trip) Be at least level 30 and have plenty of
Badges to raise your attack power. As for Star Powers, it's best to use nothing
but Sweet Feast and Power Lift, with Stylish moves in between. Try keeping your
partners in front to absorb some damage for Mario, especially if you didn't
bring Life Shrooms like me. Use your strongest attacks and go all-out if you
want to win! If you manage to beat him (which is very possible at a high enough
level), you get the Return Postage Badge and...2 Star Points!? What gives!?!?
Mariofan150 also has an alternate strategy for Bonetail, containing some detail
on his attacks.
Before proceeding to the 100th floor take some time to equip badges that could
help with beating Bonetail. The badges I recommend you have on are, flower
saving badges for you and your partner, lucky day badge, power jump badges,
power smash badges, piercing blow badge, damage dodge badge, power plus badge,
defend plus badge. Those are the badges I recommend. Now for Bonetail's
attacks. There's his white breath which puts you to sleep if you don't guard
well, his light blue breath which freezes you, his purple breath which shrinks
you and lowers your attack by 2, his green breath which confuses you. Howl
which restores Bonetail's HP by 20, his red breath which once again shrinks you
but lowers your defense by 2.Stomp which does 8 damage, and his bite attack
which also does 8 damage. Ok here's my strategy. First, make sure you save some
of your ultra shrooms and jamming jelly for this fight. Then use power lift to
boost your attack and defense. Make sure you have a few boo sheets too because
chances are you'll need them. Ok, since Bonetail has 2 defense, make sure you
have the piercing blow badge equipped so you can pierce his defense. Use
stylish moves to restore your star power and use power lift and sweet feast
when you need to heal and boost your atk and def .Remember, if Mario's HP is
almost gone switch places with your partner and have them restore Mario's HP
and FP ,After, attack with Mario. Follow these steps and you will beat
Hooktail's oldest and strongest brother. Guard well against Bonetail's breathe
attacks and you won't have that much trouble.
-------------------------------------------------------------------------------
9. The Badges (Thbdg)
This game is filled with Badges, which can be equipped using Mario's BP to give
him access to all kinds of abilities. They're the keys to success; beating the
game is almost impossible without them.
ALL OR NOTHING
Increases Mario's attack power by 1 if he successfully performs the action
command, but drops it to 0 if he fails.
Location-
[ ] Palace of Shadow (a red block in the room with the popup spikes)
BP Used: 4
Rating: 4/5
This is a pretty good Badge and a great way to boost your attack damage, but
only if you're good with the action command. If you're not sure, stay away;
this is a very risky but rewarding Badge.
ATTACK FX B
Makes Mario's attacks sound like something chirping.
Location-
[ ] Rogueport (Complete "Elusive Badge!" Trouble)
BP Used: 0
Rating: 5/5
The Attack FX Badges are always funny, though I consider the first PM's to be
better. Since they're free, there is no reason not to equip them.
ATTACK FX G
Makes Mario's attacks sound like Peach laughing.
Location-
[ ] Charlieton (120 Coins)
BP Used: 0
Rating: 5/5
ATTACK FX P
Makes Mario's attacks sound like Bowser roaring.
Location-
[ ] Lovely Howz of Badges (100/70 Coins, after Chapter 6)
BP Used: 0
Rating: 5/5
ATTACK FX R
Makes Mario's attacks sound like a cricket.
Location-
[ ] Hooktail Castle (In the leftmost cell in the room before where you get
Paper Mode; use it to slip through the bars on your way out)
BP Used: 0
Rating: 5/5
In other news, this Badge is essential to nauseating and defeating Hooktail.
ATTACK FX Y
Makes Mario's attacks sound like a boring bell.
Location-
[ ] Dazzle (1 Star Piece)
BP Used: 0
Rating: 5/5
BUMP ATTACK
Lets Mario defeat enemy groups that have stopped giving him experience by
simply bumping into them. Enemies defeated in this way don't drop anything.
Location-
[ ] Pit of 100 Trials (Level 80)
BP Used: 5
Rating: 3/5
This Badge is great for avoiding battle (when paired with the Chill Out Badge),
but since you'll probably never reach the maximum level and always be needing
of more battles, it isn't as useful as it was in Paper Mario.
CHARGE
Lets Mario select Charge from his tactics menu, letting him boost his next
attack's damage by 2 for 1 FP. Wearing additional Badges doubles the cost, but
increases the power of the charge by 1.
Location-
[ ] The Great Tree (In the room under the first floor board you see after
getting the Super Boots. Break the board with a Spin Jump to drop down, then
jump across some pillars to the left and use Koops to get it)
BP Used: 1
Rating: 3/5
Charging your attack is always useful, but unless you can find more of these
from random battles (which is unlikely to happen), the Charge Badge isn't very
useful, except maybe in conjunction with Power Bounce.
CHARGE P
Like the Charge Badge, but for your partner.
Location-
[ ] Glitzville (In the storage room; use Flurrie to blow away some metal boxes
to the right of the door and smash the yellow ones with the Hammer to reveal
the Badge)
BP Used: 1
Rating: 4/5
This Badge is a little more useful than the one for Mario because it affects
all your partners *BOOM*, but the difficulty of getting more than one drops the
rating.
CHILL OUT
Prevents Mario from getting hit by a first strike.
Location-
[ ] Dazzle (2 Star Pieces)
BP Used: 1
Rating: 5/5
This Badge is a must-have. Being immune to first attacks will save more HP than
you can imagine over time. Always keep it equipped.
CLOSE CALL
When Mario is in danger, makes attacks to him sometimes miss.
Location-
[ ] Petal Meadows (red block near the beginning of the 2nd area)
[ ] Lovely Howz of Badges (100/70 Coins after chapter 1)
BP Used: 1
Rating: 1/5
I never liked Badges that require your HP to be below 5. It's much safer to
always keep your HP high than to deliberately get pummeled and be in danger of
losing just to use a Badge effect, especially one that might not work. Never
equip this thing.
CLOSE CALL P
Like the Close Call Badge, but for your partner.
Location-
[ ] Lovely Howz of Badges (100/70 Coins, after chapter 1)
[ ] Riverside Station (in the first room, on a high ledge. Use the Spring Jump
under it on your way out to knock the Badge down)
BP Used: 1
Rating: 1/5
This Badge is terrible for the same reasons as the one above. Luckily, you can
live without your partners *BOOM*, but it's still not a good idea to put them
in danger.
DAMAGE DODGE
Increases Mario's defense by 1 when he guards.
Location-
[ ] Rogueport Sewers (in the room with the pipe to Boggly Woods; when Punio
opens the secret passage, go left in it instead of right to reach the Badge)
[ ] Lovely Howz of Badges (150/105 Coins after chapter 4)
BP Used: 2
Rating: 5/5
These Badges are cheap substitutes for the Defend Plus Badges if you're good at
guarding. (Which you should be) Always equip these whenever you can.
DAMAGE DODGE P
Like the Damage Dodge Badge, but for your partner.
Location-
[ ] Lovely Howz of Badges (150/105 Coins after chapter 5)
[ ] The Great Tree (in a red block in the room between the Jabbi rooms. Use
Koops to hit an invisible block below the red one, then jump onto it and get
the Badge)
BP Used: 2
Rating: 5/5
Even though Mario will probably be attacked the most, these Badges are still
very useful even for your partner. *BOOM*
DEFEND PLUS
Increases Mario's defense by 1.
Location-
[ ] Twilight Town (in a chest in the storage room unlocked by the Storage Key)
[ ] Rogueport Sewers (on a ledge in the secret Spinia-infested room reachable
by sailing with Boat Mode. To find the Boat panel, use Flurrie to blow away a
fake wall in the room to the left of the warping rooms and go left, past the
pipe to the Pit of 100 Trials. Sail way to the left with Boat Mode to the room
and defeat the Spinias and Spunia. Use Yoshi and/or Koops to get the Badge from
the ledge)
BP Used: 5
Rating: 4/5
This is a very good Badge to use, since it will save you from a lot of damage
in the long run. Still, Damage Dodge is preferable to save BP.
DEFEND PLUS P
Increases your partner's defense by 1.
Location-
[ ] Rogueport Sewers (on a ledge high to the right in the first room you enter.
From the room to the right where you fought the Blooper, stand to the left of
the vertical pipe, then do a Spring Jump and shimmy over to a ledge. Use
Bobbery to bomb the seemingly flawless wall on the ledge and go through the
hole to reach the Badge)
[ ] Pirate's Grotto (in a secret room behind the waterfall in the top part of
the room with the locked door and Save Block; use Boat Mode in the area to the
left and sail through it)
BP Used: 5
Rating: 4/5
This Badge is a little more useful than Defend Plus, since it increases the
defense of all your partners. *BOOM* It's especially recommended if you use
your partners *BOOM* to soak up damage.
DOUBLE DIP
For 4 FP, lets Mario use Double Dip, a move that allows him to use 2 items in
one turn. Equipping a second one doubles the FP cost but lets 3 items be used
in a turn.
Location-
[ ] Rogueport (in a chest in East Rogueport reachable by using Boat Mode on the
dock behind the Trouble Center. Use Paper Mode to reach the dock by slipping
between Bobbery's house and the Trouble Center, then sail through the waterway
and under the bridge, then left to another dock and the Badge)
[ ] Pit of 100 Trials (reach floor 60)
BP Used: 3
Rating: 3/5
Obviously, only consider this Badge if you like to use items. I mainly use Star
Powers instead, so this one isn't very useful. Also, since there's only one
Double Dip Badge in the game normally, it's almost impossible to get Triple
Dip.
DOUBLE DIP P
For 4 FP, lets Mario's partner use Double Dip, a move that allows him to use 2
items in one turn. Equipping a second one doubles the FP cost but lets 3 items
be used in a turn.
Location-
[ ] Pit of 100 Trials (Level 70)
[ ]Fahr Outpost (in an invisible floating block in front of the rightmost tree
in the first area; use Ms. Mowz to find it)
BP Used: 3
Rating: 3/5
This Badge is much like Double Dip. If you really like items, equip both.
Otherwise, use something else.
DOUBLE PAIN
Doubles the damage Mario takes.
Location-
[ ] Charlieton (36 Coins)
BP Used: 0
Rating: 1/5
Unless you want to make the game much, much harder, don't even consider this
Badge.
FEELING FINE
Makes Mario immune to poison and dizziness.
Location-
[ ] X-Naut Fortress (picked up with the crane after returning the Cog)
BP Used: 4
Rating: 2/5
This Badge takes too much FP, and it only protects from 2 status effects. It's
only useful against a few bosses.
FEELING FINE P
Makes Mario's partner immune to poison and dizziness.
Location-
[ ] X-Naut Fortress (picked up with the crane after returning the Cog)
BP Used: 4
Rating: 2/5
This Badge is exactly like the Feeling Fine Badge but for your partner. *BOOM*
It's even attained in the same place, and should be used the same way: almost
never.
FIRE DRIVE
For 5 FP, lets Mario use the Fire drive hammer attack. Equipping more Badges
doubles the attack's cost for each, but increases the damage by 1.
-
Damage: 3/4/5 piercing fire damage to all ground foes; damage decreases by 1
with each hit, sets all targets on fire for 3 turns
Action Command: Hold the control stick left and release it when the fireball
falls in front of Mario
Style Command: Hit A immediately after hitting the fireball.
-
Location-
[ ] Lovely Howz of Badges (100/70 Coins, after chapter 5)
[ ] Pit of 100 Trials (Level 20)
BP Used: 3
Rating: 4/5
This is quite a powerful move to use, if you like to use the Hammer. It has
massive damage potential. Its only downside is its high BP cost.
FIRST ATTACK
Lets Mario defeat enemy groups that have stopped giving him experience with a
First Strike.
Location-
[ ] Lovely Howz of Badges (100/70 Coins, after chapter 2)
BP Used: 1
Rating: 3/5
This Badge can be a cheap, earlier substitute to the Bump Attack Badge, but
you'll probably want to keep fighting enemies and gaining more experience.
FLOWER FINDER
Makes more FP refills appear after battle.
Location-
[ ] Dazzle (6 Star Pieces)
BP Used: 3
Rating: 4/5
The Flower Finder Badge is a great one for long trips without an inn, since it
lets you use special moves more often. The Heart Finder and Money Money Badges
are better, however.
FLOWER SAVER
Makes all of Mario's special attacks cost 1 less FP.
Location-
[ ] Dazzle (10 Star Pieces)
[ ] Creepy Steeple (once you push the star statue in the entry hall aside and
drop into the hole, have Flurrie blow aside some wallpaper on the back wall, go
through the opening, and head right to find it)
BP Used: 4
Rating: 3/5
The Flower Finder Badge and Sweet Treat/Feast are typically better for
conserving FP than the saver Badges, unless you use LOTS of special moves.
Typically you shouldn't need this one.
FLOWER SAVER P
Makes all of Mario's partner's special abilities cost 1 less FP.
Location-
[ ] Dazzle (10 Star Pieces)
[ ] Rogueport Sewers (after slipping through the grate in West Rogueport, drop
off the ledge you land on and look to the left for a red X. Spring Jump while
standing on the X and go left across the pipe, then once you reach the other
side of the wall drop and get the Badge)
BP Used: 4
Rating: 4/5
This Badge is a little better than the Flower Saver Badge since your partners
*BOOM* rely on FP a little more. Consider equipping it.
FP DRAIN
Lowers Mario's attack by 1 but makes him recover 1 FP per attack.
Location-
[ ] Lovely Howz of Badges (100/70 Coins, available from start)
BP Used: 1
Rating: 3/5
Once again, this Badge is only for those who use FP a lot. Normally it isn't
worth it.
FP PLUS
Increases your max FP by 5.
Location-
[ ] Rogueport Sewers (in the warp room leading to Keelhaul Key and Poshley
Heights. It's to the left after you smash the block with the Ultra Hammer and
ride the lift)
[ ] Boggly Woods (on the right-hand side of the area outside the Great Tree,
badly hidden behind a waterfall)
-Pianta Parlor (100 Piantas, after getting Gold Card)
BP Used: 3
Rating: 3/5
The Plus Badges are useful for temporary stat boosts; they effectively swap a
BP level-up for an FP one, like Chet Rippo but for free. They're always good to
have around.
HAMMER THROW
Lets Mario use the Hammer Throw hammer attack for 2 FP. Equipping more Badges
doubles the attack's cost for each, but increases the damage by 1.
-
Damage: 2/4/6 damage to any non-ceiling enemy.
Action Command: Same as a normal Hammer attack?
Style Command: Press A right after Mario throws the hammer, and again when he
lands.
-
Location-
-Pianta Parlor (50 Piantas, after getting Gold Card)
[ ] Twilight Trail (in a red block in plain sight in the second area of the
forest)
BP Used: 1
Rating: 2/5
The Hammer Throw Badge acts exactly like a normal Hammer attack, only it can
target any enemy. (except ones on the ceiling) It's essential if you use the
Hammerman Badge; otherwise, its use is limited.
HAMMERMAN
Increases Mario's attack power by 1, but disables Jump Attacks.
Location-
[ ] Charlieton (180 Coins)
BP Used: 2
Rating: 3/5
The -man Badges allow Mario to specialize in one type of attack at the expense
of the other. If you like the Hammer, this Badge is definitely for you. If you
use it, make sure to equip the Hammer Throw Badge for versatility so you can
attack any enemy, not just the front ground one. I prefer the Jumpman Badge,
since like other power-boosting Badges it adds damage to both hits instead of
1.
HAPPY FLOWER
Gives Mario a chance of regenerating 1 FP at the end of a turn.
Location-
[ ] Lovely Howz of Badges (150/105 Coins, available from beginning)
[ ] Dazzle (4 Star Pieces)
BP Used: 2
Rating: 2/5
The Happy Badges aren't as good as they look. Note that in PM2, they only give
Mario a CHANCE of regenerating 1 FP. Besides, FP isn't the most essential stat,
and Sweet Treat works fine.
HAPPY HEART
Gives Mario a chance of regenerating 1 HP at the end of a turn.
Location-
[ ] Dazzle (4 Star Pieces)
[ ] Petal Meadows (in the second area; enter the warp pipe to get onto a tall
pipe nearby, then use Koops' field skill to the right to get the Badge)
BP Used: 2
Rating: 3/5
these Badges are only slightly better than the Happy Flower Badges, since they
regenerate a more essential stat. Still, don't equip them.
HAPPY HEART P
Gives Mario's partner a chance of regenerating 1 HP at the end of a turn.
Location-
[ ]Dazzle (4 Star Pieces)
[ ] Rogueport Sewers (in the room to the right of the Thousand-Year Door room;
use Flurrie's field skill on some loose wallpaper on the base of the stairs to
reveal a hidden alcove with the Badge)
BP Used: 2
Rating: 3/5
This Badge is about as good as the regular Happy Heart Badge; still mediocre.
HEAD RATTLE
For 2 FP, lets Mario use the Head Rattle hammer attack.
-
Damage: 2/4/6 damage to front ground enemy, may confuse it
Action Command: Same as normal hammer attack
Style Command: Same as normal hammer attack
-
Location-
[ ] Lovely Howz of Badges (100/70 Coins, available after chapter 4)
[ ] Keelhaul Key (in a red block in plain sight next to a pond, in the area
just east of Shantytown)
BP Used: 1
Rating: 3/5
This is another useful Badge if you like Hammer attacks. (which I don't)
Confusion is one of the deadliest status effects.
HEART FINDER
Makes more hearts appear from beaten enemies.
Location-
[ ] Dazzle (6 Star Pieces)
BP Used: 3
Rating: 5/5
The Finder Badges are all incredibly useful, but this is one of the best. It
makes surviving without healing much easier, especially if you can guard a lot.
Always keep it equipped if you're having trouble in dungeons. (It helps greatly
for the Pit of 100 Trials)
HP DRAIN
Decreases Mario's attack power by 1, but makes him regenerate 1 HP when he
attacks.
Location-
[ ] Rogueport (in the harbor; use Boat Mode on the dock at the eastern side,
then sail around to a hidden area on the far western side)
BP Used: 1
Rating: 3/5
This Badge probably isn't worth it, since taking longer to defeat enemies makes
you take more damage anyway. The Heart Finder Badge is best for staying
healthy.
HP DRAIN P
Decreases Mario's partner's attack power by 1, but makes him/her regenerate 1
HP when he attacks.
Location-
[ ] Poshley Heights (in Goldbob's house, the one next to the pool with him
standing outside, look for a narrow gap behind the table and use Paper Mode to
slip through it. Open the chest on the other side for the Badge)
BP Used: 1
Rating: 3/5
Lowering Mario's partner's *BOOM* attack isn't as harmful as lowering his own
attack, but he'll be taking most of the damage anyway.
HP PLUS
Increases Mario's maximum HP by 5.
Location-
[ ] Hooktail Castle (in the moat area before the main castle. On the left side
of the broken bridge, drop down some stairs, jump across some rocks, and shoot
Koops to the right to get the Badge when you can't get any further)
[ ] Riverside Station (after exiting out onto the back stairs, look for a small
opening in the bottom of the first staircase. Use Tube Mode to roll in and
reach a hidden room with the Badge)
[ ] Pianta Parlor (100 Piantas; after getting Gold Card)
BP Used: 3
Rating: 4/5
The HP Plus is a useful one to have, since it turns a BP level up into an HP
level up whenever you want. Equipping them before boss fights is a good idea.
HP PLUS P
Increases Mario's partner's maximum HP by 5.
Location-
[ ] Pianta Parlor (200 Piantas, after getting Silver Card)
[ ] In a yellow block on the second level of the storage room in Glitzville
BP Used: 6
Rating: 3/5
This Badge costs double the BP of the regular HP Plus Badge, but this is
because it affects every partner, *BOOM* not just one. This is the Badge for
you if you like to use your partners to soak up damage.
ICE POWER
Increases Mario's attack power against fire enemies by 1 and lets him jump on
them.
Location-
[ ] Keelhaul Key (in the area with the bridge, use Paper Mode to slip through
the gap right before the right side of the bridge to drop down to the Badge)
BP Used: 1
Rating: 4/5
This is always a handy Badge to have equipped in areas with fire enemies.
Luckily, you get it right before the first one.
ICE SMASH
For 3 FP, lets Mario do an ice smash. Equipping more than one doubles the FP
cost for each, but makes enemies stay frozen longer.
-
Damage: 2/4/6 damage, may freeze target, 1 bonus damage against fire enemies.
Action Command: Same as normal hammer
Style Command: Same as normal hammer
-
Location-
[ ] Lovely Howz of Badges (75/52 coins, available after chapter 3)
[ ] Creepy Steeple (use Tube Mode to roll through the opening bear the
beginning of the entry hall to reach a hidden room, then look in the chest)
BP Used: 1
Rating: 3/5
This is a decent hammer attack to have, since freezing is such a deadly status
condition.
ITEM HOG
Makes items more likely to appear after battles.
Location-
[ ] Dazzle (5 Star Pieces)
BP Used: 3
Rating: 4/5
This is another useful Finder Badge. It's a little more luck-based than the
other, since you never know what item you'll get.
JUMPMAN
Increases Mario attack power by 1, but disables the use of his hammer.
Location-
[ ] Charlieton (180 Coins)
BP Used: 2
Rating: 5/5
The Jumpman Badge is one of the most useful in the game. If you equip it along
with as many other attack-raising Badges as you can find, Mario becomes
incredibly powerful, doing in excess of 10 damage per jump attack! Of course,
you need the Spike Shield Badge if you want to consider equipping this one.
L EMBLEM
Changes Mario's clothes to Luigi's clothes. Equipping this along with the W
Emblem changes his clothes to Waluigi's clothes.
Location-
[ ] Poshley Sanctum (on the high left shelf of the second area; use the Spring
Jump to climb the pipes and reach it as described in the walkthrough)
BP Used: 0
Rating: 5/5
This is a hilarious Badge. Who says Luigi never gets any fame? There is
absolutely no reason not to equip it once you get it. Maybe Pennington isn't
mistaken about your identity after all...
LAST STAND
Halves the damage Mario receives when he's in danger.
Location-
[ ] Glitzville (in a box in the back hallway, next to the blue entrance to the
Glitz Pit. Climb some coiled cable so you can jump into the box)
[ ] Lovely Howz of Badges (50/35 coins, available from start)
BP Used: 1
Rating: 1/5
This is quite possibly the most useless Badge in the game. If you're already at
5 HP or less, taking half damage won't really help. Be afraid, be very
afraid...of this Badge. Bwahaha! (Appropriately enough, I wrote that on October
31)
LAST STAND P
Halves the damage Mario's partner receives when he/she is in danger.
Location-
[ ] Hooktail Castle (on the second level in the tall room with stairs. To reach
it, exit the room with the paper airplane panel that leading to the highest
stairway in the room, the one leading out onto the outdoor walkway before
Hooktail. Do down from that door instead of up in the tall room to reach a
yellow block. Hit the small control block to lower it, then drop down onto it
to reach the Badge)
[ ] Lovely Howz of Badges (50/35 coins, available from start)
BP Used: 1
Rating: 1/5
It's hard to say which Last Stand Badge is more useless.
LUCKY DAY
Makes enemies attacks miss Mario more often than with Pretty Lucky.
Location-
[ ] Pit of 100 Trials (Level 90)
BP Used: 7
Rating: 3/5
This Badge is an enhanced version of Pretty Lucky. It can let Mario survive
longer, but it has a high BP cost and it's best not to base your survival on
luck.
LUCKY START
Makes something good happen to Mario at the beginning of Battles (like HP
regeneration or dodginess)
Location-
[ ] Creepy Steeple (after releasing the Boos and telling them you'll be nice,
use a Super Hammer attack to fend them off twice in the entry hall to make the
Atomic Boo appear. Defeat it to get the Badge)
BP Used: 4
Rating: 4/5
This is a fun Badge. Battles become easier and more interesting when you get
"lucky" before all of them. Try to equip this thing after you have all the
essentials.
MEGA RUSH
Increases Mario's attack power by 5 when he's in peril.
Location-
[ ] Charlieton (60 coins)
BP Used: 1
Rating: 2/5
As usual, I don't like these Badges at all due to their riskiness. (Especially
with this one) The only reason I gave it a 2 is because you could potentially
make a strategy with this, running around with 1 HP defeating everything with
superpowers.
MEGA RUSH P
Increases Mario's partner's attack power by 5 when he/she is in peril.
Location-
[ ] Petalburg (in Mayor Kroop's yard; use Paper Mode to slip through his fence
and get it)
BP Used: 1
Rating: 3/5
The strategy I mentioned above becomes even more viable when it's used with
Mario's partner. *BOOM* With the Quick Change Badge, you can keep a full-HP
partner *BOOM* out, have him/her attack first, then switch to a 1-HP partner
*BOOM* and unleash destruction. Then, on Mario's turn, switch back to a full-HP
partner. This works especially well with multi-hitting partners like Yoshi,
whose Ground Pound and Mini-Egg become weapons of mass destruction with this
strategy.
MONEY MONEY
Makes more coins appear after winning battles.
Location-
-Pianta Parlor (234 Piantas, after getting Platinum Card)
BP Used: 5
Rating: 5/5
This is one of the best Badges in the game. Once you have it, you'll never need
to worry about your money (money) again. It makes buying things from the Pianta
Parlor, Lovely Howz of Badges, and Charlieton much, much easier. Always keep it
equipped. (Unless you're already at 999 coins)
MULTIBOUNCE
For 2 FP, lets Mario perform a Multibounce jump attack. Equipping more Badges
doubles the FP cost for each one, but increases attack power by 1.
-
Damage: 1/2/3 damage to each enemy until Mario misses an action command.
Action Command: Hit A right as Mario jumps on each enemy.
Style Command: Hit A at the apex of Mario's bounces.
-
Location-
[ ] Shhwonk Fortress (in a red block in plain sight in the first sewer room you
enter, where you fight the Gold Fuzzy)
-Pianta Parlor (50 Piantas; after getting Silver Card)
BP Used: 1
Rating: 4/5
This is a very useful jump attack to have. If you pursue a Jumpman strategy,
this Badge is essential. Make sure to have the Spike Shield Badge.
P-DOWN, D-UP
Decreases the damage Mario deals and receives by 1.
Location-
[ ] Pirate's Grotto (hidden behind some crates in the back left corner of the
room with the black chest)
BP Used: 2
Rating: 2/5
This Badge is pretty useless unless you want to make Mario a "tank." Since he
should be your main damage-dealer, it's best not to use this thing. Oh, and do
yourself a favor: don't try equipping this and P-Up, D-Down at once.
P-DOWN, D-UP P
Decreases the damage Mario's partner deals and receives by 1.
Location-
[ ] Boggly Woods (in the area with the paper airplane panel, jump between the
6th and 7th tree stumps from the right once you get to the tree stump walkway)
BP Used: 2
Rating: 3/5
If you like to use your partner to soak up damage, this is the Badge for you!
Otherwise, use something else.
P-UP, D-DOWN
Increases the damage Mario deals and receives by 1.
Location-
[ ] Riverside Station (in the tall, tall room with the Tube Mode maze, after
making the initial jump in the maze, drop down the hole you see before a
zigzag, then jump one more gap to the left to reach a chamber with the Badge)
BP Used: 2
Rating: 4/5
There's a reason you get this Badge so much later than its "equivalent"
counterpart P-Down, D-Up. Increasing your attack power for only 2 BP is
incredibly useful, so it's always a good idea to equip this Badge. The lowered
Defense can be countered with your good old friend Defend Plus.
P-UP, D-DOWN P
Increases the damage Mario's partner deals and receives by 1.
Location-
[ ] Palace of Shadow (in a red block in a large octagonal room right before the
repeating stairs room, in plain sight)
BP Used: 2
Rating: 4/5
This Badge is also a great one to use, as is anything that increases your
attack power reliably.
PEEKABOO
Lets Mario see enemy HP.
Location-
[ ] Dazzle (7 Star Pieces)
BP Used: 2
Rating: 1/5
A lowered BP cost won't save this thing. Now that Tattle permanently reveals
enemy HP, the Peekaboo Badge is obsolete.
PIERCING BLOW
For 2 FP, lets Mario use the Piercing Blow hammer attack. Equipping more Badges
doubles the FP cost for each one, but increases attack power by 1.
-
Damage: 2/4/6 piercing damage to front ground enemy
Action Command: Same as normal hammer attack
Style Command: Hit A as Mario strikes the enemy to backflip, then twice more
each time he hits the ground
-
Location-
[ ] Lovely Howz of Badges (75/52 coins, available from start)
BP Used: 1
Rating: 3/5
This is an essential Badge to use against high-defense enemies, especially if
you like a Hammerman strategy. Too bad they didn't make a jump version.
PITY FLOWER
Makes Mario sometimes regenerate 1 FP when he takes damage.
Location-
[ ] Pit of 100 Trials (level 40)
BP Cost: 3
Rating: 1/5
Even the Happy Flower Badge is better than this terrible thing.
POWER BOUNCE
For 3 FP, lets Mario perform the Power Bounce jump attack. Equipping more
Badges doubles the FP cost for each one, but increases attack power by 1.
-
Damage: 1 + 1 + 1.../2 + 1 + 1.../3 + 2 + 1... damage to one non-spiked, non-
fire enemy until you miss the action command.
Action Command: Hit A right before jumping on the target
Style Command: Hit A at the high point of each bounce
-
Location-
[ ] Hooktail Castle (in a red block in plain sight in the first room of the
actual castle)
BP Used: 3
Rating: 3-5/5
Ah, the infamous Power Bounce Badge. With a potentially unlimited damage
output, many people regard it as the cheapest move in the game. However, this
isn't so. I think that they make it harder to do the action command with each
successive bounce, making it fairly inefficient compared to a normal jump
unless you're incredibly good at the action command. If you want to use this
thing, try Charging first.
POWER JUMP
For 2 FP, lets Mario do a Power Jump attack. Equipping more Badges doubles the
FP cost for each one, but increases attack power by 1.
-
Damage: 4/6/8 damage to one non-spiked, non-fire enemy
Action Command: Hit A as Mario jumps on the target
Style Command: Hit A at the high point of Mario's initial jump
-
Location-
[ ] Lovely Howz of Badges (50/35 coins, available at start)
-Pianta Parlor (34 Piantas, available with Silver Card)
BP Used: 1
Rating: 3/5
This is a pretty useful jump attack because of its high damage. Like the Power
Smash Badge, it's useful against bosses.
POWER PLUS
Increases Mario's attack power by 1.
Location-
[ ] Creepy Steeple (in a chest in the room with the parrot)
[ ] Dazzle (15 Star Pieces)
BP Used: 6
Rating: 5/5
This is quite possibly the best Badge in the game. An extra point of attack
power with no drawbacks is insanely good. Despite their high BP cost, always
equip these. They make the game much, much easier.
POWER PLUS P
Increases Mario's partner's attack power by 1.
Location-
[ ] Glitzville (in a chest on top of the juice bar. Use the crates to climb
onto a nearby ! block and do a Spin Jump to create stairs to the roof.)
[ ] Dazzle (15 Star Pieces)
BP Used: 6
Rating: 5/5
Like the Power Plus Badge, this thing is insanely good. Find a way to equip
each of these as soon as you get them.
POWER RUSH
Increases Mario's attack power by 2 when he's in danger.
Location-
[ ] Lovely Howz of Badges (50/35 coins, after chapter 2
-Pianta Parlor (34 Piantas, after getting Gold Card)
BP Used: 1
Rating: 2/5
The only times you'd want to use this risky Badge is if you're trying for the
danger strategy described with the Mega Rush Badge. This Badge can be bought in
bulk, but the Power Rush P Badge still works better.
POWER RUSH P
Increases Mario's partner's attack power by 2 when he/she is in danger.
Location-
[ ] Lovely Howz of Badges (50/35 coins, after chapter 3
-Pianta Parlor (34 Piantas, after getting Gold Card)
BP Used: 1
Rating: 3/5
This Badge works great with the Mega Rush Badge and 1 HP strategy, especially
since you can get an infinite amount. Don't use it for anything else.
POWER SMASH
For 2 FP, lets Mario perform the Power Smash hammer attack. Equipping more
Badges doubles the FP cost for each one, but increases attack power by 1.
-
Damage: 4/6/8 damage to front ground enemy
Action Command: Hold the control stick left as the meter fills, then
immediately release it as the star lights up.
Style Command: Same hit A right as Mario hits the enemy, then again as he hits
the ground to do up to 3 successive backflips.
-
Location-
[ ] Rogueport (given to you by Professor Frankly after taking him to the
Thousand-Year Door)
-Pianta Parlor (34 Piantas, after getting Silver Card)
BP Used: 1
Rating: 3/5
This is a decent attack Badge that focuses on doing heavy damage. It's great
for bosses.
PRETTY LUCKY
Makes attacks have a slight chance of missing Mario.
Location-
[ ] Dazzle (3 Star Pieces)
BP Used: 2
Rating: 2/5
This Badge isn't too good. It almost never works, and it isn't a good idea to
rely on luck.
PRETTY LUCKY P
Makes attacks have a slight chance of missing Mario's partner.
Location-
[ ] Lovely Howz of Badges (150/105 coins, after chapter 2)
BP Used 2
Rating: 2/5
Since your partner isn’t attacked as often, this Badge is even less useful than
Pretty Lucky.
QUAKE HAMMER
For 3 FP, lets Mario perform the Quake Hammer attack. Equipping more Badges
doubles the FP cost for each one, but increases attack power by 1.
-
Damage: 2 damage to all ground and ceiling enemies.
Action Command: Same as normal hammer attack
Style Command: Hit A right after Mario reverts from slamming his hammer on the
ground to do a flip, then again when he lands
-
Location-
[ ] Boggly Woods (in a red block on the ledge you reach in Plane Mode)
-Pianta Parlor (67 Piantas, after getting Gold Card)
BP Used: 2
Rating: 3/5
The Quake Hammer Badge is only useful for dislodging ceiling enemies without
Flurrie...unless you increase your attack power and/or equip more of its
Badges! If you boost the move's attack power enough, Quake Hammer can be an
incredibly powerful move. It's a great idea if you're using the Hammerman
Badge.
QUICK CHANGE
Lets Mario change his partner without wasting his turn.
Location-
[ ] Dazzle (8 Star Pieces)
BP Used: 7
Rating: 5/5
Despite its massive BP cost, this is one of the best Badges in the game. Being
able to switch your partner whenever you want is incredibly helpful and keeps
you from being taken by surprise by enemies resistant to a certain attack. Get
this thing ASAP and always keep it equipped.
REFUND
Refunds Mario some coins when he uses an item. (Maybe half the item's price?)
Location-
-Pianta Parlor (34 Piantas, after getting Special Card)
BP Used: 1
Rating: 2/5
Don't bother with this Badge unless you use a LOT of items.
RETURN POSTAGE
Permanently gives Mario the Payback status effect. (Makes direct attackers take
1/2 the damage of their attack)
Location-
[ ] Pit of 100 Trials (level 100, defeat Bonetail)
BP Used: 7
Rating: 3/5
Considering how hard this Badge is to get, it's disappointingly weak. The
countering effect isn't worth 7 BP.
SHRINK STOMP
For 2 FP, lets Mario perform the Shrink Stomp jump attack. Equipping more
Badges doubles the FP cost for each one, but makes enemies stay small longer.
-
Damage: 1 + 1/2 + 2/3 + 3 damage to one non-spiked, non-fire enemy, may shrink
them
Action Command: Same as normal jump
Style Command: Same as normal jump
-
Location-
[ ] The Great Tree (in the room you drain the water out of, in a chest
accessible after the room is drained)
[ ] Lovely Howz of Badges (75/52 coins, after chapter 3)
BP Used: 1
Rating: 3/5
The status-inducing jump attacks are all pretty useful, but Tiny isn’t the best
status effect.
SIMPLIFIER
Makes action commands easier to do, but makes Mario earn less Star Power.
Location-
[ ] Lovely Howz of Badges (50/35 coins, available from start)
BP Used: 1
Rating: 2/5
This Badge should only be considered if you're terrible with action commands. I
consider the action commands and earned Star Power to be balanced normally, so
this Badge isn't very useful.
SLEEPY STOMP
For 2 FP, lets Mario perform the Sleepy Stomp jump attack. Equipping more
Badges doubles the FP cost for each one, but makes enemies sleep longer.
-
Damage: 1 + 1/2 + 2/3 + 3 damage to one non-spiked, non-fire enemy, may put
them to sleep
Action Command: Same as normal jump
Style Command: Same as normal jump
-
Location-
[ ] Pit of 100 trials (level 10)
[ ] Lovely Howz of Badges (75/52 coins, after chapter 1)
BP Used: 1
Rating: 4/5
This is the best of the status-inducing jumps, since sleep is such a useful
status ailment.
SLOW GO
Makes Mario incapable of running.
Location-
[ ] Charlieton (12 coins)
BP Used: 0
Rating: 1/5
Unless you're very patient and never try to avoid enemies, there's no reason to
use this Badge. The only time you may want it is in the spike room in the
Palace of Shadow.
SOFT STOMP
For 2 FP, lets Mario perform the Soft Stomp jump attack. Equipping more Badges
doubles the FP cost for each one, but makes enemies stay soft longer.
-
Damage: 1 + 1/2 + 2/3 + 3 damage to one non-spiked, non-fire enemy, may soften
them
Action Command: Same as normal jump
Style Command: Same as normal jump
-
Location-
[ ] Rogueport Sewers (in a chest in the lower-left part of the underground
plaza, in the water)
[ ] Lovely Howz of Badges (75/52 coins, after chapter 4)
BP Used: 1
Rating: 3/5
Soft isn't the deadliest status ailment, so don't use this Badge.
SPIKE SHIELD
Lets Mario jump on spiked enemies.
Location-
[ ] Rogueport Sewers (in the room to the right of the warp rooms, slip through
the rightmost set of bars with Paper Mode. In the next room, make your way
across the spikes to the Badge, using Vivian's field skill to avoid taking
damage. Unfortunately, the Badge doesn't help you get back across)
BP Used: 3
Rating: 5/5
This is one of the most essential Badges in the game, especially if you use the
Jumpman Badge. Being able to jump on spiked enemies is incredibly helpful, and
the only easy way to defeat some of them, like Spike Tops and Koopatrols. Keep
this Badge equipped as soon as you get it.
SUPER APPEAL
Makes Mario get more Star Power when he appeals.
Location-
[ ] Lovely Howz of Badges (50/35 coins, available from start)
-Pianta Parlor (34 Piantas, after getting Special Card)
BP Used: 1
Rating: 4/5
The Super Appeal Badges are very useful ones if you use lots of Star Powers.
(Which you should be) Always try to appeal whenever you get the chance to get
lots of Star Power. This Badge and Super Appeal P become slightly less useful
when you master stylish moves however.
SUPER APPEAL P
Makes Mario's partner get more Star Power when he/she appeals.
Location-
[ ] Lovely Howz of Badges (50/35 coins, after chapter 5)
[ ] Boggly Woods (in a chest in Flurrie's bedroom, which you can enter after
bringing her Necklace)
BP Used: 1
Rating: 5/5
This one is even more useful than Super Appeal, since Mario's partner *BOOM*
seems to get more chances to appeal.
TIMING TUTOR
Shows you when to do Style Commands for moves.
Location-
[ ] Charlieton (120 Coins)
BP Used: 1
Rating: 2/5
This Badge has a very useful function, but you should almost never need it if
you use this guide. =P If you're still having trouble, it's a great help.
TORNADO JUMP
For 3 FP, lets Mario perform a Tornado Jump attack. Equipping more Badges
doubles the FP cost for each one, but increases attack power by 1. (2 for the
tornado)
-
Damage: 2/4/6 damage to target, 2 unchangeable damage to all air enemies plus 2
more for every extra Badge equipped
Action Command: Hit A as Mario jumps on the target, then quickly press the 3-
button sequence of B and X
Style Command: Press A as Mario is falling from his tornado spin and about to
hit ground to make him roll back, then again as he returns to his position
-
Location-
[ ] Creepy Steeple (under the well, just before the stone panel you must push
up the incline in a red block)
-Pianta Parlor (67 Piantas, after getting Gold Card)
BP Used: 3
Rating: 2/5
This is a pretty cool, if situational and hard-to-use Badge. Mario first
performs a powerful jump attack, then spins in midair to create a tornado doing
decent damage to all flying enemies. Equip more than one for extra power.
UNSIMPLIFIER
Makes Action Commands harder to do, but makes Mario earn more Star Power.
Location-
[ ] Lovely Howz of Badges (50/35 coins, available from start)
BP Used: 1
Rating: 3/5
If you consider yourself a master of the action command, go ahead and equip
this Badge.
W EMBLEM
Changes Mario's clothes to Wario's clothes. Equipping this along with the L
Emblem changes his clothes to Waluigi's clothes.
Location-
[ ] Charlieton (360 coins)
BP Used: 0
Rating: 5/5
This is the other costume-changing Badge. It's just as funny as the L Emblem.
There's no drawback to equipping it, and if you have both Emblems you can dress
as Waluigi!
ZAP TAP
Electrifies Mario. (Makes all direct attacks take 1 damage and prevents enemies
from latching onto him)
Location-
[ ] Pit of 100 Trials (level 30)
BP Used: 3
Rating: 4/5
This is always a fun Badge to use, and it prevents you from being damaged by
Fuzzies and Swoopers. Equip it if you can spare the BP.
-------------------------------------------------------------------------------
10. The Star Pieces (Tstpi)
Star Pieces are magical fragments that are found all over the world. They are
used to buy Badges from Dazzle, who is found in the Rogueport Sewers next to
Merluvlee. Note that many Star Pieces are found under "hidden panels." These
are floor panels that can only be revealed by doing a Spin Jump nearby. Do a
Spin Jump right next to them to flip them and reveal the Star Piece. (Make sure
your partner isn't standing on the panel or it won't work for some reason)
>>>>>>>>>>>>>>>>>>>>>
ROGUEPORT STAR PIECES
<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Behind some crates near the east side of the town square.
[ ] 2. Hidden behind a bed leaning on a wall in the house next to the inn. The
entrance to it is in the back alley.
[ ] 3. On the back left side of the roof of Zess T's house. Jump to the roof
from the walkway leading to the Lovely Howz of Badges.
[ ] 4. Required: Super Boots. Found under a hidden panel in front of the
gallows in the town square.
[ ] 5. Required: Super Boots. Found under a hidden panel behind Zess T's house,
in the back alley.
[ ] 6. On top of some crates behind Professor Frankly's house. Get to the back
alley where the crates are through the secret passage in the brick wall next to
Merlon's house. (Try to walk into the middle of it)
[ ] 7. Required: Super Boots. Under a hidden panel in front of Professor
Frankly's house.
[ ] 8. Required: Super Boots, Yoshi. Found under a hidden panel on the roof of
the initially padlocked building. Use Yoshi to cross the waterway and climb up
on the crates.
[ ] 9. Required: Yoshi. Behind the chimney of Admiral Bobbery's house. (Get up
as described above; his house is the one locked from the inside)
[ ] 10. Required: Paper Mode. Behind a barrel next to Ishnail's house behind
Admiral Bobbery's house. Use Paper mode to slip between it and the Trouble
Center.
[ ] 11. Required: Super Boots. Found under a hidden panel in front of the
Pianta Parlor.
[ ] 12. Behind the low wall near the entrance to the west side of town.
[ ] 13. Behind the tall warp pipe near the fountain on the west side of town.
[ ] 14. Behind the trash can near the Westside Shop, on the western edge of the
west side of Rogueport.
[ ] 15. Required: Super Boots. Found under a hidden panel to the left of the
foot of the stairs in the Rogueport harbor.
[ ] 16. Required: Boat Mode. In a hidden area to the left of the harbor,
reachable only with Boat Mode.
[ ] 17. Required: Super Boots. Found under a hidden panel on the left side of
the train platform north of West Rogueport.
[ ] 18. Required: Blimp Ticket. Behind the warp pipe leading to the Cheep Cheep
Blimp.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
ROGUEPORT SEWERS STAR PIECES
<<<<<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Behind the stone pedestal next to Merluvlee's house, just west of the
main entrance to the sewers.
[ ] 2. Required: Super Boots. Found under a hidden panel in the top-left house
in the underground plaza, next to the crazy know-it-all.
[ ] 3. Behind the pedestal next to the building in the underground plaza with
the X-Naut teleporter.
[ ] 4. Hidden behind a broken pillar on the southeast side of the underground
plaza.
[ ] 5. Required: Super Boots. Found under a hidden panel in the lowered area in
front of the moving platform to the right of the main entrance to the sewers.
[ ] 6. Behind the stairs in the Pit of 100 Trials entry room.
[ ] 7. Required: Super Boots. Found under a hidden panel on the south side of
the room with the Thousand-Year Door.
[ ] 8. Required: Super Boots. Found under a hidden panel in front of the black
chest that "curses" you with Plane Mode.
[ ] 9. Hidden behind the giant yellow block in the room just to the right of
the Thousand-Year Door room. The Super Hammer helps if you can't find it.
[ ] 10. Required: Super Boots. Found under a hidden panel in front of the warp
pipe to Boggly Woods.
[ ] 11. Required: Ultra Boots. In a house in the background of the area
containing the warp pipe to Petal Meadows. To reach it, stand to the right and
next to the vertical pipe behind where you beat the Blooper and do a Spring
Jump. Shimmy across the long pipe and drop at the end to a warp pipe leading to
the background with the house.
[ ] 12. Required: Yoshi. On a platform in the background of the room under the
metal grate in West Rogueport you reach with Paper Mode. After dropping down,
use Yoshi to cross the gap to the left and enter the pipe to reach the
background. Cross some moving platforms to reach the Star Piece.
[ ] 13. Behind the platform you drop onto by slipping through the metal grate
in West Rogueport.
>>>>>>>>>>>>>>>>>>>>>>>>>
PETAL MEADOWS STAR PIECES
<<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. In the leftmost tree in the first area. Whack the tree with your hammer
to make it drop.
[ ] 2. When you enter the background in the third area, keep going right after
the ! Switch to find a Star Piece.
>>>>>>>>>>>>>>>>>>>>>
PETALBURG STAR PIECES
<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Required: Super Boots. Found under a hidden panel in the center of the
island on the south part of West Petalburg.
[ ] 2. Required: Super Boots. Found under a hidden panel near some flowers next
to the east exit of Petalburg.
>>>>>>>>>>>>>>>>>>>>>>>>>>>
SHHWONK FORTRESS STAR PIECE
<<<<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Behind a bush right next to the path to Petalburg in the first area.
>>>>>>>>>>>>>>>>>>>>>>>>>>>
HOOKTAIL CASTLE STAR PIECES
<<<<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Required: Super Boots, Paper Mode. Found under a hidden panel on the
left side of the jail containing a Castle Key reached with Paper Mode, in the
second room of the castle.
[ ] 2. Required: Koops. On a ledge reachable by riding the small purple block
up in the room with the reversible stairs. To do this, remote-control Koops'
shell to hit the switch block when you're on top of the movable one.
[ ] 3. Required: Koops. On a ledge reachable by riding the large yellow block
up as described above. When you cross the higher part of the room later, you
can drop to the ledge then.
[ ] 4. When you jump out the window to cross a gap in the top part of the room
with the reversible stairs, go to the right to pick up a Star Piece.
[ ] 5. Required: Koops. When you ride the yellow block up to the railings and
Plane Panel, look on the right edge of the railing for a Star Piece.
>>>>>>>>>>>>>>>>>>>>>>>>
BOGGLY WOODS STAR PIECES
<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Just to the left of the ! Switch that raises the warp pipe and Plane
Panel.
[ ] 2. Hammer the third tree from the left in the area in front of Flurrie's
house to make a Star Piece drop.
[ ] 3. Hidden behind the fence in front of the warp pipe leading to Flurrie's
house.
[ ] 4. Required: Super Boots. Found under a hidden panel in front of Flurrie's
bed.
>>>>>>>>>>>>>>>>>>>>>>
GREAT TREE STAR PIECES
<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Required: Super Boots. Found under a hidden panel at the right-hand end
of the room reached by taking the warp pipe from the entry room.
[ ] 2. Required: Super Boots. Found under a hidden panel in the center of the
blue jail cell.
[ ] 3. In the leftmost bush in the lower level of the room with the twisting
path leading to the Jabbi rooms.
[ ] 4. Behind the warp pipe in the room with the large tree stump, next to
where all the Punies are imprisoned.
[ ] 5. Behind the warp pipe in the room under where all the Punies are
imprisoned.
[ ] 6. In the lower-left bush in the small room right above where Crump steals
the Emerald Star from you.
>>>>>>>>>>>>>>>>>>>>>>
GLITZVILLE STAR PIECES
<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Behind the telephone booth on the lower-left side of the main plaza.
[ ] 2. Required: Super Boots. Found under a hidden panel directly south of
where the blimp lowers you to the ground.
[ ] 3. Behind the ferns on the right side of the steps leading to the Glitz
Pit.
[ ] 4. Required: Koops, Super Boots. Behind the Rawk Hawk billboard on top of
the Juice Shop. (Hit the giant ! Switch near it with a Spin Jump to get on top)
Use Koops to get the Piece.
[ ] 5. Behind the counter in the Juice Shop.
[ ] 6. Required: Super Boots. Found under a hidden panel to the right of the
left staircase in the Glitz Pit lobby.
[ ] 7. In the right-hand drawer of Grubba's desk in his office.
[ ] 8. Behind the potted plant in the lower-left corner of Grubba's office.
[ ] 9. Required: Super Hammer. Found behind the giant yellow block in the room
where you find Bandy Andy and King K. injured.
[ ] 10. Required: Super Boots. Found under a hidden panel in the center of the
first floor of the storage room.
>>>>>>>>>>>>>>>>>>>>>>>>>
TWILIGHT TOWN STAR PIECES
<<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Behind the first two houses in West Twilight Town.
[ ] 2. In one of the bushes in the south part of West Twilight Town. It's a
little ways away and to the left of the tree.
[ ] 3. Behind some barrels in the southeast part of East Twilight Town.
>>>>>>>>>>>>>>>>>>>>>>>>>>
TWILIGHT TRAIL STAR PIECES
<<<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Required: Tube Mode. Behind the fallen tree you must roll under. (On the
right-hand side, around its branches)
[ ] 2. Required: Flurrie. Behind the warp pipe right after the fallen tree. Use
Flurrie to blow away the haystack around it.
[ ] 3. Behind the left side of the wall just in front of Creepy Steeple.
>>>>>>>>>>>>>>>>>>>>>>>>>>
CREEPY STEEPLE STAR PIECES
<<<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Required: Tube Mode. In a room beyond a small opening at the beginning
of the entry hall. Behind an old couch.
[ ] 2. Required: Super Boots. Found under a hidden panel on the right-hand side
of the room with the movable stairs.
[ ] 3. In the background of the room where you free the 200 Boos. You'll get
there on your way to the parrot.
[ ] 4. Required: Super Boots. Found under a hidden panel near the door in the
parrot's room.
>>>>>>>>>>>>>>>>>>>>>>>>
KEELHAUL KEY STAR PIECES
<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Required: Super Boots. Found under a hidden panel on the shore between
two rocks near the path to Shantytown.
[ ] 2. In the water on the beach at Shantytown.
[ ] 3. Behind the rocks on the right-hand side of the Shantytown beach.
[ ] 4. In the first bush in the jungle after Shantytown.
[ ] 5. Behind a large root on the right-hand side of the cliff area.
[ ] 6. Behind some rocks near the 'Stache rocks at the entrance to the Pirate's
Grotto.
>>>>>>>>>>>>>>>>>>>>>>>>>>>
PIRATE'S GROTTO STAR PIECES
<<<<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. On a rock in the third room of the Grotto, right before the spears
shooting out of the floor.
[ ] 2. Required: Super Boots. Found under a hidden panel in the top-right part
of the waterfall cavern. (Near the Bulky Bob-omb)
[ ] 3. In a barrel on top of the shelves of barrels in the room with the Grotto
Key. After hitting the switch with Bobbery and riding the board up, jump onto
the crate counterweight. When it raises again, jump onto the top shelf of
barrels. The southernmost one contains the Star Piece.
[ ] 4. Required: Super Boots. Found under a hidden panel in the center of the
room with Parabuzzies beyond the locked door.
>>>>>>>>>>>>>>>>>>>>>>>>>>
EXCESS EXPRESS STAR PIECES
<<<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Required: Super Boots. Found under a hidden panel in room 004.
[ ] 2. Inside the nightstand in room 008.
[ ] 3. Required: Super Boots. Found under a hidden panel in front of the engine
in the front car.
[ ] 4. Required: Galley Pot. Given to you by Chef Shimi when you return the
Galley Pot to him.
[ ] 5. Required: Shell Earrings. Given to you by the waitress when you return
her Shell Earrings.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
RIVERSIDE STATION STAR PIECE
<<<<<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Hidden behind the cylinder with the Storage Key on it.
>>>>>>>>>>>>>>>>>>>>>>>>>>
POSHLEY HEIGHTS STAR PIECE
<<<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Required: Super Boots. Found under a hidden panel in front of the train
station stairs.
[ ] 2. Behind the lawn chair by the pool behind Goldbob's house. (The one to
the left of the train station)
[ ] 3. In the hedge next to Toodles' house. (The pink one to the right of the
train station) Try to get into the hedge in front of the fence and go back
through it to the Star Piece.
[ ] 4. Behind the hedge next to the entrance to the second area.
>>>>>>>>>>>>>>>>>>>>>>>>
FAHR OUTPOST STAR PIECES
<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Required: Super Boots. Found under a hidden panel just to the left of
the warp pipe.
[ ] 2. In a shrub next to a tree near the middle of the second area.
[ ] 3. Behind the broken wall near the path to the village.
[ ] 4. Behind the broken wall in the southwest part of the first village area.
[ ] 5. Required: Super Boots. Found under a hidden panel just to the left of
the miniature cannon.
[ ] 6. Behind some boxes in General White's house.
>>>>>>>>>>>>>>>>>>>
THE MOON STAR PIECE
<<<<<<<<<<<<<<<<<<<
[ ] 1. Behind a rock near the cracked rock containing the warp pipe in the area
with the X-Naut Fortress.
>>>>>>>>>>>>>>>>>>>>>>>>>>>
X-NAUT FORTRESS STAR PIECES
<<<<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Required: Cog. Acquired using the crane after putting the cog in its
mechanisms.
[ ] 2. Required: Spring Jump. Found at the left end of the air vent reached by
Spring Jumping through the open duct in the Yux growth lab.
-------------------------------------------------------------------------------
11. The Shine Sprites (Shspr)
Making a return from Super Mario Sunshine, Shine Sprites are used to promote
your partners to the next level. After gathering 3 by hitting the blocks
they're inside, return to Merlon (in the house next to Professor Frankly) and
give them to him to promote a partner. At first, you can only promote partners
to Super Rank. After you get the Ultra Stone after Chapter 5 (see the
walkthrough), you can promote your partners a second time to Ultra Rank.
>>>>>>>>>>>>>>>>>>>>>>>
ROGUEPORT SHINE SPRITES
<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Required: Yoshi. Above the roof of a house in the back of East
Rogueport. To reach it, cross the waterway with Yoshi, climb the crates, and
then go across the rooftops to it.
[ ] 2. Required: Yoshi, Paper Mode. Behind the initially padlocked house in
East Rogueport. Cross the waterway with Yoshi, climb the crates, and use Paper
Mode to slip between two crates on the roof. Drop to the other side and get the
Shrine Sprite.
[ ] 3. Required: Tube Mode Found behind the first house in West Rogueport. Use
Tube Mode to slip through a small hole in the house into the courtyard to get
the Sprite.
[ ] 4. Required: Tube Mode, must have beaten Chapter 4. In the back room of
Bobbery's house. Get on top as described above and use Tube Mode to get in
through his chimney.
[ ] 5. Required: Bobbery. Found behind the cracked wall next to the Westside
Goods Shop in West Rogueport. Use Bobbery to blow it up.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
ROGUEPORT SEWERS SHINE SPRITES
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Required: Plane, Paper Modes. Found on a high platform on the west side
of the room with the Thousand-Year Door. Use Paper mode on the east side to
slip between the fence, then use the springboard to reach an Airplane Panel.
Use Plane Mode to reach the corresponding ledge across the room, then use the
corresponding springboard to reach a ledge with the Sprite.
[ ] 2. Required: Super Hammer. On the ledge next to the pipe to Petalburg in
the first warp room. Use the Super Hammer to smash the large block, then ride
the elevator to get it.
[ ] 3. Required: Yoshi, Paper Mode. In front of the door leading to the room
with the choosy warp pipe to Twilight Town. Use Paper Mode to slip through the
grate in West Rogueport, then Yoshi to cross the gap to the left.
[ ] 4. Required: Boat Mode. Found on a platform on the east side of the room
with the Blooper. Use Boat Mode to reach the platform.
[ ] 5. Required: Boat Mode, Flurrie. Found in a hidden, Spania-infested room
reached by using Boat Mode in the room to the west of the two warp rooms. Use
Flurrie to uncover a tunnel leading to the Boat Panel.
[ ] 6. Required: Boat Mode. Exactly the same as #5.
[ ] 7. Required: Boat Mode. Found in the same room as #5 and #6,
but higher. You can jump off the moving platform to one of the previous 2
Sprites, which puts you in reach of the third with your Hammer. If you have
trouble doing this, you can also use the Sprign Jump one you get it.
[ ] 8. Required: Spring Jump. Found on top of the pedestal next to Dazzle. Use
a Spring Jump to reach a pipe between the two main buildings in the area, then
use the pipe to reach some rooftops and jump to the Sprite.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
HOOKTAIL CASTLE SHINE SPRITES
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Impossible to miss in the tall hallway with the reversible stairs and
moving blocks.
[ ] 2. In front of a weapon rack in the room where you first meet Ms. Mowz.
[ ] 3. At the top of the tall room with the staircase, just before exiting out
onto the outdoor bridge.
>>>>>>>>>>>>>>>>>>>>>>>>>
BOGGLY WOODS SHINE SPRITE
<<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Required: Koops. To the left of the Airplane Panel after it's been
raised. Use Koops' field skill to get the Sprite.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
THE GREAT TREE SHINE SPRITES
<<<<<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. In plain sight on the right-hand side of lower floor of the bubble room.
[ ] 2. Required: Flurrie. On a pedestal in the room under the bubble room, with
the two Airplane Panels. Use them to reach the pedestal. (The first panel is
covered by a vase; use Flurrie to blow it off)
[ ] 3. Required: Super Boots. In the room under the wooden floor panel directly
outside where you got the Super Boots. Break through the panel, then hop over
some pillars to reach the Sprite.
[ ] 4. Above some lilypads in the room you drain the water into. Hop onto the
surprisingly sturdy lilypads and get the Sprite.
>>>>>>>>>>>>>>>>>>>>>>>>
GLITZVILLE SHINE SPRITES
<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. To the right of the stairs leading to the Glitz Pit entrance. Use your
Hammer to reveal a hidden block under it so you can hit the block and get the
Shine Sprite, or use the Ultra Boots if you like doing things the long way.
[ ] 2. In plain sight on the second floor of the Glitz Pit storage room.
>>>>>>>>>>>>>>>>>>>>>>>>>>>
TWILIGHT TRAIL SHINE SPRITE
<<<<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Hidden behind the last tree on the path before the Creepy Steeple.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
CREEPY STEEPLE SHINE SPRITES
<<<<<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Required: Tube Mode. Behind a small opening in the beginning of the
entry hall that can be passed through with Tube Mode.
[ ] 2. At the bottom of the well right outside the front gate.
[ ] 3. Right before the incline with the barrier you have to push up.
>>>>>>>>>>>>>>>>>>>>>>>>>>
KEELHAUL KEY SHINE SPRITES
<<<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Required: Yoshi. Above and to the left of the cliff in the second area
of the jungle. Ride Yoshi to the block under the Sprite to reach it.
[ ] 2. Concealed behind a palm tree to the right of the bridge where you rescue
"Four-eyes."
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
PIRATE'S GROTTO SHINE SPRITES
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Concealed behind a stalactite over the first floating ship in the third
room. Get up onto the bowsprit (pole on the front) of the ship and jump.
[ ] 2. Required: Koops. Near the top of the cliff after the large waterfall
room. Stand on the top step before the top of the cliff and use Koops to reveal
an invisible block you can hit the Sprite from.
[ ] 3. Required: Bobbery. Above the shelves of barrels high in the room where
you get the Grotto Key. After riding the wooden board up, jump onto the
counterweight and ride it back up to the top shelf.
[ ] 4. Required: Koops. Over the water to the right of the spear-covered wall.
Use Koops to hit it.
[ ] 5. Right at the beginning of the room after the spear-covered wall. It's
too high to hit normally, so use your Hammer to reveal an invisible block under
it.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
EXCESS EXPRESS SHINE SPRITES
<<<<<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Behind the table in your room. Use the Hammer to whack it.
[ ] 2. Required: Engineer's Autograph. Bub gives you this Sprite when you give
the Engineer's Autograph to him.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
RIVERSIDE STATION SHINE SPRITES
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. In plain sight on the steps behind the Station.
[ ] 2. Required: Koops. Near the stairs that unfold after you hit the numbered
switches. Use Koops to get it.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
POSHLEY HEIGHTS SHINE SPRITE
<<<<<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Required: Ultra Boots. To the right of the entrance to Poshley Sanctum;
use the Spring Jump to hit it.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
POSHLEY SANCTUM SHINE SPRITE
<<<<<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Required: Ultra Boots. In the area of the Sanctum behind the painting.
On the second level of shelves on the left side. Use the Spring Jump to climb
the pipe and reach it.
>>>>>>>>>>>>>>>>>>>>>>>>>>
FAHR OUTPOST SHINE SPRITES
<<<<<<<<<<<<<<<<<<<<<<<<<<
[ ] 1. Hidden behind a tree at the beginning of the second area.
[ ] 2. To the right of the rightmost house in the town.
-------------------------------------------------------------------------------
12. The Items (Thitm)
Time for a listing of every item in the game, by category. Note that for
buyable items, the location listed is the one with the lowest price for that
item. Except for with Fresh Pasta, when I say Souvenir Shop I mean the one in
Glitzville.
>>>>>>>>>>>>
ATTACK ITEMS
<<<<<<<<<<<<
Attack items, self-explanatorily, are used to damage enemies, and maybe cause
status effects. They typically aren't better than normal attacks or Star Powers
because they're so hard to get.
COCONUT BOMB
Deals 7 damage to one enemy.
Location: Zess T.
The Coconut Bomb is one of the stronger attack items, doing 7 damage to 1
enemy.
COURAGE MEAL
Deals 4 damage to 1 enemy.
Location: Zess T.
The Courage Meal is a fairly weak attack item.
EARTH QUAKE
Deals 5 damage to all ground enemies.
Location: Souvenir Shop (15 Coins)
The Earth Quake is one of the stronger attack items, and can actually be
slightly useful early in the game.
EGG BOMB
Deals 6 damage to one enemy.
Location: Zess T.
The Egg Bomb is a fairly mediocre attack item.
FIRE FLOWER
Deals 3 fire damage to all enemies.
Location: Keelhaul Galleria (8 Coins)
The Fire Flower is one of the weakest attack items, but is available very early
in the game. It's useful for high-defense enemies until you get something
better.
HP DRAIN
Deals 5 damage to 1 enemy and heals 5 HP for the user.
Location: Pungent's Shop (10 Coins)
The HP Drain is a vampiric item that both damages an enemy decently and heals
the user. It's quite useful indeed.
ICE STORM
Deals 3 ice damage to all enemies and has a chance of freezing them.
Location: Northwinds Shop (6 Coins)
The Ice Storm is another powerful attack item. It doesn't do much damage, but
the effect is devastating.
POW BLOCK
Deals 2 damage to all ground enemies and flips all flippable enemies
Location: Niff T's Shop (5 Coins)
The POW Block is the weakest attack item, but it's very inexpensive and can
flip enemies. It's the only way to beat the Shhwonk Fortress.
SHOOTING STAR
Deals 6 damage to all enemies and may confuse them
Location: Northwinds Shop (30 Coins)
The Shooting Star is among the strongest attack items. It does heavy damage to
everything with a rain of stars and may confuse them.
THUNDER BOLT
Deals 5 damage to 1 enemy and may stun it
Location: Westside Goods (10 Coins)
The Thunder Bolt is a cheap, powerful early game item. You may find it useful
against bosses at first.
THUNDER RAGE
Deals 5 damage to all enemies and may stun them
Location: Sales Stall (15 Coins)
The Thunder Rage works just like a Thunder Bolt only hitting all enemies.
ZESS DYNAMITE
Deals 7 damage to all enemies
Location: Zess T.
This powerful explosive is Zess T's deadliest dish, and the strongest attack
item in the game.
>>>>>>>>>>>>>
DEFENSE ITEMS
<<<<<<<<<<<<<
Defense items all serve to protect Mario and/or his partner from harm for
several turns, but their effects can usually be duplicated by other items.
BOO'S SHEET
Makes Mario temporarily invisible.
Location: Sales Stall (20 Coins)
The Boo's Sheet can be useful for defending against strong attacks, but in
general Vivian's Veil is better.
COURAGE SHELL
Temporarily increases your partner's defense.
Location: Niff T's Shop (5 Coins)
The Courage Shell is only really useful if you like to use your partner to take
damage.
LOVE PUDDING
Randomly makes the eater invisible, electrified, or asleep.
Location: Zess T.
It's best to use items where you know what you'll get than this.
PEACH TART
Randomly makes the eater dodgy, electrified, or asleep.
Location: Zess T.
This item should be avoided for the same reasons as the Love Pudding.
REPEL CAPE
Temporarily makes Mario dodgy.
Location: Souvenir Shop (15 Coins)
Since you get Flurrie's Dodgy Fog late in the game, this item can be slightly
useful for dangerous situations.
VOLT SHROOM
Temporarily electrifies Mario.
Location: Westside Goods (10 Coins)
It's best to stick with the fairly easy-to-get Zap Tap Badge if you like being
electrified.
>>>>>>>>>>>>>>
RECOVERY ITEMS
<<<<<<<<<<<<<<
These are the most common type of item. They are used to heal Mario's HP and/or
FP and/or status. Always keep plenty with you, just in case your Star Powers
aren't doing the job.
CAKE MIX
Heals 1 FP.
Location: Pianta Parlor (6 Piantas/18 Coins)
The Cake Mix is an extremely weak healing item (why would you even want to eat
it anyway? Eww...) but it's used in many tasty recipes. Most of them restore
FP.
CHOCO CAKE
Heals 5 HP and 15 FP.
Location: Zess T., "I Wanna Meet Luigi!" Trouble
See, what did I tell you? That Cake Mix is already coming in handy! I really
don't see why you'd want this, considering how one of its ingredients heals
twice as much FP.
COCO CANDY
Heals 3 HP and 15 FP.
Location: Zess T.
This is another useful FP item, but can't be attained until after chapter 5.
COCONUT
Heals 5 HP.
Location: Keelhaul Key, Zess T.
This is a healing item on the level of a Mushroom, and can be found for free on
Keelhaul Key. It's used for many dishes.
DRIED BOUQUET
Heals 1 HP.
Location: Bartered from Bub-ulber after completing "The Food I Want." Trouble
for a Hot Dog or Mousse Cake
The Dried Bouquet is a useless healing item, but it's used in recipes,
especially Space Food. Do we even want to know how Mario eats flowers at all?
O_o
DRIED SHROOM
Heals 1 HP.
Location: Westside Goods (2 Coins)
Exactly like the Dried Bouquet, the Dried Shroom is weak but used in recipes.
ELECTRO POP
Heals 15 FP.
Location: Zess T.
Yet another FP healing item. The Fire Pop is probably better.
FIRE POP
Heals 20 FP.
Location: Zess T.
Nothing much to say about this item, just another FP healer.
FRESH JUICE
Heals 5 FP and cures poison.
Location: Zess T.
This item is weak, but a strict improvement over its ingredient, a Honey Syrup.
Always cook them whenever you get them to get these.
FRESH PASTA
Heals 10 HP and 5 FP.
Location: Poshley Heights Souvenir Shop (50 Coins)
This item is the same as a Honey Super, but more expensive. 50 Coins!? What are
they thinking?
FRIED EGG
Heals 10 HP.
Location: Zess T.
This is a useful early-game healing item. Try stocking up on them one you open
the shortcut to the Great Tree.
FRUIT PARFAIT
Heals 10 HP and 2 FP
Location: Zess T.
Nothing too special about this one.
GOLDEN LEAF
Heals 10 FP.
Location: Tree behind Creepy Steeple (Slip between fence on northern outdoor
walkway using Paper Mode)
Since these things are so inconvenient to get, it's best to stock up on them to
decrease the number of times you get to traverse the Twilight Trail.
HEALTHY SALAD
Heals 15 FP and cures poison.
Location: Zess T.
I'm just gonna stop saying anything with normal healing items like this, okay?
HEARTFUL CAKE
Heals 20 FP but softens you.
Location: Zess T.
Aw, how cute! This isn't the best deal, unless you can finish the battle
quickly.
HONEY CANDY
Heals 20 FP.
Location: Zess T.
This is a great FP healing item. The ingredients (Honey Syrup and Cake Mix) are
easy to gather.
HONEY SHROOM
Heals 5 HP and 5 FP.
Location: Zess T.
This is the weakest of the items made from combining the basic HP and FP
restoring items. You can do much better than this.
HONEY SUPER
Heals 10 HP and 5 FP.
Location: Zess T.
HONEY SYRUP
Heals 5 FP.
Location: Keelhaul Galleria (3 Coins)
This is the most basic FP-restoring item.
HONEY ULTRA
Heals 50 HP and 5 FP.
Location: Zess T.
This one is a highly specialized healing item made from an Ultra Shroom and
Honey Syrup. Try to use your Ultra Shroom with something better.
HORSETAIL
Heals 3 HP.
Location: Petal Meadows (whack one of the rightmost round things with eyes in
the second area repeatedly until one pops out)
This is yet another ingredient for lots of recipes.
HOT DOG
Heals 5 HP and 5 FP.
Location: Hot Dog Stand in Glitzville (10 Coins)
ICICLE POP
Heals 10 HP.
Location: Zess T.
INK PASTA
Heals 10 HP and 30 FP.
Location: Zess T.
This is actually one of the higher-end healing items.
INKY SAUCE
Heals 30 FP.
Location: Zess T.
The Inky Sauce is one of the best FP-restoring items there is.
JAMMIN' JELLY
Heals 50 FP.
Location: Underground Shop (200 Coins)
The Jammin' Jelly is the most powerful version of Honey Syrup. Just about every
recipe involving it is very powerful. You be Jammin'!
JELLY CANDY
Heals 64 FP.
Location: Zess T.
See what I mean? By cooking a Jammin' Jelly and Cake Mix, you get THE most
powerful FP healing item in the game.
JELLY SHROOM
Heals 5 HP and 50 FP.
Location: Zess T.
JELLY SUPER
Heals 10 HP and 50 FP.
Location: Zess T.
JELLY ULTRA
Heals 50 HP and 50 FP.
Location: Zess T.
This is, all-around the best healing item in the game. If you can afford the
massively expensive ingredients, try t get as many of these things as possible.
Unless you've leveled up your HP and FP insanely, it's guaranteed to be a full
heal.
KEEL MANGO
Heals 5 HP.
Location: Keelhaul Key (whack leftmost palm tree in first area of jungle)
This item is a weak, free HP healer and used in many recipes.
KOOPA BUN
Heals 15 FP.
Location: Zess T.
KOOPA TEA
Heals 7 FP.
Location: Zess T.
This is a great healing item for the early game, since you have an unlimited
supply of its ingredient the Turtley Leaf.
KOOPASTA
Heals 7 HP and 7 FP.
Location: Zess T.
Why would you ever want to pay 50 Coins at an inconveniently located shop when
Maple Supers are cheaper and better?
LIFE SHROOM
When Mario or a partner falls, he/she is revived with 10 HP.
Location: Twilight Shop (40 Coins)
The Life Shroom is an invaluable healing item that provides some insurance
against dying. Even though it’s possible for your partners to use these things
up instead of Mario not, it’s completely worth it to have as many as possible.
(Unfortunately, you can’t cook them anymore)
MANGO DELIGHT
Heals 10 HP and 3 FP
Location: Zess T.
MAPLE SHROOM
Heals 5 HP and 10 FP.
Location: Zess T.
MAPLE SUPER
Heals 10 HP and 10 FP.
Location: Zess T.
MAPLE SYRUP
Heals 10 FP.
Location: Sales Stall (15 Coins)
MAPLE ULTRA
Heals 50 HP and 10 FP.
Location: Zess T.
METEOR MEAL
Heals 7 HP to the eater, and even more over several turns.
Location: Zess T. and "Tell That Person..."
This is a very unusual and cool healing item, but there are much better ones.
MISTAKE
Heals 1 HP and 1 FP.
Location: Zess T.
The Mistake is a pathetic healing item you get when you try to mix incompatible
ingredients. Cook carefully to avoid getting any of these.
MOUSSE CAKE
Heals 15 FP.
Location: Zess T.
MUSHROOM
Heals 5 HP.
Location: Toad Bros. Bazaar (5 Coins)
The Mushroom is one of the oldest items in Mario games. In Paper Mario, it's
the basic HP healing item and combines with a lot of other things for better
dishes. Mario sure has weird tastes...
MYSTIC EGG
Heals 5 HP.
Location: Great Tree
The Mystic Egg is a normal, Mushroom-like healing item. You get it by playing
"Stump Petunia" after beating chapter 2. Make sure to create a logical question
for her. (The only one she understands is "Which person does Mario like best?")
OMELETTE MEAL
Heals 5 HP and 5 FP.
Location: Zess T.
PEACHY PEACH
Heals 1 HP and 2 FP.
Location: Twilight Town.
This must be Peach's favorite food if her name is in it twice, no? ;) This weak
healing item is found on a table in the Twilight Town Inn after staying there.
SHROOM CAKE
Heals 10 HP and 10 FP.
Location: Zess T.
SHROOM CREPE
Heals 30 HP and 20 FP.
Location: Zess T.
Since this dish is made from an Ultra Shroom, it's probably best to just stick
with the raw ingredients.
SHROOM FRY
Heals 6 HP and 2 FP.
Location: Zess T.
Since this food is made simply from a Mushroom, you should always cook up any
Mushrooms you get.
SHROOM ROAST
Heals 15 HP and 5 FP.
Location: Zess T.
SHROOM STEAK
Heals 30 HP and 20 FP.
Location: Zess T.
SNOW BUNNY
Heals 15 HP, but freezes the eater.
Location: Zess T. or "Erase That Graffiti!" Trouble
Since you could take more damage while frozen than the Snow Bunny heals, it's
too risky to consider using.
SPACE FOOD
Heals 5 HP.
Location: Fahr Outpost or Zess T.
This weak, bland candy bar can be gotten either by staying at the Fahr Outpost
or cooking a Dried Bouquet with just about anything.
SPAGHETTI
Heals 6 HP and 4 FP.
Location: Zess T.
Once again, the illogicality of Fresh Pasta continues. It actually gets weaker
if you cook it!
SPICY PASTA
Heals 10 HP and 10 FP.
Location: Zess T.
SPICY SOUP
Heals 4 HP and 7 FP.
Location: Zess T.
SUPER SHROOM
Heals 10 HP.
Location: Keelhaul Galleria (12 Coins)
TASTY TONIC
Heals poison and other ailments.
Location: Toad Bros. Bazaar (3 Coins)
The Tasty Tonic is the basic item to heal status effects, but they don't happen
very often so it isn't really worth it.
TURTLEY LEAF
Heals 3 FP.
Location: Petalburg
The Turtley Leaf is used to cook every Koopa-related dish and some salads. It's
found in a random bush outside Mayor Kroop's house.
ULTRA SHROOM
Heals 50 HP.
Location: Underground Shop (200 Coins)
The Ultra Shroom is the most powerful HP restoring item. You probably won't
need to use it until very late in the game.
WHACKA'S BUMP
Heals 25 HP and 25 FP.
Location: Keelhaul Key
The powerful and slightly disgusting Whacka's Bump is found by whacking Whacka,
the small blue mole on the north side of the coast on Keelhaul Key. It may be
very good, but DON'T GET IT! If you hit him too much, the poor guy dies!
Whacka has feelings, too! Don't abuse Whacka or he'll feel sad inside! *starts
holding up a picket sign*
ZESS COOKIE
Heals 15 HP and 15 FP.
Location: Zess T.
This is actually a fairly good healing item, and not too hard to make. (It just
requires a Gradual Syrup and Cake Mix)
ZESS DELUXE
Heals 40 HP and 40 FP.
Location: Zess T.
The Zess Deluxe is the second-strongest healing item in the game, and is much
cheaper than a Jelly Ultra. Try to stock up on as many as you can.
ZESS DINNER
Heals 10 HP and 10 FP.
Location: Zess T.
ZESS FRAPPE
Heals 20 FP.
Location: Zess T.
Don't be fooled by the in-game description! Zess Frappe actually heals 20 FP,
not HP like it says!
ZESS SPECIAL
Heals 20 HP and 20 FP.
Location: Zess T.
ZESS TEA
Heals 20 FP.
Location: Zess T.
Zess Tea... How clever. This is one of the strongest single-ingredient recipes.
>>>>>>>>>>>>>
SUPPORT ITEMS
<<<<<<<<<<<<<
These items do various things like messing with stats or inducing status
effects.
COUPLE'S CAKE
Slowly recovers HP over several turns for the eater.
Location: Zess T. or "Looking for a Gal!" Trouble
This is a fairly weak item with the same effect as a Slow Shroom.
DIZZY DIAL
Attempts to make all enemies Dizzy.
Location: Westside Goods (12 Coins)
The Dizzy Dial is a weak status-inducing item. If you have to use something,
stick with a better one.
GRADUAL SYRUP
Makes your FP recover over time.
Location: Underground Shop (15 Coins)
It's best to use something like Maple Syrup instead of this.
HOT SAUCE
Temporarily increases the eater's attack power by 1.
Location: Glitzville (Buy from Ratooey for 10 Coins after completing "Security
Code..." Trouble, you also get one for the Trouble itself)
By the time you can get this, you'll have Power Lift, which is much, much
better.
MINI MR. MINI
Attempts to shrink enemies to drop their attack power.
Location: Pungent's Shop (8 Coins)
The Mini Mr. Mini is a pretty useless item, only good if you're desperate.
MR. SOFTENER
Attempts to soften enemies to drop their defense.
Location: Niff T's Shop (8 Coins)
This item still pretty bad, but better than the Mini Mr. Mini.
POWER PUNCH
Makes your partner huge, increasing his/her attack power.
Location: Souvenir Shop (15 Coins)
This is a slightly useful item, especially if your partner has multi-hit
attacks like Multibonk or Ground Pound.
RUIN POWDER
Attempts to confuse all enemies.
Location: Northwinds Mart (15 Coins)
This item is not only slightly good, it's also entertaining! Watch the pathetic
enemies attack themselves!
SHROOM BROTH
Slowly recovers the eater's HP.
Location: Zess T.
Seeing as how this item has the same effect as one of its ingredients (a Slow
Shroom) and is bad anyway, it's best not to make it.
SLEEPY SHEEP
Attempts to put all enemies to sleep.
Location: Toad Bros. Bazaar (8 Coins)
This is one of the best status-inducing items; sleep is one of the most
detrimental status effects besides freezing.
SLOW SHROOM
Slowly recovers the eater's HP.
Location: Underground Shop (15 Coins)
This is a fairly useless item; stick with regular Shrooms.
SPITE POUCH
For the next few turns, direct attacks against the eater return 1/2 damage to
the attacker
Location: Twilight Shop (10 Coins)
You probably won't cause much damage with this item; don't use it.
STOP WATCH
Attempts to immobilize all enemies.
Location: Twilight Shop (30 Coins)
This is the best status effect item there is. It lets you wail on defenseless
enemies for several turns.
>>>>>>>>>>>>>>>>>>>
MISCELLANEOUS ITEMS
<<<<<<<<<<<<<<<<<<<
These items do weird, or even bad, things to the user. Use with discretion.
FRIGHT MASK
Attempts to frighten enemies away from battle with a scary spirit.
Location: Toad Bros. Bazaar (5 Coins)
As with most battle-ending moves, only use a Fright Mask if you're very, very
desperate.
INN COUPON
Lets you stay one free night at an Inn.
Location: Found in various places
This is one of the most useless items in the game; with all the other ways of
healing, you probably won't even be staying at Inns very often, especially
late-game.
MYSTERY
Randomly duplicates the effect of one of many other items.
Location: Pungent's Shop (3 Coins)
The Mystery is quite an entertaining item. You never know what will happen when
you use one. Thus, they aren't very useful in serious battles.
POINT SWAP
Switches your partner's HP with your FP. (Neither can exceed maximum)
Location: Souvenir Shop (5 Coins)
This item is very interesting, but WAY too situational to be useful. When
cooked, it has the interesting ability to "reverse" other items.
POISON SHROOM
Does 30 damage to the eater and poisons him/her.
Location: Zess T.
I can't even understand why the programmers made this item. Unless you're
feeling extremely suicidal, don't bother.
TRIAL STEW
Makes you level up instantly! (Just kidding. It drops you to 1 HP and 0 FP)
Location: Zess T.
Unless you're an insane monkey with a heavy metal CD collection in its brain,
there is absolutely no reason at all to even think about this piece of idiocy.
Are the programmers insane?
>>>>>>>>>
KEY ITEMS
<<<<<<<<<
These are typically important items essential to the game, and are almost
always found, not bought.
AUTOGRAPH
Location: Excess Express
You need this autograph from the Excess Express engineer to give to Bub as a
birthday present, since he wants to be an engineer. Talk to the conductor near
Bub's room first to get it.
BATTLE TRUNKS
Location: Glitzville
Ew... Jolene asks you to bring these to a Goomba in Rogueport for a trouble.
Make sure to take a bath afterwards.
BLACK KEY
Location: Rogueport Sewers/Hooktail Castle/Twilight Trail/Pirate's Grotto
These keys are used to open the black chests throughout the game that "curse"
you with new paper abilities.
BLANKET
Location: Excess Express
This blanket was taken by a ghost, but the conductor needs it. Bring the
ghost's diary back to get the blanket.
BLIMP TICKET
Location: Rogueport
This is a ticket to Glitzville given to you by Don Pianta. It's the only way to
get to Glitzville.
BLUE KEY
Location: The Great Tree
This key is used to open the door of the blue cell, where 90 of the Punies have
been imprisoned.
BLUE POTION
Location: X-Naut Fortress
This is one of the potions Peach mixes to make the invisibility potion she
needs to infiltrate Grodus' room.
BOX
Location: Rogueport
This is a box McGoomba asks you to deliver to Goomfrey.
BRIEFCASE
Location: Excess Express
This is a briefcase owned by the rat businessman containing the recipe for
Nitro Honey Syrup. Return it to him quick!
CARD KEY
Location: X-Naut Fortress
These are keys to the doors in the X-Naut Fortress. What, did you expect them
to use old-fashioned keys?
CASTLE KEY
Location: Hooktail Castle
These keys are used to open locked doors in Hooktail Castle.
CAVE KEY
Location: Pirate's Grotto
This is the key to the locked door in the Pirate's Grotto.
CHAMP'S BELT
Location: Glitzville
This is the belt of the Glitz Pit Champion. It contains a fake Gold Star.
CHOCKOLA COLA
Location: Keelhaul Key
This is Bobbery's treasured possession. For some reason, Flavio has it.
COG
Location: X-Naut Fortress
This is a vital part of the crane game in the X-Naut moon base.
CONTACT LENS
Location: Rogueport
This is a replacement to the lens Mario crushed. Give it to Zess T. to gain
entry to West Rogueport.
COOKBOOK
Location: Creepy Steeple
This is an old cookbook owned by the legendary chef Maitre Delish. If you give
it to Zess T. for a trouble, she can cook with two ingredients.
DATA DISK
Location: X-Naut Fortress
This is the disk Peach sneaks into Grodus' room to get and download onto TEC.
DUBIOUS PAPER
Location: Glitzville
A paper containing important information about the mystery in the Glitz Pit.
ELEVATOR KEY
Location X-Naut Fortress
This is a card key used to operate the elevators in the X-Naut Fortress.
FLOODGATE HANDLE
Location: Pirate's Grotto
This handle is used to open a floodgate in the Pirate's Grotto so you can sail
through in Boat Mode.
GALLEY KETTLE
Location: Excess Express
This is a pot of stew stolen and licked clean by the gluttonous Heff T.
GOLD BAR
Location: Underground Shop (110 Coins)
This valuable item is used to store your coins. You can buy one, then when you
need money you can later sell it for almost the same price.
GOLD BAR X3
Location: Underground Shop (350 Coins)
These work like Gold Bars, only storing over 3 times as much gold. It's amazing
that Mario can still jump if he's carrying these.
GOLD CARD
Location: Keelhaul Key ("Important Thing" Trouble)
This card makes more prizes available at the Pianta Parlor and lets you play
the Tube Mode minigame.
GOLD RING
Location: Excess Express
This is a ring that Toodles lost on the Excess Express. Obviously, you need to
return it to her.
GOLDBOB'S PERMISSION
Location: Poshley Heights
This is Goldbob's permission to use the massive Bob-omb cannon in Fahr Outpost.
GREEN POTION
Location: X-Naut Fortress
This is another potion mixed by Peach.
HOUSE KEY
Location: Rogueport
This is a key used to solve one of the earliest troubles by helping someone get
into his house.
LOTTERY PICK
Location: Rogueport
This is a lottery ticket from Lucky. Actualchancesofwinningare1in25billion.
MOON STONE
Location: Shhwonk Fortress
This is one of the two stones used to reveal the entrance to Hooktail Castle,
guarded by Fuzzies.
NECKLACE
Location: Boggly Woods
This is Flurrie's favorite necklace that Vivian found. She wouldn't dare be
seen in public without it, even by living rocks, weird clouds, or angry, blind
plants.
OLD LETTER
Location: Rogueport
His is a letter written by Scarlette to her beloved Bobbery on her deathbed.
Use it to get him up out of his depression.
PALACE KEY
Location: Palace of Shadow
These keys are used for locks in the Palace of Shadow.
PLATINUM CARD
Location: Poshley Heights ("I Must Have that Book." Trouble)
This card lets you play the Boat Mode minigame at the Pianta Parlor, and get
the Money Money Badge!
PRESENT
Location: Poshley Heights ("Help Me Make Up." Trouble)
This is a present given to you by Bub to give to his mom Sylvia. How cute.
PUNI ORB
Location: The Great Tree
This orb is the emblem of a Puni Leader, and is used to lead them around.
Presumably, it's squishy and fun.
RAGGED DIARY
Location: Excess Express
This is the diary the ghost asked you to bring him. Don't read it, of he'll
KILL YOU! BWAHAHAHAHA!!
RED KEY
Location: The great Tree
This key is used to unlock the Puni Elder's cell.
RED POTION
Location: X-Naut Fortress
This is yet another potion used by Peach to create the invisibility potion.
ROUTING SLIP
Location: Twilight Town ("Newsletter..." Trouble)
This is a slip used for the Silver Club, a group of old people.
SHELL EARRINGS
Location: Excess Express
These are the earrings lost by the waitress. Get them back to her before she,
like, totally freaks.
SILVER CARD
Location: Rogueport Sewers ("Help my Daddy!" Trouble)
This is the second level Pianta Parlor Card. It opens up new prizes and the
Paper Mode Minigame.
SKULL GEM
Location: Keelhaul Key
This is a red, skull-shaped gem passed down by Flavio's family. You need it to
get into the Pirate's Grotto.
SPECIAL CARD
Location: Hooktail Castle ("Try to Find Me!" Trouble)
This is the first Pianta Parlor entry card. It lets you play the Plane Mode
Minigame and purchase things with your Piantas.
STAR KEY
Location: Palace of Shadow
This is the weird key Gloomtail was guarding. It's the key to a puzzle in a
tower nearby.
STATION KEY
Location: Riverside Station
These keys are used to open doors in the Riverside Station.
STEEPLE KEY
Location: Creepy Steeple
Obviously, these keys are used in the Creepy Steeple.
STORAGE KEY
Location: Glitzville
Use these keys to open doors in the Glitz Pit storage room.
STRANGE SACK
Location: Pit of 100 Trials
This incredibly useful item, found on the 50th floor, lets you carry up to 20
items! Get it as soon as possible!
SUN STONE
Location: Shhwonk Fortress
This is the other of 2 stones used to gain entrance to Hooktail Castle.
SUPER LUIGI 1-5
Location: Toad Bros. Bazaar (Various increasing prices)
These books become available in later chapters. They tell the story of Luigi's
adventure in the Waffle Kingdom and are presumably written by him.
SUPERBOMBOMB
Location: Twilight Town
This is what Vivian is looking for in Twilight Town when you return after
beating/being beaten by Doopliss. She'll probably be punished if she doesn't
find it.
THE LETTER P
Location: Creepy Steeple
This item lets you use the lowercase letter "P" when guessing Doopliss'
name...weird.
TRAIN TICKET
Location: Rogueport
This is the ticket given by Don Pianta to let you ride the Excess Express.
ULTRA STONE
Location: Rogueport
Give Merlon the Up Arrow to get this item, which lets you promote your partners
to Ultra Rank!
UP ARROW
Location: Hooktail Castle
Merlon receives visions of this item's location after chapter 5. Get it to
obtain the Ultra Stone.
VITAL PAPER
Location: Excess Express
This is an important clue to solving the mystery on the Excess Express.
Jinkies!
WEDDING RING
Location: Keelhaul Key
This is the lost symbol of Frankie and Francesca's love. Return it to them
quick!
WRESTLING MAG
Location: Glitzville ("I Must Have that Book." Trouble)
Why either Toodles or Jolene would want this is beyond me.
YELLOW POTION
Location: X-Naut Fortress
This is the alphabetically last potion used by Peach after chapter 5.
-------------------------------------------------------------------------------
13. Shop Listings (Splst)
Here are the listings of every shop in the game. A (!) indicates the best price
for an item.
>>>>>>>>>>>>>>>>>
TOAD BROS. BAZAAR (Rogueport Square)
<<<<<<<<<<<<<<<<<
Fire Flower-10 Coins
Fright Mask-5 Coins
Honey Syrup-5 Coins
Mushroom-5 Coins(!)
Sleepy Sheep-8 Coins(!)
Tasty Tonic-3 Coins(!)
>>>>>>>>>>>>>>
WESTSIDE GOODS (West Rogueport)
<<<<<<<<<<<<<<
Dizzy Dial-12 Coins(!)
Dried Shroom-2 Coins(!)
Life Shroom-50 Coins
Super Shroom-20 Coins
Thunder Bolt-10 Coins(!)
Volt Shroom-10 Coins(!)
>>>>>>>>>>>>>>>>>>>>>
LOVELY HOWZ OF BADGES (Rogueport Square; second price is for if Badge is one of
6 randomly selected Badges on the counter)
<<<<<<<<<<<<<<<<<<<<<
---Prologue---
FP Drain Badge-100/70 Coins
Happy Flower Badge-150/105 Coins
Last Stand Badge-50/35 Coins
Last Stand P Badge-50/35 Coins
Piercing Blow Badge-75/52 Coins
Power Jump Badge-50/35 Coins
Simplifier Badge-50/35 Coins
Super Appeal Badge-50/35 Coins
Unsimplifier Badge-50/35 Coins
---After Chapter 1---
Close Call Badge-100/70 Coins
Close Call P Badge-100/70 Coins
Sleepy Stomp Badge-75/52 Coins
---After Chapter 2---
First Attack Badge-100/70 Coins
Power Rush Badge-50/35 Coins
Pretty Lucky P Badge-150/105 Coins
---After Chapter 3---
Ice Smash Badge-75/52 Coins
Power Rush P Badge-50/35 Coins
Shrink Stomp Badge-75/52 Coins
---After Chapter 4---
Damage Dodge Badge-150/105 Coins
Head Rattle Badge-100/70 Coins
Soft Stomp Badge-75/52 Coins
---After Chapter 5---
Damage Dodge P Badge-150/105 Coins
Fire Drive Badge-100/70 Coins
Super Appeal P Badge-50/35 Coins
---After Chapter 6---
Attack FX P Badge-100/70 Coins
>>>>>>
DAZZLE (Rogueport Sewers Plaza)
<<<<<<
Attack FX Y Badge-1 Star Piece
Chill Out Badge-2 Star Pieces
Flower Finder Badge-6 Star Pieces
Flower Saver Badge-10 Star Pieces
Flower Saver P Badge-10 Star Pieces
Happy Flower Badge-4 Star Pieces
Happy Heart Badge-4 Star Pieces
Happy Heart P Badge-4 Star Pieces
Heart Finder Badge-6 Star Pieces
Item Hog Badge-5 Star Pieces
Peekaboo Badge-7 Star Pieces
Power Plus Badge-15 Star Pieces
Power Plus P Badge-15 Star Pieces
Pretty Lucky Badge-3 Star Pieces
Quick Change Badge-8 Star Pieces
>>>>>>>>>>>>>
NIFF T'S SHOP (Petalburg)
<<<<<<<<<<<<<
Courage Shell-5 Coins(!)
Fire Flower-8 Coins
Honey Syrup-5 Coins
Mr. Softener-8 Coins(!)
Mushroom-4 Coins
POW Block-5 Coins(!)
>>>>>>>>>>>>>
PIANTA PARLOR (West Rogueport; prices are in Piantas which are worth 3 Coins
each; all items are unlimited quantity)
<<<<<<<<<<<<<
---After getting Special Card---
Cake Mix-6 Piantas
Super Shroom-10 Piantas
Super Appeal Badge-34 Piantas
Refund Badge-34 Piantas
---After getting Silver Card---
Power Smash Badge-34 Piantas
Multibounce Badge-50 Piantas
HP Plus P Badge-200 Piantas
Gold Bar x3-234 Piantas
---After getting Gold Card---
Maple Syrup-14 Piantas
Power Jump Badge-34 Piantas
Power Rush Badge-34 Piantas
Power Rush P Badge-34 Piantas
Hammer Throw Badge-50 Piantas
Quake Hammer Badge-67 Piantas
Tornado Jump Badge-67 Piantas
Ultra Shroom-67 Piantas
Jammin' Jelly-67 Piantas
HP Plus Badge-100 Piantas
FP Plus Badge-100 Piantas
---After getting Platinum Card---
Money Money Badge-234 Piantas
>>>>>>>>>>
CHARLIETON (Rogueport Square after completing chapter 1; each ware is only sold
once; 4 random wares are displayed each time you enter Rogueport)
<<<<<<<<<<
Attack FX C Badge-120 Coins
Boo's Sheet-24 Coins
Double Pain Badge-36 Coins
Dried Shroom-2 Coins'
Earth Quake-18 Coins
Hammerman Badge-180 Coins
Jammin' Jelly-120 Coins
Jumpman Badge-180 Coins
Mega Rush Badge-60 Coins
Repel Cape-18 Coins
Shooting Star-36 Coins
Slow Go Badge-12 Coins
Stop Watch-24 Coins
Timing Tutor Badge-120 Coins
W Emblem Badge-360 Coins
>>>>>>>>>>
CHARLIETON (Pit of 100 Trials on random floors; wares get more expensive on
later floors)
<<<<<<<<<<
Fire Flower-10 Coins
Honey Syrup-10 Coins
Maple Syrup-20 Coins
Mushroom-5 Coins
Super Shroom-20 Coins
Thunder Rage-20 Coins
>>>>>>>>>>>>>>>>
UNDERGROUND SHOP (Rogueport Sewer Plaza)
<<<<<<<<<<<<<<<<
Gold Bar-110 Coins(!)
Gold Bar x3-350 Coins(!)
Gradual Syrup-15 Coins(!)
Jammin' Jelly-200 Coins(!)
Slow Shroom-15 Coins(!)
Ultra Shroom-200 Coins(!)
>>>>>>>>>>>>>>
PUNGENT'S SHOP (The Great Tree)
<<<<<<<<<<<<<<
Honey Syrup-5 Coins
HP Drain-10 Coins(!)
Ice Storm-15 Coins
Mini Mr. Mini-8 Coins(!)
Mushroom-5 Coins(!)
Mystery-3 Coins(!)
>>>>>>>>>>>>>
SOUVENIR SHOP (Glitzville)
<<<<<<<<<<<<<
Earth Quake-15 Coins(!)
Point Swap-5 Coins(!)
Power Punch-15 Coins(!)
Repel Cape-15 Coins(!)
Super Shroom-15 Coins
Thunder Bolt-12 Coins
>>>>>>>>>>>>>
HOT DOG STAND (Glitzville)
<<<<<<<<<<<<<
Hot Dog-10 Coins
>>>>>>>>>
BUB-ULBER (Petalburg; after completing "The Food I Want." trouble)
<<<<<<<<<
Dried Bouquet-Hot Dog or Mousse Cake
>>>>>>>>>>>>>
TWILIGHT SHOP (Twilight Town)
<<<<<<<<<<<<<
Life Shroom-40 Coins(!)
Maple Syrup-20 Coins
Spite Pouch-10 Coins(!)
Stop Watch-30 Coins
Super Shroom-15 Coins
Thunder Rage-20 Coins
>>>>>>>>>>>>>>>>>
KEELHAUL GALLERIA (Keelhaul Key, in Shantytown)
<<<<<<<<<<<<<<<<<
Fire Flower-5 Coins(!)
Fright Mask-2 Coins(!)
Honey Syrup-3 Coins(!)
Ice Storm-15 Coins
Sleepy Sheep-10 Coins
Super Shroom-12 Coins(!)
>>>>>>>>>>>
SALES STALL (Excess Express)
<<<<<<<<<<<
Boo's Sheet-20 Coins(!)
Maple Syrup-15 Coins(!)
Mystery-3 Coins(!)
Super Shroom-15 Coins
Tasty Tonic-3 Coins(!)
Thunder Rage-15 Coins(!)
>>>>>>>>>>>>>
SOUVENIR SHOP (Poshley Heights)
>>>>>>>>>>>>>
Fresh Pasta-50 Coins
>>>>>>>
RATOOEY (Glitzville; after completing "Security Code..." trouble)
<<<<<<<
Hot Sauce-10 Coins
>>>>>>>>>>>>>>>
NORTHWINDS MART (Fahr Outpost)
<<<<<<<<<<<<<<<
Ice Storm-6 Coins(!)
Maple Syrup-20 Coins
Ruin Powder-15 Coins(!)
Shooting Star-30 Coins(!)
Stop Watch-12 Coins(!)
Super Shroom-15 Coins
Also, each time you buy something from a regular shop (the kind with the Fire
Flower icon out front) you get a shop point. When you reach certain thresholds
of shop points, you get the following bonuses:
10 Points-Mushroom
20 Points-Ice Storm
30 Points-Super Shroom
50 Points-Thunder Rage
70 Points-Shooting Star
100 Points-Gold Bar
150 Points-Life Shroom
200 Points-Ultra Shroom
250 Points-Jammin' Jelly
300 Points-Gold Bar x3
And finally, here are the best places to sell the most common items in the
game. I think that nonlisted items may have the same sell price everywhere.
>--Cake Mix-Sales Stall (8 Coins)
Coconut-Sales Stall (4 Coins)
>--Coconut Bomb-Underground Shop (8 Coins)
Courage Meal-Underground Shop (20 Coins)
>--Dried Bouquet-Sales Stall (17 Coins)
Dried Shroom-Twilight Shop (4 Coins)
>--Egg Bomb-Underground Shop (15 Coins)
Fire Flower-Northwinds Mart (8 Coins)
>--Fire Pop-Northwinds Mart (24 Coins)
Fresh Pasta-Toad Bros. Bazaar (53 Coins)
>--Fright Mask-Pungent's Shop (4 Coins)
Golden Leaf-Sales Stall (7 Coins)
>--Horsetail-Sales Stall (5 Coins)
Hot Dog-Keelhaul Galleria (13 Coins)
>--Hot Sauce-Sales Stall (15 Coins)
Icicle Pop-Keelhaul Galleria (20 Coins)
>--Inky Sauce-Northwinds Mart (15 Coins)
Jelly Ultra-Twilight Shop (200 Coins)
>--Keel Mango-Sales Stall (4 Coins)
Koopa Bun-Niff T's Shop (10 Coins)
>--Koopasta-Niff T's Shop (60 Coins)
Koopa Tea-Niff T's Shop (4 Coins)
>--Life Shroom-Pungent's Shop (43 Coins)
Mistake-Twilight Shop (3 Coins)
>--Mystic Egg-Sales Stall (6 Coins)
Peachy Peach-Sales Stall (8 Coins)
>--Poison Shroom-Underground Shop (25 Coins)
Power Punch-Pungent's Shop (17 Coins)
>--Sleepy Sheep-Niff T's Shop (10 Coins)
Snow Bunny-Keelhaul Galleria (15 Coins)
>--Spicy Pasta-Northwinds Mart (60 Coins)
Spicy Soup-Northwinds Mart (20 Coins)
>--Super Shroom-Pungent's Shop (14 Coins)
Tasty Tonic-Keelhaul Galleria (5 Coins)
>--Turtley Leaf-Sales Stall (5 Coins)
Ultra Shroom-Pungent's Shop (75 Coins)
>--Zess Deluxe-Souvenir Shop (75 Coins)
Zess Dinner-Souvenir Shop (15 Coins)
>--Zess Dynamite-Underground Shop (40 Coins)
Zess Frappe-Keelhaul Galleria (35 Coins)
>--Zess Special-Souvenir Shop (25 Coins)
-------------------------------------------------------------------------------
14. Cooking (Cokng)
After you replace Zess T's contact lens after chapter 1, you can have her cook
useful dishes for you. At first she can only cook with 1 item, but once you
give her the Cookbook after chapter 4 she can use 2 and increase her cooking
repertoire. In the following guide, () indicates ingredients Zess T can only
use after getting the Cookbook, and items marked with <> indicate dishes with
only a 50% chance of succeeding. Failing with one of these dishes gives you a
Dizzy Dial or Peachy Peach. Attempting to mix 2 incompatible ingredients gives
you a Mistake.
__________
CHOCO CAKE\__________________________
Heals 5 HP| Cake Mix + Inky Sauce |
And 15 FP.| Mousse Cake + Inky Sauce |
__________
COCO CANDY\____________________
Heals 3 HP| Cake Mix + Coconut |
And 15 FP.|
_______
COCONUT\______________________________
Heals 5| Dried Bouquet + Coconut Bomb |
HP. |
____________
COCONUT BOMB\_______________________
Deals 7 | Coconut + Fire Flower |
damage to |
one enemy. |
_____________
COUPLE'S CAKE\_________________________
Gradually | Snow Bunny + Spicy Soup |
heals Mario's|
HP. |
____________
COURAGE MEAL\______________________________
Deals 4 | Courage Shell + Zess Deluxe |
damage to an| Courage Shell + Zess Dinner |
enemy when | Courage Shell + Zess Special |
thrown. |
_____________
COURAGE SHELL\______________________________
Boosts your | Dried Bouquet + Courage Meal |
partner's | Point Swap + Mr. Softener |
defense when |
used. |
____________
DRIED SHROOM\_____________________________
Heals 1 HP. | Life Shroom + Mr. Softener |
| Mushroom + Mr. Softener |
| Super Shroom + Mr. Softener |
| Ultra Shroom + Mr. Softener |
___________
EARTH QUAKE\___________________________
Deals 5 | Point Swap + Thunder Bolt |
damage to |
all ground |
enemies. |
__________
<EGG BOMB>\_______________________________
Deals 6 | Dried Bouquet + Zess Dynamite |
damage to | Mystic Egg + Fire Flower |
one enemy |
when |
thrown. |
___________
ELECTRO POP\________________________
Heals 15 | Cake Mix + Volt Shroom |
FP. |
_____________
<FIRE FLOWER>\________________________
Deals 3 fire | Point Swap + Ice Storm |
damage to all|
enemies when |
used. |
________
FIRE POP\________________________
Heals | Cake Mix + Fire Flower |
20 FP. | Cake Mix + Hot Sauce |
___________
FRESH JUICE\_______________________________
Heals 5 FP | Gradual Syrup |
and cures | Honey Syrup |
poison. | Jammin' Jelly |
| Keel Mango |
| Maple Syrup |
| Peachy Peach |
| Gradual Syrup + Turtley Leaf |
| Honey Syrup + Gradual Syrup |
| Honey Syrup + Jammin' Jelly |
| Honey Syrup + Maple Syrup |
| Honey Syrup + Turtley Leaf |
| Jammin' Jelly + Gradual Syrup |
| Jammin' Jelly + Turtley Leaf |
| Keel Mango + Coconut |
| Maple Syrup + Gradual Syrup |
| Maple Syrup + Turtley Leaf |
| Peachy Peach + Coconut |
| Turtley Leaf + Coconut |
___________
<FRIED EGG>\____________
Heals 10 | Mystic Egg |
HP. |
_____________
FRUIT PARFAIT\______________________________
Heals 10 HP | Gradual Syrup + Keel Mango |
and 2 FP. | Honey Syrup + Keel Mango |
| Honey Syrup + Peachy Peach |
| Jammin' Jelly + Keel Mango |
| Jammin' Jelly + Peachy Peach |
| Keel Mango + Peachy Peach |
| Maple Syrup + Keel Mango |
| Maple Syrup + Peachy Peach |
________
GOLD BAR\__________________________
Can be | Point Swap + Gold Bar x3 |
sold for|
a lot. |
_____________
HEALTHY SALAD\____________________________
Heals 15 FP | Golden Leaf + Turtley Leaf |
and cures | Turtley Leaf + Horsetail |
poison. |
_____________
HEARTFUL CAKE\____________________________
Heals 20 FP | Cake Mix + Ruin Powder |
but softens | Peachy Peach + Ruin Powder |
you. |
___________
HONEY CANDY\________________________
Heals 20 | Honey Syrup + Cake Mix |
FP. |
____________
HONEY SHROOM\___________________________
Heals 5 HP | Honey Syrup + Volt Shroom |
and 5 FP. | Honey Syrup + Mushroom |
___________
HONEY SUPER\____________________________
Heals 10 HP| Honey Syrup + Life Shroom |
and 5 FP. | Honey Syrup + Super Shroom |
___________
HONEY SYRUP\____________________________
Heals 5 FP.| Point Swap + Gradual Syrup |
| Point Swap + Mushroom |
___________
HONEY ULTRA\____________________________
Heals 50 HP| Ultra Shroom + Honey Syrup |
and 5 FP. |
_________
ICE STORM\__________________________
Deals 3 | Point Swap + Fire Flower |
damage to|
all |
enemies |
and may |
freeze |
them. |
__________
ICICLE POP\_________________________
Heals 10 | Honey Syrup + Ice Storm |
HP. |
_________
INK PASTA\__________________________
Heals 10 | Fresh Pasta + Inky Sauce |
HP and 30| Inky Sauce + Koopasta |
FP. | Inky Sauce + Spaghetti |
| Inky Sauce + Spicy Pasta |
__________
INKY SAUCE\__________________________
Heals 30 | Hot Sauce + Fresh Juice |
FP. | Hot Sauce + Koopa Tea |
| Hot Sauce + Shroom Broth |
| Hot Sauce + Turtley Leaf |
| Hot Sauce + Zess Tea |
| Hot Sauce + Tasty Tonic |
____________
JAMMIN JELLY\___________________________
Heals 50 FP.| Point Swap + Ultra Shroom |
___________
JELLY CANDY\__________________________
Heals 64 | Jammin' Jelly + Cake Mix |
FP. |
____________
JELLY SHROOM\_____________________________
Heals 5 HP | Jammin' Jelly + Mushroom |
and 50 FP. | Jammin' Jelly + Volt Shroom |
___________
JELLY SUPER\______________________________
Heals 10 HP| Jammin' Jelly + Life Shroom |
and 50 FP. | Jammin' Jelly + Super Shroom |
___________
JELLY ULTRA\______________________________
Heals 50 HP| Jammin' Jelly + Ultra Shroom |
and 50 FP. |
_________
KOOPA BUN\___________________________
Heals 15 | Keel Mango + Turtley Leaf |
FP. |
_________
KOOPA TEA\______________
Heals 7 | Turtley Leaf |
FP. |
__________
<KOOPASTA>\____________________________
Heals 7 HP| Fresh Pasta + Turtley Leaf |
and 7 FP. | Spaghetti + Turtley Leaf |
____________
LOVE PUDDING\____________________________
Randomly | Mystic Egg + Mango Delight |
makes Mario |
invisible, |
electrified,|
or asleep. |
_____________
MANGO DELIGHT\_______________________
Heals 10 HP | Keel Mango + Cake Mix |
and 3 FP. |
____________
MAPLE SHROOM\___________________________
Heals 5 HP | Maple Syrup + Mushroom |
and 10 FP. | Maple Syrup + Volt Shroom |
___________
MAPLE SUPER\____________________________
Heals 10 HP| Maple Syrup + Life Shroom |
and 10 FP. | Maple Syrup + Super Shroom |
___________
MAPLE SYRUP\___________________________
Heals 10 | Point Swap + Super Shroom |
FP. |
___________
MAPLE ULTRA\____________________________
Heals 50 HP| Maple Syrup + Ultra Shroom |
and 10 FP. |
___________
METEOR MEAL\______________________________
Heals 7 HP | Shooting Star + Shroom Fry |
and slowly | Shooting Star + Shroom Roast |
heals more.| Shooting Star + Shroom Steak |
_____________
MINI MR. MINI\__________________________
Attempts to | Point Swap + Power Punch |
shrink all |
enemies. |
___________
MOUSSE CAKE\__________
Heals 15 | Cake Mix |
FP. |
____________
MR. SOFTENER\____________________________
Attempts to | Point Swap + Courage Shell |
soften all |
enemies. |
________
MUSHROOM\_____________________________
Heals 5 | Dried Shroom + Hot Sauce |
HP. | Dried Shroom + Peachy Peach |
| Dried Shroom + Power Punch |
| Point Swap + Dried Shroom |
| Point Swap + Gold Bar |
| Point Swap + Honey Syrup |
| Point Swap + Poison Shroom |
_____________
OMELETTE MEAL\___________________________
Heals 5 HP | Life Shroom + Mystic Egg |
and 5 FP. | Mushroom + Mystic Egg |
| Mystic Egg + Horsetail |
| Super Shroom + Mystic Egg |
| Ultra Shroom + Mystic Egg |
_____________
PEACH TART \_________________________
Randomly | Cake Mix + Peachy Peach |
makes Mario |
electrified, |
dodgy, or |
sleepy. |
_____________
POISON SHROOM\____________________________
Deals 30 | Dried Bouquet + Trial Stew |
damage to the| Slow Shroom + Inky Sauce |
eater and | Slow Shroom + Point Swap |
poisons him |
or her. |
___________
POWER PUNCH\____________________________
Makes your | Point Swap + Mini Mr. Mini |
partner |
huge, |
raising his|
or her |
power. |
___________
RANDOM ITEM\______________________
Could be | Point Swap + Mystery |
anything. |
__________
REPEL CAPE\__________________________
Makes | Point Swap + Boo's Sheet |
Mario |
dodgy. |
___________
RUIN POWDER\__________________________
Attempts to| Point Swap + Boo's Sheet |
confuse all|
enemies. |
_____________
SHOOTING STAR\___________________________
Deals 6 | Point Swap + Thunder Rage |
damage to all|
enemies and |
attempts to |
confuse them.|
____________
SHROOM BROTH\_____________________________
Slowly heals| Golden Leaf + Poison Shroom |
the eater's |
HP. |
___________
SHROOM CAKE\_________________________
Heals 10 HP| Life Shroom + Cake Mix |
and 10 FP. | Mushroom + Cake Mix |
| Super Shroom + Cake Mix |
____________
SHROOM CREPE\_________________________
Heals 30 HP | Ultra Shroom + Cake Mix |
and 20 FP. |
__________
SHROOM FRY\____________________________
Heals 6 HP| (Dried Shroom) |
and 2 FP. | Mushroom |
| (Poison Shroom) |
| Super Shroom |
| Volt Shroom |
| Dried Shroom + Fire Flower |
| Dried Shroom + Volt Shroom |
| Mushroom + Dried Shroom |
| Mushroom + Golden Leaf |
| Mushroom + Turtley Leaf |
____________
SHROOM ROAST\_____________________________
Heals 15 HP | Life Shroom |
and 5 FP. | Slow Shroom |
| Life Shroom + Volt Shroom |
| Mushroom + Fire Flower |
| Mushroom + Gradual Syrup |
| Mushroom + Super Shroom |
| Mushroom + Volt Shroom |
| Super Shroom + Dried Shroom |
| Super Shroom + Golden Leaf |
| Super Shroom + Turtley Leaf |
| Super Shroom + Volt Shroom |
____________
SHROOM STEAK\_____________________________
Heals 30 HP | Ultra Shroom |
and 10 FP. | Life Shroom + Dried Shroom |
| Life Shroom + Golden leaf |
| Life Shroom + Turtley Leaf |
| Mushroom + Life Shroom |
| Mushroom + Ultra Shroom |
| Super Shroom + Life Shroom |
| Super Shroom + Ultra Shroom |
| Ultra Shroom + Dried Shroom |
| Ultra Shroom + Golden Leaf |
| Ultra Shroom + Life Shroom |
| Ultra Shroom + Turtley Leaf |
| Ultra Shroom + Volt Shroom |
______________
<SLEEPY SHEEP>\__________________________
Attempts to | Point Swap + Tasty Tonic |
put all |
enemies to |
sleep. |
__________
SNOW BUNNY\_________________________
Heals 15 | Golden Leaf + Ice Storm |
HP but |
freezes |
the eater.|
__________
SPACE FOOD\_______________________________
Heals 5 | Dried Bouquet + Cake Mix |
HP. | Dried Bouquet + Choco Cake |
| Dried Bouquet + Coco Candy |
| Dried Bouquet + Coconut |
| Dried Bouquet + Couple's Cake |
| Dried Bouquet + Dried Shroom |
| Dried Bouquet + Egg Bomb |
| Dried Bouquet + Electro Pop |
| Dried Bouquet + Fire Pop |
| Dried Bouquet + Fresh Pasta |
| Dried Bouquet + Fruit Parfait |
| Dried Bouquet + Golden Leaf |
| Dried Bouquet + Health Salad |
| Dried Bouquet + Heartful Cake |
| Dried Bouquet + Honey Candy |
| Dried Bouquet + Honey Shroom |
| Dried Bouquet + Honey Super |
| Dried Bouquet + Honey Ultra |
| Dried Bouquet + Horsetail |
| Dried Bouquet + Hot Dog |
| Dried Bouquet + Ink Pasta |
| Dried Bouquet + Jelly Candy |
| Dried Bouquet + Jelly Shroom |
| Dried Bouquet + Jelly Super |
| Dried Bouquet + Jelly Ultra |
| Dried Bouquet + Keel Mango |
| Dried Bouquet + Koopa Bun |
| Dried Bouquet + Koopasta |
| Dried Bouquet + Life Shroom |
| Dried Bouquet + Love Pudding |
| Dried Bouquet + Mango Delight |
| Dried Bouquet + Maple Shroom |
| Dried Bouquet + Maple Super |
| Dried Bouquet + Maple Ultra |
| Dried Bouquet + Meteor Meal |
| Dried Bouquet + Mistake |
| Dried Bouquet + Mousse Cake |
| Dried Bouquet + Mushroom |
| Dried Bouquet + Mystic Egg |
| Dried Bouquet + Omelette Meal |
| Dried Bouquet + Peach Tart |
| Dried Bouquet + Peachy Peach |
| Dried Bouquet + Poison Shroom |
| Dried Bouquet + Shroom Cake |
| Dried Bouquet + Shroom Crepe |
| Dried Bouquet + Shroom Fry |
| Dried Bouquet + Shroom Roast |
| Dried Bouquet + Shroom Steak |
| Dried Bouquet + Spaghetti |
| Dried Bouquet + Spicy Pasta |
| Dried Bouquet + Super Shroom |
| Dried Bouquet + Turtley Leaf |
| Dried Bouquet + Ultra Shroom |
| Dried Bouquet + Zess Cookie |
| Dried Bouquet + Zess Deluxe |
| Dried Bouquet + Zess Dinner |
| Dried Bouquet + Zess Special |
___________
<SPAGHETTI>\_____________
Heals 6 HP | Fresh Pasta |
and 4 FP. |
___________
SPICY PASTA\_________________________
Heals 10 HP| Hot Sauce + Fresh Pasta |
and 10 FP. | Hot Sauce + Koopasta |
| Hot Sauce + Spaghetti |
____________
<SPICY SOUP>\_____________________________
Heals 4 HP | Dried Bouquet |
and 7 FP. | Fire Flower |
| (Horsetail) |
| (Snow Bunny) |
| Dried Bouquet + Fire Flower |
| Hot Sauce + Fire Flower |
___________
SPITE POUCH\__________________________
Makes Mario| Point Swap + Ruin Powder |
deal half |
damage to |
direct |
attackers. |
____________
SUPER SHROOM\__________________________
Heals 10 HP.| Point Swap + Life Shroom |
| Point Swap + Maple Syrup |
| Point Swap + Volt Shroom |
_____________
<TASTY TONIC>\___________________________
Cures | Coconut |
poison and | (Hot Sauce) |
dizziness. | Honey Syrup + Hot Sauce |
| Hot Sauce + Peachy Peach |
| Jammin' Jelly + Hot Sauce |
| Maple Syrup + Hot Sauce |
| Point Swap + Sleepy Sheep |
____________
THUNDER BOLT\__________________________
Deals 5 | Point Swap + Earth Quake |
damage to |
one enemy |
and stuns |
it. |
______________
<THUNDER RAGE>\_____________________________
Deals 5 damage| Dried Bouquet + Volt Shroom |
to all enemies| Point Swap + Shooting Star |
and stuns |
them. |
__________
TRIAL STEW\_______________________________
Lowers | Couple's Cake + Poison Shroom |
Mario to |
1 HP and |
0 FP. |
____________
ULTRA SHROOM\____________________________
Heals 50 HP.| Point Swap + Jammin' Jelly |
_____________
<VOLT SHROOM>\_____________________________
Electrifies | Life Shroom + Thunder Bolt |
Mario. | Life Shroom + Thunder Rage |
| Mushroom + Thunder Bolt |
| Mushroom + Thunder Rage |
| Super Shroom + Thunder Bolt |
| Super Shroom + Thunder Rage |
| Ultra Shroom + Thunder Bolt |
| Ultra Shroom + Thunder Rage |
_____________
<ZESS COOKIE>\__________________________
Heals 15 HP | Gradual Syrup + Cake Mix |
and 15 FP. | Maple Syrup + Cake Mix |
| Mystic Egg + Cake Mix |
___________
ZESS DELUXE\______________________________
Heals 40 HP| Healthy Salad + Shroom Steak |
and 40 FP. | Ultra Shroom + Fresh Pasta |
_____________
<ZESS DINNER>\______________________________
Heals 10 HP | Coconut + Spicy Pasta |
and 10 FP. | Fresh Pasta + Coconut |
| Fresh Pasta + Healthy Salad |
| Healthy Salad + Koopasta |
| Healthy Salad + Shroom Fry |
| Healthy Salad + Spaghetti |
| Life Shroom + Fire Flower |
| Life Shroom + Gradual Syrup |
| Life Shroom + Horsetail |
| Meteor Meal + Fruit Parfait |
| Mushroom + Horsetail |
| Mystic Egg + Fresh Pasta |
| Super Shroom + Fire Flower |
| Super Shroom + Gradual Syrup |
| Super Shroom + Horsetail |
| Super Shroom + Keel Mango |
| Super Shroom + Peachy Peach |
| Ultra Shroom + Keel Mango |
_____________
ZESS DYNAMITE\_________________________
Does 7 damage| Egg Bomb + Coconut Bomb |
to all |
enemies when |
thrown. |
___________
ZESS FRAPPE\___________________________
Heals 20 | Jammin' Jelly + Ice Storm |
FP. | Maple Syrup + Ice Storm |
____________
ZESS SPECIAL\______________________________
Heals 20 HP | Dried Shroom + Fresh Pasta |
and 20 FP. | Healthy Salad + Ink Pasta |
| Healthy Salad + Shroom Roast |
| Healthy Salad + Spicy Pasta |
| Life Shroom + Fresh Pasta |
| Mushroom + Fresh Pasta |
| Super Shroom + Fresh Pasta |
| Ultra Shroom + Fire Flower |
| Ultra Shroom + Gradual Syrup |
| Ultra Shroom + Horsetail |
| Ultra Shroom + Peachy Peach |
__________
<ZESS TEA>\_____________________________
Heals 20 | Golden Leaf |
FP. | Maple Syrup + Jammin' Jelly |
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15. Star-Powered Attacks (Srpwa)
At the end of every chapter (including the Prologue, but not Chapter 8 of
course) Mario gains a new Star Power. These moves use his Star Levels to
perform extremely powerful special attacks. He also gains another Star level
after each chapter. To replenish your Star Levels, simply attack to gain a
small amount of power proportional to the size of your audience. Appealing to
the crowd boosts your Star Levels by quite a bit. Anyway, the Star Powers have
abilities like replenishing HP and FP, inducing status effects, or dealing
heavy damage to all enemies.
---SWEET TREET---
Star Power Used: 1
The first Star Power you gain upon reaching the Thousand-Year Door will also be
one of your most useful. It’s a powerful healing ability that can restore the
HP of Mario and his partner as well as FP. When activated, you launch into an
elaborate action command that works like a minigame. Icons fall down from the
sky above the enemies and a moving target cursor appears in front of Mario. Tap
the control stick to the left to fire a Crystal Star; hit the icons with this
to gain their benefits. Hearts represent a 1 HP gain for either Mario or his
current partner (distinguishable by the faces next to them), flowers restore 1
FP, and Poison Mushrooms keep him from shooting for a while and must be
avoided. (Note: there are always 3 Poison Mushrooms per Sweet Treat) You can
rapidly fire Stars by tapping left faster, but remember to watch out for Poison
Mushrooms. On average, you should be able to restore at least 3-4 of every stat
with this move and use it fairly often, letting you survive without healing
indefinitely.
---EARTH TREMOR---
Star Power Used: 2
The Star Power gained from the Diamond Star is no Star Storm, but it’s still a
valuable Star Power that attacks all enemies for 1-6 damage. The action command
consists of 5 gauges with a rapidly growing red bar. You must press A right as
the bar passes through the circles on the gauge to keep going; each successive
meter moves faster and has one more circle. As you fill meter after meter, the
Diamond Star Mario and his partner have climbed onto grows larger, Once you
finish all 5 meters or miss a circle, the Star slams the ground and creates
increasingly huge shockwaves for massive damage to all enemies. It’ll be your
only attack Star Power for a while, so get practiced with perfecting the action
command.
---CLOCK OUT---
Star Power Used: 2
Using the power of the Emerald Star, Clock Out chucks a time bomb at the enemy
party to attempt to freeze them in time. The action command is fairly simple
and plays like a game of hot potato. Buttons appear above you and the enemy,
and also between them. Mash the button above the enemy as fast as possible, but
watch out for when it changes. The farther you fill the meter by mashing the
buttons, the longer enemies will be frozen. (Predictably, it doesn't work on
bosses)
---POWER LIFT---
Star Power Used: 3
The Gold Star bestows a powerful star-raising Star Power to Mario. Its action
command, as usual, is like a minigame. Players of the Mario Party series should
recognize it as a shootout-style minigame. Basically, icons rapidly appear and
disappear on a 3x3 grid. Use the control stick to move a crosshair around the
grid and hit A when it's over an orange or blue arrow, but not a Poison
Mushroom, which slows down the cursor. Hitting an arrow slightly fills a
corresponding meter to the left; every time you fill the meter, the
corresponding stat (orange for attack, blue for defense) is raised by 1 for
both Mario and his partner for 3 turns. If you're fast enough, you can boost
your stats by at least 2 with this move. It's overkill in normal battles, but
ideal for boss battles, where the extra damage can add up to insane amounts.
---ART ATTACK---
Star Power Used: 4
The Ruby Star's power is quite bizarre indeed. It's a very powerful move with a
strange action command. The Ruby Star turns into a cursor above the enemies.
Use the control stick to rapidly drag it around enemies and draw a flashing
line. Complete a circle (or oval, or whatever) with the line to deal 3 damage
to everything inside. (2 if they aren't fully encircled) You have quite a bit
of time to draw, so you should be able to expect to deal at least 10 damage to
every enemy with this attack! (More if there are less enemies!) Try to minimize
the size of your circles while still surrounding enemies for maximum damage;
I've gotten up to 15 on Rawk Hawk.
---SWEET FEAST---
Star Power Used: 5
The Sapphire Star gives you a stronger version of Sweet Treat, for a ridiculous
cost. Sweet Feast works much like Sweet Treat, except for 3 differences. First,
the icons fall faster. Luckily, you can now rapid-fire Crystal Stars by simply
holding the control stick to the left, making it easy to hit everything. (You
still need to watch out for Poison Shrooms, though) Lastly, large, flashing
icons also fall, which are each worth 5 of the corresponding stat. It's easy to
heal at least 15 of every stat with this Power, but Sweet Treat is typically
more economical.
---SHOWSTOPPER---
Star Power Used: 2
This incredibly powerful and undercosted Star Power uses the massive power of
the Garnet Star to tear through the backdrop and attempt to defeat all enemies
instantly. Its action command is much like the one for Vivian's Veil, but
harder to do. It involves 5 increasingly long sequences of buttons which much
be quickly and accurately pressed. (There is a time limit, but it's so slack
that you'll probably never have trouble with it) Each sequence is completely
visible from the start, unlike with Fiery Jinx. The more sequences you complete
without messing up, the higher your chances of destroying all (or at least
some) enemies. If you can master the action command, this Power can be the best
attack Power of them all. Needless to say, it doesn't work on bosses.
---SUPERNOVA---
Star Power Used: 6
Once Mario gets the Crystal Star, he can unleash his strongest Star Power. The
button command is the simplest one of all; simply mash A rapidly to fill all 5
of the meters. As you fill each one, the Crystal Star draws more lines across
the enemies. After you fill all 5, a massive explosion ensues from above, doing
15 damage to all enemies! This power actually isn't too good; Power Lift is
arguably better against bosses, while Showstopper is much better for normal
enemies.
-------------------------------------------------------------------------------
16. Legal Information (Legin)
Copyright 2004
This guide may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without my permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
Although you may find this FAQ elsewhere, it was originally posted on
www.gameFAQs.com, so check it out!
Credit for the information in this guide goes mainly to my gaming experience
with TTYD and my excellent Nintendo Power guide, but also to:
jkmill550 for important help on the Pianta Parlor, info on Glitz Pit fighters,
and info on Lumpy the rat.
spookychee’s guide for help on refreshing my memory of the storyline.
Dbzdude707 and Saiz for help on Yoshi's HP.
ShockKirby80 for help with partner abilities.
Ket Shi for some example FAQs.
Shadow1432 for info on Koopatrols and Magikoopas.
Luigi 123 for info on Lip Lock.
Fullgore EXE's Badge FAQ for some info on Badge Locations.
mario753 for info on the allergic condition.
SFK for info on Luigi in the audience.
Beanies 520 for info on Luigi's adventures.
jonkmyers for info in X-Naut audience members.
manda13 for info on the Shine Sprites in the Spunia room.
jamescom1 for info on the Poison Shroom recipe.
kylekatarn155 for a tip in the fire room of the Palace of Shadow.
Vivian (not the partner) for info on how to get each Yoshi color.
nessynessness for info on Superguarding.
malfoy30 for info on the cannon in Fahr Outpost.
Shaan The Brown Guy for a tip on the Z button.
Farhad Dhabhar for the location of a Double Dip P Badge.
The Doctor What for info on the Palace of Shadow.
Mariofan150 for an alternate Shadow Queen strategy.
Rusty for another SQ strategy.
Celbi10@optonline.net for tips with partner moves.
If you helped with my guide but don’t see your name here, let me know!