Paper Mario
-----------

Copyright 2005-2006 Brian McPhee

Author: Brian McPhee (Kirby021591)
E-mail: Kirby0215@aol.com
Most Recent Update: February 26, 2006
Originally Created: March 24, 2005
Version 1.0

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---------------------------Table of Contents---------------------------
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Section 1*

Introduction*
Navigation*
Storyline*
Game Play*

Section 2*

Prologue*
Chapter 1*
Chapter 2*
Chapter 3*
Chapter 4*
Chapter 5*
Chapter 6*
Chapter 7*
Chapter 8*

Section 3*

Super Blocks*
Attacks & Powers*
Badge List*
Star Pieces*
Chuck Quizmo*
Koopa Koot*
Letters*
Items and Shops*
Item Sales Prices*
Recipes*
Toad Town Tunnels*
Enemy List*
Secrets*
FAQ*

Section 4*

Credits and Legal Information*
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=======================================================================
=============================Introduction*=============================
=======================================================================

And we’re back!  Hello, everybody.  This is a guide for Paper Mario, 
the classic N64 RPG sequel to Super Mario RPG.  Yes, I realize that I 
still haven’t covered the remaining Zelda games that I’ve promised, but 
they will be done in due time.  I chose Paper Mario for a special 
reason to be my next guide.  Anyways, you really made the right 
decision when you bought Paper Mario.  This game is, without doubt, the 
standard of excellence for RPG games.  Although it was released late in 
the SNES lifespan, Super Mario RPG was a great game.  It was the first 
of its kind (that is, a Mario role-playing game), and it was very 
unique.  It also sported stunning graphics for the Super Nintendo.  And 
then, for a long time, there was nothing to play afterwards for its 
fans.  Eventually, Nintendo figured out that a sequel would make them 
lots of money, and Paper Mario was born.

Now, this game is very similar to its predecessor in some respects, but 
it is very different in several.  For one, note the graphics.  Rather 
than saying this in a straightforward manner, I’ll give an anecdote to 
explain it.  You see, way back in 2001 I was looking for a game to keep 
my attention.  The Nintendo 64 wouldn’t be around much longer at that 
point, so we might as well get some use out of it.  As I was looking, I 
remember saying, out loud and to myself, “Gee golly gosh, wouldn’t it 
be SO neat-o if there was a game in which Mario appears as paper?  It 
would be totally tubular.”  And, as if in response to my geeky inquiry, 
there it was – Paper Mario.  Now, this may or may not be a true story, 
but it makes little difference.

In Paper Mario, you are Mario and you’re made of paper, a cardboard 
cut-out.  Everything is 2-D on an overhead plane (like Zelda games or 
some Game Boy games), and is also made of paper.  At first, this might 
not sound so appealing.  However, the graphics are quite charming and 
engaging.  Besides, it gives the game’s creators more leeway for 
artistically expressing Mario and the other residents of the Mushroom 
Kingdom.

Other changes, although less obvious, are the addition of badges, Star 
Pieces, Star Spirit attacks, many new partners, and many other subtle 
elements.  The game really plays on Mario’s paper qualities, although 
not as much as the sequel.  Yes, there’s a GCN Paper Mario (The 
Thousand-Year Door), which I think is better than the original.  All 
and all, Mario has a hammer and you’d better get this game.  It is 
undoubtedly an RPG experience you won’t soon forget.

By the by, if you see any of my guides, called walkthroughs, on any 
site other than GameFaqs.com or on the sites of its affiliates, please 
contact me at the e-mail address listed above.  With your help, this 
guide won’t be plagiarized.  Thanks for your contributions.

=======================================================================
==============================Navigation*==============================
=======================================================================

This is a pretty big (who am I kidding?  This is HUGE) guide, so I 
thought I’d include this useful tip.  On your keyboard, press CTRL and 
F at the same time to bring up a Find/Search box.  If you are using a 
Mac, then press Apple and F.  Now, you may’ve been wondering why I 
included asterisks (*) next to the name of each section.  Although they 
add a decorative flair, they are mostly for distinguishing section 
titles from times I use the words in text.  Type in the name, asterisk 
and all, and click Find/Search.  It will take you first to the Table of 
Contents, and then to any other time I used the text you typed, namely 
the beginnings of each section.  It is quite handy in navigating the 
walkthrough.

=======================================================================
==============================Storyline*===============================
=======================================================================

The plot in Paper Mario is not spectacular, but it gets the job done.  
Like every Mario role-playing game (RPG), the goal is to collect seven 
Stars to access the final boss’s lair, where you then defeat him/her.  
Of any type of Mario games, Mario RPG’s hold the record for introducing 
original final enemies (percent-wise); 66 % of Mario RPG’s did not have 
Bowser as the final boss.  This game is the exception of the three.  
Personally, I thought the plot for Paper Mario: The Thousand-Year Door 
was better, but simplicity isn’t always a bad thing.  Below is the 
summary.

                           +---------------+
                           |    Summary    |
                           +---------------+

High in the skies is a mystical place called Star Haven.  It is rumored 
that a legendary treasure rests there called the Star Rod.  With its 
great power, the seven Star Spirits watched over the land and gave it 
peace.  But one day, the evil King Bowser came and stole the Star Rod!  
Using its awesome power, he began a siege of Mushroom Kingdom.  Of 
course, Mario was oblivious to this.  Like usual, he and his brother 
were off to see Princess Peach to eat cake and party.  But, this was 
the first step in a long adventure for Mario, and only by saving the 
Star Spirits can Mario ever be powerful enough to face the now-
invincible Bowser and rescue Princess Peach…

Pretty standard Mario plot.  However, there are many important 
characters, and I’ll list them below.

                         +------------------+
                         |    Characters    |
                         +------------------+

Mario: Mario is the most famous plumber ever.  Originally called 
Jumpman, Mario made his debut in Donkey Kong, an arcade classic.  
Everyone loved the game, and Mario became an instant celebrity.  He was 
named after the landlord of the Nintendo of America building because he 
bore resemblance to him, and Mario was originally depicted as a 
carpenter.  In his first NES game – Super Mario Bros. – Mario and his 
younger brother Luigi adventured in Mushroom Kingdom to rescue Princess 
Toadstool from the insidious Bowser.  This was the formula for success, 
and Nintendo is still banking on it.  Mario is the mascot of Nintendo, 
practically of videogames in general, and I’d venture so far as to say 
that he has appeared in more games than any other character in all 
time.  Mario has changed over the years, though.  He’s still famous for 
his high jumps, but he once swapped the color of his trademark overalls 
and shirt.

Luigi: Mario’s little brother doesn’t play a big role in Paper Mario.  
Like in the sequel, Luigi is here for jokes rather than game play.  
Luigi, often called the eternal understudy because he is constantly in 
the shadow of his big brother, was first introduced as an Italian 
plumber from Brooklyn, serving mainly as a change of color for Mario, 
the real star of Super Mario Bros. on the NES.  Luigi began to differ 
from his brother immediately afterward, though.  He was gifted with 
better jumping abilities in Super Mario Bros. 2, although he was 
weaker.  Constantly the under-achiever, Luigi finally got his chance to 
shine in a game of his own, Luigi’s Mansion for the Game Cube.  
Although it portrayed Luigi as cowardly (it is the first reference to 
Luigi’s fear of the dark), Luigi rescued Mario in it from King Boo.  
Luigi is finally being recognized as a character independent of Mario 
(although he’s still made fun of).  His days as Player 2 are over.  Of 
course, we have a blast making fun of him in this game.

Princess Peach: In Mario’s first game, Donkey Kong had kidnapped his 
girlfriend.  She was named Pauline (it was a very popular name for 
damsels in distress in the movie era of the 1900’s), and Mario was her 
knight in shining armor.  However, their relationship didn’t last.  In 
fact, Pauline was completely out of the picture when Super Mario Bros. 
arrived, and she’s never appeared in a game since.  In Super Mario 
Bros., Mario and his under-appreciated brother go to rescue Princess 
Toadstool of Mushroom Kingdom.  Although Mario strayed from Toadstool’s 
side once to rescue Princess Daisy of Sarasaland, Mario has remained 
loyal to Toadstool ever since.  They vacation together, and Mario 
rescues her every time.  In Super Mario 64, Peach finally dropped her 
formal last name to get to know Mario on a more personal level; she 
started using her first name instead of her last.  Princess Peach is 
very desirable prey for kidnappers, and she gets abducted every time 
she steps outside.  What a bother it must be…  Also, it is safe to say 
that Peach is Mario’s girlfriend, although he never brags.

Bowser: Bowser is the king of Koopa Troop, and he has been kidnapping 
Peach and causing trouble for Mario since day one.  At first, Bowser 
kidnapped Princess Toadstool a.k.a. Peach because she had the power to 
dispel a Koopa curse he placed on Mushroom Kingdom, but he later 
kidnapped her just for the sport of it.  He has become obsessed with 
defeating Mario, and he even revealed that he abducted Peach in Super 
Mario RPG solely for a fight against the plumber.  Some might 
speculate, largely because of evidence in this very game, that Bowser 
kidnaps Peach because he secretly loves her.  Motivation aside, just 
know that he is Mario’s archrival.  Surprisingly, Bowser is the father 
of nine, eight of whom are the dreaded Koopalings.  The Koopalings are 
total losers, and they deserved their swift and hopefully painful 
deaths in Super Mario World, although they appeared in Super Mario 
Bros. 3.  Bowser’s other child appeared first in Super Mario Sunshine.  
Bowser Jr., not to be confused with Baby Bowser or the Koopa Kids (Baby 
Bowser refers to Bowser as an infant, while Koopa Kids are miniature 
Bowser clones that serve Bowser in the Mario Party games), tried to 
best Mario and failed, just like his old man.  Bowser Jr. actually has 
a following, unlike the accursed Koopalings.  Anyways, the fact that 
Bowser even has children proves that Koopa can reproduce asexually 
(zing!).  In all Mario games, Bowser is either regarded as a cunning 
mastermind or a buffoon, or both as is the case in this game.  There’s 
much more to say, but I’ll cut this short.  In Paper Mario, Bowser has 
stolen the Star Rod and is commanding its power to conquer the Mushroom 
Kingdom.  Can Mario stop him?  I sure hope so.

Kammy Koopa: When Bowser was a kid, his advisor was named Kamek.  In 
his older years, Bowser got this hag to be his advisor.  She has 
appeared in each Paper Mario game to date, often being made fun of.  
Kammy is the chief Magikoopa (Bowser’s division of wizard Koopas), 
having broom and all, and pesters Mario throughout this game.  If 
you’re her, you can get through any of Bowser’s defenses…

Star Spirits: When Bowser stole the Star Rod, he used it to imprison 
the seven Star Spirits.  In the shape of five-pointed stars, these 
guardians of Star Haven have the ability to negate, to a degree, the 
effects of the Star Rod.  Only by collecting all seven can Mario even 
scratch Bowser, who has been made invincible by the Star Rod.  Star 
Spirits can talk, and they each have star-oriented names.  Bowser has 
entrusted all of his most powerful troops with them, and Mario will 
have to travel far and wide to recover them.  If he does, he’ll learn 
new techniques and get advice from each Stat Spirit.  In Super Mario 
RPG, the equivalents of Star Spirits were “Stars,” and they are called 
“Crystal Stars” in Paper Mario: The Thousand-Year Door.  One of the 
main symbols in the Mushroom Kingdom is the star.

Twink: A Star Kid, Twink is too young to really aid the heroes, but he 
keeps Princess Peach company while she is held captive.  He has some 
magical powers, and he helps out Peach whenever possible.

Mario’s Friends: During his travels, Mario meets new characters who 
join him in his travels.  They aid in fighting, and there are many – 
eight in total – partners to get.  All of them are peaceful versions of 
old enemies who have a reason to want to help Mario (defeating a boss, 
he’s a cool guy, they have nothing better to do, etc.).  This idea was 
first introduced in Super Mario RPG.  In it, Mario could get the help 
of Mallow, Geno, Peach, and Bowser.  This Paper Mario features more 
partners than either of the other Mario RPG’s.  Of all them, two of 
them go on to appear in Paper Mario: The Thousand-Year Door, although 
none of them are playable.

Jr. Troopa: I got to say, Jr. Troopa is one persistent bully.  Mario 
taught him a lesson when he met his first partner, Goombario, who was 
being picked on by the Koopa.  A sore loser, Jr. Troopa continued to 
stalk Mario and challenge him as he grew stronger right up to the very 
end.  He even made an appearance in Paper Mario: The Thousand-Year 
Door.  If you look in the background of the e-mail from Zip Toad, you 
can see him in the sky.  Man, that’s one persistent Koopa!  He still 
wears the egg he was born in.  He does not seem to be directly 
affiliated with the Koopa Troop…

Those are all of them.  There are many other colorful characters in 
this game, but the above ones contribute to the storyline or are famous 
characters from past Mario games.  Now, to the game basics.

=======================================================================
==============================Game Play*===============================
=======================================================================

This isn’t your everyday jump-on-enemies Mario game.  All fights are 
turn-based with a bit of timing involved.  There are also important 
things to know when it comes to items, badges, and gauges.

First, you can save your progress at Save Blocks.  If you’ve ever 
played Mario Kart 64, they look just like the item blocks.  If not, 
Save Blocks are multicolor cubes with S’s on them.  Save often, 
especially after clearing a hard part of the game.  Get a Game Over and 
you start where you last saved.

Mario has four different sets of points.  The first and most important 
is HP, or heart points.  These show Mario’s health, and your partners 
also have them.  If they reach zero, then you get a Game Over.  
Partners can faint temporarily, too, but they don’t result in Game 
Overs.  If you have five HP, you are said to be in danger.  If you have 
one HP, then you are in peril.

Mario also has Flower Points (FP).  If you’re an RPG junkie, then 
consider these your magic points.  Flower Points allow you to use 
special attacks, the number required varying with the attack.  These 
are very important, too.

Then we have Badge Points (BP).  Paper Mario has no items that you can 
equip like most RPG’s, but it makes up for that with badges.  Wear 
these and they take effect.  Each has different effects, and they can 
be utilized in combinations to wreak havoc on enemies.

Finally, Mario has Star Points.  Most of the time, you get Star Points 
by beating enemies.  Sometimes, like if you face a really weak enemy 
when you are really strong, you’ll receive none.  Some enemies are 
unable to give Star Points, by the way.  When you get 100 Star Points, 
they reset back to zero and you gain a level.

When Mario gains a level, you can choose to upgrade his HP, FP, or BP.  
Personally, I think FP is the least important and HP the most, but you 
decide.  To upgrade your partners, you’ll have to find Super blocks.  
They are cubes with blue orbs in them.  When partners are upgraded, 
they receive new attacks and their stats are upgraded (offense).  Every 
time you level up, your HP and FP is filled back to the maximum.  As a 
note on upgrades, you can have a total of 50 HP, 50 FP, 30 BP, and you 
can go as high as Level 27.

Heart Blocks are cubes with hearts inside of them.  Hit them to restore 
all HP and FP for you.  Always use these, as they usually appear before 
bosses or in the middle of long battle periods.

You can buy items or badges using coins.  They are the official 
currency of Mushroom Kingdom, and you can exchange them at many stores 
for goods and services.  Buying the right items can save you in battle.  
You can hold 999 coins at once.

Items can be used either in battle, outside of battle, or in both.  You 
can carry at most ten at a time.  There are several types of items.  
Some attack enemies, some heal you, some are used to progress the plot, 
and some have other uses still.  Items and coins can be found in yellow 
cubes with question marks on them, called ? Blocks, or in brick cubes 
called Brick Blocks.

Mario has two natural abilities.  From the start, Mario can jump with 
A.  Use this to reach new heights, hit blocks, or attack enemies.  Once 
you find the Hammer, you can use it with the B Button.  It can clear 
obstacles, or be used in battle.

New Hammers and Boots are found periodically throughout the game.  
Finding them will enable you to use a new move, like the Spin Jump and 
Super Hammer, and will also increase the strength of your attacks in 
battle.

Each of Mario’s partners also has an ability that will help you 
overcome obstacles or get secret items.  Press down with the C Buttons 
to use an ability.  Tilt it right to switch out your partners.  Only 
one partner can be out at a time, in both Field and Battle Screens.

You may also find switches as you play the game.  Hit them and 
something happens nearby.  They look like little pads of differing 
colors with exclamation marks on them.

Roaming about Mushroom Kingdom are enemies.  Touch them and you start a 
battle between you and them.  You don’t always just face the enemy you 
touched; you may touch a Goomba but face a Goomba and a Koopa Troopa in 
battle.  Jump on enemies or strike them with your hammer to get the 
First Strike.  This gives you the advantage as you start the battle off 
by attacking a foe.  It works the other way around, too, though.  That 
is, if an enemy attacks you before a battle starts, then your opponent 
will get the First Strike.  Not taking First Strike into account, you 
automatically get the first turn.  Also, note that enemies see you when 
an exclamation mark appears over their head.  If you run away 
successfully, a question mark over their head indicates that they lost 
sight of you.

In battle, Mario has four options.  He can use a jump-based attack, a 
hammer-based attack, a special attack, an item, or use a tactic.  
Certain badges give you new attacks, which fall into either the jump or 
hammer category.  You can almost always jump on an enemy, but you can 
only use a normal hammer attack on the first ground-based enemy.  If an 
enemy is on the ceiling of a battle screen, then you cannot use either 
attack on them.  Mid-air is only jumping territory.

Choose attacks wisely.  If an enemy is on fire or has a spiky head, 
then you won’t be able to jump on it.  If it has spikes on the side of 
its body, then you can’t hammer it.  Jumping and hammering have 
advantages and disadvantages, although badges can change this.

When using a jump or hammer attack, there is such a thing as Action 
Command.  This strengthens your attacks or lets you use them multiple 
times.  There are three types of Action Command.  When you use your 
hammer, keep the control stick tilted left until the bar is filled, and 
then let go.  Jump attacks are timing types.  Press the right button at 
the right time to use the action command, which would be, in the case 
of jumps, a second jump.  The other kind is called consecutive type.  
Press buttons in a certain order to strengthen attacks.  Many special 
attacks use the consecutive type.  The better you do with an Action 
Command, then words like “Nice,” “Good,” and “Great” appear by you.

Every time you free a Star Spirit, you get a new special attack.  They 
are very effective and have differing effects (from attacking enemies 
to healing yourself to raising your offense and defense), but they all 
cost Star Power.  You gain one bar one unit of Star Power every time 
you save a Star Spirit.  You regain Star Power after every turn.

You can also use an item in battle.  This constitutes as your entire 
turn, and different items have different effects.  In battle, they heal 
you, attack opponents, or implement a status.

In battle, you can get certain statuses.  For example, if you are 
poisoned, then you will slowly lose HP every turn.  There are many 
different statuses, and certain attacks, by you and enemies alike, can 
put them into effect.  Some statuses are desirable, like raising 
offense, while others aren’t, like putting you to sleep.

You also have the option of using a strategy.  There are three.  If you 
have more than one partner, then you can change your ally in battle.  
This is very useful when a partner has a bad status, is not good 
against a certain enemy, or is very weak.  Yes, certain partners are 
better suited for certain enemies.  Another tactic is choosing to do 
nothing.  This is rarely a good move to make, but it can be effective 
in some rare cases, like if an enemy that you can’t attack is poisoned 
and right about to die at the beginning of their next turn, or when 
fighting a Bob-omb.  You can also try to run away.  Sometimes, you 
won’t be able to because you’re facing a boss or an important enemy.  
An arrow picks a random location on your run bar, and you must try to 
press A as quickly as you can to fill the bar so that the arrow lands 
in a filled space.  If it does, you may run away.  Use this if you 
can’t win or if you’d lose too much health by fighting.

There are three ways a battle can end.  First, you defeat all your 
enemies.  Some enemies run away, which still counts as a victory for 
you.  If you defeat enemies, they drop items, you gain Star Points, and 
that enemy is cleared temporarily from the Field Screen.  If you run 
away in battle, you’ll appear back on the Field Screen and the enemy 
will still be there.  You get nothing if you run away.  If you lose all 
your health, you get a Game Over.  If that happens, you start back at 
where you last saved.

Most of the time, you’ll win battles.  In these cases, enemies drop 
Hearts, Flowers, or coins.  Hearts restore one HP, Flowers one FP, and 
coins have their aforementioned uses.  Some enemies may also drop items 
or badges.

There is also such a thing as defensive action command.  Use it to 
temporarily raise the defense of the target by one when being attacked.  
This is very handy, but be sure to master it.  Press A right before 
you’d normally be dealt damage.  I repeat, do not press A before an 
attack makes contact with you but before it damages you.  A few 
enemies, bosses in particular, have tricky attacks that hit you before 
doing damage.  Guard against those especially.

To assure victory, defend Mario.  Most enemies attack the character in 
front, but they can attack either or both you and your partner.  You 
may also want to attack in different turn order.  Press Z to switch the 
order of attacks, only if neither you nor your partner has acted that 
turn.  Also, bear in mind that your partners, you, and enemies have 
defense and offense.  The offense of an attack minus the defense of the 
target equals the amount of damage the target takes to their HP.  If 
your defense is higher than opponents’ attacks, then you do not gain 
HP.  Some partners have natural defense, but badges can increase the 
defense of you and your partners.

In battle, your partner can either use a tactic (they cannot run away), 
or they can attack.  Partners get new attacks from level upgrades.  
Their attack power is also upgraded when they are.  Note that partners 
have no HP or FP – they use yours.  If partners take damage, then they 
are stunned temporarily for the number of turns that equal the damage 
they took.

Now for a look at three institutions.  In towns and villages, item 
shops have flower signs on them.  Here, you can buy or sell items for 
coins.  At Toad Houses, which have mushroom signs over them, you can 
take a nap to restore all your HP and FP.  Also, there are items called 
Star Pieces hidden around the Field Screens.  As you collect them, you 
can trade them to someone in the game for badges…

There are a few other elements of the games.  They will be explained to 
you as you play.  In fact, everything I said is explained to you as you 
play the game, but this is a good guide for beginners.  Now onto the 
walkthrough!
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=======================================================================
===============================Prologue*===============================
=======================================================================

                        “A Plea from the Stars”

                   +-------------------------------+
                   |    Bowser and the Star Rod    |
                   +-------------------------------+

At Mario’s pad, a Paratroopa mailman delivers a letter to the Mario 
Bros.  Luigi goes out to get out and then returns.  He says it’s from 
Princess Peach.  Luigi decided to read it to Mario.  She’s a throwing a 
party at Mushroom Castle and Mario plus Luigi are invited.  Determined 
to attend, they go outside and use the warp pipe to go straight to Toad 
Town, the city that lies before the castle.  Entering the castle, 
notice that it has the near same setup and music from Super Mario 64.  
Once Luigi is done yapping, you get to roam around.  If you’d like, 
walk around and talk to people by pressing A when you’re close to them.  
You can run faster by tilting the control stick all the way or by 
pressing Z.  A few rooms have changed from Super Mario 64…  Like 
Whomp’s Fortress is now the kitchen.

When you’re ready to move on to see Peach, take the stairs up and go 
through the door.  Open doors by pressing A by them.  Here, you’ll find 
even more interesting characters.  When you’re ready again, take the 
stairs up and go through the door.  Go down this hallway and take the 
door. Head down this hallway to Princess Peach.  As they go to the 
balcony, the castle begins to rumble.  The trees around it fall and the 
ground shakes!  From the ground rises a giant floating machine!  The 
castle rises high into the altitude, with a balloon that resembles…  
Bowser’s here!  I wasn’t expecting that!

Bowser crashes into the castle with his air ride and Kammy Koopa at his 
side.  Bowser heads over to capture Peach when Mario heroically stands 
up to Bowser.  Who will win in this clash of these two ancient enemies?  
Bowser admits that he’s had problems beating Mario in the past, but 
this time he’s going to really ruff him up.  And so the battle begins.  
Peach stands at your side and you’ll face Bowser, who has Kammy 
supporting him.  This seems a lot like Super Mario RPG.

You have no items or strategies; just jump on Bowser.  He takes one 
damage!  Then Bowser comes over and hits you with his claw, also doing 
one damage.  You only have 10 HP, and this won’t last long.  After 
dealing Bowser three damage, he pulls out his trusty Star Rod.  Wait a 
second…  Oh my goodness!  Bowser has the Star Rod!  NO!!!!  It has the 
power to grant any wish, and Bowser uses it to make himself invincible.  
He walks up to Mario and deals three damage.  When you face enemies 
later on in the game, Bowser will seem like a wimp.  Jump on the titan 
again and he’ll take no damage.  Then Bowser will walk up and give you 
three more reasons to hurt.  Jump again.  Now Bowser uses his fire 
breath to deal you ten damage.

Mario is beat.  Bowser starts cheering.  He finally beat Mario!  Using 
the Star Rod, Bowser casts Mario out of the castle and he falls far 
down to the ground.  Koopa warriors come to clean out the other guests 
in the castle.  And so, Mario fell down to a remote region of Mushroom 
Kingdom, nearly dead.

                           +---------------+
                           |    Eldstar    |
                           +---------------+

Seven star-shaped figures appear above Mario’s body and try to revive 
him.  How nice.  The oldest star says that the fate of the Star Spirits 
rests in Mario’s hands.  Now, sending their power to Mario, he is 
restored to good health…  err, he won’t die.  They disappear, and then 
a Goomba comes to see Mario.  Uh-oh.  A Goomba girl walks over to 
Mario’s unconscious body.  All Goombas know and fear Mario.  He’s 
famous for crushing them under his mighty jump.  When she fails to 
rouse him, she gets help.  In a dark room, that old star appears before 
Mario.  He is Eldstar, a Star Spirit.  He needs to tell you something, 
but he doesn’t have the strength to talk right now.  Go to Shooting 
Star Summit, he says.  The Star Spirits will await you at the summit.  
And poof!  He’s gone.

                           +--------------+
                           |    Goompa    |
                           +--------------+

Mario awakens and a Toad enters.  You’re at a Toad House.  If you sleep 
here, you’ll restore all your HP and FP.  Apparently, you’ve been out 
cold for days.  You are in Goomba Village right now, a village just 
west of Toad Town.  Aside from the Toad, a single family of Goombas 
live there.  It was they who carried you here.  When Mario references a 
Star with a mustache, the Toad thinks he’s a loon.  When the Toad is 
done talking, jump the step and go out the door.  To the right of the 
Toad House is your biggest stalker, err, fan.  It’s a Goomba named 
Goombario, which is kind of ironic.

You’ll also find his two sisters, his grandmother Gooma, his 
grandfather Goompa, his parents, and a troublesome bully.  More on that 
later.  Go right to see a Save Block.  You might want to save, 
considering that you don’t want to go through the whole cinema sequence 
again, now do you?  Talk to his dad, right of the Save Block and down, 
and Kammy Koopa flies down!  Although Bowser took you for dead, she 
thought she’d check.  As a “gift,” Kammy uses her magic to drop a giant 
block over the gate, trapping you in Goomba Village.  Then she flies 
away.

Naturally, Mario explains things and they’re very worried.  To leave 
Goomba Village (why he can’t hop the fence I don’t know), Mario should 
use Goompa’s Hammer.  Let’s go find him.  Go left of the Save Block to 
the building there.  Enter and go right to the veranda.  Goompa is 
trying to fix it due to the earthquake.  Step out the door and you 
fall.  The veranda collapsed!  Go right to find him.  It collapsed when 
Kammy dropped the block.  Well, Goompa must’ve dropped it, ‘cause it is 
yet to be found.  Goompa then begins to follow you.  Yes!  Our first 
partner…  sort of.

                   +-------------------------------+
                   |    The Hammer & Jr. Troopa    |
                   +-------------------------------+

Go down and head left.  Walk around the area here and shake bushes by 
pressing A by them.  Soon you’ll find the Hammer.  Press B to use it!  
Of course, this area is a practice zone for the hammer.  Jump to hit 
aerial Brick Blocks or hit the grounded ones with your hammer.  Also, 
hit trees for coins.  Hit the rightmost tree for the Dolly!  Aw, how 
cute…  That’s the one Goombaria, Goombario’s sister, lost.  Go right a 
screen and poor Goompa is knocked back!  Oh no, it’s el Diablo!  No, 
but seriously, it’s Jr. Troopa, and this is his playground.

Now get ready for your first real battle.  Bowser was a one-way street, 
but you have two options for fighting Jr. Troopa.  He’s a bully, and 
you need to beat him up.  First, it doesn’t matter if you attack with 
your hammer or you jump him.  After dealing four damage to him, he uses 
his full power attack.  It does a whopping two damage.  Attack him 
again and he loses, yielding twenty Star Points.  Get 100 and you gain 
a level.  When you gain a level, you can upgrade either your HP, FP, or 
BP.  After claiming twice that he’ll be back, that loser storms off.  
In your face, Jr. Troopa!

                      +-------------------------+
                      |    To Goomba Village    |
                      +-------------------------+

Go right and hit the ? Block with your hammer.  You get a coin for it.  
Now go right and hit the large yellow block to destroy it.  Now go 
right to a Heart Block.  Hit to recover all your HP.  Continue right to 
some tiered ledges.  Jump them to reach a spring.  Bounce on it to 
reach a ledge with an item on it.  It’s a Fire Flower, and it attacks 
all enemies on the screen with an attack of 3.  To check what items you 
have, press the left C Button.  Now go right again.  Goompa warns you 
about some bad Goombas loyal to Bowser ahead.

He explains the First Strike.  Jump on enemies or hammer them on the 
Field Screen to hit them first in battle.  You can practice this on the 
Goomba to your right.  It has two HP.  Beat it and head right.  A 
Spiked Goomba jumps from behind a bush.  Hit it with your hammer.  
Because of their spike hat, you cannot hit them with jumps; use your 
Hammer.  They have two attack.  After fighting it, go right to a 
Paragoomba.  These are flying Goombas.  Jump on them and they become 
normal.  Your hammer won’t reach airborne enemies, and you’ll have to 
jump on them.  Paragoombas also have two HP.  After beating it, go left 
on the upper road.  Defeat the Goomba and continue left to find a Star 
Piece.  Maybe someone would want these…  Now continue right back into 
Goomba Village.

                          +-----------------+
                          |    Goombario    |
                          +-----------------+

Go right to the gate and Goompa will open it.  Goombario and his sister 
are there to greet you.  After some small chat, Goompa goes to the 
house to give you something.  In the meantime, Goombaria takes her 
Dolly back.  Give it back to her and you’ll get a Star Piece.  And a 
kiss (ugh…  Goombas).  When Goompa returns, he gives Mario his first 
badge – Power Jump.  This is somewhat like Paper Mario: The Thousand-
Year Door…  Equip it for a more powerful jump.  Goompa explains how to 
put on and take off badges.

Press Start and move the cursor to the “Badges” option.  Press A twice 
to get to the list.  Most badges require BP.  Power Jump takes 1 BP.  
Press A to put it on.  A again takes it off.  Aside from wearing the 
badge, Power Jump costs FP, or Flower Points.  He explains that the 
Heart Blocks refill all your HP and FP, too.  Goompa decides that you 
can keep the Hammer.

It’s a shame he couldn’t accompany you on your quest to save Princess 
Peach, or else he’d beat those baddies up.  Well, Goombario is old 
enough.  Goompa decides to have Goombario join your quest.  Goombario 
joined your party!  Man, we lost Goompa for this nerd?  Anyways, press 
down on the C Buttons and he’ll tell you about nearby places, people, 
or things.  With his Headbonk move, he can jump on enemies, Goomba-
style.  With Tattle, he can look up enemies’ HP and other tidbits.  
Well, Goompa could fly and had laser eyes, but I guess he’s an adequate 
substitute.  Goompa goes off to take a nap.  Let’s go!

                         +-------------------+
                         |    Goomba Road    |
                         +-------------------+

Take a rest at the Toad House by entering and talking to the Toad.  
This way, we’re at maximum HP before we set out on our quest.  Make 
sure to equip Power Jump, too.  Notice how Mario enters bed…  Once 
you’re refreshed, exit and go right to the block Kammy dropped.  Go 
right now to a new screen.  Press A by the sign and a Goomba jumps down 
to attack you!  Now that we have Tattle, we can really learn about 
enemies.

Regular Goombas have 2 HP, 1 Attack, and no defense to speak of.  
Tattling on enemies is always wise because then you can see the HP of 
every enemy of that type.  After beating it, go right to face more 
Goombas.  With First Strike and Goombario, though, it should be easy.  
Note that you need only tattle on one enemy of a species to see the HP 
for all of them.  Have you and your partner attack the same enemy at 
once to defeat them in the same turn.  As you go along, you’ll reach 
two ? Blocks and a Brick Blocks.

Right of that is a Paragoomba.  Tattle on it with your new partner and 
you’ll learn that each have 2 HP, 1 Attack, and zero defense, just like 
Goombas.  However, hammer attacks don’t work on them.  Go right a 
screen and you’ll see a Spiked Goomba.  They’re a bit tougher, and 
you’ll want to use the Hammer to get the First Strike.  Tattle on them 
to find out that Spiked Goombas have 2 HP, 2 Attack, and no defense.  
Switch turns with Z to attack more effectively, as Goombario cannot 
jump on Spiked Goombas.  Right of that first Spiked Goomba is a 
pink/red ? Block, which I will call Badge Blocks henceforth.

They give you badges when you hit them.  This one gives you Close Call.  
When you’re in danger (you have five or less HP), it makes enemies miss 
you on occasion.  You start with three BP and it costs only one, so why 
not equip it?  Go right and check the sign for a Mushroom.  Use it in 
or out of battle to regain 5 HP.  Go right and you’ll fight a 
Paragoomba, or dodge it by zipping past with Z.  Heal at the Heart 
Block and go right.

                      +------------------------+
                      |    The Goomba Bros.    |
                      +------------------------+

Go right and you’ll see a spring.  Where’s that voice coming from?  
It’s Red Goomba and Blue Goomba (who?)!  By order of the Goomba King, 
you’ll have to get through the Goomba Bros. to pass.  They jump down to 
attack you.  Blue Goomba, the younger of the duo, has 6 HP, 1 attack, 
and zip in terms of defense.  Two Power Jumps, which you can afford 
after that Heart Block, will do the trick on him.  Then you’ll have to 
take the Red Goomba.  When Blue Goomba is done for, Red Goomba gets 
angry.  Tattle on him to learn that he’s the older of the “notorious” 
Goomba Bros.  He has 7 HP, one attack, and no defense.  Four turns of 
normal attacks will do him in.  Don’t worry about HP, though.  You get 
20 Star Points for winning, and then you can pass.  Before you do, go 
left and heal at the Heart Block.  Now go right.  Right of the spring 
is a save block.  Heal and then bounce to the next ledge and go right.  
Don’t check the sign here (it’s a Goomba).  Go right to the Goomba 
King’s fortress.

                       +-----------------------+
                       |    The Goomba King    |
                       +-----------------------+

I guess you could say that he’s the boss of the prologue, or at least 
the mini-boss.  The beat up Red and Blue Goomba enter the castle.  Now, 
Goombario is pretty dumb.  See that castle?  Of course!  There used to 
be a bridge there…  Suddenly, the earth begins to shake.  And, out 
comes a giant Goomba with a mustache, a crown, and Red and Blue Goomba 
at his side.  King Goomba looks just like Goomboss from Super Mario 64 
DS.  And so the battle begins.  Because you just beat them earlier, the 
Goomba Bros. only have two HP.

So, when the battle begins, use Z to switch to Goombario and tattle on 
the king.  Goomba King has 10 HP, one attack, and no defense.  Tag-
team, his minions could take him down.  Actually, Goomba King has the 
same stats as Mario…  Anyways, when it’s Mario’s turn, start the match 
off by using your Fire Flower.  This defeats the Goomba Bros. and 
brings the king down to 7 HP.  From there, use two Power Jumps and a 
Headbonk to finish him.  His sweep kick is incredibly weak, and he 
isn’t a problem in the least.  Note that he may attack by jumping, 
causing Goomnuts to fall on your heads (2 damage).

kyogre505 has this to say about this battle for the ages: “Instead of 
wasting a Fire Flower you could always hit the Goomnut Tree (there is a 
white bandage on the tree).  When you hit it for the first move it 
deals the king and the Goomba Bros. 3 damage, therefore knocking out 
the Goomba Brothers and damaging the king. It is equal to using the 
Fire Flower, but you still have it afterwards.”

Beating him earns you plenty of Star Points – over thirty.  This levels 
you up.  Pick HP (you’re very low right now and you have no badges or 
FP moves to spend it on).  After being beat, they retreat into the 
castle.  Try to enter and they reveal the location of a switch outside.  
Check the bush with A and a switch appears.  Jump on it and Goomba King 
pops up to trick you.  It doesn’t work, and the castle crumbles.  Cool 
graphics!  Goomba King is cast into the distance and you can cross the 
bridge to Toad Town.  Hooray!  Cross it and Kammy flies off to report 
your progress.  Having practically beaten the prologue, you can now 
save.

               +---------------------------------------+
               |    Bowser Presents the Koopa Bros.    |
               +---------------------------------------+

Kammy flies off to Peach’s castle in the sky.  She tells Bowser that 
Mario defeated the Goomba King.  As they talk, the Koopa Bros. pop out.  
They’re Italian and they love pizza…  no, sorry, wrong cliché.  They 
claim that they can whoop Mario with the power of teamwork.  Bowser 
orders them back to the fortress to guard the Star Spirit.  Ha, those 
idiots crack me up!

                        +--------------------+
                        |    To Toad Town    |
                        +--------------------+

Goomba Road is still dragging on.  Take the ledges down and you’ll 
reach a ? Block.  Hit it for a Sleepy Sheep.  This item makes enemies 
fall asleep, totally defenseless with no attack, provided it works.  Go 
right and you’ll find the pavilion before Toad Town.  The world is open 
for exploration!  Before you go right a screen, though, hit the tree 
with your hammer to make a spring fall down.  Bounce on it to get atop 
the pavilion and open the chest here for the Hammer Throw Badge.  With 
it, you can hit enemies anywhere on the screen with your hammer.  It’s 
an FP-consuming badge, but you won’t be able to (and shouldn’t) equip 
it.  Fall off the pavilion and go right to enter the town.

                          +-----------------+
                          |    Toad Town    |
                          +-----------------+

The center of the map in this game is Toad Town.  It’s a thriving city, 
but it’s in an uproar right now according to the first Toad you see.  
In Mario games, Toads are the subjects of Princess Peach.  They wear 
mushroom hats on their head to show that they’re from Mushroom Kingdom.  
However, not all Toads are Peach’s servants.  In fact, most aren’t.  
Anyways, we shall systematically explore Toad Town.  First, go right.  
The house here is home to Russ T., the wisest Toad.  If you’re 
interested, he can share information with you.

Now, the pipe outside his house is interesting.  Jump on it and tilt 
the Control Stick down.  This is the warp pipe between Mario’s pad and 
Toad Town.  The point of being able to go here is purely for visits to 
Luigi.  Lucky for him, he ran outside as the earthquake began.  He also 
notices that you have an enemy following you.  Luigi would help on the 
adventure, but he has to watch the house.  Right now, we can’t really 
laugh at Luigi well; let’s leave.  Take the pipe back to town.

Right of Russ T.’s humble abode is an item store, Shroom Grocery.  
Nothing is that good, but POW Blocks are a good deal.  Get two of them 
for the price of one Fire Flower.  Honey Syrup is an item you haven’t 
seen yet.  It restores 5 FP and it costs 10 coins.  Fright Jars cost 
five coins.  They summon a spooky spirit to scare away some minor 
enemies.  Don’t buy it.  Fill up on items you want and exit.  You can 
carry up to ten items at a time, and you can sell anything you don’t 
want.

To the right of them is a dojo, but you cannot train there – yet.  Go 
right a screen.  There’s a news board here you can read for updates and 
behind it is a building.  It is for the fortune-teller, Merlon, and he 
can predict what you need to do next in your adventure.  However, he’s 
missing at the moment.  Right of it is the post office.  Talk to the 
Paratroopa behind the desk to read letters (you have one).  It is from 
the Red & Blue Goombas.  They realized the error of their ways and want 
to be friends when Goombario returns.

Right of the post office is a Save Block and a Toad House.  Right of 
them are some bad Toads.  They’re, like, totally villainous and not 
budging.  Rowf and Rhuff have a badge shop toward the south, but it’s 
not set up yet.  Now for the main attraction.  Between Merlon’s house 
and the post office is a blue gate that leads to Peach’s castle’s 
former location’s position.  Check it and go forward.

                    +----------------------------+
                    |    Merluvlee and Merlow    |
                    +----------------------------+

There’s a huge gaping hole where the castle was, but you want to go 
right, anyways.  Do so and continue right to a sign.  This is Shooting 
Star Summit.  It’s sort of like Star Hill in Super Mario RPG.  Take the 
lower path to reach a large house.  The fortune-teller here is named 
Merluvlee, and she appears in both Paper Mario games.  She can foresee 
the location of badges, Star Pieces, and Super Blocks.  Super Blocks 
upgrade your partners.  But you have a guide, and you need not waste 
your coins.  Go right and take the stairs up to find Merlow.

He collects Star Pieces, like Dazzle does in Paper Mario: The Thousand-
Year Door.  Swap badges for your hard-earned Star Pieces.  Right now, 
you can afford either Attack FX A, which changes the sound effects of 
your attacks, or Pay-Off, which gives you more coins after battle if 
you lose lots of health.  I suggest you buy both, as you do have two 
Star Pieces (if you’ve been using my guide, that is).  The sound for 
Attack FX A is a rather strange echoing noise.  It costs zero BP, and 
is more of a novelty than anything else.  Pay-Off costs 2 BP.  With 
those in hand, exit the house, go left, take the upper path, and go 
right.

                    +----------------------------+
                    |    Shooting Star Summit    |
                    +----------------------------+

When you enter, go left to find a Star Piece.  Now go right and jump 
the ledges to reach the top.  There you’ll find Eldstar, the Star 
Spirit who contacted you earlier.  The six others appear around it.  
Their job is to grant the wishes of good people while they live in Star 
Haven.  Bowser and his followers invaded the haven and stole the Star 
Rod.  The Star Rod can grant any wish.  Bowser, who is evil, has been 
making wishes (like “I’d like to trounce Mario” or “I want Princess 
Peach to like me.”), but he is selfish and evil, and they were never 
granted.  Because his wishes were ignored, he stole the Star Rod.  For 
now, he is content with what he has, but soon he will wish for worse 
things.  He already wished that the Goomba King would be stronger.

The only way to stop him is to retrieve the Star Rod and place it back 
in its rightful place.  You need the Star Spirits, and they need you, 
to do this.  He is all-powerful now, and you cannot face Bowser as you 
currently are.  But, if you reunite the seven Star Spirits, they can 
give you the power to resist his terrible strength.  But, they are 
currently being held by Bowser’s minions, and they cannot talk to you 
without exhausting nearly all of their power.  Now, they are only 
illusions.  First, you must rescue the Star Spirits.  They are cut off 
midway in their speech, and they disappear.  You can save afterward.

                  +--------------------------------+
                  |    Twink and Action Command    |
                  +--------------------------------+

Before each chapter ends, you get to control Peach shortly to discover 
things from the inside-out.  Right now, Peach is worried because Mario 
is probably six feet under, or at least extremely hurt.  Those who 
didn’t escape the castle quick enough are imprisoned, and the Mushroom 
Kingdom will be destroyed at this rate.  As she talks to herself, 
Bowser and Kammy Koopa enter her room.  When they’re done rambling and 
they leave, Peach hears someone outside.  Mario!  Nope, it’s not.  Out 
on her balcony is a tiny Star.  His name is Twink, and he’s actually a 
Star Kid.  It is the duty of the Stars to grant wishes.

Peach wishes that Twink steals the Star Rod, but no can do.  In fact, 
Twink can’t do much of anything.  He can’t do big wishes, you see.  
Peach asks for something doable, though.  She asks Twink to take a 
Lucky Star to Mario.  Also, Twink will deliver a message.  Twink flies 
off to Mario up on Shooting Star Summit.  As Mario, go left and Twink 
will crash into you.  He gives you the Lucky Star.  With it, you can 
perform action command.  Finally!  Have him explain it to you.  
Goombario will be your sparring partner to example action command.  
It’s quite easy and very useful.

Before you land on an enemy from a jump (just before), press A to 
bounce up and land on them again, doing double the damage.  Now 
Goombario tries to attack Mario.  The other action command is 
defensive.  Exactly before an enemy deals you damage, press A to block 
it.  This raises your defense by one during their attack.  If you use 
the Hammer, then hold the Control Stick to the left and wait for the 
gauge to fill completely to release it.  It does one point more damage 
than normal.  Keep practicing it if you need to master it.  Now we are 
way stronger than before.  But, following Twink was a Magikoopa looking 
for Mario.

Determined to become famous, the Magikoopa tries to defeat Mario here 
and now.  If you tattle on it, you’ll find out that it has 8 HP, three 
attack, and no defense.  It’s the perfect opportunity to practice using 
none other than the action command, of course.  If you’re looking for a 
quick battle, use Power Jump.  If not, two turns will be plenty for you 
to defeat this guy, assuming you don’t tattle on him.  You get fifteen 
Star Points for beating him.  After delivering a message to you, Twink 
takes off.  Peach is okay, boys!  Remember, the fate of Mushroom 
Kingdom rests in your hands.

                      +------------------------+
                      |    The Eastern Path    |
                      +------------------------+

I don’t know; maybe this is just me.  But, I got a bad feeling about 
those black Toads near the eastern exit in Toad Town.  First, though, a 
Toad tells you that Merlon is looking for you.  Merlon is a tad 
eccentric.  He’s a fortune-teller, and a real recluse at that.  Knock 
on his door once and he’ll say he’s out.  Knock again and he barges 
out.  Enter his house and you’ll see that it’s one big fortune-teller’s 
tent.  As Merlon relates the story to you, though, Mario doses off.  
Although you didn’t hear it, Merlon was telling the story of how he got 
his psychic powers.

For a small price, he can show you the right path.  By his second 
sight, you must first defeat the Koopa Bros. in their fortress.  To 
reach the fortress, go east of the Toad House.  That is all.  Exit.  
Just a note, Merlon is also in Paper Mario: The Thousand-Year Door.  
Now go right.  Heal at the Toad House and talk to them.  Gasp!  They 
reveal that you shouldn’t talk to old man Merlon.  Hmm, they seem oddly 
suspicious.  Just to be a jerk, let’s go see Merlon.

Talk to him (not from behind the desk, but right next to him) and he’ll 
lead you to those wicked Toads.  Merlon doesn’t think they’re Toads.  
Using his powers, he reveals their true forms.  The Koopa Bros.!  Those 
phony bolognas are always up to no good (what?).  According to Merlon, 
we should stop the Koopa Bros. and seek help from a blue-shelled Koopa.  
Hmm, maybe he’s an ex-member.  Now Merlon leaves.  Boy does he walk 
fast.  And with that, head east.

=======================================================================
==============================Chapter 1*===============================
=======================================================================

                    “Storming Koopa Bros. Fortress”

                        +---------------------+
                        |    Pleasant Path    |
                        +---------------------+

Go right to see a Koopa Troopa.  They’re a new enemy, and they are as 
old as Goombas when it comes to Mario.  Tattle on it now.  There are 
some definite strategies to use against these Bowser followers.  In 
fact, Bowser is a Koopa, but not a Koopa Troopa.  Each have 4 HP, one 
attack power, and one defense.  They’re all but invincible unless you 
use an action command Hammer attack – normally.  However, they are 
actually incredibly easy to beat.

Jump on them once and they flip onto their backs.  Now they have no 
defense and they can’t attack for a while.  First, flip the Koopa 
Troopa with a First Strike.  Then tattle on it.  Then you should beat 
the Goomba with an action command jump attack.  After fighting a 
Paragoomba, hit the blocks near it for coins and go right.  Beat the 
Spiked Goomba and then hit the Brick Block and its matching Badge 
Block.  Out comes the Dizzy Attack Badge.  With it, costing 2 BP, you 
can use attacks that make enemies dizzy.  When the dizzy status is in 
effect, the dizzied character cannot move.  Go right again and hit the 
blocks for a Fright Jar.  Now go right a screen.

Hit the ? Block for a POW Block.  They deal two damage to all enemies 
on the screen, and flip over Koopas.  Get the First Strike on the Koopa 
Troopa here and then beat it with distributed jumps.  Now, it would 
seem you’ve reached a dead-end.  Looks can be deceiving, though.  Hit 
the tree to make a switch fall and hit it to make a bridge form.  
Beware the Spiked Goomba on the block overhead.  Defeat the other 
Goomba in the area and go right.  Behind the fence near the first ledge 
is a Sleepy Sheep item.  Take it and go right, hitting the blocks as 
you go for coins, one screen.  Now, first note the pillar-like plants 
to the right.  Behind one is a Honey Syrup item.  Take it and go down 
at the fork in the road to reach Koopa Village.

                        +---------------------+
                        |    Koopa Village    |
                        +---------------------+

The village is overrun with Fuzzies, old Mario enemies.  Just as that 
Koopa is speaking, a Fuzzy drops down and stales his shell.  They are 
all over the place.  Go right and hit the block to give the Koopa there 
his shell.  Right of him is another Koopa.  Hit the tree with your 
hammer to reunite him with his shell.  As for the one near the 
beginning, hit it with your hammer too and its shell will return to 
him.  If you need to heal or if you’re low on items, go to the Toad 
House or shop.  You’ll find some new items there and cheaper prices 
than in Toad Town.

For 15 coins, you can by a Volt Shroom.  They briefly electrify Mario 
so that enemies who hit him are shocked.  You’ll also find a Dizzy 
Dial.  Use it on enemies to make them dazed.  Also, the Bob-ombs who 
normally work at Koopa Bros. Fortress are on strike.  Shake the tree in 
the bush in front of the place for a Koopa Leaf.  I suggest you store 
it in the store right now.  You’ll need these for recipes, and they are 
hard to come by (not really, but you might forget where they are).  By 
the way, the shop here is called Koopa’s Shop, for your information.  
There is also a Save Block in that screen.

                           +--------------+
                           |    Kooper    |
                           +--------------+

Moving on, go right once.  There’s another Koopa Leaf in the bush here.  
Store it.  In the center is a Fuzzy with a shell.  Whack it to give the 
Koopa there his shell back.  I don’t see why Koopas would think Mario 
is cool…  Go right of that Koopa and push the here down twice and right 
twice to a hole.  Use the block to reach the Brick Block, which makes 
you a hero again.  Check the one house that is jumping around to see a 
blue-shelled Koopa come out.

This Koopa, named Kooper, wants you to go hit the Fuzzy in his house 
and get his shell back.  Enter the house and the Fuzzy takes off.  
Follow it to another screen.  Fuzzies will come to challenge you 
(tattle on them).  They have 3 HP and one attack, no defense.  They 
absorb HP, making them formidable.  Beat them quickly if you want to 
survive.  Go right again to play whack-a-tree.  The Fuzzy is hiding in 
a tree and you must hammer the right one to knock it down, but it 
changes trees.

Follow it with your eyes and hit the right tree. It may differ for you, 
but it was the second tree from the right for me.  It was the same tree 
for me the second time.  It was one tree to the left the third time 
(for me).  It gives up and you get Kooper’s Shell.  Huzzah!  Go left 
and Kooper comes over.  Kooper realized that he has to stand in fight 
if he wants his shell back.  But, you already got it.  Give Kooper his 
shell and he asks if you know Professor Kolorado.  He’s an explorer and 
professor of archaeology.  He emulates him, and he’d like nothing 
better than to travel the world.  So, our second tag-along joins the 
crew.  Take him along.  He’s very useful, too.  When he’s out, press 
down with the C Buttons and you launch him into the distance to hit 
switches or retrieve items.

He can use Shell Toss to hit enemies in battle, or Power Shell to hit 
them all at once.  He is almost exactly the same as Koops from Paper 
Mario: The Thousand-Year Door, just as Goombario is equal to Goombella.  
You can switch partners with C ->.  Conveniently, the Fuzzy you got the 
shell back from earlier wants a fight now.  It’s the perfect chance to 
take Kooper for a spin.  There are four opponents, and you can beat 
them all in the first turn.  Use a POW Block and then use Power Shell.  
Power Shell costs 3 FP, by the way.  To do an action command, hold the 
control stick back like you do in a hammer attack.  You get twelve Star 
Points for winning.  Now that they’re gone, let’s kick butt with our 
newest member.

                      +-------------------------+
                      |    Items with Kooper    |
                      +-------------------------+

Two new items are now accessible to us that previously were not in 
Pleasant Path and Koopa Village.  Go left of the Fuzzy fight screen and 
jump to the second stump here.  Use Kooper’s Shell Toss to reach the 
badge across the gap.  It’s HP Plus, and it raises your maximum HP by 
five.  I highly recommend using it if you have three BP to spare.  Now 
go left to continue back to Koopa Village.  Fortunately, the Fuzzy 
infestation is over.  Go down from Kooper’s house and push the block 
right twice and down twice to a marked panel.  Jump and hit the Brick 
Block to knock down a Star Piece.

Now, go right and up to the last house in the village.  Inside is Koopa 
Koot, the mayor of the fair town.  Do him a favor – specifically, he 
wants the book “Koopa Legends,” and he wants you to borrow it from 
Kolorado.  A note about Kolorado.  His father dies in Paper Mario: The 
Thousand-Year Door, in Hooktail’s Castle.  It might be annoying that I 
keep referencing the sequel, but it was just such a good game.

Anyways, exit and go left a screen.  By the Save Block you’ll see Chuck 
Quizmo, a bug wearing a silk hat who has his own game show.  Talk to 
him to play (you might want to save first).  He will quiz you, and you 
get a Star Piece if you answer his questions correctly.  Try it and 
he’ll ask a question.  This time, it’s “What is the name of Goombario’s 
younger sister?”  The answer is Goombaria.  There’s another Star Piece 
in the bag.  And now Chuck takes off.  Now, go right a screen and enter 
the first house.  Talk to the Koopa here, who is Kolorado’s wife.  She 
gives you the book Koopa Koot requested.  With it in hand, go back to 
Koopa Koot and deliver the goods.  “Great galloping Goombas!” is right.

He gives you a coin for helping him.  He has many other favors.  
Lately, he’s been having bad sleep.  Give him a Sleepy Sheep and he’ll 
give you a coin.  He also gives you a Silver Credit.  It will let you 
into the Playroom in Toad Town.  At the moment, he needs no other 
favors.  So, exit his house and go left twice.

Go left up the path here and go left again.  Here, go down and, at the 
end of the ledges, go down (toward the screen).  Follow the path here 
to see a gap with a Star Piece on the other side.  Use Kooper’s Shell 
Toss to reach the Star Piece and retrieve it.  Now go right a screen.  
This time, go right a screen over the bridge.  Use Kooper to retrieve 
the coins here (otherwise a Koopa Troopa will assault you).  Now go 
straight forward to a ledge.  Use Kooper here to hit the Brick Block 
and then fall down to retrieve the Thunder Bolt.  It strikes one enemy 
and deals five damage.  Go further right past the Spiked Goomba to see 
a gap.  Use Kooper to hit the blue switch across it and make a bridge 
form.

                   +-------------------------------+
                   |    To Koopa Bros. Fortress    |
                   +-------------------------------+

Cross the bridge and you’ll see a Koopa Paratroopa.  Tattle on it with 
Goombario (switch them out either in battle or before it) to learn that 
they have 4 HP, one attack, and one defense.  Like Paragoombas, jump on 
them and they become normal Koopas.  They should be easy for you.  When 
you’ve won, go right.  Face the Paratroopa here if you’d like and go 
right again.  Keep going to find a Heart Block.  Use it and go right.

                    +----------------------------+
                    |    Koopa Bros. Fortress    |
                    +----------------------------+

Go to the door and Black comes out.  Black retreats to tell his leader 
that Mario’s already here.  Save at the Save Block and enter the 
fortress.  Go down and around the path here to a Koopa Troopa.  
Accompanying it is a Bob-omb, a new enemy.  The black kind are evil, 
the pink ones are good.  They have 3 HP, 1 attack, and no defense to 
their name.  Attack them and they become angry.  Attack again and boom!  
They blow up in your face, which is not good for your health.  Beating 
the Koopa Troopa makes it drop a Fortress Key.  In large buildings like 
this one, keys can be used to unlock locked doors.  They come in many 
varieties.  Use it to unlock the door to the right.

In this room, go right past two Bob-ombs and go through the door.  
Green has hidden a key behind the bars here.  Green hightails it out of 
their and leaves you to fight his underling.  Bring it on!  Defeat the 
enemy here and go right past two cells.  A Koopa Troopa slips through 
an opening to attack you.  Beat it or skip it and go through the tiny 
crack between the wall and the cell to reach the Power Bounce Badge.  
Finally, being papery pays off!  This badge lets you jump on enemies 
continually until you miss an action command.  It costs 2 BP, but it is 
one of the better badges for many bosses.

Now exit the cell and go right.  Ugh, how tantalizing!  Another cell 
with a fortress key in it.  Go right a room to a staircase room.  
Defeat the Koopa Troopa here and a blue switch falls.  Hit it and the 
stairs lower to lead down.  Take it down and go left.  In here, you 
must defeat two Paratroopas and a Koopa Troopa.  Get out Goombario for 
this fight.  When you’ve won, go left a room.  In here, you’ll see two 
flame chains made up of Podoboo links.  In Mario games, Podoboos are 
living flames.  Jump to avoid the flames (should you be hit, you lose 
one HP) and go left all the way to get a Fortress Key.

Now return to the stairs room.  Take the stairs up and unlock the door 
to the right at the top.  Now go through the door.  Yellow is there 
nailing something to the ground…  He’s going to skedaddle when you 
arrive, though.  Take the upper path up to the ? Block Yellow stood by 
and jump to hit it.  This triggers a trapdoor, causing you fall into 
the prison cell of the fortress…  As always, Mario’s reputation 
precedes him.

There are five Bob-ombs in total in this jail cell, four not including 
the pink one, who is a Bob-omb Buddy.  Her name is Bombette, and she 
tells a tragic tale…  The Bob-ombs were being enslaved and worked into 
the ground, and the Koopa Bros. imprisoned them because they might 
revolt.  Promise to spring her from this joint and she’ll join your 
group!  Ha, two partners in one chapter.

Press the down C Button to throw Bombette, who will explode.  She 
recovers afterward, but now you can dent cracked walls and blow up 
obstacles.  In battle, attack with Body Slam or Bomb.  Bombette wants 
to demonstrate her abilities by destroying the cracked wall to the 
left.  An escape route!  Of course, they were small enough to fit 
through the bars…  Exit the cell and walk around.  A Koopa Troopa and 
two Bob-ombs have come to spoil the fun.  Start off by jumping the 
Koopa and having Bombette body slam that sucker.  To do her action 
command, hold A until the gauge is full.  Now, defend against the Bob-
omb attacks and hammer/body slam the Koopa to beat him.  Defend again 
and the rest should be cake.

When you’ve won, exit this room through the door.  Take the stairs up 
and go through the door to the left.  See the crack in the cell wall?  
Have Bombette explode by it.  Now go through the opening for another 
Fortress Key.  Now go right two rooms.  Take the lower path here around 
past double doors to reach a crack.  Blow it up with your newest 
partner and go outside.  Note that if you want to save, there’s a Save 
Block just outside those two doors before the crack in the wall.

Go right and open the chest for the Refund Badge.  Wear it and you get 
coins back for using items in battle.  It only costs 1 BP.  Now go back 
inside.  Head up the walkway you used to fall down the pit and go left 
through the door.  In here, walk around.  Note the presence of a 
Paratroopa.  On the other side of the room is a locked door.  How 
convenient!  Go through it with your key and pull out Kooper.  Use him 
in here to hit the switch across the gap.  Now cross the stone 
platforms until you reach the wall.  Hit the stone while on the stone 
wall platform to lower the wall.  Go left and repeat the process to 
reach a set of stairs.  Take them up to a door (go through it).

On the other side, go around toward the screen and hit the switch with 
your mallet.  Beat the Koopa Troopa if you desire and take the lowered 
stairs down to a concrete slab.  Have Bombette blow up the wall and go 
through the crack to a Fortress Key.  Go left a room and take the 
stairs back up to a locked door, which you will now unlock.  This leads 
to a switch.  Hit it and stairs appear in the watery pool in the first 
room.  Fight the Koopa Troopas there if you want and then take the 
stairs up.  Follow the path all the way up, not stopping at the door, 
and you’ll reach a Bob-omb and a badge.  Touch it to get it – the Smash 
Charge Badge.  Wear it to increase Mario’s hammer’s power by two when 
you charge it at the price of 1 BP.  If you can spare the BP, it’s not 
a bad badge.  Make note that it costs 1 FP to use, but can be effective 
in boss battles.

Go back down with your new badge and open the door.  We’re outside!  Go 
forward and you’ll see the Koopa Bros. come out.  Red explains that 
they simply hadn’t had time to prepare for him, or else he’d be kissing 
daisies (he’d be dead).  In the meantime, the Koopa Bros. set up 
cannons.  Get out Goombario, ‘cause it is tattling time.  Just to let 
you know, there’s a Maple Syrup (restores 10 FP) behind a stone you can 
blow up with Bombette down the first alley you reach.  Dodge in the 
alcoves to avoid them.

If you do face them, know that they are kamikaze fighters; don’t beat 
him quick and they suicide attack you.  They’re old Mario characters.  
Each has 2 HP, 2 attack, and no defense.  POW Blocks and Fire Flowers 
are effective here.  By the way, notice the music.  It’s the Super 
Mario Bros. 3 ship music.  Jump over Bullet Bills to avoid fighting 
them.  At the last alcove, you’ll find a Heart and Save Block.  Heal 
up, save, and then close to the cannons.  Wait for them to fire and 
jump!  These enemies, Bill Blasters, are not hard.  However, they’re 
probably the toughest things you’ve ever faced so far.  Each have 4 HP, 
no attack, and one defense.  No attack?  That’s right.  They do not 
attack you directly, but instead they fire continuous Bullet Bills to 
sacrifice themselves for the cause.

So, how do you beat them?  First, Goombario is useless.  Kooper and 
Bombette are better for this battle.  Use Mario’s hammer (you might 
want to use Smash Charge) and get action command.  If you still have 
that Thunder Bolt we got on Pleasant Path, use it against one of them 
now.  If you equipped your newest badges, it’s most effective to charge 
twice and then beat them all in a single shot (assuming you got the 
action command).  Of course, they’re not hard, and they yield many Star 
Points.

After beating them, save at the block and heal at the Heart Block.  Now 
enter the fortress through these doors.  It’s Black!  And Red!  And 
they’re getting into formation.  They sure are cool.  Now let’s fight!

                         +-------------------+
                         |    Koopa Bros.    |
                         +-------------------+

Ah!  It’s Bowser!  This enemy, called Bowser???, has 10 HP, 1 attack, 
and one defense.  He’s really quite easy.  Get out Kooper, or Bombette 
if you prefer, and do two damage each attack with action command.  
Don’t jump, as it will be useless.  Unless you’re saving your FP, it is 
worth it to charge your hammer.  When you win, the costume crumbles.  A 
fake?  Afterward, the Koopa Bros. come out.  They’re so cool…  Stacked 
on top of each other, they get ready to show you no mercy.

Their special spinning attack is pretty effective.  It does four 
damage.  Attack them twice and they fall to the ground.  Each Koopa has 
five HP, with one attack individually, but with defense one.  After 
knocking them down, attack each relentlessly.  Eventually, you’ll have 
one beat.  They reform their special formation and do one less damage.  
Continue the process to beat them.  Spend each turn that you have when 
multiple ones are alive jumping on them (Goombario is useful for this 
battle).  They are quite useful if you use this strategy.

You get thirty-two Star Points for winning, and the Koopa Bros. fall 
down to their own prison cell!  Hilarious!  The wreckage of Bowser??? 
blocks the escape route, too.  After winning, a mysterious card 
appears.  Touch it and you’ll free Eldstar, the first Star Spirit.  And  
then they play the Super Mario Bros. 3 level-clear music.  If I may 
copy what the game has…

“And so Mario and friends beat the Koopa Bros. at their fortress and 
rescued the first Star Spirit.  Still, six Star Spirits remain 
imprisoned, and they must save them as quickly as they can.  The future 
of the Mushroom Kingdom, Star Haven, and, of course, Princess Peach 
lies in the hands of Mario…  and his new friends.  Their adventure has 
just begun.”

                       +-----------------------+
                       |    Enter the Peach    |
                       +-----------------------+

Twink stops in to speak with Peach.  Peach is depressed, as she needs 
to find a way out of her room.  She remembers hearing about a secret 
passage from the Minister.  Of course, the secret lies in the 
fireplace.  Now you can control Peach!  Finally, err, aw man!  Check 
the picture by it (right) and you’ll find a switch.  Flip the switch 
and the fireplace simmers down to a hallway.  Enter and go left to 
another switch.  Press it to flip the wall and get into a new room.  To 
the left is a diary... of Bowser.

Keep reading (it’s irresistible) to learn that Bowser loves Peach!  
Whoa, that’s crazy.  In this entry, Bowser records how the Koopa Bros. 
got owned by Mario.  It also writes that the next Star Spirit is being 
held in Dry Dry Ruins.  Twink is going to go off to tell Mario where it 
is being held.  As they read, Bowser enters the room.  Koopatrols enter 
to take away the princess.  And the guards get pay cuts, I’m sure.

                    +----------------------------+
                    |    Eldstar’s Star Power    |
                    +----------------------------+

Eldstar believes that you will save them all.  He will now recover his 
power slowly.  To aid you in your quest, he gives you a new attack.  
Actually, it’s more of a move.  You got Star Power and Star Energy!  
Listen up, folks.  Under your HP is your Star Energy gauge.  Each star 
on it marks one unit of Star Energy.  For every Star Spirit at your 
command, you have one more unit.  Eldstar will give you two abilities, 
the first being Refresh.  It lets you restore five points of HP and FP 
at once.  It also cures poisoning and shrink, making it even better at 
times.  It costs 1 unit to use, which means you’re empty for the time 
being.

Every turn, you regain a bit of lost Star Energy.  The other Star Power 
Eldstar teaches you requires no Star Energy.  It is called Focus.  It 
lets you regain more Star Energy than normal during a turn.  It fills 
almost an entire unit.  You also replenish Star Energy by napping at 
Toad Houses.  And then, Eldstar reveals their plan against Bowser.  
When all seven Star Spirits are gathered, they can bestow upon you the 
ultimate ability – Star Beam.  It is the sole attack that can 
counteract the Star Rod.  If Bowser was smart, he’d go to Star Haven 
and kidnap Eldstar again, but he does not.  The chapter continues until 
we reach the next new area.

                    +-----------------------------+
                    |    Revenge of Jr. Troopa    |
                    +-----------------------------+

Go left of Koopa Bros. Fortress and heal if you somehow managed to get 
hurt.  Notice, when you first come out and go left, that there’s a wall 
here you can blow up with Bombette.  You’ll see it as you make the 
curve.  Blow it up and enter the warp pipe here.  Go right to a chest.  
It contains the FP Plus Badge.  Costing 3 BP, it increases your max FP 
by five.  Now go left and fall down the front wall to be back at the 
Heart Block.  Continue left until you reach the Koopa Troopa.  By it is 
a tree.  Hammer it for a Star Piece.  Continue down this path as if 
headed for Toad Town.  Near the entrance, Jr. Troopa jumps out of the 
bushes to ambush (pun) you!

As he runs at you, he falls in the water, but that won’t stop him.  
He’s right, though, he’s much stronger than before.  Jr. Troopa can now 
use his egg to hide in and raise his defense.  He has 15 HP, 2 attack, 
and one defense.  Power Jumps or Smash Charges are good to use here.  
He attacks by jumping, making him pretty easy to defend against.  
Combined with your partner, who should not be Goombario, you can easily 
beat this runt in eight turns at most.  Beat him for twenty Star 
Points.  Afterward, you can hammer his body.  Jump on it, too, or use 
partners to explode in his face.  Now return to Toad Town.

                      +-------------------------+
                      |    Toad Town Changes    |
                      +-------------------------+

As soon as you enter, Twink stops by to tell you to look for the next 
Star Spirit somewhere in Dry Dry Desert.  Save, rest in the Toad House, 
and get ready to experience a whole new side of Toad Town, literally.  
First, Rowf has set up the badge shop.  Currently, he’s selling Speedy 
Spin, a badge that increases the distance Mario can spin dash (Z), for 
50 coins, Multibounce, which lets Mario jump on all enemies in a row if 
action command is right, for 75 coins, and 100 coins for First Attack, 
which lets Mario beat weaker enemies with a First Strike alone.  
Personally, First Attack is a rip-off if you buy it now.

If you have the coins, then buy all three.  But, if you have 150, I’d 
buy Multibounce and Speedy Spin.  Right now, you’re so weak that hardly 
any enemies are considered weak enough to be defeated by First Attack.  
Note that each badge requires just 1 BP.  If I were you, I’d equip 
Speedy Spin right now.  It is the most useful way of getting from point 
A to point B.  You have a new letter, from Kolorado’s Wife, at the post 
office.  It’s for Kooper.  If you go to Luigi’s, you can use Bombette 
to blow up the rock he’s sitting on.

Also, the Dojo is now open.  You can now fight Chan.  When you fight 
him, note that he has 15 HP, 2 attack, and two defense. He is easily 
beaten, though.  Use Goombario to jump on him, flipping him, and then 
attack his underside with Mario.  You get no Star Points for winning, 
but you do get the First-Degree Card.  Beat Chan and you can then fight 
Lee.  Like Doopliss, just about the coolest character ever (Paper 
Mario: The Thousand-Year Door), Lee can transform into you or your 
partner.  Lee has 20 HP and, depending on who he takes the form of, the 
attack and defense of your partners.  It’s kind of funny if disguised 
Goombario tattles on Mario, though.  Definitely hope he becomes 
Goombario.  He’s easiest to counter with action command, and tattle is 
useless against you.  But, normally, Lee is extremely strong.  In his 
regular state, he has 5 attack and no defense.  You want him to 
transform, and it’s lucky for us he does it every other turn.  You get 
no Star Points, but you do get the Second-Degree Card.

Then you can face The Master.  He’s incredibly tough – he has 50 HP, 6 
attack, and no defense (thankfully).  If you want to beat him, then 
come with many Mushrooms and the like.  However, he’s out of your 
league for now.  Best leave him for later (of course, you might stand a 
chance if you buy ten Thunder Bolts, but you’ll die before you can use 
them).  Now, leave the dojo.

Go right a screen (to the one before Peach’s castle) and then go south.  
Previously, the earthquake had knocked down some crates and beams 
stacked here, blocking the path south.  From here, you can do many 
things.  First, go south to the exit, but do not leave the screen.  To 
the right is Bub-ulb, a flower creature.  Talk to it to get the Magical 
Seed.  Now go north.  To the left, south of the post office, is Minh 
T., a Toad with planting abilities.  Talk to her and give her the 
Magical Seed.  This is for something much later on in the game.  Go 
back south.  To the left is Tayce T.’s house.  Remember her?  You saw 
her in Peach’s castle before Bowser took over.  Like Zess T. in Paper 
Mario: The Thousand-Year Door, she cooks if you give her ingredients.  
See the section entitled “Recipes” to learn how to cook.

There’s also a pipe here, but we’ll explore it in a future chapter.  To 
the east of this fair town screen is Forever Forest.  We cannot 
penetrate it yet, so we’ll leave that for later.  Go west.  See that 
strange duck-billed thing there?  That’s Chet Rippo (he looks much 
different in the sequel).  Do NOT pay him.  He will upgrade one of your 
stats for coins, but he downgrades another one to do it.  There’s also 
a nice item shop here with several new items (it’s called Harry’s 
Shop).  Super Shrooms, priced at 20 coins, restore 10 HP.  Tasty Tonics 
cure poisoning and shrinking.  Thunder Rage, a very good item, deals 
five damage to all enemies on the screen (it costs 20 coins).  Stone 
Cap, at 30 coins, turns Mario to stone, defending him, but making him 
immobile for a while.

There’s a port west of there, but it is of no use to use now.  Go right 
and then south to the Train Station.  First things first.  Go left and 
hit the tree with your hammer to make a pipe appear.  This is the 
Playplace, the one you have a Silver Credit for (from Koopa Koot).  
Gamble there if you’d like.  Otherwise, go right to a big pig-looking 
think.  A Toad runs up to explain Li’l Oinks.  Li’l Oinks are 
mysterious creatures that hatch in eggs.  If you hit the bar overhead, 
an egg comes out.  Hit it with your hammer and it hatches.  They are 
more of a novelty than anything else, but they can be addictive.

Anyways, this happens to be the Train Station to Dry Dry Desert that 
everyone has been talking about.  However, the train can’t leave due to 
a rock blocking the path.  Get out Bombette and fix the problem.  Now 
go catch the train (talk to the conductor Toad).  It’s bound for Mt. 
Rugged, overlooking the vast desert.  Take it and so begins Chapter 2.

=======================================================================
==============================Chapter 2*===============================
=======================================================================

                    “The Mystery of Dry Dry Ruins”

                  +--------------------------------+
                  |    Mt. Rugged and Parakarry    |
                  +--------------------------------+

Conditions are harsh here on the mountain.  Shake the bushes in the 
area for an Egg (it restores 5 HP).  Now go left and up through the 
opening.  Follow the path to a Heart Block.  Really, it’s quite 
straight forward with no forks at all.  Notice the metal box.  Our 
current hammer can’t bust it.  We’ll have to get either a new hammer or 
a new partner…  Heal at the block and go right.  A Paratroopa flies 
from nowhere and hits you!  Wait, it’s Parakarry, the mailman.  He’s 
lost a letter and he can’t find it.  If you find it, let him know.

For now, though, go right a screen.  See that slope?  According to two 
Toads in Toad Town, it’s what Mt. Rugged is famous for.  Climb the 
stairs and you’ll see a wooden beam.  Check it and you’ll slide down, 
collecting the coins on it.  Now climb the stairs again and head right.  
As you go, a new enemy pops out of the ground.  It’s a Monty Mole.  
These Mario old timers have 3 HP, 2 attack, and no defense.  They’re 
not exactly a big deal.

As you go right, you’ll reach a fork in the road.  Go down.  Head right 
to find a Monty Mole and a ? Block.  Hit both and you’ll end up with 
Star Points and a Sleepy Sheep.  Go left to a yellow block.  Hit it and 
go left.  See this mole?  His name is Whacka, and you can hit it with 
your Hammer for an item called Whacka’s Bump, which restores 25 HP.  Do 
not do it.  There’s a limit to how many times you can, and it is needed 
for some recipes.  Instead, go right, up the steps, and then right a 
screen.

Save at the Save Block and head right.  Head right up the steps until 
you see a letter on the ledge.  Go right a bit more to a step and then 
head left to the edge of that step.  Use Kooper to retrieve the Letter.  
Apparently, it’s for Merlon.  Now return to Parakarry.  Make sure to 
heal while you’re there.  He reveals that he’s actually looking for two 
other letters.

Return to where you found the last letter and go right one screen.  See 
that rock?  Of course you do!  It is one of the worst additions to the 
Mario world…  ever.  It is called a Cleft, and it’s the first of many 
types to “grace” the Mario world.  They have 2 everything – HP, attack, 
and defense.  This makes them almost unbeatable.  For now, it would be 
foolish to attack.  Unless you want to charge them (assuming you have 
the badge Smash Charge equipped), I’d run.  You’ll lose a few coins, 
sure, but it’s safe.  Head up the steps to the right and follow this 
slope upward.  Head left here, avoiding the Cleft.

See the two arches in the rocks?  Fall from the left one to get a Star 
Piece.  Fall down from here and get back to where you were before the 
fall.  Head left one screen.  There’s a slide here, which you should 
take.  Take the slide across the gap and then go left one screen.  
Here, beware of Clefts.  Take the steps to the left down and hit the ? 
Block for a Mushroom.  Take the steps to the left up and note the 
presence of Monty Moles.  Bounce on the spring to be highly elevated on 
a cliff.

To the left is a ? Block.  Hit it for a coin.  Go right (Spin Dash past 
the Cleft with Z) to find Maple Syrup.  Now go back left and take the 
slide here down.  When you land, go right all the way to find a Letter 
for Kolorado.  Now fall off the edge and go right.  Slide here and go 
back to Parakarry.  Heal and hand him the Letter.  Now, return to where 
we got the first Letter and go right one screen.  Continue right and 
head up the slope.  This time, go right.  Go right one screen and 
you’ll see a gap.  The bridge is out…  Jump down the hole, avoid the 
Cleft, and grab the Letter.

This one’s for Goompapa, Goombario’s dad, in Goomba Village.  Use the 
spring to the left to bounce back up and then return to Parakarry.  
Heal while you’re there.  Now give him the final letter (finally).  
But, Parakarry admits something.  He hasn’t just lost letters here.  
He’s lost them all over Mushroom Kingdom.  Accept his proposal to help 
him and Parakarry joins your party!  Press C (down) to let him carry 
you across gaps as he flies.  When battling, he can use Sky Dive or 
Shell Shot.  His Action Command is like Goombario’s or Mario’s jump.  
Now, let’s get off this mountain.

                           +--------------+
                           |    Buzzar    |
                           +--------------+

Return to where you found the second letter.  Do not go to that point, 
but instead the slide that led to the letter (the slide you slid before 
reaching the letter).  Drop down to the spring that you got to the 
slide from and use Parakarry to fly over the gap to the left for 
several coins and Star Pieces.  Now take the slide and use it to return 
right a screen.  Go to where you got the first letter.  From it, fly to 
the left twice using Parakarry.  This earns you the Quake Hammer Badge.  
With it, you can attack all enemies on the ground or ceiling.  It costs 
1 BP and 2 FP to use.  Now go to where we got the third letter.

Do not fall down the pit this time, though.  Instead, use Parakarry to 
hover over where the bridge it out.  Now get out Goombario.  Head 
across the bridge very quietly.  Don’t wake the bird in the background.  
It doesn’t matter in the end, though, as it flies over no matter what.  
It wants to claim you for a reward (you’re on Bowser’s most wanted 
list).  Now it asks you your name.  You can give an honest Mario, a 
fake Luigi, or a fake Princess Peach.  I think you can pass as Peach.  
Say Luigi and it will let you pass.  Say Peach or Mario and you’re in 
for a fight.

This bird, named Buzzar, is very tough.  He has 40 HP, 3 attack, and no 
defense. You’re limited to jump attacks since it’s in mid-air.  Buzzar 
has two notable attacks.  If it flaps its wings, press A as fast as you 
can to reduce the damage you and your partner take.  Remember that, 
when damaged, partners can’t move for the number of turns that they 
received damage.  Buzzar may also lift you in the air by its talons.  
Press A as fast as you can to fill the gauge.  If the spinner lands on 
a filled part, nothing happens.  Otherwise, you receive four damage.

Note that Buzzar also has weak attacks.  He may launch feathers at you 
(two damage).  Assuming your partner’s Goombario and able-bodied 
throughout the battle, it’ll take ten turns to be him at least.  You 
can shorten it with moves that require FP (Parakarry is better in that 
respect).  If you want to beat him down with Shell Shot, hold the 
Control Stick left until the cursor is over your target.  It can do 
five damage in one shot.  That can speed things up dramatically.

When you do win, you’ll get plenty of Star Points.  Buzzar retreats 
over the side of the cliff.  Now follow the path down (don’t worry, 
there are no enemies) to a Heart Block and Save Block.  Use them before 
going right a screen.

                       +----------------------+
                       |    Dry Dry Desert    |
                       +----------------------+

Unbeknownst to Mario, Dry Dry Desert is rich in Texas tea.  That is, 
there is a ton of oil under it, and Mario has a chance to share in the 
profit when an enterprising Ratooey named Lumpy goes to this very 
desert in search of crude oil (in Paper Mario: The Thousand-Year Door).  
Now, it’s true what they say.  It is dangerous to wander off path.  
Keep Goombario out for tattling.  If you don’t follow the path, you’ll 
be really lost.  Go straight forward to see some archaeologist Koopa 
Troopas.  The mustachioed Koopa is Kooper’s idol, Professor Kolorado.  
Currently, he’s searching for the elusive Dry Dry Ruins.  When you’re 
done conversing, head right.  Immediately, a new enemy assaults you.  
It’s a sleek relative of the Shy Guy, a Bandit.

They’re quick and mildly strong, and they can steal up to ten coins.  
Each has five HP, 2 attack, and no defense to speak of.  Once they’ve 
stolen something, they’ll try to run away on the next turn.  Simply 
damage them once they’ve stolen your money to retrieve it.  They come 
in large numbers, and you’re better off running.  Keep following the 
path.  To the right one screen you’ll meet ancient Mario enemies, 
Pokeys.  These walking cacti have 4 HP, 2 attack, and no defense.  They 
can call in reinforcements, and they cannot be jumped on.  They are 
quite damaging, and you’ll want to use Kooper or Bombette against them.

Sometimes, you get Dried Fruit from beating Pokeys.  It restores 15 HP.  
Persevere and head right again.  Here, you’ll see a stone Pokey.  
However, there is also another old Mario enemy, a Tweester.  You can’t 
fight it, though.  Instead, walk into it and you’ll be transported to a 
random spot in the desert.  Avoid these and head right again.  In this 
screen, a mouse is resting against the tree.  Head right twice more to 
reach Dry Dry Outpost.

                       +-----------------------+
                       |    Dry Dry Outpost    |
                       +-----------------------+

The people here are descendants of the ancient race that built the 
ruins.  Keep in mind that Moustafa is the leader of the town.  Go right 
and a mouse exits an item shop and runs off.  The first house you see 
has a helpful man in it.  Remember: go three south and two west of the 
stone cactus to find something special.  Also, south of where you exit 
town is an oasis.  This man knows tons.  In the desert, there are three 
trees in the shape of a triangle.  Jump in the center of them and 
something good happens.  Right now, the item shop is closed.  A 
composer lives in the next house over.  Go right a screen.

Look!  It’s our good pal Chuck Quizmo.  Talk to him to take his quiz.  
The answer to “What is the color of the block you can break with the 
first Hammer you got?” is yellow.  That’s another Star Piece in the 
bag.  Here you’ll find two interesting characters.  The first is a 
Koopa assistant of Kolorado.  The other is the mouse who says that long 
ago there was a kingdom called Dry Dry Kingdom where King Mousta lived.  
His subjects rose against him, and the kingdom lies in ruins.  Mousta 
vowed vengeance as he escaped.  With those loyal to him, he crushed the 
traitors.  King Mousta’s followers were the thieves who built this 
town.  You’ll find a Toad House in the area.

In the alley by it is a crate.  Jump over it to find another 
fortuneteller, Merlee.  Pay her coins and she enchants you.  In some 
battles for a limited time, you may get more coins.  Other 
unpredictable effects may incur as well.  Go right again and you’ll see 
a desert mouse, the other mouse that ran away earlier runs back into 
the item shop.  Follow it in.

These are good prices.  Thunder Bolt for five coins, and everything 
else is rather bad.  Yep, it’s Little Mouser’s Shop of Dry Dry Outpost.  
Dusty Hammer is a lousy item that you can throw at enemies for two 
coins.  Honey Syrup costs five coins here.  Dried Shrooms restore 1 HP 
and cost 2 coins (might as well splurge on a Mushroom).  Dried Pasta 
costs three coins.  It restores 3 HP and 2 FP.  You can also buy 
Mushrooms here for 5 HP.  Buy what you want and return to the desert 
mouse that was by the jittery mouse.

Talk to him and he’ll ask for stuff.  Give him something – Honey Syrup 
or an item like that – and he’ll ask for another thing.  Give it to him 
and then give him yet another item.  Three items do the trick.  He 
reveals that he is Sheek, and information trader.  You can inquire 
about three things – either Dry Dry Desert, how to reach the ruins, and 
his favorite food.  Choose the second.  He says that you must see Mr. 
Moustafa to reach them.  He could tell you who it is, but only the 
nicest of the nice guys can learn.  Give him more items to learn 
something else.  By the way, his favorite food is a lemon.  If you 
bring him that fruit, he might be persuaded to reveal who Mr. Moustafa 
is.  To the oasis!

                          +-----------------+
                          |    The Oasis    |
                          +-----------------+

After emptying our pockets, we’ve learned the secret.  Exit town and go 
south two screens.  This is the oasis.  Toward the south in it is 
something called a Super Block.  Hit it and you can upgrade any of your 
partners, like Mario gaining a level.  Hit it and you can upgrade one.  
I recommend you upgrade Kooper.  Right now, he’s your best partner.  If 
you choose Kooper, he’ll learn Dizzy Shell, letting him paralyze 
enemies.  Now, while you’re here, pound the trees for a Lemon and a 
Lime.  Lemons restore 1 HP and 2 FP.  Limes restores 3 FP.  For now, 
store the Lime in shops.  You’ll make use of it in cooking in the 
future.

Now that you have it, return two spaces north.  Before reentering Dry 
Dry Outpost, pound the rightmost tree with your Hammer.  Out comes a 
Letter, for Mort T. in Koopa Village.  Now head back to Sheek.  By 
giving him the Lemon, you will prove you’re a last-place-finishing nice 
guy.  But, we do get a new subject added to his inquiry list.  Select 
“How to see Moustafa.”  Go to the shop in town and buy a Dried Shroom.  
Then buy a Dusty Hammer.  Buy in that order to see the master of the 
town.

                        +--------------------+
                        |    Mr. Moustafa    |
                        +--------------------+

Go to the item shop in town and buy a Dried Shroom and then a Dusty 
Hammer for a total cost of four coins.  Mouser here reveals that to 
find Moustafa, go to the highest point in Dry Dry Outpost.  Return to 
Sheek.  He’s left his post and the door he guarded is open.  Enter and 
go right to some crates.  Hop up them the rooftops. You’ll find a 
letter for Nomadimouse, the mouse we met on the road outside the 
outpost, up here.  Continue going, using Parakarry to cross the gap to 
a door.

Enter this place and speak with Moustafa.  He is not really Sheek, but 
Moustafa!  Moustafa entrusts you with the secret to finding the ruins, 
the Pulse Stone.  The closer you are, the faster it flashes.  The Pulse 
Stone will also act as the key to open the ruins to you.  Good luck, 
chosen one, err, nice guy.

                  +---------------------------------+
                  |    Side Quests in the Desert    |
                  +---------------------------------+

Before we stop at the ruins, save in the outpost, rest at the Toad 
House, and leave.  We have two letters to deliver to desert dwellers, 
and we’ll do that plus a few other things while we’re here.  First, 
head west two screens upon exiting the outpost.  This is where you’ll 
find Nomadimouse.  Have Parakarry out and talk to him to deliver the 
letter.  It is from Moustafa.  As thanks, he gives you a Star Piece.  
Go north to find a group of trees in the shape of a triangle.  Stand in 
their center and jump to earn the Runaway Pay Badge.  With it, you get 
Star Points even if you run from battles.  It cost 2 BP.

Now go south and west once more and avoid the Tweester as you do.  If 
you do get sucked into the Tweester, go south and then west to return 
to that screen.  Here is the stone cactus, the first secret of the 
desert.  As we learned in the outpost, go three south and two west of 
that cactus.  Avoid the actual cacti.  When you reach this screen, it’s 
a rock in the middle of the desert.  Stand on it and jump to hit a 
Badge Block.  It’s the Attack FX C Badge.  It changes Mario’s attack 
sounds to a light “ugh” sound.  It costs 0 BP.

From here, go north three times and west once.  This is Kolorado’s 
tent.  Go west again to reach the Save Block and Heart Block of Mt. 
Rugged.  Anyways, at the tent, give Kolorado his letter.  Like the 
others, he gives you a Star Piece.  Although he doesn’t say, I’m sure 
the letter was from his wife.  Now go west five times.  Go south once.  
See the watch to the left?  Stand on the block near it and use Kooper 
to break the block.  This is a Stopwatch, temporarily paralyzing 
enemies for a short time when used in battle.

Now, see the other thing here?  We cannot get it directly; let’s cheat.  
Go south and then west once.  This is the only place in the desert with 
blue cacti.  Hop in the Tweester to be sent right next to the badge, 
which is the Spin Attack Badge.  At the cost of 3 BP, you can defeat 
weaker enemies with the spinning move (Z).  Now we have everything in 
the desert but the ruins.

Now that you have thoroughly explored the desert, allow me to more 
thoroughly search it by making a map below with a key.  I warn you 
ahead of time, though, that I’m not great at making these new-fangled 
computer arts or whatever you youngsters call them (*cough, hack*).  
Therefore, many thanks to Rory O’Kane for sending this in!  Thanks to 
Rory, you can scroll down with the assurance you won’t turn to stone.

|  C1  |  C2  |  C3  |  C4  |  C5  |  C6  |  C7  | 
+------+------+------+------+------+------+------+---- 
| 2Pky |      |      |      |      |      | 1Bdt | 
| 2Con | 2Pky | DDRn | 4Pky | 2Pky | 10Pk | 7Con |  RA 
|  **  |      |      |      |      |      |  **  | 
+------+------+------+------+------+------+------+---- 
|      | 1Bdt |      | 1Bdt | Twst |      |      | 
| Nthg | 1Pky | 3Pky | 2Pky | 10Cn | 2Pky | Nthg |  RB 
|      |      |      |      |  **  |      |      | 
+------+------+------+------+------+------+------+---- 
| 2Bdt |      | 1Bdt |      |      | 2Bdt | 1Bdt | 
| 1Con | Nthg | 1Pky | Twst | RaPB | 7Con | 1Pky |  RC 
|  **  |      |*5Con*|      |  **  |  **  |      | 
+------+------+------+------+------+------+------+---- 
| Klrd |      | 1Bdt | Twst |      |      | Letr | 
| MtRg | 1Bdt | 2Pky | StCs | Nmdm | 1Bdt | DDOE |  RD 
| ==== | ==== | ==== | ==== | ==== | ==== | =**= | 
+------+------+------+------+------+------+------+---- 
| 2Bdt |      |      |      | 1Bdt | 2Con | 3Pky | 
| 4Con | Nthg | 2Bdt | 1Con | 2Pky | Swch | 1Con |  RE 
|  **  |      |      |  **  |      |  **  |  **  | 
+------+------+------+------+------+------+------+---- 
|      | 1Bdt |      |      | Twst | 2Pky | Osis | 
| Nthg | 1Pky | 4Con | 3Pky | 2BCt | 1Con | HtBl |  RF 
|      |      |  **  |      |      |  **  |*SrBl*| 
+------+------+------+------+------+------+------+---- 
|      |      |      |      |      |      |      | 
| 1Pky | AFXC | 3Pky | 2Pky | 2Pky | 1Con | 6Con |  RG 
|      |  **  |      |      |      |  **  |  **  | 
+------+------+------+------+------+------+------+----

+----------------------------------------------------+
|                         KEY                        |
+----------------------------------------------------+
|         ====: Path from Mount Rugged to DDO        |
|         **: A place with collectible items         |
|          (not from enemies or characters)          |
|               AFXC: Attack FX C Badge              |
|                     Bdt: Bandit                    |
|                     Con/Cn: Coin                   |
|           DDOE: Dry Dry Outpost entrance           |
|                 DDRn: Dry Dry Ruins                |
|                  HtBl: Heart Block                 |
|                   Klrd: Kolorado                   |
|                    Letr: Letter                    |
|                 MtRg: Mount Rugged                 |
|                  Nmdm: Nomadimouse                 |
|                    Nthg: Nothing                   |
|                     Osis: Oasis                    |
|                    Pky/Pk: Pokey                   |
|               RaPB: Runaway Pay Badge              |
|                  SrBl: Super Block                 |
|                 StCs: Stone Cactus                 |
|                   Swch: Stopwatch                  |
|                   Twst: Tweester                   |
+----------------------------------------------------+

Pretty good in the updated, although it was once a monster.  As you can 
see, most of the desert is pointless tracts of land put there for coins 
and enemy ambushes (particularly C6, RA).  Get everything in it to 
assure that you never have to return.  Read this section to discover 
the secrets.

                      +------------------------+
                      |    To Dry Dry Ruins    |
                      +------------------------+

Go to Dry Dry Outpost to rest and save.  You may also want to buy items 
(like the ultra-cheap Thunder Bolts which will come in handy for the 
boss battle).  Now enter the desert.  You can either use the Pulse 
Stone, or the map.  The Dry Dry Ruins are hidden in C3, RA.  From the 
outpost, the safest path is rather obvious.  It’s filled with 
Tweesters, but I’m sure you don’t mind.  Go straight forward to the 
stone cactus.  Go north twice, west once, and north once.  Here, what 
appears to be little more than nothing is actually a huge secret.  When 
you arrive, you’ll see a stone.  Place the Pulse Stone in it and the 
boulder fades.  In an awesome cinema, the sky dark as night, the ruins 
rise from their ancient slumber.  Kolorado is shaking, the residents 
confused, and Moustafa quietly aware.  There is a Heart Block outside 
the ruins, which are maintained quite nicely.  Enter if you dare…

                        +---------------------+
                        |    Dry Dry Ruins    |
                        +---------------------+

As you enter, the scary Tutankoopa calls out to you.  He is the 
remorseless king of the desert.  The letters in his text shake when he 
talks.  Look at me, I’m Tutankoopa!  Bleoorgh!  Anyhow, there’s a Save 
Block in this first room.  Use it and move on.  Here, a Pokey Mummy 
comes out.  They are the green type of Pokey that appeared in Super 
Mario Bros. 3, the second level.  They have dried out, you see.  Each 
has 4 HP, 2 attack, and no defense, just like their brethren.  The 
difference is that they are poisonous.  Of course, beat them as quickly 
as possible and use action command to defend against their poisons.  
When poisoned, you lose HP every turn.  Now, the next Pokey Mummy is 
the guardian of a great treasure – the Spike Shield Badge.

Wear it and you can jump on spiked enemies without taking damage.  
Equip it.  It’s very useful not only now but in the future, especially 
against otherwise difficult Clefts (flip them over like Koopa Troopas).  
This place is crawling with spiky enemies.  It is 2 BP you can afford 
to spend.  If I were you, I’d just run away.  Take the steps down and 
go through the door.  Look, a key, and sand is leaking in from the 
roof.  Well, I don’t care why, I’m taking it.  This room might be 
upside-down.  Go back a room and use the Ruins Key on the door.  In 
here, press a button and sand drains from this room to the one below 
that we couldn’t reach the door in.  Go down there and go through the 
door, of course.  What else is there to do at this point?  Note, that 
at any point your HP is low, leave the ruins and heal at the Heart 
Block outside.  This will help you a lot.

It’s Tutankoopa again.  He just warns you about turning back.  There’s 
a new enemy here you’ll want to use Goombario against.  It’s on the 
stairs.  If you fought at the Dojo in Toad Town, Lee was one of these 
creatures.  They are called Buzzy Beetles, old Mario foes.  Each has 3 
HP, 2 attack, and two defense.  To penetrate their defense, jump on 
them.  Beat them with jump home attacks.  At the top of the stairs, get 
out Parakarry to fly across the gap to the right.  Now use Bombette to 
blow this wall.  Stand on the switch to drain the sand into the room 
below.  Also, get the Star Piece that was in the sand before leaving 
this room.  Exit the room and fall down to another door, which you 
should take.  Here, nab the Ruins Key and exit.

Take the stairs leading down behind the ones going up.  At the bottom, 
beware the Buzzy Beetle.  To the left is a locked door.  Open it and go 
through.  Here, hit the ? Block at the end.  Yep, three Pokey Mummies 
come out and the door locks behind you.  You’ll have to win.  Some 
might be paired with new enemies, Swoopers.  These bats hang on the 
ceiling, making them nearly impossible to hit except by good old 
Parakarry.  They each have 4 HP, two attack, and no defense.  Beat all 
of them and a Ruins Key falls to you.  Take the door and down the 
stairs you go.  Defeat/run away from the Buzzy Beetle and blow up the 
wall to the left with the crack with Bombette.  Here, fall down the pit 
and hit the Super Block.  Upgrade anyone you want, but I chose 
Goombario.  With an upgraded jump attack, he can do four damage in a 
single jump.  Now take the spring up and go right one room.  Take the 
stairs up and have Parakarry take you over the gap.

Go through the door.  This room’s a big stairs puzzle that Tutankoopa 
wants us to stay out of.  Take the first flight of stairs and hit the 
switch.  Now take the stairs to the right up and hit that switch.  Drop 
down a level and take the stairs to the left up.  Take the red stairs 
down and hit the switch.  Now get on the floor and go around to the 
first set of green steps.  Take them up and then the red stairs to the 
left.  You’re done!  Go forward to fall to a big chest.  What is 
inside?  Open it for the Super Hammer!  Finally!  The attack of Mario’s 
hammer has increased, now allowing you to break stone blocks.

There are a few we should break, not only in here but on Mt. Rugged.  
Break the one to the right and exit this room.  Drop to where we got 
the Super Block.  Blow up the wall to the left and go through.  Break 
the stone block here.  Uh-oh.  Stone Chomps jump out at you.  They are 
quite strong.  Each has 4 HP, three attack, and one defense.  Well 
guess what?  The new hammer will kick their butts.  Not to mention your 
upgraded partners.  When you’ve won, head up the steps to get the 
Diamond Statue.  Now, return to the entrance to heal at the Heart Block 
and save.  We’ll be storming the ruins’ stone block rooms.  We start in 
the first room.

Go right one room and then down the steps through another door.  Go 
right again and then take the stairs down.  Beat the Buzzy Beetle if 
you want and then go right.  Hit the stone block and a Stone Chomp 
drops down from the hieroglyphs.  Grab the Pyramid Statue quickly and 
get out of there, unless you want to fight the Stone Chomp.  Now exit 
this room and take the left door.  Here, take up the red stairs and hit 
the switch to flip them around.  Now take them up and hit the stone 
block there.  Behind it is an Artifact.  Maybe someone would want it...  
Or we could use it...  Now go left a room once more.

Drop down the steps and go left through the crack in the wall you made 
earlier.  Drop down the pit and go right.  Here, be careful not to get 
hit by the Buzzy Beetles.  Well-timed spin dashes (Z) will do this for 
you.  When you emerge, hit the stone block and then the switch beneath 
it (why wasn’t it being pressed?) to make a staircase form.  Take it up 
to another Ruins Key.  Now we’re done over here.  Go left through the 
hallway to the spring, which you should bounce on and then go right, 
avoiding the Buzzy Beetle as you do so.

It’s that creepy Tutankoopa again.  Tutankoopa, you’ll never stop me.  
I’m coming for you!  Although, I must admit that he gives me 
nightmares.  Although it may be technically true that we are tomb 
robbers, it’s for a good cause.  Now, see those statues?  Put stones in 
them.  It doesn’t matter where for now.  Now go right through the 
locked door, using your last key.  Hit the switch here to drain the 
sand.  It also reveals the order that you put the stones in.  Put the 
Pyramid Stone in the far left, the Diamond Stone in the middle, and the 
moon-shaped stone in the far-right.  Go back a room and rearrange the 
stones to that description.  Now we only need the last stone.

Go right through the lower door.  Go right over the sand to a stone 
block room.  Of course, guarding this treasure chamber is a Stone 
Chomp, which attacks you as soon as you smash the block here.  
Actually, he hasn’t attacked yet.  Get the treasure here, which turns 
out to be the Lunar Stone, and beat the Stone Chomp that falls on you.  
Remember to use good combos – an upgraded partner with your hammer (use 
action command to deal three damage to them).  Beat them in two turns 
in this way.  Now go back left through two doors and place the final 
stone in the final slot.

Remember the pattern: Pyramid, nothing, Diamond, nothing, Lunar.  This 
makes the eyes of the Chain Chomps flash and the floor in this room to 
form a staircase.  As you take it down, you’ll find a Heart Block.  
Heal, and go through the door to the right.  Your Save Block is here if 
you need it.  Tutankoopa gives you one final warning before you face 
him.  Go right through the door.

                         +------------------+
                         |    Tutankoopa    |
                         +------------------+

The room is pitch dark save two flames.  Suddenly, the headdress of a 
pharaoh appears and the flesh of the creature flutters about the room 
to combine into a single being.  It is Tutankoopa, who admits he is a 
faithful follower of Bowser.  Then the battle begins.  Living 
incarnation of Horus, son of Ra, or not, we’re taking you down, Tutan-
dork!

Tutankoopa has 30 HP, three attack, and no defense.  Really, he’s a 
weaker version of Buzzar, who we beat with weaker partners and lower 
levels.  The best option for this battle is Parakarry.  If he summons 
Chomps, beat them quickly with action command Super Hammer attacks.  
Chomps are new enemies, each with 4 HP, three attack, and three 
defense.  They are very hard to beat, though, and I recommend you use 
items solely in this battle.  Here’s what to do – do not attack Chomps.  
For a quick and easy finish to this battle, use Parakarry.  Note that 
you must’ve bought several Thunder Bolts as I instructed when we were 
back in Dry Dry Outpost.  Use every, and I mean every, turn with Mario 
to unleash thunder on the pharaoh.  This will bring him down quickly.

Then, use Parakarry’s Shell Shot attack to do five more damage.  I 
think you can afford to keep a Chomp around for three turns, which is 
how long it will take to beat Tutankoopa.  If your partner is injured 
by his magic attacks, you may want to play more defensively and defeat 
the Chomps first.  Once the pair start attacking, you can survive for 
only five turns before dying, which may not be enough alone.  Now, 
occasionally Tutankoopa’s magic attacks will hit him, doing damage to 
him.  Take advantage of his stun period by using more items, or 
hammering him if you’re low on items.  In any case, Tutankoopa is not 
hard to beat.  When you’ve won, you get twenty-nine Star Points 
(assuming you were at the same level as me).  It was easy, no?
When you’ve won, Tutankoopa’s Chain Chomp minions come and chase him 
around.  He did, after all, put them through slave labor.  What became 
of Tutankoopa?  He is out of commission.  When you win, the card of 
another Star Spirit appears.  Touch it to have retrieved it!

“Thus Mario and party unearth the legendary Dry Dry Ruins deep within 
Dry Dry Desert.  They smashes Tutankoopa the Wizard and freed Mamar, 
the second of the wish-granting Star Spirits.  But the enemies awaiting 
Mario grow stronger…  and the challenges more difficult.  What’s in 
store for Mario and friends…  Where will their adventure take them 
next?”

                        +---------------------+
                        |    Peach the Spy    |
                        +---------------------+

Bowser enters Peach’s room (that’s just peachy, pun) to make small 
chat.  According to her, Bowser is the single greatest disaster to ever 
befall the Mushroom Kingdom.  This time, Mario will have to face Tubba 
Blubba, who is invincible.  Using the Star Rod, Bowser has made him 
untouchable, although he is not quite as strong as Bowser himself.  
Suddenly, Kammy barges in.  According to her, the Star Spirit flew away 
from Tubba Blubba.  Bowser exits the room to hear the details.  Now you 
can take control of Peach with her partner, Twink the Star Kid.  Exit 
the room like last time; check the picture by the fireplace, flip the 
switch, go through the hall, and press the button to enter Bowser’s 
room.  His diary is not here, so let’s go right through the door.  
Guards are walking around with flashlights.  Avoid them and work your 
way to the door that is opposite this one (the room is symmetrical).

Here, you’ll find a badge, Deep Focus.  Pick it up.  It lets you charge 
more Star Energy than normal when you use Focus.  Now open the treasure 
chest.  This chest is a portal of sorts.  Put something in the chest 
here and there is a corresponding chest in the Mushroom Kingdom that 
you can that thing out of.  Where it is, no one knows.  For now, put 
Deep Focus into the chest.  Now, there is a door below the one you came 
from (Bowser’s door).  Enter this door.  It’s a library.  Here, you 
have to dodge the guards.  Down one alley in here you’ll find another 
badge – Power Rush.

If you get caught, put it in that chest, too.  At the end of the 
library there is a Koopatrol talking with a Hammer Bros.  The Hammer 
Bros. says that he heard a rumor that Tubba Blubba loves eating ghosts.  
He lives in Forever Forest, the top of Gusty Gulch to be specific.  
Also, he has a terrible secret that would ruin him if anyone ever found 
out.  They then find you and throw you back in your room.

                     +--------------------------+
                     |    Mamar’s Star Power    |
                     +--------------------------+

With a new Star Spirit comes a new unit of Star Energy and a new 
attack.  As a gift, you can now perform Lullaby.  Use it to make 
enemies fall asleep in battle.  And now she is off.  Now let us return 
to Mt. Rugged to get the few remaining items there.  From the ruins, go 
west twice and south three times.  Here, give Kolorado the Artifact 
from the ruins.  Thrilled, Kolorado gives you a Star Piece for all your 
trouble.  Accept it cordially.  Now go east of here to be back on Mt. 
Rugged.

               +--------------------------------------+
               |    The Super Hammer in Mt. Rugged    |
               +--------------------------------------+

First, after going left of Buzzar’s nest, stop at the ramp going down.  
Take it down and then go right on it.  Use Parakarry to fly across this 
gap and reach a Bub-ulb.  Talk to it and it will give you a Magical 
Seed.  It is needed much later on in the game, but I’m saving you a 
return trip to the mountain.  Go left a screen again and then once 
more.  Here, go left until you see a stone block.  Hit it and go left 
to find a Super Block.  This time, upgrade Parakarry.  Bombette is not 
a favorite of mine, as you can tell.  Plus, Parakarry’s technique is 
pretty handy.  Now, there is but one thing on the mountain we’re 
missing.  Maybe we will return for it someday.  For now, back to Toad 
Town on the train!

                      +-------------------------+
                      |    Toad Town Tunnels    |
                      +-------------------------+

It is now time to explore the sewers beneath Toad Town.  From the 
station, go north one screen.  To the left is a warp pipe.  Take it 
down to Toad Town Tunnels, the mysterious underground world beneath the 
picturesque town.  This place really looks in need of a plumber, too.  
Cross the pipe bridge to the right and go through the door.  The enemy 
here is called a Gloomba, dark Goombas that thrive without light.  
They’re also considerably stronger, sporting 7 HP, 2 attack, and no 
defense.

Ideally, an action command hammer and then the action command attack of 
your upgraded partner will beat them in one turn.  Also, you’ll find a 
Spiked Gloomba on one of the Brick Blocks here.  Each of those has 7 
HP, three attack, and no defense to its name.  Also, there’s a Super 
Mushroom between the two Brick Blocks that have a large space between 
them (hidden ? Block).  Go right across another pipe bridge and you 
hear something – BLOOPER!

It’s a Blooper, and it fights you.  This one has 30 HP, three attack, 
and no defense, just like Tutankoopa.  Goombario or Parakarry’s Shell 
Shot are good choices for this bout.  When you have FP, use Parakarry.  
If not, use Goombario, who can do four damage in one turn.  When you 
win, you get quite a few Star Points.  Go right to a chest containing 
the Shrink Stomp Badge.  With it, jump to shrink enemies (if it works).  
Shrinks decrease enemies’ attack powers.

Surface, heal at a Toad House, and reenter the tunnels.  To the left is 
a stone block.  Hit it and go left.  Immediately, a giant Blooper 
attacks.  This is the Electro Blooper, weighing in at a tremendous 50 
HP, 4 attack, and a whopping no defense.  However, they are very 
powerful when electrically charged – six attack.  The entire bout, use 
Parakarry.  To bring it out of its electrically charged state, do 
damage to it (which can only be done by not making contact).  Well, 
Parakarry’s attacks are from his shell, which makes them non-contact.

It’s really an easy battle when it comes down to it.  Electro Blooper 
uses one turn to become charged.  Use Shell Shot on it at these times, 
dealing six damage and bringing it back to its weaker state.  Have any 
Thunder Bolts left?  Let Mario use them.  If you have no FP left to use 
against the beast as Parakarry, still let him attack.  He’ll be stunned 
for a turn, but you won’t get pulverized.  Electro Blooper shouldn’t be 
much of a challenge to you, though.  He does yield many Star Points, 
too.  When you win, a blue switch falls.  Hit it and three pipes 
appear.  Hello shortcuts!

The far left one leads to Dry Dry Outpost.  The middle leads to Koopa 
Village.  The far right leads to Goomba Village.  At Goomba Village, 
you’ll find Chuck Quizmo.  This time, he asks the third question: “What 
ability does Goombario use frequently?”  The answer is “Tattle.”  
Winning gets you a Star Piece.  At any one of these places, save and 
heal.  Now return to the sewers.  Smash the stone block to the left to 
find a new area.  Hit all the ? Blocks for a coin, a Snowman Doll (it 
crushes all enemies, doing four damage), and another coin.  Take the 
platform up and go through the pipe to the left.  Now go through the 
left door.  Here, hit the Brick Block by the Spiked Gloombas and bounce 
on the spring to a treasure chest holding the Power Smash Badge.  At 
the cost of 1 BP and 2 FP, you can do extra damage with hammer attacks.

Now go back right.  Take the platforms here across the gap (stand on 
the first one for a while, then jump the gap) and go through the right 
door.  Stand on the rising platforms here and take it up to the top.  
Go right and fall down the pit.  Immediately you’ll fight off a 
Paragloomba.  Tattle on it to find out that it has 7 HP, 2 attack, and 
no defense.  They revert to normal Gloombas when hit.  When you victor, 
go right to a Super Block.  Upgrade the only partner you haven’t 
upgraded yet and then head left to the pipe.  This time, stand on the 
platforms that rise and get on the first ledge.  Use Parakarry to reach 
the Star Piece.  Now return to the surface world.  Our venture into 
Toad Town Tunnels was quite profitable.  Aside from items and Star 
Points, we gained something even more valuable – shortcuts to the 
villages.  No more treks through the desert and mountains or annoying 
paths for you!

               +---------------------------------------+
               |    Other Things to do in Toad Town    |
               +---------------------------------------+

While we’re here, let’s get things accomplished.  First, Rowf is 
selling new badges.  You have your choice of three badges, but I 
suggest Dodge Master.  For 2 BP, you can make action commands work more 
easily for you.  It costs 100 coins, but is quite useful.  You also 
have mail at the post office for Bombette.  It’s from the Dry Dry 
Railroad, and they want Bombette (she cleared the rubble, after all) to 
be there for a gala bash at the opening of a new route for the 
railroad.  Now, go to Minh T., the planter.  Give her the second 
Magical Seed you got from Bub-ulb on Mt. Rugged.  Now go to Shooting 
Star Summit.

Go to Merlow’s house.  While there, notice the chest to the left.  
Remember when we were Peach and we put Deep Focus in the chest?  Open 
this chest to get that badge.  Now go up the stairs to Merlow.  For ten 
Star Pieces, purchase Zap Tap from him.  Three more will let you buy 
Chill Out.  Chill Out prevents you from succumbing to First Strike.  
Zap Tap makes you constantly electrified, which damages most enemies 
when they attack you.  They cost two and four BP, respectively.  Zap 
Tap will be useful in an upcoming battle.

                         +------------------+
                         |    The Master    |
                         +------------------+

Believe it or not, we can fight and beat The Master right now.  Go to 
the Dojo.  If you’ve beaten Chan and Lee as I instructed earlier, you 
can take The Master.  As of now, he’s the toughest opponent you’ve ever 
faced.  The Master is no joke.  He has 50 HP, six attack, and no 
defense.  Use Parakarry and be good at Shell Shots.  Now, there are 
certain badges to be used for effect.  Below is a list of the badges 
you should wear.  I had 9 BP at the time.

Dodge Master
HP Plus
Zap Tap

That’s not very many badges, but it is still very effective for this 
battle.  And, if you notice, I think The Master’s face is on the Dodge 
Master Badge.  Now, every turn you must hit The Master with a charged 
Super Hammer attack, doing four damage.  Then use Parakarry’s Shell 
Shot to do six damage.  Your FP must be at least 15 for this strategy 
to work.  Now, each time The Master attacks, he’ll lose one HP.  This 
lets you do eleven damage in one turn, while he does only six.  If you 
find yourself in a risky position because you missed a Shell Shot, then 
quickly use a Super Mushroom to buy yourself time.  You’ll win by the 
skin of your teeth, but you will beat The Master.  You receive the 
Third-Degree Card for winning.  Remember to change your badges back to 
normal, by the way.

                     +---------------------------+
                     |    Into Forever Forest    |
                     +---------------------------+

Let’s get started with Chapter 3 already!  From the Merlon/Post 
Office/Garden/Badge Shop area go south once.  As you go right over a 
bridge, the guard shrieks.  A Boo just passed right in front of him!!!  
The Boo also tries to scare you afterward.  Now let us bravely venture 
into the deep and eternal wood, Forever Forest.  Go right, save, and 
then go right again.  The Boo appears before us.  This Boo, who looks 
like a butler, wants you to go to the mansion on the other side of this 
forest.  For incentive purposes, his master also has important 
information regarding the Star Spirit.

=======================================================================
==============================Chapter 3*===============================
=======================================================================

                    “The ‘Invincible’ Tubba Blubba”

                       +----------------------+
                       |    Forever Forest    |
                       +----------------------+

There are two very well-hidden badges in this place, as well as plenty 
of new enemies and confusing paths.  Now, there are four possible 
escape routes, err, exits to each screen, the correct one being the one 
that is different from the others.  Forgive me for not speaking in 
paragraph, but I will now use bullet style writing to make it easier to 
use.  Each area I refer to is each four-way fork in the road you come 
upon.  For your convenience, though, I’ll describe the two enemies in 
this area here.

Forest Fuzzies have 6 HP, 1 attack, and no defense.  Big joke, right?  
Actually, they suck out your health to refill their own.  Beat them in 
one hit with a Super Hammer strike and your partner’s attack.  If you 
guard, wait to hear the second “sucking” sound to press A.  The other 
enemies are Piranha Plants.  Each have 5 HP, three attack, and no 
defense.  They are definitely the tougher enemies.  Because they face 
upward, you can’t jump on them.  They are definitely the main threat.  
If possible, use attacks that harm everyone (Kooper’s Power Shell is 
perfect) to take them out as quickly as possible.

Area # 1: Exit by the flowers that laugh when you are near them.

Area # 2: As you enter, a strange creature addresses and tells you the 
secret of Forever Forest – look for the differences, as subtle as they 
may be.  Tell him that you’re headed for Boo’s Mansion and he’ll leave.  
The difference in this one is a pair of red eyes coming from the hollow 
end of a tree in the background.

Area # 3: Here, there are four flowers instead of three on the bushes.  
Also, they have a different petal formation.

Area # 4: First, circle around the area to find a path leading into the 
center of this area.  You’ll find the third Bub-ulb, the second-last 
one.  He gives you another Magical Seed.  The difference here lies in a 
creepy red jack-o-lantern-like face appearing on the bark of a tree.

Area # 5: When you look around, you can check the mushrooms against the 
back wall.  When you check some, they light up in a crazy pattern.  
That’s the one.

Alternate Area # 1: Before going to Area # 6, you can check some 
mushrooms that light up longer than the others.  Take that path to 
reach the secret area.  In it, you’ll see a beehive.  Circle this area 
to find a path leading to the center, which has a Badge Block there.  
Hit it for an HP Plus Badge.  To return to Area # 5, go through the 
path by the tree with the beehive dangling from its branches.

Area # 6: Here, when you check flowers, some giggle and fade away.  One 
giggles and remains.  That’s the path to take.

Area # 7: You can check rocks here.  One has a red face appear on it 
after checking it.  Take it for the alternate path.  The exit to 
Forever Forest is in the large sign that directs you to Boo’s Mansion.

Alternate Area # 2: Circle the area to find a path leading to the 
center of this patch of forest with a Badge Block in it.  Hit it for FP 
Plus.  To return to Area # 7, find a bush that you can check to make 
flowers appear.

When you’ve exited, you’ll arrive at Boo’s Mansion, which doesn’t look 
much better.  Head right and hit the ? Block for a Volt Shroom.  Now 
head through the gates.  The Boo appears and welcomes you.  His master 
is in the highest room of this mansion.  Shake the bushes for a Strange 
Leaf.  Now save and heal, and then enter the mansion.

                        +---------------------+
                        |    Boo’s Mansion    |
                        +---------------------+

Boos first started getting their very own mansions in Super Mario 
World.  They were good levels because you could save after beating them 
(and I usually saved at the lesser ghost houses).  The master of this 
mansion will be testing you to see if you can get through here alive.  
Go up the stairs and then head right all the way to find a talking 
picture frame.  You must find the picture, presumably a painting, that 
goes inside it to reach the third floor.  Go left to the door there and 
open it.  If you check the wardrobes, things happen.

Check the middle one and a group of Boos fly out, one holding a record 
in his hand.  If Mario wants it, he must guess which Boo holds it.  It 
is rather easy.  One Boo appears over the others and drop the record 
into one of the circling Boos.  Keep your eye on it and smash it with 
your hammer.  Now go and take the Record.  Exit this room and go left a 
room.  The Boo here was ordered to guard the chest by his master.  
There’s also a phonograph in this room.  Check it and play the Record.

Now, you must tap A quickly to keep the bar on the “OK” mark, and you 
must do it for a short time.  The song is, by the way, the Super Mario 
Bros. first level theme song.  Remember that When the Boo comes right 
next to the phonograph to dance, press B to stop playing it and run 
over to the chest.  Open it for the Weight.  Believe it or not, this 
will help up greatly.  Go outside and return to the first floor.  To 
the right are some chairs, and the discolored one has strong springs.  
Jump on it to bounce to the chandelier, which Mario pulls down with 
him.  Put the Weight on it at the end to keep the hutch out of the way 
of the door, the effect of the chandelier.

You’ll find a treasure chest in this room.  Open it and the chandelier 
above you falls, but does not hit, above you.  Take the stairs here 
down to the basement and go through the south door.  Go right again to 
see a big chest.  Open it and a bunch of Boos pop out.  One has a pair 
of Boots.  This is the same game as before.  Only this time, they toss 
the Boots around.  Hit the correct Boo to get the Super Boots!  Your 
jump attack has now increased and you can perform the Spin Jump by 
pressing A while in air (this is in field screens)!  First, you can 
crush the crates with this new move of yours for a Maple Syrup.

In front of the Boo is a hidden panel.  Spin jump on it to knock out a 
new Star Piece.  Now, see the obvious X on the ground?  Spin jump there 
to be brought down to the second basement level.  Here, hit the 
switches (to hit the last one, use the chair and box to reach it and 
then spin jump on it) to make a staircase leading to the first basement 
appear.  To the left is an item shop, by the way.  Right now, though, 
you can’t buy any.  So, take the stairs up and crush these crates for a 
Super Shroom.  Now take the northern door.

You’ll find another hidden panel in front of the grandfather clock 
here.  Spin jump on it to get another Star Piece.  Now take the stairs 
up and go south into the main room of the mansion.  Enter the normal 
first floor room that we haven’t yet explored.  Want to see an amazing 
cameo?  Jump on the crate and into the cauldron.  Out comes 2-D Mario 
from the olden days!  As soon as you leave the room, though, it wears 
off.

Break the crates for items.  Specifically, you’ll get an Apple, which 
restores 5 HP.  Actually, there are two.  Now spin jump the wooden X to 
fall to a library in the basement.  Take out Parakarry and use him to 
fly to the right bookshelf.  On it is Boo’s Portrait, the picture you 
need.  Now, drop down and head left.  Blow up the wall here with 
Bombette and go through the opening.  We’re back in here.  Go up the 
stairs and head south through the door to the main room.  Now take the 
stairs up and go all the way right to the frame.  Put in Boo’s Portrait 
and he’ll take you to the third floor if you jump into his frame.  Do 
so and go left all the way to a door.  Out of nowhere, two Boos appear.

The master, the girl, is named Bow.  It can be pronounced in either way 
– Bow like in bow and arrow, because she wears a bow in her, um, 
“hair,” but to bow as in bending forward to show courtesy is also 
acceptable because she is in a position of power.  I prefer the latter.  
The butler ghost that we’ve been following is named Bootler.  Bow needs 
a favor, and Bootler gives you the rundown.  Near here is Gusty Gulch.

In it is the castle of Tubba Blubba, an invincible monster who eats... 
Boos!  Many servants of Bow have been eaten…  Tubba Blubba is 
invulnerable to attacks, and all of theirs failed.  But, they say that 
this fiend has a secret that relates to his weak point, one which he 
guards closely.  So, Bow wants you to beat him up.  To reward you, you 
will get the Star Spirit, which Bow has captured.  The Star Spirit is 
named Skolar, and he had escaped the castle only to wind up here.  
Besides, Bow will be accompanying you.  With her powers, you’ll be able 
to reach the castle alive.

Bow joined your party!  With her out, press down C to make Mario 
transparent.  This way, you can avoid enemies.  Plus, objects go right 
through you!  But, you cannot move in this state.  In battle, she can 
use Smack (like Peach did in Super Mario RPG) or use Outta Sight to 
make both of you evade your enemy’s attacks.  Exit this room and then 
exit the mansion.  If you need, you can use the shop in the basement 
now if you’d like.  It is called Boo’s Shop.  Mysteries, costing one 
coin, give you random items.  Stop Watch paralyzes enemies briefly for 
25 coins.  Snowman Doll you’ve seen, and it costs 15 coins.  Also, 
notice the Life Shroom.  50 coins and it restores 10 HP of yours when 
you hit 0.  It is very nice to have.  When you’re ready to leave, heal 
and save outside.  Then go right along the path.

                         +-------------------+
                         |    Gusty Gulch    |
                         +-------------------+

When you go right, Bow commands two Boos to open the gates to the gulch 
for you.  Welcome to Gusty Gulch!  Go right to see a Hyper Paragoomba 
in the next screen.  Just like their grounded counterparts, they have 7 
Hp, one attack, and no defense.  They should be no problem for you.  
However, when they charge attacks, they can do eight damage.  Eight!  
Watch out for that and beat them down quickly when that time arrives.  
Use Bow to become invisible if you cannot defeat them fast enough.  As 
you keep going, you’ll fight two more Hyper Paragoombas and pass a 
locked windmill.  To the right is a village of Boos.

They are sort of like serfs, living on the land of Lady Bow.  These 
Boos have been most often consumed.  Notice their tans...  Just 
yesterday, that gruesome beast ate Herbert!  Why?  Regardless (*sob*), 
head right.  The Boos here have good tips, like walking slowly not to 
wake sleeping people.  There’s also a Save Block.  The one house with a 
door open has a coin block in it.  Now go right.  A Heart Block!  Keep 
going right and a Boo comes over.

Encouraging you at first, the ground rumbles.  IT’S TUBBA BLUBBA!  Si 
quiere vivir necesita correr Ud.!  Oh, back to English.  Where was I?  
Ah, yes.  Run for your lives!  Use Bow to hide from the monster.  Do 
and Tubba walks over.  Man, he be ugly!  Grabbing the Boo who saved 
you, he gobbles him whole.  A tad tangy, but good.  Now he leaves.  
Poor Stanley...  Stay strong and go right.  We’re back in the gulch.

Hit the ? Block to gain a coin and advance right past a hiding Cleft.  
Actually, this breed of Cleft is called the Hyper Cleft.  Each has 4 
HP, 3 attack, and a whopping three defense.  Best strategy?  Run.  They 
can also charge attacks, dealing eight damage apiece.  But, one partner 
can save you, and she is Bombette.  Of course, I suggest you still run, 
as wasting FP for explosions is useless.  To the right are two more ? 
Blocks, one with a coin and the other Repel Gel.

Use it to become invulnerable for a short period of time.  Ahead, 
notice the Letter by the tree.  It is for Fice T., the guy near the 
entrance of Forever Forest.  Now, walk around the Hyper Cleft and go 
right again.  Use Parakarry ahead to bridge the gap and go forward, 
hitting more blocks along the way.  End by going right.  There’s a Save 
Block ahead.  I advise you use it.  Now enter the lair of the beast.

                    +-----------------------------+
                    |    Tubba Blubba’s Castle    |
                    +-----------------------------+

This has been quite the straight-forward chapter.  Notice the annoying 
creatures here.  They are sentries, and they will personally escort you 
out of the castle should they spot you.  Use Bow to turn invisible when 
they see you and work your way to and through the left door.  See that 
sleeping enemy?  It’s Clubba, much like the one from Donkey Kong 
Country 2.  Each has 8 HP, 3 attack, and no defense.  Despite their 
maces, you can jump on them.  Use Goombario for one-turn takeouts of 
these creatures.  Of course, you can avoid the battle altogether by 
walking slowly as not to wake them.

Proceed forward to find another Clubba.  Fight it or run from it and go 
through the small door at the end of the hall.  Here, quietly jump on 
the crates and chair to reach a Star Piece.  Now exit and head through 
the left door.  Fight off two more Clubbas and head through the small 
door to the north.  Here, take the stairs down (quietly as not to 
awaken the two enemies in here) to reach a wooden panel you can spin 
jump to break.  Do so to fall between the floorboards.  In case you 
haven’t noticed, everything here is big to accommodate Tubba Blubba.  
When you fall, go left and open the chest for a Castle Key.

Now go down and drop to see a Boo hiding in here.  He and his friends 
came here to find Tubba’s weak point, but they only discovered that he 
hides something in his room on the highest floor.  He also warns that, 
if you do find Tubba Blubba, don’t engage him.  Heal at the Heart Block 
to the right and go through the left door.  A Super Block!  Use it and 
choose to upgrade Bow, your only normal partner as of now.  As you head 
up the stairs to the left, be wary of a guard that can carry you out of 
the place.  Really, that’s not that bad.  Either return to the first 
room from here or get caught and carried out.

In the first room, there is a locked door against the east wall.  
Unlock it with your new key and open the doors.  Head through this hall 
quickly to avoid guards and Clubbas, and you’ll come out in a hallway 
over the first room.  Go left in it to another door and continue left 
in it, slowly going with Bow to hide from guards.  Sneak up on the 
first Clubba you see and beat it.  Then use Bombette to blow the crack 
that was behind it.  Here, you’ll see three breakable panels.  First, 
take the one directly ahead of you, the leftmost one.  Hitting it makes 
you fall to a spring below in a lower room, letting you pass easily 
between the two floors.

Hit the others now to land on a table in that room.  Now use Parakarry 
to cross the gap and retrieve the D-Down Jump Badge.  With it, you can 
disable an enemy’s defensive power while doing damage.  Now bounce back 
to the second story.  Toward the end you’ll see two doors.  Take the 
small one.  Here, wait for the spikes to drop and run forward for about 
three seconds before using Bow to turn invisible.  In this way, you’ll 
reach the chest containing another Castle Key.

Now return to the doorway and go south through it, going west afterward 
through the large door.  Welcome to an a room that overlooks a lower 
one.  The west side is free of rails; drop in to the room below.  This 
brings you onto the table that had the Star Piece on it.  Grab it and 
go through the right doorway.  Head down this old hallway to reach the 
rightmost small door.  Use the spring in here to return to the second 
floor and then go left back to the room you were in before falling.

See the clock?  Push it aside to reveal a secret room.  In here, pull 
back the right drawer and jump on it, then onto the left one.  Use 
Parakarry to fly onto the bed and collect the coins.  Then use the 
pillow and books to reach a secret passage.  Down it lies the badge 
Mega Rush.  Wear it so that Mario’s attack goes up by four when he’s in 
peril, at the low, low cost of 1 BP.  Now return to the previous room.  
With Goombario out, sneak up on the Clubba here and nail it with your 
Super Hammer.  Let the battle commence.  There are four enemies.  
You’ll take quite a bit of damage, but you must to unlock the door it 
was guarding.  Go through it and head up these stairs.  Uh-oh!  Here 
comes a whole Tubba Blubba.  And he smells Boo...

Use Bow to hide from it and wait for it to walk away two times before 
spin dashing far away.  At the end of the hall, quickly take the door.  
There are six Clubbas in here, and you’ll surly get massacred if you 
face them.  Slowly walk past them and jump for the Castle Key at the 
end.  Now, equally as slowly, exit this room.  Go through the door to 
the right to be in the room before Tubba Blubba’s room.  Save and heal 
before you enter.  Actually, I lied.  Go through the door and cross a 
hallway before reaching another door.  This time, it actually is the 
beast’s bedroom.  When you reach a treasure chest at the end, Tubba 
comes in, talking to himself.  He thinks someone’s in the castle, and 
he knows that the Star Spirit is missing.  And, he’s afraid of King 
Bowser.  It was by his Star Rod that Tubba Blubba become almighty.  As 
he walks forward, he jumps into his bed for some beauty rest.  This 
time, it really counts.  DO NOT RUN!

Quietly open the chest.  It’s Yakkey, the key.  Yakkey is able to talk 
to inform his master that someone’s taking him.  He unlocks the Windy 
Mill at the foot of Gusty Gulch.  He asks you if your goal is to find 
out what is inside the windmill.  Either way you answer, he screams for 
help, thus awaking Tubba Blubba.  Quickly high-tail it out of there!  
He’s after you, and you don’t want to get caught.  With a mighty ground 
pound, he destroys the entire bridge!  Run right and head through the 
doors to reach the first floor.  Quickly exit south.  Right now, the 
villagers of the Gusty Gulch have assembled to beat down Tubba Blubba.  
But, we have no intention of fighting that power-mad beast.  The Boos 
here hold the door down.  It’s your job to run to the windmill and open 
it to discover his weak point.  Quickly run!  Before you can even 
leave, Tubba’s sweet tooth is getting the best of him, but no time for 
that.  Keep running, avoiding enemies if you can.  The Windy Mill is 
right after the village of Boos.

                         +------------------+
                         |    Windy Mill    |
                         +------------------+

Unlock the mill with Yakkey, the Mystical Key.  Inside, spin jump the 
panel to reach the basement.  Now go right in it.  After a hallway with 
a lone Hyper Goomba defender, you reach a door.  There’s another 
hallway of this type, too.  After one more such hallway (in each, the 
Hyper Goomba count rises by one), you’ll reach a chamber.  Oh dear 
lord!  What is that thing?  Huh?  It’s the secret strength of Tubba 
Blubba, his tainted heart.  The castle being is just a shell, this 
thing is controlling it from afar.  No wonder it was invincible!  It 
felt no pain.  Now it’s going to fight us to assure that we don’t tell 
anyone.  Hey, nice music.  Now, onto our battle.

                        +---------------------+
                        |    Tubba’s Heart    |
                        +---------------------+

This evil thing is basically The Master in the Dojo.  It has the same 
stats – 50 HP, 6 attack, and no defense.  I recommend you use Bow, as 
this loudmouth will tell you when he’s about to use his charged, oh-so 
terrible attack.  His charged attack will do a whopping twelve damage.  
Yes, when it is about to unleash its might, use Outta Sight at the cost 
of 2 FP.  It’s well-worth it.  In the meantime, use every turn you have 
to hit that thing.  You can only use the Super Boots effectively 
against it.  By the way, in case you haven’t figured it out yet, you 
determine how many times Bow attacks by pressing left on the control 
stick as many times as you can.

It’s very easy, and be sure to do it quickly and in rhythm.  Remember 
that you can still attack before using Outta Sight to avoid his charged 
attacks.  He uses it so often that he’s quite easily beaten by 
patience.  I just hope you have Maple Syrup.  Anyways, use Bow and 
you’ll win easily.  This guy is just obsessed with charging attacks.  
However, before you can completely beat the heart, it runs away.  
Follow it out of Windy Mill and it will reunite with its shell outside.

                        +--------------------+
                        |    Tubba Blubba    |
                        +--------------------+

How do we beat it now?  Tubba Blubba has 10 HP, 4 attack, and no 
defense.  Ha!  He has a hip attack that deals six points of damage, 
though.  However, he’s definitely not as strong as before.  It’ll take 
you two turns to beat him.  Really, it’s hardly worth mentioning.  Hit 
him twice with your Super Hammer and have your partner finish the job.  
At least you get lots of Star Points.  After winning, Tubba Blubba 
starts crying.  For mercy, Tubba Blubba releases every Boo he ever ate.

He’s really just a sensitive guy trapped in a huge body.  So, Tubba 
runs away and Bow appears, or is there if you had her out.  Back in the 
old days, before Tubba Blubba was invincible, they used to scare him 
because he was such a coward…  Well, in the end, Bowser’s own fear 
caused Tubba Blubba to lose – his fear of making someone as powerful as 
himself, and that is why he gave the creature one weakness.  Bow 
decides to stay with you in the end.  She still wants to learn more 
from the great Luigi, err, Mario.  Let her come with you, of course, 
and Bootler brings you the Star Spirit.  Be sure to touch the card to 
take the star.

“After solving the secret of ‘Invincible’ Tubba Blubba, Mario and party 
set free Star Spirit Skolar.  Now, with Tubba Blubba just a bad dream, 
the Boos are free to haunt to their hearts’ content.  Even the lonely 
wind echoing through Gusty Gulch seems to be celebrating the victory…  
at least for now.  With the newest party member, Bow, in tow, Mario and 
friends are ready to take on their next challenge.”

              +----------------------------------------+
              |    Mario’s Torture at Peach’s Hands    |
              +----------------------------------------+

Just as Mario is kicking can, Peach and Twink wonder how Mario is 
faring against Tubba Blubba.  For all they know, we’re having a tea 
party with the guy.  Twink, quite the naughty Star Kid, wants to 
eavesdrop again to find out just how Mario did.  Press the switch 
behind the painting and go through the chimney hall.  Press the button 
to the left to enter Bowser’s room.  In it, Bowser and Kammy are 
talking.  Kammy Koopa has just delivered the news…  Tubba Blubba was 
beaten by Mario.  And, to top it all off, they don’t realize that Peach 
is listening to them, hiding in plain site.  Their next Star Spirit is 
in Shy Guy’s Toy Box.  And then they see Peach.  Now you have to tell 
them his weakness, either Goombas, Clubbas, or Mushrooms.  Answer the 
latter.  Then pick Thunder Rage.  Then pick Super Soda.  Looks like 
Bowser’s going to whoop Mario with helpful items.  The guards then 
redeliver Peach to her room.  This time, Mario’s going down!

                     +---------------------------+
                     |    Skolar’s Star Power    |
                     +---------------------------+

As usual, you gain a new unit of Star Energy.  And, Skolar actually 
gives you a useful technique.  Imbued with his strength, you can now 
use Star Storm.  It costs 3 Star Energy, and it rains down stars to 
attack all enemies.  But, Skolar has some bad news, too.  Bowser’s life 
force is getting stronger constantly.  Oh, and the part about Skolar 
getting lost in Forever Forest – never happened.  Adios, Skolar.

                +------------------------------------+
                |    Jr. Troopa in Forever Forest    |
                +------------------------------------+

Go left two screens to reach Boo’s Mansion.  Go south through the gates 
and enter Forever Forest.  When you enter, Jr. Troopa runs over to you.  
Man, that guy’s persistent.  Here comes the pain!  He has now learned 
to create wings.  This time, he has 40 HP, five attack, and one 
defense.  Also, he’s airborne.  Now, he might seem tough because you do 
very little damage to him, but there’s one character you can stand up 
to the little tyrant.  And that partner is Parakarry.  Pull him out and 
use Shell Shot.  With good aim, you’ll do five damage.  Add that on to 
Mario’s two damage, and you’ll beat him in eight turns.  If you do run 
low on FP or HP, use Refresh for each of Mario’s turns.  This will keep 
you going, and it gives Parakarry more attacks.  In the end, he isn’t 
so bad.  Plus, he yields many Star Points.

When he loses, exit this screen and then, in Area # 6, use one of the 
false exits to return to Area # 1, and then go left to return to the 
forest edge in Toad Town.  Jr. Troopa is still ahead of you, but it 
makes no difference.

                          +-----------------+
                          |    Mail Call    |
                          +-----------------+

It’s time to deliver all the mail we’ve accumulated.  First, the guard 
near the entrance to Forever Forest in Toad Town is Fice T., for whom 
we have a Letter.  Give him his mail (it’s from Bootler) for a Star 
Piece.  Go across the bridge and Tayce T.’s frying pan is stolen.  Shy 
Guys are running a ruckus here in Toad Town.  So, let us be quick.  Go 
north to see Merlon... outside.  He’s had a dream about going around 
red palm trees in the desert.  Anyways, deliver his Letter, from his 
granddaughter, Merlee.  She opened her business in Dry Dry Outpost, as 
we know.  In exchange for it, you get Star Pieces.

Now, use the Toad Town Tunnel pipes to go to Goomba Village.  Deliver 
one letter to Goompapa, the father of Goombario.  It is from a fishing 
friend.  But, instead of rewarding you for your efforts, he gives you 
another Letter.  Heal at the Toad House here (since you can’t in Toad 
Town).  Now enter the pipes and go to Koopa Village.

Mort T. is the Toad who lives in the first house of the village.  That 
letter is from his wife.  For the letter, you get a Star Piece.  Now 
return to Toad Town via the pipes.  Back where the castle used to be is 
a Toad named Muss T.  His Letter is from Goompapa, obviously, and he 
gives you another letter.  It’s for Koover, in Koopa Village.  Return 
to Koopa Village and talk to the Koopa in front of the Toad House.  
First, though, you’ll find Chuck Quizmo in the area.  Answer his 
question “What color of pants was the Goomba King wearing?” with “Red 
and White.”  This earns you another Star Piece.

Now, deliver Koover’s letter, from Muss T., and Koover gives you a 
letter for Fishmael in Toad Town Port.  This is getting annoying.  As 
you go to the Port, Twink flies down to tell you that the next Star 
Spirit is being held captive in Shy Guy’s Toy Box.  What that is, no 
one knows.  One Toad here says that Bootler once went on an adventure 
with a Goomba and a Koopa Troopa, and that he loved the mistress of the 
mansion, Bow’s grandmother.  Anyways, the fish-like creature fishing 
here is Fishmael.  Now, he wants you to deliver a letter to Koover.  Do 
so and you’ll meet Chuck Quizmo along the way.

This time, he wonders “Which of Mario’s battle commands is on the far 
left?”  The answer, of course, is Strategies.  Now, give Koover the 
Letter and take another one.  It’s for Mr. E, who lives in the desert 
(wears a blue turban and stands by the Toad House).  Use the pipes to 
go to Dry Dry Outpost quickly.  While here, go to the red palm tree.  
It’s what Merlon was talking about.  Walk around it over and over and 
the Toad by there asks you why you’re doing that.  He thinks you’re 
stupid for believing a dream.  He once had one that said to spin jump 
thrice in the house with the whirling roof, but it meant nothing.  Keep 
that in mind and go find left.  It’s Chuck Quizmo again.  This time, 
answer “One.”

Now go right a screen to find Mr. E.  He gives you another letter.  
It’s for Miss T. in front of the Dojo.  Return to Toad Town and stop 
first in Merlon’s house.  Spin jump three times in it to make a badge 
fall.  It’s called Quick Change.  Take it.  For 4 BP, you can switch 
partners and attack in the same turn.  It’s very handy.  Now go to the 
Dojo and talk to Miss T. in front of it.  She has a letter for the shop 
owner at Dry Dry Outpost.

Go there and enter the item shop.  Talk to him and let Parakarry 
deliver another letter.  Afterward, Little Mouser gives you a Letter 
for Franky, a Boo in Boo’s Mansion.  Here is where we stop, folks.  
Later, we’ll continue this annoying chain letter.  But, as long as 
we’re getting mail, stop at the Post Office.  Up, a Shy Guy just took 
off with the mail.  We’re going to do something about that... 
eventually.

                 +-----------------------------------+
                 |    Toad Town Tunnels Continued    |
                 +-----------------------------------+

Enter Toad Town Tunnels.  See the wooden X?  Spin jump through it and 
go left.  These are new enemies – Dark Koopas.  They can cause 
dizziness.  Each has 8 HP, three attack, and two defense.  Use your 
turns to flip over the menacing Koopas and attack their undersides.  
When you’ve beaten the trio of Dark Koopas, hit the switch that falls 
down to make a pipe appear.  Use it to go straight to Boo’s Mansion 
easily.  Go there real quick to heal at the Heart Block, and then 
reenter the tunnels.  Go back to Toad Town.

                        +---------------------+
                        |    Luigi’s Diary    |
                        +---------------------+

Before we advance the plot, there’s one more thing to do.  Go to your 
house.  As you do, Russ T.’s dictionary is stolen by a Shy Guy.  
Anyways, at Luigi’s, you’ll find a Shy Guy harassing him, too.  Enter 
the house and go left into the sleeping room.  See that panel on the 
ground slightly more elevated than the others?  Spin jump on it to 
enter Luigi’s secret basement.  Here’s where we really start tormenting 
him.  It’s his diary!  There are only two pages so far.  In the first 
page, Luigi complains that Mario went on another solo adventure…  He 
reflects on the good old days when they played golf, tennis, and 
parties (references to Mario Golf, Mario Tennis, and Mario Party).

In the second entry, he heard that a ghost appeared in Toad Town.  
Luigi thinks it’s very scary (what a coward!).  Also in Luigi’s house 
is a collection of letters you’ve received.  So far, you have one from 
Little T., Vanna T., Koopa Bros., Koopa Troopas, Moustafa, and 
Kolorado.  Little T. is taking lessons at the Dojo to learn to fight 
and save Princess Peach.  Vanna T. is Chuck Quizmo’s assistant, 
thanking you for boosting their show’s ratings.  The Koopa Bros. vow 
revenge, while the Koopa Troopas thank you for solving their Fuzzy 
problems.  Moustafa informs you that some relics are missing from the 
ruins, and that a Koopa is snooping around there.  Speak of the devil!  
Kolorado writes about his exhausting research in those ruins, which he 
uncovered, by the way.  But, he will press on in search of treasure.  
You do that, Kolorado.

                    +-----------------------------+
                    |    Shy Guys in Toad Town    |
                    +-----------------------------+

Let’s save Toad Town from the invading Shy Guys.  Originating in Super 
Mario Bros. 2, these shy creatures where masks to protect their true 
faces.  It wasn’t until Luigi’s Mansion in 2001 that we were able to 
take a peek under the mask.  So, let’s start small.  Go to the 
Merlon/Post Office area.  See the gardens?  Two Shy Guys are running 
through the flowers, which is not good for them.  Wait for them to 
approach you (they run in a circle) and hammer them.  This rids two of 
them from the area.  Now you can give Minh T. the third Magical Seed.  
Let’s head for the Toad House.  Hammer the Shy Guy here and you can 
then use the house.  Now, let’s recap what was stolen.

Russ T.’s Dictionary is gone, Rowf’s Calculator is gone, the mail is 
gone, Tayce T.’s Frying Pan is missing, a Shy Guy stole a key from the 
southern item shop (enter it for this to happen), a Shy Guy took over 
the other item shop in town, and that’s all so far.  For now, go to the 
Port real quick.  To the far left is a group of crates.  Climb up them 
(there’s an opening in the left side) to reach a Brick Block you can 
hit for coins.  Now go right a screen.  The leftmost house here is 
vacant.  Spin jump around it and a Shy Guy enters, sees you, and runs 
away.  And, he does this periodically.  Use Bow to hide from his view.  
That way, he enters and jumps through the secret passage in the wall.  
Do the same and jump on the spring to shrink to the size of a toy.

=======================================================================
==============================Chapter 4*===============================
=======================================================================

                        “Trials in the Toy Box”

                        +---------------------+
                        |    The Toy Train    |
                        +---------------------+

This is a colorful representation of the many different Shy Guys.  Shy 
Guys come in many variations, and each has a unique perspective.  Head 
right and take that path.  As you do, Kammy Koopa stops in and casts a 
spell by the chest.  It’s whatever you said Mario hates when you were 
Peach in the last chapter.  Hopefully, you were smart and said the 
Mushroom.  Head right to fight your first Shy Guy.  Each has 7 HP, 2 
attack, and zip in terms of defense.  They can deal three damage, 
though.  When you’ve won, head over to the jack-in-the-boxes.

Spin jump on them to be launched into the air.  Collect coins and spin 
jump on the rightmost one to get onto a higher ledge.  Spin jump some 
more to get over the gap ahead of you, and then fall down to see a Shy 
Guy suspended by balloons attack you.  These are called Sky Guys, not 
to be confused with Fly Guys.  These variations are airborne and each 
has 7 HP, three attack, and no defense.  Also, notice the other 
opponent.  It’s a Shy Guy, but it’s bright yellow.  Regular Shy Guys 
can come in any color, although they usually are red like the Sky Guys.

As you continue, get the Star Piece behind the yellow cylinder on the 
ground.  Keep going right to see a blue building with a door.  Hit the 
? Block for a coin to the right and then head back to the building.  
Enter and head left up the stairs in it.  At the top, use Parakarry to 
hover left and retrieve a Star Piece.  Now fly right and jump the gap.  
Fall over the side to be onto the wall.

Stand on the lower half of the blue block and have Parakarry fly you 
onto the block.  Then fly forward again to reach another ? Block.  Hit 
it for a Thunder Bolt.  Now head right to see the Mushroom and a 
treasure chest.  Take both to get 5 more HP and the Storeroom Key, 
which was stolen earlier.  Now go west, spin jumping the block, and do 
this repeatedly to return to the entrance on this box.  Return to 
normal by hitting the switch and then exit this house.  Go right two 
houses to reach the item shop.

Give the owner his Storeroom Key and he’ll let you raid the storeroom 
if you want.  In it, you’ll get three good items – a Dizzy Dial, a Volt 
Shroom, and a Snowman Doll.  But, far more importantly, you’ll get the 
Toy Train.  Now, check any items you don’t need or buy any you do, then 
return to Shy Guy’s Toy Box.  That is, don’t enter, but instead go to 
the box.  Stand next to it and check it.  Drop in the Toy Train.  The 
railroad is now running.

                          +----------------+
                          |    Anti Guy    |
                          +----------------+

Now, heal if you’re hurt and equip the below badges.  We’re about to 
take on a titan.  Note that, from now on, when you get level-ups, you 
should take a BP increase.  Do this until you have 30 BP, the maximum.

Power Bounce
Dodge Master
HP Plus x 2
Close Call
Zap Tap

This adds up to 15 BP used.  If you have more BP, use more badges (good 
ones, like Quick Change, FP Plus, or other nonessential but nice-to-
have badges.  Now, to reach this great oppressive beast, enter Shy 
Guy’s Toy Box and go left.  Avoid the initial Shy Guy (we’re conserving 
energy) and you’ll see a black one guarding a treasure chest.  Choose 
to fight him for the treasure in that chest and you’ll fight the god 
among Shy Guys, Anti Guy.  He is also known as Deadly Guy.  He has 50 
HP, 10 attack, and no defense.  Bow down before him!

Now, depending on your HP count, this guy will kill you in three to 
four turns.  However, there is a strategy that can be used.  The goal 
of this battle is to do as much damage to him as possible in one turn.  
With the Super Hammer, Parakarry’s Shell Shot, and Zap Tap, you’ll do 
eleven damage to him per turn.  However, it will take you five turns to 
beat him this way, and he has the edge.  His acrobatic moves can do 12 
damage, too.  So, the strategy revolves around items, too.  Use Repel 
Gel and Super Shrooms to stay in the game while your partner beats him 
silly.  Seriously, Repel Gel is your best friend.  In the end, 
Parakarry will run out of FP, and you’ll have to weaken him normally.  
Keep using Super Shrooms (I used three throughout the battle) until 
your partner or you can finish him.  I won with 2 HP left, but I still 
won.

Open the chest for the Power Plus Badge.  With it, you raise Mario’s 
strength by one.  Quickly run back to Toad Town once you’ve triumphed.  
Heal at the Toad Town and put your badges back to their normal 
positions.  But, I do recommend keeping Power Plus on.  It is really 
handy.

                       +----------------------+
                       |    The Calculator    |
                       +----------------------+

Now that you’re healed, reenter Shy Guy’s Toy Box.  Anti Guy was tough, 
but not invincible.  Not even the boss of this place is that hard.  
With Power Plus equipped (it’s a pricy 6 BP), you can five damage with 
the hammer and six with your jumps.  Go left, like when you went to 
beat Anti Guy, and continue left.  You’ll meet a new enemy – Groove 
Guy.  Each has stylish clothes, 7 HP, two attack, and no defense, just 
like their non-thespian relatives.  They can also call in 
reinforcements, though.  They also have a dizzy attack.  Hit the ? 
Block in the background and go left a screen.

Here you’ll find several Shy Guys with items, some of which were the 
stolen ones (actually, all of which.  Some are from the shops).  Beat 
them down to have two Cake Mixes, a Mushroom, Rowf’s Calculator, a 
Super Shroom, a Fire Flower, and a Dizzy Dial.  With it, return to Toad 
Town.  Give Rowf his Calculator and he’ll open his shop again.  For 
helping him, he gives you a special badge called I Spy.  When you’re 
near a secret panel, you are alerted by a sound and icon.  It costs a 
measly 1 BP, and I think you can use it.  Also, while there, be sure to 
buy badges from Rowf.  You can get all of them probably, since coins 
are given out by the dozen in Shy Guy’s Toy Box.

Collectively, they cost 275 coins.  Sleep Stomp lets you jump on 
enemies to put them to sleep.  First Strike lets you defeat weaker 
enemies with your First Strike.  Group Focus lets your partners use 
Focus to gain Star Energy.  But, I Spy was the real bargain here.  Go 
south.  It already comes in handy.  In front of the guard’s house is a 
hidden panel.  Spin jump there for a Star Piece.  Go west a screen and 
reenter Shy Guy’s Toy Box.  In the initial room there is a hidden 
panel.  It is in front of the train station steps.

               +--------------------------------------+
               |    The Mailbag and the Frying Pan    |
               +--------------------------------------+

If you need cheap items, go to where you fought the Calculator-thieving 
Shy Guys and beat them.  If not, let’s ride the train.  To use it, jump 
on the switches on the sides.  You cannot go west for now due to a snag 
in the tracks, but you can go east.  So, press the switch and then go 
to the Pink Station.  This area also has a Star Piece hidden in it.  
It’s in front of the station.  Open the chest to the right to get the 
Mailbag.  Now we can return it to the Post Office.  Go left now.  As 
you follow the trail, jump onto the blocks to hit a ? Block (one coin).

As you go, you’ll fight two new enemies – Spy Guys and Medi Guy.  Spy 
Guys have 7 HP, two attack, and no defense.  When the Spy Guy uses its 
hammer to attack, you’ll lose one of your commands.  Medi Guys have 7 
HP, one attack, and no defense.  They accompany warriors to heal them 
in battle.  Defeat them first.  Continue right, going to a new screen, 
and you’ll reach Gourmet Guy.  He’s one fat Shy Guy!  And, he’s hungry.  
However, he’s also picky, and he wants cake.  We will note that.  
Return to Pink Station and go right from it.  Here, Kammy casts another 
spell to place a Thunder Rage by the chest.  All the more incentive to 
reach it.  As you go forward, you’ll reach a jack-in-the-box.  Use it 
and go left, fighting another Sky Guy.  Go further left to a chest.  In 
it is Defend Plus, the opposite of Power Plus, but still costing 6 BP.

Go right and bounce on the jack-in-the-box down to ground level.  See 
the solid blue wall?  It rotates as Shy Guys periodically file out of a 
runway.  Wait at the right end of it for a Shy Guy to push the left end 
and flip the wall around.  Now follow this path out to a chest 
containing Ice Power, a new badge (they’re just throwing them at us in 
here).  When fighting fire-based enemies, your attack is raised by two.  
It’s nice to have here, and especially in the next chapter.  Now go 
right and take Thunder Rage.  Then open the chest for the Frying Pan.  
Now that we have these two items, let us leave the Toy Box to heal and 
deliver them.

                         +-------------------+
                         |    Bake a Cake    |
                         +-------------------+

In what other RPG but Paper Mario are you required to bake a cake?  At 
least we don’t have to fight a cake like in Super Mario RPG…  Heal at 
the Toad House in Toad Town and then go to the Post Office.  Give him 
the mailbag and you get a Star Piece in return.  Also, you can read 
letters again.  You have two new ones.  First, read Goombario’s.  It’s 
from Goompa.  It is just encouragement.  Bow also has one.  It is from 
the Boos.  It thanks her for rescuing them from the horrible Tubba 
Blubba.  It’s from the Gusty Gulch Boos.  Now that we’ve checked our 
mail, go to Tayce T.’s house.  In case you forgot, it’s south of here 
and it has yellow walls.  Give her the Frying Pan and she prepares food 
for you.  You get the Cake.  It restores 15 FP, but it’s not for you.  
Return to Shy Guy’s Toy Box.

                         +-------------------+
                         |    Gourmet Guy    |
                         +-------------------+

Go to Pink Station and head left to see Gourmet Guy.  That fat Shy Guy 
wants cake, and that’s exactly what he’ll get.  IT’S SO GOOD!  He runs 
around in a panic before leaping into the air, leaving behind the 
Cookbook.  Maybe giving it to a good cook will do something.  
Regardless, press on.

                    +----------------------------+
                    |    Mending the Railroad    |
                    +----------------------------+

Cross the path Gourmet Guy was blocking and head right.  Pass the 
Groove Guy and hit the ? Blocks for two coins.  Now go right again.  
After doing battle with a Groove Guy, you’ll reach a bundle of coins 
and a new enemy, Pyro Guy.  Each has 7 HP, four attack, and no defense.  
With Ice Power equipped, you can beat one with a single blow by the 
hammer.  As one might guess, they cannot be jumped on, making the most 
effective partners Kooper or Bow.  Go right again to reach a switch.  
Check it to pull it down and flip the broken tract of railroad over to 
the good kind.  Now we can further explore Shy Guy’s Toy Box.

           +----------------------------------------------+
           |    The Mysterious Note and the Dictionary    |
           +----------------------------------------------+

From Pink Station you should go to Green Station.  Like usual, there’s 
a Star Piece in front of the station.  Go right to see Kammy Koopa make 
another item appear by a chest, which must contains Russ T.’s book.  
Here, use the Spin Dash to get past the first few conveyor belts and 
then you’ll reach a solid net.  Use Bow to turn invisible and pass 
through it, then fight the Shy Guy holding the paper.  When you beat 
it, you get the Mysterious Note.  Go right, past a slot machine and Spy 
Guy, to reach a bunch of rising platforms.

Reach the end – the right/uppermost platform, and wait for it to lower.  
Walk into the wall to the right to enter a secret alcove with coins and 
a Star Piece.  Now go back to that lowered platform and jump to the 
pink/purple one below.  When it rises, jump to the blue one to the 
left, and then use Parkarry to cross the gap.  Here, take the Super 
Soda, which restores 5 FP and cures poison or shrinking.  Now open the 
chest for the Dictionary belonging to Russ T. of Toad Town.  Exit Shy 
Guy’s Toy Box ‘cause that’s where we’re headed.

                  +---------------------------------+
                  |    Russ T.’s Words of Wisdom    |
                  +---------------------------------+

As you head to Russ T.’s whose home is just outside the pipe to your 
house, stop at the Dojo.  In front of it is a hidden panel (on the 
grass across the street) for another Star Piece.  Now enter the item 
shop.  Jump on the Shy Guy here to kick him out and let the owner take 
control of his store.  Now go left to reach Russ T.  Give him the 
Dictionary and he’ll give you a Star Piece.  Give him the Mysterious 
Note and he deciphers it (it’s written in the language of the Shy 
Guys).  It says “Hit yellow, green, red, and then blue.”  I think I 
know what it means.  Return to Shy Guy’s Toy Box, Green Station.

                   +-------------------------------+
                   |    Working on the Railroad    |
                   +-------------------------------+

The track of the train is terribly damaged.  In front of the Green 
Station are four colored blocks, and you can light them up with your 
Super Hammer.  If you hit them in the wrong order, four Shy Guys jump 
out to attack you.  Hit them in the right order and who knows what’ll 
happen?  As the note said, hit yellow, green, red, and finish off with 
blue.  This makes four panels against the wall fall down to act as 
tracks for the railroad.  Hooray!  We can now advance to the last 
station.

                            +------------+
                            |    Watt    |
                            +------------+

Go to the Red Station.  Like usual, you’ll find a Star Piece in front 
of the station (hidden panel).  There are two paths here, one leading 
right, and one left.  This time we’ll go left.  On the ground, you’ll 
see a Pyro Guy.  Fight it if you so desire, but in the end, go right of 
it, jump on the block, and ride the rising platform up.  Jump to the 
Ferris wheel style elevators to the left.  Get the four coins from the 
Brick Block and jump left over a wall.  Defeat the Pyro Guy on the 
ground and hit the ? Blocks for two coins.  Jump between them to get a 
second Deep Focus Badge.

Now use the elevator to the left and then fall left over the wall.  Go 
left to a dark room.  Ah!  It’s a scary, Tutankoopa-like voice.  Oh no!  
It’s the Big Lantern Ghost!  How does this loser with no life know 
Mario?  Because you can’t see him, you can only hit his lantern as the 
battle begins.  This makes the light come out stronger (use jumps to 
hit the Lantern for more effect).  Soon, you’ll be able to see, and 
thus hit, Big Lantern Ghost.  It has 40 HP, 5 attack, and no defense to 
speak of.  Not too hard after fighting Anti Guy.  Also, his flash 
attack does two damage to both you and your partner, which disables 
him/her for two turns.  Use an action command jump to hit the Lantern 
twice (which is why Goombario shines here), which lets you or your 
partner hit the ghost immediately afterward.  When you’ve beaten Big 
Lantern Ghost, it leaves behind its Lantern.  As you leave, it talks.  
Go over and talk to it.

His name is Watt, and she was trapped in the Lantern.  Smash it with 
your Super Hammer and a tiny sun baby comes out.  Aw.  Even this kid 
knows who you are.  To make it up to you, Watt will now travel with 
you.  Watt joined your party!  Press the down C button to illuminate 
the darkness.  With HER light, not a him, you can also see invisible 
blocks.  While in battle, use Electro Dash or Power Shock.  Now, I said 
at the beginning of this guide that all your partners were based on 
enemies from past Mario games.

I did not lie, but most of you probably don’t recognize what enemy Watt 
is based on.  Well, Watt is from a really annoying species of enemy 
from Super Mario Bros. 3.  In the second and eighth world, which was 
the desert area, some levels had a sun (called an Angry Sun) that 
followed you and tried to kill you as you moved along.  Watt is one of 
those enemies, although she’s a good guy in this game.  It is rather 
funny to me, though, that such a strong enemy is included among a bunch 
of weak partners.  Seriously, a Goomba, Koopa Troopa, Bob-omb, Koopa 
Paratroopa, and Boo…  They seem to get more advanced as you go along.  
However, Watt would therefore have to be your last partner, which she 
isn’t.

                      +-------------------------+
                      |    Shy Guy’s Toy Box    |
                      +-------------------------+

As you exit, notice an invisible block made visible by Watt.  Hit it 
for a Snowman Doll.  Take the elevator up and jump onto the next 
elevator.  Have Parakarry take you across the gap when the platform is 
at its peak.  It’s a Super Block!  Hit it and upgrade your only normal 
partner, Watt.  As you continue, you’ll see an invisible ? Block at the 
end containing a Volt Shroom.  In the Red Station room, there’s one 
containing a Super Shroom.  Now, before we move on, let’s fix the 
railroad one last time.  Go to Blue Station.  Along the way, you’ll 
stop to pull a lever, thus completing the track.  Now go back to Red 
Station.  The right path has a Save Block and a Heart Block near it.

Heal and go right.  A Shy Guy sees you coming and makes an amazing jump 
over the wall.  Mario is Jumpman?  Yeah right.  He can only jump a 
fraction of the way.  Use Bombette to blow down the wall they made and 
the Shy Guys run away screaming, literally.  Follow them.  See the 
Brick Block with the star on it?  Use Watt to see an invisible block 
near it.  Hit that block and then use it to use Kooper on the Brick 
Block, making the item fall.  Take it for a Shooting Star, an item that 
does six damage to all enemies.  With it, go east, hitting the ? Block 
for a Sleepy Sheep.  Now go right into a dark room.  The Shy Guys see 
you coming and run through the door.  Pass through the opening.

                         +-------------------+
                         |    General Guy    |
                         +-------------------+

Note: A good badge to wear for this battle is Defend Plus.  This will 
make the Shy Squad unable to hurt you.

It is General Guy and his elite squadron.  Following the orders of King 
Bowser, they are guarding the Star Spirit.  As long as they keep it 
secure, they have permission to do whatever they want.  Charge!  Let 
the battle begin.  First, you must take down the Shy Squad.  They have, 
collectively, 15 HP, one attack, and no defense.  Talk about tough…  
However, they attack you the number of times equal to how many Shy Guys 
are in the Shy Squad.  But, Zap Tap will prevent them from attacking 
you multiple times.  It shouldn’t take long to beat them.  Now it’s up 
to General Guy.  You may have beat his infantry, but this wave is far 
stronger.

Oh no!  Stilt Guys!  Each has 7 HP, four attack, and no defense.  
Damage them and they drop their stilts.  With them gone, he summons his 
special battalion, Shy Stacks.  Each has 10 HP, one attack, and no 
defense.  Like the Shy Squad, the attack power equals the number of Shy 
Guys in the stack.  They shouldn’t prove too tough.  Now, with no Shy 
Guys left in his army, General Guy is taking you on by himself.

General Guy in his tank has 30 HP, four attack, and two defense.  You 
can attack either the tank or the Bulb.  Attack the Bulb to get rid of 
his electric attacks, which are devastating in this battle.  They do 
five damage to you and two to your partner.  The Bulb can be beaten 
easily, and I recommend taking it out first.  Use items to fight the 
tank, like Snowman Doll, Shooting Star, Fire Flower, or Thunder Bolts.  
You probably have some from fighting in Shy Guy’s Toy Box.  He cannot 
defend against those attacks, and it is the most effective way of 
beating him.  For the most effect, use items like Shooting Star at the 
beginning to destroy both the tank and the Bulb.  And don’t forget 
about Star Storm if you are low on items.  The best partner to use is 
Parakarry for his Shell Shot, but Bow is also effective if you have low 
FP (her Smack attack can do four damage in one shot, which is more than 
the other partners can do).

When you’ve beaten General Guy, his tank explodes and the soldiers run 
away.  They leave behind the Star Spirit.  Go touch it to rescue the 
fourth one.

“To save the fourth Star Spirit, Muskular, Mario and team disbanded the 
gang of Shy Guys toughs.  Slowly, it seems as if the life force is 
returning to the once bleak night sky…  But the stars won’t truly shine 
until the Star Rod is wrested from Bowser’s evil grasp.  Three Star 
Spirits await rescue.  Where in the world are they being held?”

=======================================================================
============================Peach the Baker============================
=======================================================================

Press the switch in Peach’s room to enter Bowser’s room.  Now exit it 
and walk along the wall to reach the door opposite the one you entered 
by.  Put Power Rush in the chest (from way back in Chapter 2), and Deep 
Focus if this is your first time here.  Now, exit that room and go down 
one room.  In here, you’ll find Gourmet Guy.  He still doesn’t see why 
everyone calls him that.  He’s very hungry, and he’ll keep you a secret 
if you make him something really yummy.  Peach agrees, but she has no 
ingredients or utensils.  No problem for Gourmet Guy.  There’s a 
kitchen one floor below here.

So, Gourmet Guy gives you the Castle Key so you can reach the first 
floor.  That Gourmet Guy is pretty useful.  So, exit this room and 
unlock the locked door to the south.  Go down the stairs and head for 
the rightmost room (up some steps).  Here, open the chest for the Last 
Stand Badge.  Now open the wardrobe.  It’s a Toad hiding from the 
Koopatrol.

He gets back in the closest when done talking.  Exit this room and go 
to the room left of here.  It’s the kitchen.  Twink grabs a cookbook 
and peruses through it for good recipes.  He wants to make the “Special 
Strawberry Cake.”  First, put sugar and eggs in a bowl.  The Eggs are 
behind the bowl and the sugar is two to the left of it.  Now, mix and 
whip ingredients.  When Twink says “start,” press A as fast as you can 
for ten seconds to mix the batter.  If you like how you did, go to the 
next step.  Put flour and butter in the bowl.  They’re on the back 
counter.  Now walk up to the bowl to pour into the pan.  That 
accomplished, bake the batter in the oven for thirty seconds.  Press A 
to put it in, and then wait for thirty seconds.  You might want to use 
an accurate clock or stopwatch.  Press A to end the thirty second 
heating period.

When it’s done, let the cake cool on the table.  The last thing to do 
is decorate the cake.  To do this, put cream and strawberries on it.  
Tada!  My masterpiece!  Now take the cake and exit the room.  You 
automatically reappear in the next floor up.  Gourmet Guy eats it and 
loves it!  It’s too delicious, actually.  He gets excited and runs 
around for a bit before showing his gratitude.  It lies in a secret.  
The next Star Spirit is on Mt. Lavalava on Lavalava Island.  However, a 
nasty Lava Piranha is guarding it.  Gourmet Guy has nothing against 
Mario, which is why he tells you this.  Twink takes off to alert the 
media, err, Mario.  But, Kammy enters to find Peach just at that 
moment.  The guards take her back to her room.

                    +-----------------------------+
                    |    Muskular’s Star Power    |
                    +-----------------------------+

With a new unit of Star Energy comes a new move.  You also learned 
Chill Out.  Use it to lower the attack power of all your enemies.  But, 
as Muskular is talking, Twink comes down.  Then Twink sees an honorable 
Star Spirit.  Holy jeepers!  Muskular takes pity on the dorky Twink and 
remembers his name (you really do care!).  Muskular leaves quickly to 
avoid conversation with Twink.  Now Twink must deliver you a message.  
According to Gourmet Guy, another Star Spirit is being held on Lavalava 
Island.  Thanks for the tip, Twink.

                    +-----------------------------+
                    |    Odd Jobs in Toad Town    |
                    +-----------------------------+

There’s not a whole lot of new stuff to do, and so let’s get it over 
with quickly.  First, go to Tayce T.’s house.  Give her the Cookbook we 
got from Gourmet Guy.  She can now cook food with two ingredients.  Now 
go south to the Train Station.  Here, in the southeastern-most corner, 
is a hidden panel.  That’s another Star Piece for us.  Purchase some 
Li’l Oinks if you’d like, and then go north twice.  Rowf now has new 
badges.  If you can afford them, buy Double Dip (let’s you use two 
items in one turn) and Jump Charge (let’s you charge jumps, adding two 
attack strength to them) for 150 coins.

Heal at the Toad House and then go to the post office.  Kooper and 
Parakarry have mail.  Kooper has a letter from Koover.  He just wishes 
you good luck.  Parakarry’s letter is from Frost T., a resident of a 
far-off frozen land.  He thanks Parakarry for delivering mail, even in 
harsh conditions.  Now go to Luigi.  He was reading your mail!  You 
have three new letters.  First, one is from Goombaria.  She just wants 
to hear your amazing tales of adventure.  Tayce T. thanks you for the 
Cookbook.  She also reveals a recipe – Fire Flower and Egg.  Finally, 
Rowf thanks you for your continued patronage and saving his business.

Now, let’s go read Luigi’s diary.  Spin jump the panel and read the new 
pages – three and four.  Luigi found a Shy Guy asleep in his bed.  Then 
he writes a confession in page 4.  The Goomba family visited him today, 
and they gave him a Goomnut for Mario.  Luigi ate it anyways and his FP 
increased by three.  He wonders if Mario will notice his FP upgrade…

                         +------------------+
                         |    Badge Stop    |
                         +------------------+

Head for Shooting Star Summit.  As you go, you should get another Star 
Piece by spin jumping the ground after the bridge.  Also, on the summit 
is a Star Piece hidden under a panel (first ledge).  With them in hand, 
go to Merlow’s house.  Outside of it is another Star Piece (spin jump 
near the plants).  Now enter the house.  In the chest there should be 
another badge, Power Rush.  If you’re in danger, your attack is raised 
by two.  You should have 26 Star Pieces if you’ve been following the 
guide.  If not, see my Star Pieces section.  For 25 Star Pieces you can 
buy Power Plus.  Yes, you already have this badge, but you want two.  
It will prove extremely useful.

                   +------------------------------+
                   |    The Master Version 2.0    |
                   +------------------------------+

Remember the days when we thought The Master was so tough.  Well, those 
days are now ‘cause he is.  He went easy on us!  He actually is much 
tougher, and it’ll take a lot of fancy footwork to beat him this time.  
Go to the Dojo fully healed with the below badges equipped.

Power Bounce
HP Plus
Power Plus x 2
Zap Tap

I have a way of determining how tough an enemy is.  It doesn’t work in 
all cases, but it is adequate for comparing The Master and Anti Guy.  
Add up their attacks and HP, then divide by 3.  The Master scores 
27.66, while Anti Guy scores 20.  I hope you have 21 BP to spare, 
because that’s how much my combo needs.  If you have more, spend it on 
Dodge Master, Defend Plus, FP Plus – whatever you can.  You might want 
to fight The Master once with Goombario to tattle on him and get a feel 
for his moves.  But, when you’re actually ready to fight him seriously, 
have Parakarry out.

Note: You might want to stop at Boo’s Mansion for this battle.  Note a 
Star Piece is present in the first room (by the carpet), and in the 
room you got the Record in.  At the shop there they sell Super Shrooms 
and Life Shrooms, both of which I recommend buying.

The strategy here is rather simple.  Use Parakarry’s Shell Shot to do 
six damage a turn.  Use Mario’s jump to do eight more damage.  The 
Master loses one point more by attacking, making him lose a total of 
fifteen health every turn.  The Master now has 75 HP, 8 attack, and no 
defense, so he can beat you relatively quickly.  In this setup, it’d 
take five turns to beat him.  If you can survive five turns against 
him, then by all means use it.  However, every more must be executed 
perfectly, or done differently.  That is, I put Power Bounce up there 
for a reason.  It is actually the heart of the strategy.  So, taunt 
your enemy and get ready.

Power Bounce is an interesting badge.  In Paper Mario: The Thousand-
Year Door, the strongest and optional boss was named Bonetail, and he 
has 200 HP and six attack.  I’m serious.  In that game, you could gain 
more levels, but the attack and defense system is identical to this 
one.  How do you beat something with 200 HP?  Use an attack that can 
hit your enemy more than once of course!  Many badges in this game made 
it to the sequel, and Power Bounce did so in flying colors.  Use Power 
Bounce to jump on opponents over and over until you miss an action 
command.  Each time you use it, you use 3 FP.  It is worth it, though.  
Each time you hit, you’ll do less damage, but you can do 10 damage or 
more with one jump!  It might not be worth it now, but if you’re really 
good at it, you can beat The Master easily.

Another alternate strategy that is more costly requires that you buy 
the Double Dip Badge from Rowf.  It lets you use two items in one turn.  
Stock up on cheap Thunder Bolts from Little Mouser in Dry Dry Outpost 
and use two per turn, doing ten damage each turn.  But, the first 
strategy is probably your best bet.  If you aren’t good with Power 
Bounce, then replace it with Dodge Master.  Also, consider using Close 
Call and Power Rush.  Good luck.

This is definitely the hardest battle you’ve yet fought.  But The 
Master never kills you; he always leave you with 1 HP, just enough to 
challenge him again after resting.  If you win (I won with only 1 HP 
left), you get the Fourth-Degree Card.  The final form of The Master is 
impossibly hard, almost as hard as Bowser in the final battle.  Later 
on, about two chapters from now, we will be able to beat The Master 
again, and this time once and for all.

                          +----------------+
                          |    The Port    |
                          +----------------+

Go to the Port.  First things first; spin jump a hidden panel near the 
street sign for a Star Piece.  Now, look around.  It’s Kolorado!  He’s 
headed for Lavalava Island, but has no transportation.  Walk out on the 
lower dock and you’ll reach a... thing in the water.  Spin jump it and 
it comes up.  A giant tuna!  Err, whale!  It is sick, though.  
Something’s jumping around in its belly.  It’s a classic trick.  Walk 
into its mouth and pull out Watt.  Its mouth is quite dark, and you’ll 
need your buddy to light the way.  Go right and you’ll find a strange 
creature.  Jump into it to fight.

You must fight with Watt.  Fuzzipede has twenty HP, three attack, and 
no defense.  At first, you can hit it, but afterward it moves to the 
ceiling where it’s all too untouchable.  Use Star Storm at this time.  
Fuzzipede can also disable your commands.  Beating it shouldn’t be 
hard, though.  The whale feels better, and it sends you up through its 
spout.  Fuzzipede hops off and the whale thanks you.  They should call 
you Dr. Mario or something!  The whale will repay you by joining your 
party!  No, I’m kidding.  It will give you a ride anywhere, including 
Lavalava Island.  Kolorado will come with.  Talk to him and off you go.

=======================================================================
==============================Chapter 5*===============================
=======================================================================

                  “Hot Hot Times on Lavalava Island”

                       +-----------------------+
                       |    Yoshi’s Village    |
                       +-----------------------+

Kolorado immediately takes off to the east for the volcano top.  Follow 
him right and you’ll see a yellow Fuzzy kicking his old Howard-Carter-
impersonating shell.  First, let the Fuzzy have its fun and go take the 
Letter, to Igor, the Boo who runs the shop in Boo’s Mansion, on the 
stone.  Now go over to help Kolorado.  This new breed of enemy, called 
a Jungle Fuzzy, has 7 HP, two attack, and no defense – just like most 
Shy Guys. Like their fuzz-ball brethren, they absorb your HP; what you 
lose they gain.  They can also divide (the term is fission), which 
proves that they are real simpletons when it comes to cellular 
structure.  What?

If you have equipped two Power Pluses as I do, you can beat them with 
one jump.  To block their HP absorption technique, press A as fast as 
you can to fill the gauge and rip them off.  Continue right to reach 
Yoshi’s Village.  In every Mario RPG game, there is a Yoshi, usually 
more.  These Yoshis aren’t the legendary Yoshi that is friends with 
Mario, but they are the same species as him.  Yoshis were first 
introduced in Super Mario World, in which a vacationing Mario rescued 
this dinosaur species from Bowser, along with Peach.  You can find the 
Village Leader on the central island on the village.  He’s the fat 
green Yoshi with a feather on his head.  The entrance to the volcano is 
in the jungle, and the volcano seems ready to erupt.

North of the leader is a statue of a raven.  In this village is a tree 
where the ravens live, and they are disciples of Raphael the Raven.  
They speak a different language, though, and they never come down.  
Spin jump in front of the statue for a Star Piece.  Now go right a 
screen.  The youngsters of the village are the Fearsome 5, and they 
have an oh-so secret plan.  The Fearsome 5 speak ill of the Cheep Cheep 
over there (in Mario games, fish are called Cheep Cheeps) because she 
is their baby-sitter, and she won’t let them out into the jungle.  
Also, the adults say that Kolorado ventured into the jungle.

To the right of them is Yoshi’s Cabana, the item shop.  They have good 
prices on some items, but there’s nothing new here.  Thunder Rage is 
comparatively cheap, but Super Shrooms are two coins cheaper in Boo’s 
Mansion.  Right of them is a sort of Toad House.  Now go north of 
Sushie, the Cheep Cheep.  See the plants?  Check them.  You might fight 
a Hurt Plant, each of which having 8 HP, two attack, and no defense, or 
they might by Heart Plants, which slightly heal you.  They can poison 
you, which is really their only good offense.  Check the bushes and 
they part.  Now go right a screen.  Currently, we can do nothing, so we 
will return later.

                         +-------------------+
                         |    Jade Jungle    |
                         +-------------------+

Go back to the village and go right a screen.  Kolorado is getting beat 
up by the natives.  Head right and fight the Shy Guy with a spear 
attacking him.  This jungle Shy Guy is called a Spear Guy.  Each have 7 
HP, three attack, and no defense.  If they throw their spears, they 
become Shy Guys (one attack point weaker).  Attack them based on how 
their spear is pointed (if up, you cannot jump on them).  Note that 
they might summon reinforcements.  Continue right to see the entrance 
to the cave.  However, it’s very high up, and we cannot reach it.  Go 
left and Kolorado plays a practical joke on you.  Huh, such 
incompetence.  Go left again to reach Yoshi’s Village.  The children 
are missing!

                           +--------------+
                           |    Sushie    |
                           +--------------+

Like last time, go north where Sushie was and then shake the bushes.  
Go right from there to hear Sushie.  Sushie is trapped in a tree.  She 
was built for swimming, not flying.  To help her out, hit the tree with 
your hammer three times.  While chasing the “Fearsome 5,” Sushie fell 
into a trap they had set.  Now they’re exploring the jungle, those 
little ingrates.  When she hears that you’re also searching those 
diminutive hoodlums (little rascals was trademarked), she decides that 
you two should look together.  She then learns that you’re the famous 
Mario, of whom she’s never heard.  Sushie joined your party!  Huzzah!  
Press down C on the platforms bordering the water to ride on her.  
Press down C in water again and she dives.  In battle, she can use 
Belly Flop or Squirt.

Go right over the tree bridge and get in the water using her special 
ability.  Head left, diving beneath another bridge, and get off her at 
the dock platform.  It’s a Bub-ulb.  It also gives you a Magical Seed, 
the final one.  Well, it would, except the seed isn’t ready yet.  We’ll 
come back later.  Now get back in the water and swim right.  Here, take 
the Star Piece and hammer the tree for a Letter to Russ T. in Toad 
Town.  Thanks, Sushie!

              +----------------------------------------+
              |    The Fearsome Five Rescue Mission    |
              +----------------------------------------+

Return to where you first docked off and go left a screen.  Here, get 
in the water and go to the central island.  Fight off the Spear Guy (to 
perform action command with Sushie, hold left on the Control Stick like 
you would Kooper’s moves or the Super Hammer).  Now you can hit the 
Badge Block here.  It is Power Quake, a strong hammer attack that 
affects enemies on the ground on ceiling.  It costs 2 BP and 4 FP.  Get 
back in the water and head left a screen by diving under the tree-
bridge.  Look around for a dock on the central island.  Go up and check 
the bushes.  It’s a monster!  No, it’s a M. Bush, having 8 HP, three 
attack, and no defense.  They occasionally poison you.  When you win, 
go down and right on the tree-bridge.  Beat down that Spear Guy and go 
south to a Super Block.  Hit it and upgrade Sushie, your only average 
partner.  Now go back into the water.  Swim left and dock at the 
western side of the screen.  Go forward, defeating an M. Bush, and 
check the bush ahead to find the red Yoshi.

Now it runs home.  One down, four to go.  Go down to the dock and head 
left of it to go left one screen.  You’re at the whale.  Go right twice 
to reenter the village.  Heal and save, then reenter Jade Jungle to the 
north.  Go through the bushes and swim left.  Dock at the central 
island and go north one screen.  Check the bushes to make them separate 
and then hit the tree if you want a Fright Jar.  Get in the water at 
the dock by the tree and go left to another dock.  Take it and go 
right.  Press Z when you’ve jumped on the flower and you’ll hover up to 
reach the next ledge.  Destroy your opposition – namely a Spear Guy.  
Tip: avoid fighting legions of Fuzzies by using Star Storm.  It does 
seven damage per attack.  Check these bushes to find a pipe.  Take it 
down and use Watt to light the place.  Hop up the steps to the green 
Yoshi.  Talk to it and it returns to Yoshi’s Village safe and sound.  
Two down, three more to go.

Take the pipe back up and switch to Sushie as your active partner.  Go 
to the dock to the south and head west to a new screen.  Swim around 
and dive for a Star Piece.  Now dock and go left.  Here, hit the log 
bump to form a bridge.  It’s the first blue Yoshi.  Talk to it and it 
leaves for the village.  Mario officially takes that Yoshi’s position 
as “it.”

Go back right and get in the water.  Continue right and dock at the 
easternmost platform.  Go right a screen on land.  Here, fight off 
swarms of enemies and traverse the tree-bridge.  Slam your hammer into 
the long here and cross the bridge.  This is a Hurt Plant; do not touch 
it.  Continue across this path and go right a screen.  Poor Yoshi!  
It’s surrounded by two Piranha Plants.  Run up to them and let the 
battle begin.  Each Putrid Piranha has 12 HP, three attack, and no 
defense to speak of. Their weaker breath can poison you, which you 
should action command defend against.  They aren’t too tough.  When 
you’ve won, the orange/yellow Yoshi proclaims his savior and runs off.

Now that it is safe, go left.  Here you’ll find a dock.  Take it and 
get on dry land to the left at another docking platform.  Go south.  In 
a tree here is the fifth Yoshi.  Hit the tree to the right and combat a 
Jungle Fuzzy.  Go left and hit that tree to knock down the snoozing 
Yoshi.  It goes back home.  To make a major shortcut, go south and hit 
the log there to form a bridge.  Now cross it and go south.  Welcome 
back to the village.

                      +-------------------------+
                      |    Raphael the Raven    |
                      +-------------------------+

The Village Leader wants to thank you.  Go see him at his stone table 
and he’ll be missing.  Instead, he’s in front of the raven statue 
nearby.  To reward your valor, the leader shall teach you a good way to 
reach the volcano.  Follow him and he gives you the Jade Raven.  
Whenever events beyond the Yoshis’ control occur, they seek guidance 
from Raphael the Raven, the master of this island.  Should you place 
the Jade Raven in Raphael’s statue, he will reappear from the depths of 
the jungle.

Sushie would leave your party, but she hears your touching, romantic 
story of rescuing Princess Peach.  Romance in a Nintendo game?  
Whatever, Sushie is still staying with us.  Now go to the Toad House to 
heal.  Buy any items you might want, and then reenter the jungle by 
where you entered to find the Fearsome 5.  Go left over the bridge you 
made and then go north a screen.  Get in the water with Sushie and get 
on land at the northern dock.  Place the Jade Raven in the statue here 
and it moves aside.

Take this new path north.  Welcome to the jungle.  That before was just 
water and trees.  This is the thicket.  Defeat the Spear Guy and check 
the bushes to the right to find a new path north.  Take it.  Go right 
here to see water gushing from a hole in the ground.  Push a block onto 
it and the water rises somewhere else.  Continue this sequence until 
you’ve clogged all the holes but the last one, which raises a rock 
until the rock is sky-high.  Push a block onto this geyser of sorts and 
go north.  Here, you can pull down the ivy on the tree to make stuff 
fall down.  You’ll get a Mushroom, a Fire Flower, fight two Fuzzies, 
and create a path to the north this way.  Take the path.  First, spin 
jump right of where the Heart Plant’s heart appear for a Star Piece.

Now go right.  It’s the boss of the jungle, three Putrid Piranhas and a 
W Magikoopa, the W standing for white.  Bowser must have his hand in 
this if a Magikoopa is present.  This enemy has 11 HP, three attack, 
and no defense.  W Magikoopas are healing Magikoopas.  He can make his 
companions recover 5 HP at a time, or all of them at once for 3 HP.  
Beat the W Magikoopa first.  He can heal himself, too.  Star Storm is 
effective here; let your partner take out the W Magikoopa after using 
it.  From there, you’ll have little trouble besting the Putrid 
Piranhas.  When you’ve won, take the many coins that result and go 
right.  This is the home of the master of this island, Raphael the 
Raven.

Enter the tree.  Save and climb the stair steps.  Nice music…  When you 
reach the top, go outside and climb the sloping path here.  Keep going 
until you reach the top to find a Happy Heart Badge.  Equip it to 
slowly refill HP during battle.  Now go back left down the steps and 
enter the door you see.  Climb these steps and go right when outside.  
This is Raphael the Raven, venerable guardian of Lavalava Island.  To 
help you, Raphael becomes angry and lets out a giant “caw.”  This 
summons his minion ravens, who he then dishes out orders to in their 
language.  Raphael then jumps from his nesting place to the ground.

Fall with them and talk to Raphael, who then ground pounds the land 
here to create an arch for you to pass under.  Follow him right a 
screen and continue following them.  Talk to him and the ravens get to 
work sawing down a tree.  Kolorado then wanders over.  Now the ravens 
are done making some sort of contraption.  Kolorado is the first to 
jump into the lift.  Before you take it, Raphael gives you an important 
item.  It is the Ultra Stone.  With it, you can upgrade partners a 
second time at Super Blocks.  Use it and prosper.  The ravens then 
leave.  Take the lift up and go right.  Jump to the chain and ride it 
across the rope to the other side of the volcano.  As a note, if you 
want to return here, just go right from Yoshi’s Village.  Now heal at 
the Heart Block and enter the volcano.

                        +--------------------+
                        |    Mt. Lavalava    |
                        +--------------------+

Go forward in the smoking cave and a Putrid Piranha guard pops up.  It 
identifies you as Mario and takes off to alert its boss.  Continue down 
this tunnel to reach a large, magma-filled room.  Kolorado is here, and 
he senses danger.  He’s a genius!  Kolorado jumps to the platform and 
is burnt.  To cross these sinking stones safely, have Parkarry at your 
side.  Let him fly you across the magma.  At the other end, ride a 
stable platform across some magma (if you fall in, you lose one HP and 
start over) and jump to a safe platform, on which is a new enemy.

Lava Bubbles have 9 HP, four attack, and no defense.  However, they’re 
beaten quite easily.  Use the Ice Power Badge to boost your attack by 
two when fighting them.  It also allows you to jump on them.  The 
partner of choice here is Kooper.  They can also do two damage to your 
friends.  Also, Sushie’s Squirt attack is effective.  When you’ve 
triumphed, use Parakarry to cross some rocks in the magma and go right, 
further into Mt. Lavalava.

Here, use Kooper to destroy the Brick Block and knock down a POW Block.  
Also, you’ll face a Spike Top, relatives of the Buzzy Beetle.  If you 
have the badge Spike Shield equipped, they’re a piece of cake.  If not, 
their 4 HP, three attack, and four defense will leave you begging for 
mercy.  If you don’t have Spike Shield equipped, beat these enemies 
with Star Storm quickly and equip Spike Shield afterward (2 BP well-
spent).

Go left and you’ll face another Spike Top.  Beat it and continue down 
this path.  Save at the Save Block and then take the rope down.  As you 
fall, drop about three seconds in.  Your goal is to land on that raised 
platform.  If you do, you’ll find the Fire Shield Badge.  At the cost 
of 2 BP, the damage you take from fire attacks is reduced by one.  
Maybe later…  Now head left.  Go through this tunnel to a new cavern.  
Here, go left and use Parkarry to cross the upper magma flow.  Push the 
blocks into it to block off some of the waterfall, so to speak.  Now go 
down and use Parakarry to cross the remaining magma.  Now go left to a 
new cave.

Here, push the two blocks so that they form a line, and then use 
Parakarry to cross the gap.  Here, you’ll face two Lava Bubbles.  With 
the first is an R Magikoopa, the R standing for red.  Each has 11 HP, 
three attack, and no defense.  These are the pumps of Bowser’s army; 
they increase the attack of others with their magic.  This is a major 
waste of time on their part, as you can easily beat a Lava Bubble with 
a single jump (assuming you have Ice Power equipped).  If you damage 
the R Magikoopa, it may run away.  The second has a W Magikoopa with 
it, nothing special.  Now climb the path and open the chest for the 
Ultra Hammer!  Your hammer’s attack strength is now increased, and you 
can break any blocks.  It will be useful to us here and in Toad Town 
Tunnels.

Give it a test run by smashing it into the block to the right.  Go 
right once and reach the east edge of this screen.  Smash the metal 
block here and use Parakarry to cross over the magma stream.  Avoid the 
Putrid Piranha and climb the steps to open the chest containing the 
Dizzy Stomp Badge.  If effective, it makes the target dizzy.  Exit here 
and go right twice (once into the tunnel, once out of it).  Bounce on 
the spring to then left and then head left (not on the rope, on the 
land) to reach a spring.  Bounce on it and take the rope here across 
the gap.  Now head right.  See the flame chains?  Like in Koopa Bros. 
Fortress, those are Podoboo chains.  Time spin dashes well to pass them 
and reach a Super Block.

Upgrade any of your partners (I chose Kooper) to Ultra-Rank thanks to 
the Ultra Stone.  Go back left and out of this room.  Head left along 
this trail and then right to return to the Save Block by the rope that 
you took earlier (when you got the Fire Shield Badge).  Save and talk 
to Kolorado, who has made it this far.  Smash the block to let him move 
onward.  Take the rope and hang onto it for about three seconds.  
You’ll fall down to a Super Block.  With the Ultra Stone, you can now 
upgrade a party member to Ultra-Rank.

Upgrade whoever, although I did Sushie, who is quite useful in this 
fiery place.  Now that you have it, jump to the ground and spin jump 
the ground right of the Super Block for a Star Piece.  Go left to exit 
this room, take the springs up to the Save Block, and take the cave to 
the right.  Take the rope all the way across to reach a cave.  Take it 
and you’ll reach the tunnel of no return.  A giant spiked ball falls 
down, and you must run right to escape it.

In the new room, use Parkarry to safely reach a platform navigating the 
magma.  Cross over it and go right past more Podoboo chains.  They also 
throw Lava Bubbles into the mix for challenge.  Toward the end you’ll 
have to time a good jump to the platform in the magma to escape the 
Podoboo chain.  Cross the gap and go right through the cave.  Defeat 
two enemies and then head right.  Kolorado finally catches up with you.  
Unfortunately, the treasure is just around the corner, but there is a 
solid wall.  Push the block here all the way to the left and jump on 
it.  Hit the metal blocks in the way and a boulder falls.

It crushes poor Kolorado, but it does make a dent in the wall that you 
two can pass through.  Head right and Kolorado runs to you.  He heads 
right because of his treasure-sensing intuition.  Spin jump the panel 
left of the Heart Block for a Star Piece.  Head right and take the two 
treasures of the ? Block.  Further right is a disappointed Kolorado who 
has found nothing.  Go left down the steps to a Save Block, which you 
should use.  Now head right.  Another Putrid Piranha sentry pops up, 
concludes a Code Red, and goes to its boss.  Follow it to the right.  
You might want to have the following badges on:

Dodge Master
HP Plus x 2
Power Plus x 2
Power Rush
Close Call
Ice Power
Fire Shield

This combo takes 26 BP, and you might supplement it with Deep Focus or 
Mega Rush (just in case).  Now go right.  Have Sushie out and continue 
right to see a disgusting creature appear from the lava.  You made it, 
Mario.  After accusing you of being evil, it decides to kill you.  By 
trapping the Star Spirit, Bowser gave the Piranha Plants Mt. Lavalava.  
Prepare to fight.

                        +--------------------+
                        |    Lava Piranha    |
                        +--------------------+

This plant has 40 HP, five attack, and no defense.  Not too bad, but 
not too good.  However, it is pretty strong.  All of its buds can 
attack at once.  Each Lava Bud has 8 HP, four attack, and no defense.  
They seriously jeopardize your health, so take them out right away.  It 
should be done easily with a jump if you’re using my strategy.  With 
them gone, it’ll be easy for you to beat Lava Piranha quickly.  After 
all, assuming you use the right characters, you can do tons of damage 
each turn – eight with just Mario alone.  Right when you’ve won another 
easy battle, Lava Piranha’s buds fall into the lava, which revitalizes 
them.  They’re back, they’re on fire, and they are tougher than ever.

Actually, now it’s even easier to win.  Sure, you’re weak, but you have 
a plus two attack power.  Don’t waste time attacking the buds; they 
come back to life shortly after dying.  He may be easier to hurt than 
before, but there is still the matter of survival.  Use Sushie’s Squirt 
attack to hurt Lava Piranha (after being damaged greatly, it will not 
move for a while).  The damage to the plant will be spectacular.  Focus 
all your energy, all your FP, and all attacks to Lava Piranha, not the 
buds.  It now takes the buds two turns to attack, which may buy you 
some time.  Damage Lava Piranha nonstop and you can win in a three 
turns.  Survive long enough and you’ll win.

This time, though, the Lava Piranha falls forward, not into the lava, 
and it’s down for the count.  It drags itself back into the pit.  
Kolorado comes over and runs to the cave to the right for treasure.  As 
for you, you’ll have to settle for the Star Spirit.

“Venturing deep into the steaming Mt. Lavalava, Mario and friends 
plucked the Lava Piranha…  and rescued the fifth Star Spirit, Misstar, 
from a fiery fate.  But the ‘treasure’ Kolorado is looking for is yet 
to be found.  Wherever could it be?  What’s that…?  Something… strange… 
is… going on around here…”

                  +--------------------------------+
                  |    Escape from Mt. Lavalava    |
                  +--------------------------------+

The place is collapsing!  Follow Misstar right and up some steps.  
Kolorado decides to check if Lava Piranha had it, but then the mountain 
trembles much more violently.  Magma is rising!  The mountain is 
erupting.  I bet the Lava Piranha is enjoying it.  Use Bombette to blow 
up the wall to the right.  Go right and run across the stairway.  
Kolorado sees a treasure chest!  Misstar grabs the two and takes them 
up before the volcano blows.  The treasure was launched down onto the 
ground in the distance.  That was too close for comfort…

                  +--------------------------------+
                  |    The 64th Trivia Quiz-Off    |
                  +--------------------------------+

Peach has gotten quite bold.  She wants to sneak out again.  What 
terrific timing!  Like usual, hit the switch behind the picture to go 
to Bowser’s room.  Now go right to exit the room.  Enter the door 
opposite the one you’re in.  Put Last Stand, the badge we got last time 
we were out and about in the castle, in the mysterious chest here.  Now 
exit this room and go down to the first floor.  Take the stairs down 
and go left to the leftmost door.  Take it.  A Koopatrol sees you, and 
his first instinct is to carry you back to your room.

But, a Hammer Bros. nearby wants Peach to participate in their little 
game.  After all, she can’t leave the castle or anything.  They need a 
third person, and they don’t want one of Bowser’s minions because then 
they’d know that they’re goofing off.  This is the 64th Trivia Quiz-
Off!!!  Mr. Hammer is the host.  Mr. Hammer will ask ten questions, and 
the contest who answers the most wins.  Everyone gets at least a 
participation prize.  But, the winner gets a fabulous prize.  Some 
questions below might be slightly off.  You’re not given much time to 
answer, let alone type them.

1) Question: What’s the name of the boss inside the volcano in Lavalava 
Island?
Answer: Lava Piranha

2) Question: Where did Master Huff N. Puff imprison the Star Spirit?
Answer: Flower Fields

3) Question: What is the name of the scary round monster living in Dry 
Dry Ruins?
Answer: Chomp

4) Question: How would you get to Flower Fields?
Answer: Pass Flower Gate

5) Question: What’s the name of the person who King Bowser really 
loves?
Answer: Princess Peach

6) Question: What thing is most deeply related to Flower Fields?
Answer: Flower

7) Question: What’s the name of the most admirable, invincible, just 
downright cool guy around?
Answer: Bowser

8) Question: What’s the name for the ghost for the ghosts who live in 
and around Forever Forest?
Answer: Boo

9) Question: What’s the name of the area just to the south of the post 
office in Toad Town?
Answer: The Flower Garden

10) Question: Where is Peach’s Castle now?
Answer: On Bowser’s Castle

For winning, you get Jammin’ Jelly.  It restores 50 FP.  And for 
participating (this way, you get it even if you lose), you get the 
Sneaky Parasol.  What does it do?  If you face someone and press B, you 
can transform into that person.  Just as she gets it, Bowser comes in.  
Bowser wants to go on the quiz show, and Peach walks off, but Bowser 
catches her.  The guards then take her back to her room.

                    +----------------------------+
                    |    Misstar’s Star Power    |
                    +----------------------------+

Kolorado is depressed because of his lack of treasure.  Misstar scolds 
him because his life is more important than that treasure, and he as 
willing to risk it.  Misstar then thanks Mario.  You’re up to five now.  
With her aid, you now have five Star Energy.  And you learned Smooch, a 
new Star Spirit Power.  Use it to restore more HP than Refresh can.  
Misstar takes off for Star Haven, and Kolorado complains.  He was so 
close, but then he had to get saved by a starfish…  He walks off sadly.  
Poor Kolorado…

                +------------------------------------+
                |    The Treasure of Mt. Lavalava    |
                +------------------------------------+

Of course we weren’t in it for the Star Spirit.  Ha, it makes me laugh!  
No, we were there for the treasure, and we’re very fortunate that the 
treasure chest was lava-proof.  Go right to Yoshi’s Village and save.  
Now go north into Jade Jungle.  Check the bushes ahead of you to make 
them split and then go right.  Continue right to a treasure chest.  
Open it for the Volcano Vase!  Wait, remove that exclamation mark.  
This treasure reeks.  We’d might as well give it to Kolorado.  But, 
first let’s get the Magical Seed from the Bub-ulb here.  That deadbeat 
skipped on us last time.  Swim to his island and talk to him.

Apparently, he just gave the seed to Kolorado, who somehow missed the 
treasure chest here.  So, we must give the vase to him.  Return to 
Yoshi’s Village and give Kolorado the vase.  You ARE the cat’s meow.  
Thanks, Kolorado.  Feeling guilty, Kolorado gives you the Magical Seed 
in return.  Now return to the whale and ride him back to Toad Town.  
Good-bye, Lavalava Island, and hello Mushroom Kingdom!

                     +--------------------------+
                     |    Jr. Troopa Returns    |
                     +--------------------------+

Well, not yet.  Jr. Troopa has come to challenge you before you leave 
for Toad Town.  He swam all the way here, and there’s no way he’s 
letting you leave now.  That would be funny, though.  And it is, too, 
because that’s what happened.  Kolorado plans to leave for Koopa 
Village to be with his wife.  Cheerio, old bean.  In the meantime, Jr. 
Troopa wants to challenge you, this time in the Port.  What will the 
little loser do this time?

Because of swimming, Jr. Troopa only has half his normal HP, which 
leaves him with 20.  His new skill makes up for it.  Now how will you 
beat him?  He has a horn on his head and he flies.  Jr. Troopa has 40 
HP, six attack, and one defense, although he starts with 20 HP.  
Assuming you have the Spike Shield Badge on, you can bypass his spike 
and jump on him normally.  This makes this battle even easier than the 
last one.  As for partners, Watt is the way to go in this battle.  Use 
her Electro Dash to do four damage.  Remember, Watt’s move gets action 
command by holding A until the bar fills, and it penetrates defenses.

Once you’ve won, you’ll get quite a few Star Points.  Beaten, Jr. 
Troopa realizes that he could have flown to the island.  Poor Jr. 
Troopa…  You can now hammer and jump on his body, plus use partner’s 
abilities, to further torment him if you’d like.  When you’re done, get 
ready to check the mail.

                           +---------------+
                           |    Letters    |
                           +---------------+

As you return to the main Toad Town area, you’ll see Goombaria and her 
mom in Toad Town.  Goombaria did mention that she might come over in 
her letter to Mario.  Now go to the post office.  Everyone but Kooper, 
Parakarry, and Sushie has letters.  Goombario’s letter is from Gooma.  
It’s encouragement and a stop-by letter.  Bombette received mail from 
Bruce, her unreciprocated boyfriend.  His heart burns like a fuse.  Oh, 
that’s so sweet.  Bombette has (*giggle*) ignited his passion.  Bow has 
a letter from Bootler.  He wishes you safety and regrets not having 
joined you on your adventure.  That would’ve been pretty cool.  Watt’s 
letter is from Fuzzipede, the guy in the whale he beat up.  He 
appreciates you helping him out of the whale’s stomach.  Basically, 
he’s de-establishing all relations between you two.  Hooray!

Now we’ll deliver two Letters.  One that we have takes forever to 
deliver, as you experienced earlier, and we won’t get into it.  First, 
go to Boo’s Mansion.  Go to the shopkeeper, Igor of Boo’s Shop.  
Deliver the Letter, an order list from Gusty Gulch (talk about lazy), 
and you’ll be rewarded with a Star Piece.  Now return to Toad Town via 
pipe.  Deliver a Letter to Russ T. of Toad Town.  It’s from a young and 
curious Yoshi of Lavalava Island.  Take the Star Piece reward and exit 
the house.

                        +---------------------+
                        |    Luigi Updates    |
                        +---------------------+

Go to your house.  It’s time we checked our mail and read more of 
Luigi’s diary.  You have one new letter from Kolorado.  He thanks you 
for helping him along in his volcanic expedition.  Now spin jump the 
platform to reach Luigi’s diary.  Read the new pages – five and six.  
Luigi learned that Mario went to Lavalava Island on a tuna.  He’s so 
jealous.  In the next page, Luigi thinks Yoshi kids are just the cutest 
little things.  He admits to being a bit jealous of his brother.  As 
for Luigi himself, he’s sitting atop a metal block singing.  If you 
want, you can break the block.

                +-------------------------------------+
                |    Findings in Toad Town Tunnels    |
                +-------------------------------------+

With the addition of Sushie and Watt to our party, as well as the Ultra 
Hammer, we can now do much more than before.  First, drop into the pit 
in the first room you’d normally take to go to Boo’s Mansion by pipe.  
Go left in here and left again.  Here, if you use Watt, you can see 
three invisible blocks leading to a Super Block.  Push the block on the 
ground around to be under them and then jump to hit the blocks, making 
them physical.  Now jump across them to the Super Block.  Upgrade any 
partner, although I chose Goombario.  Now go back right twice.  Get out 
Sushie and go right in this disgusting sewer water.  At the other end, 
a giant Blooper pops out to battle you.

It’s a Super Blooper.  It has 70 HP, five attack, and no defense.  It’s 
not that tough.  When it’s mad, it’s attack goes up.  Also, it can 
spawn Blooper Babies.  I hope you like long battles.  Each Blooper Baby 
has 6 HP, two attack, and no defense.  Use Star Storm to effectively 
eradicate both of them and damage Super Blooper at the same time.  When 
Super Blooper is mad, switch to Bow and use Outta Sight to protect 
yourself.  Quick Change is a good badge to use for this battle.  After 
quite the easy battle and many Star Points, a switch falls down.  Hit 
it and a pipe appears as a shortcut to Yoshi’s Village.  While there, 
save and heal before reentering the sewers.

Go right of the pipe to a new room, following the lower path to another 
room.  You can do nothing for now, so just go to the pipe.  Take it and 
blow up the wall to the right.  The weirdo here is named Rip Cheato, 
and he must be a convict to live down here.  This guy’s a total con 
artist.  Do not buy his merchandise.  However, you can take a pipe to 
the right.  When you do, you’ll appear in the house in Toad Town that’s 
always locked.  Take the Odd Key to the left and unlock the door.  You 
now have a quick path to Rip Cheato if you need him.  Now, if you have 
enough coins, he can help you.  Buy his first three items.  64 coins 
apiece, they are a Star Piece, a Life Shroom, and then the Bump Attack 
Badge.  Wear it to defeat weaker enemies by simply walking into them.  
Now stop buying items from him.  Now reenter the tunnels by the normal 
entrance.

When you enter, go left a room.  Left again, take the rising platforms 
up and enter the pipe.  When you emerge, go right onto the platforms 
and cross them to a door.  Go through it and go right to the pipe on 
the ground.  Take it and defeat the Buzzy Beetle here.  Now destroy the 
metal blocks and climb the steps to a Super Block.  Hit it and upgrade 
any partner, preferably Watt or Bow. Now exit the tunnels, for we are 
out of things to do there once again.

                         +-------------------+
                         |    Badge Break    |
                         +-------------------+

You probably don’t have a lot of money since you bought so many items 
from Rip Cheato, but, if you do, you should still buy some badges from 
Rowf.  Because I was low on coins, I bought Spin Smash for 75.  It 
costs 1 BP and 2 FP, but when used, it knocks the target into the 
character behind them.  Now go to Merlow’s place.  In the first room, 
take Last Stand from the treasure chest.  It will only be there if you 
delivered it as I said when you were controlling Peach.  Now go see 
Merlow.  If using my guide, you should have thirteen Star Pieces.  
Spend them on Feeling Fine and Pretty Luck, both for 5 Star Pieces.  
That was quite a fruitful venture, now wasn’t it?

                        +---------------------+
                        |    Kent C. Koopa    |
                        +---------------------+

Kolorado is off by the Toad House.  He would return to Koopa Village to 
spend time with his wife, but Kent C. Koopa is blocking the road.  He’s 
a terrible brute, and this is a sticky wicket.  Of course, he could 
always use Toad Town Tunnels, but he wouldn’t think to do that.  Healed 
and saved, go right to Kent C. Koopa.  He’s a big, ugly bully.  He is 
charging a toll of 100 coins to use Pleasant Path.  You can either pay, 
don’t pay, or fight.  He gives you a chance to run before you face him.  
Get ready for him.

Kent is extremely strong, having 70 HP, 10 attack power, and six 
defense.  Do a double jump on him to flip him into his back.  However, 
there’s an easier way to beat goliath.  It seems like a useless 
ability, but it’s not.  Use Lullaby at the cost of one Star Energy 
unit.  He’ll fall asleep for four turns, which lets you use Goombario 
to knock him down and Mario’s hammer to back you up.  Use Quick Change 
in this battle and then switch to Kooper.  Use Shell Shot while Kent C. 
Koopa is asleep.  When he wakes up, use Dizzy Shell at the cost of four 
FP.  Alternate between Dizzy Shell and Lullaby.  Using this method, he 
is absolutely and laughably easy, despite his brawn.  If you want to 
brawl it out to the bloody finish without using Mamar, use Watt to 
break his defense, although I must warn you that you’ll lose unless you 
are extremely wasteful with items or you use my above strategy.

When you win, Kent gives plenty of Star Points.  He then flees, crying 
as soon as he turns his back (although generally unscratched).  Now 
Kolorado can return home!  Man, we never stop helping that guy.  
Really, it was for the experience, and for the fact that Kent C. Koopa 
is fun to write.

                       +-----------------------+
                       |    The Flower Gate    |
                       +-----------------------+

It’s time to open the portal to Flower Fields.  That is where Bub-ulbs 
come from.  Bowser’s minions are darkening the place, and humans can 
reach that place only by planting four seeds from different Bub-ulbs 
around this portal gate.  Merlon is a fortune-teller, and he can help, 
but I write guides, and I can help more.  First, you already have them 
all if you’ve been using my guide.  In case not, I’ll make a list so 
you can get them all, for all those people just tuning in.

1) Go south of Minh T., the Toad girl who stands near the gate, and 
talk to the Bub-ulb there.  At the end of Chapter 5, this Bub-ulb 
stands next to Minh.  Talk to him for a Magical Seed.

2) Head for Mt. Rugged.  In the screen before Buzzar’s nest, there’s a 
fork in the road, either go up a slope or down a level path.  Follow 
the level path, avoiding a Cleft (actually, at this point in the game 
it doesn’t matter at all), and use Parakarry to cross the gap to a Bub-
ulb.  Talk to it for the Magical seed.

3) This one’s in Forever Forest.  When you reach Area # 4, circle 
around the place to find an opening leading into the center of the 
area.  That’s where you’ll find a Bub-ulb yielding another Magical 
Seed.

4) You are guaranteed to have this one.  On Lavalava Island, go to the 
screen you got Sushie in.  Do so and swim from the docks to the island 
with a Bub-ulb on it.  Before you beat Lava Piranha, it says that it’s 
making the seed, or something to that extent.  Afterward, it says that 
it gave the seed to Kolorado.  Retrieve the Volcano Vase from the chest 
in that screen and trade Kolorado the vase for the Magical Seed.

Now that we’re all caught up, give Minh T. the seeds.  She’ll plant 
each in the garden.  When all four are together, the Flower Gate lights 
up and a doorway to Flower Fields is created.  Take that door and let 
Chapter 6 begin.  We’ll come out smelling like a rose (pun!).

=======================================================================
==============================Chapter 6*===============================
=======================================================================

                     “Dark Days in Flower Fields”

                       +-----------------------+
                       |    Wise Wisterwood    |
                       +-----------------------+

When you come out, a giant tree talks to you.  He, Wise Wisterwood, is 
the oldest tree in all of Flower Fields, land of plants.  You are in 
Flower Fields, which is geographically positioned north of Goomba 
Village.  Flower Fields is in dire straits.  Recently, a creature named 
Huff N. Puff and its followers invaded these lush fields.  Clouds 
covered the beautiful sky, and evil spread.  Without sunlight, the 
flowers are dying.

And there is a rumor that Huff N. Puff is holding someone captive... a 
Star Spirit perhaps.  Huff N. Puff is high in the sky in a place called 
Cloudy Climb.  To reach him, you’d have to use a Magical Bean or 
anything else that grows high.  Somewhere in Flower Fields is a flower 
named Petunia with such a bean.  Wisterwood believes she is to the 
east.  For Flower Fields!

                         +------------------+
                         |    To Petunia    |
                         +------------------+

Go right through the middle path.  As you go, you’ll encounter a new 
enemy, the Crazee Dayzee.  They have 8 HP, 4 attack, and no defense.  
They sing a song to attack, and it can put you to sleep.  Also, they 
run away when their HP runs low.  If you hit the tree to the right with 
your hammer, you’ll face another new enemy – Bzzap!.  Bzzaps! are bees 
with 3 HP, six attack, and no defense.  They can poison you with their 
stings.  Another attack they have can shrink you.  However, they should 
be easy to defeat due to their miniscule HP level.  As you go right, 
you’ll face more of them.  Go right once more to find Petunia, who is 
angry.

Without the sun, Petunia has no energy, and the Monty Moles are biting 
her roots.  She can’t even fight back!  Let’s teach them Monty Moles a 
lesson.  This a new breed to Monty Mole, and it has 12 HP, three 
attack, and no defense in the least.  You fight each of them 
individually (each one has one more fighter than the last), four in 
all, and I doubt they’ll trouble you.  To show how grateful Petunia is, 
she gives you a Magical Bean.  She asks you not to plant the seed, for 
if you do, it will never move again.  Just don’t plant it with Fertile 
Soil and Miracle Water.  Now, before you leave Petunia, spin jump the 
panel to the left for a Star Piece.

                    +----------------------------+
                    |    The Great Berry Hunt    |
                    +----------------------------+

There are three types of berry in Flower Fields, and we’ll be needing 
one of each.  First, whack the tree to the left of Petunia for a Red 
Berry.  Take two.  Now go to Wisterwood.  Take the lower-left path here 
to see a red flower guard.  It will only open the gates if you feed it.  
Let him chow down on a Red Berry and he’ll open the gates.

Go left here, and you’ll fight a Bzzap! accompanied by a Ruff Puff.  
Ruff Puffs have 10 HP, four attack, and no defense.  Continue left and 
you’ll face more of the same.  Soon you’ll reach a tree.  Hit it for 
Yellow Berries.  Spin jump in front of the tree for a Star Piece.  With 
it, go left once more to see the Crystal Tree.  Talk to the plant here, 
a flower named Posie, and it has a long nose.  The Fertile Soil around 
the tree made her nose grow so long, and yours could stand to be a bit 
longer, so she gives you Fertile Soil.  Now that we have it, return to 
Wisterwood and take the lower-right path.  You’ll find the yellow 
flower guard.  Give it Yellow Berries and it opens the gate.

To cross the thorny abyss, use Parakarry and the platforms in the 
spikes.  At the end, take the stairs above you up and head left to a 
Super Block past five Crazee Dayzees.  This time, make Bombette Ultra-
Rank.  See the pattern I’m going in?  Now head back down those stairs 
and go right to a tree.  Hit it for Blue Berries.  Take two.  Now, one 
Crazee Dayzee in this screen is sometimes an Amazy Dayzee.  They are 
very rare and they have 20 HP, 20 attack, and one defense.  They give 
tons of Star Points, and it’s good to hunt them (use Lullaby or a 
status attack on the first turn to put it to sleep and then beat it up 
from there).  If you see one, engage it.  Anyways, go right again.  
Here, step into the drained pond and walk across.  At the end, spin 
jump on the grass for a Star Piece.  Now go right.

A flower lives in the dry spring here.  She is named Lily.  Some cloud-
riding freak stole the Water Stone, the source of the spring water.  
When Lily sees you, she asks you to take back the Water Stone.  Lily 
has trusted us, and we will find that stone…

                +-------------------------------------+
                |    Blue Berries in Flower Fields    |
                +-------------------------------------+

Go to Petunia.  Go right of her and to a screen with barren trees and a 
well.  A sniffle comes from within the well.  Throw a Blue Berry into 
said well and they throw you a Flower Saver Badge.  Use it to save 1 FP 
for every FP-based attack you use.  Now go back to Wisterwood and go 
through the middle-left opening.  Give the blue flower guard here a 
Blue Berry and he opens the gate.  Now go left.

The enemy here is called a Spiny, old Mario enemies.  They each have 5 
HP, four attack, and an impressive three defense.  Use the Spike Shield 
Badge to jump on them and flip them over.  Then they are easy.  
Continue left to reach a hedge maze.  Overhead, two Lakitus are 
circling around.  Lakitus are traditional Mario enemies back from the 
old days.  They ride clouds, throw Spinies, and are relatives of the 
Koopa.  These two lost the Water Stone!  When they see you, the battle 
begins!

Each Lakitu has 12 HP, three attack, and no defense whatsoever.  They 
toss down Spiny Eggs, which can turn into Spinies.  I suggest that you 
start the battle off with a Star Storm to defeat the Spinies and weaken 
the Lakitus, and then use your partner to further injure them.  On 
their turn, they will either attack you or throw Spinies.  Either way, 
they aren’t hard to beat.  When you’ve beaten them, the hedge maze can 
begin.

                       +-----------------------+
                       |    The Water Stone    |
                       +-----------------------+

Enter the maze and go up into a solid wall.  Go left at it and follow 
the path to a curve, at which you should go down.  Walk against the 
right wall and follow it into an inner path, and then go around here, 
walking against the hedges that fence off the pipe, until you get in.  
Take the pipe and go left.  Here you’ll see a poor flower named Rosie, 
a rose spirit.  Say that she is beautiful and she’ll show you the Water 
Stone.

Rosie won’t give it up because she dislikes Lily, but she’ll trade you 
the Water Stone if you bring her something more beautiful than it.  I 
know just the plant that can help us.  And that plant is a flower.  And 
that flower is named Posie.  And…  sorry, I’ll stop now.  Return to 
Posie, who is at the end of the lower-left path.  After a bit of 
gossip, Posie shakes the roots of the Crystal Tree (their roots are 
joined) to make a Crystal Berry fall down.  Take it and return to 
Rosie.

Make the exchange and then hurry back to Lily.  She’s at the end of the 
lower-right path.  As you go, notice a Star Piece in the grass at the 
end of the first screen.  Anyways, at Lily’s, put the Water Stone in 
the hole in the ground.  Water will spew out and carry you into the sky 
before you drop down.  Now the spring is restored and you saved Lily’s 
life.  Huzzah!  Take the Miracle Water from her as a reward, and then 
go left.  With all those items, surly you can get a plant to grow…  if 
the sun was out.

                           +---------------+
                           |    The Sun    |
                           +---------------+

Go left of Lily and pull out Sushie.  Get in the water and go to the 
blue tree in the center of the screen.  Hit it and two Bubble Berries 
fall down.  Take both and then return to Wisterwood.  Here, use the 
upper-left path.  The flower here is named Bubble Plant. Give him a 
Bubble Berry and it’ll encapsulate you in a bubble (jump in it).  Use 
it to cross the thorny gap.  When you stop, fight the Bzzap! to 
encounter a new foe, a GRN Magikoopa, GRN standing for green.  It has 
11 HP, three attack, and no defense.  It specializes in raising defense 
of the troops.  He runs away if isolated.  When you win, take the steps 
up and cross the log for a Star Piece.  Now go back to where you fought 
the Bzzap! and go left through the log.  Go left again to see a Lakitu.  
Avoid it and continue left.

Climb the steps and use Bombette to blow up the rock, creating a hole 
to the Mega Smash Badge below.  It is a powerful hammer attack costing 
6 FP that requires 3 BP.  Now go left a screen.  It’s a castle!  Go 
left and around to a boulder that Bombette can blow up.  Now climb the 
steps to reach…  the sun?  Well, at least he was the sun.  Clouds came 
from the Puff Puff Machine built by Huff N. Puff and the clouds 
prevented the good sun from rising.  The Puff Puff Machine is to the 
east, and it cannot be destroyed.  Woe is he.

                 +----------------------------------+
                 |    Michael “Spike” Lakilester    |
                 +----------------------------------+

Go down the steps and go east.  As you do, a Lakitu comes over wearing 
sunglasses.  Wicked shades, man.  His name is Michael, no Lakilester, 
no Spike.  Yeah, it’s Spike, not Michael Lakilester.  He’s been ordered 
by Huff N. Puff himself to bring you down, so prepare to get beat up.  
Tattle on Spike? to find out that he has 50 HP, four attack, and no 
defense.  That’s not half bad.  He’s not hard, though.  Jump on him 
with all of Mario’s turns, use Watt or Goombario for offense, and he’ll 
be a piece of cake.  When you win, he gives up and lets you beat him 
up.  You know, Flower Fire in the eyes, that sort of thing.

Just before you beat up Michael “Spike” Lakilester, his girlfriend 
drops in.  Her name is Lakilulu, and she begs that you don’t beat him 
up.  Forgive the man and he asks what you are fighting for.  You can 
answer “For myself,” “For world peace,” “No reason,” and “Why Spike?”  
No matter how you answer, he thinks you’re cool and he joins your 
party.  He is quite a useful member of this party.  Press down C to 
ride him over spikes or lava.  In battle, he can use Spiny Eggs with 
Spiny Flip, or use Spiny Surge to hit everyone at once.

Head back for Wisterwood.  Use Spike to hover over the spikes at the 
end.  Now, go to Toad Town and save and heal, then return to Flower 
Fields.  We’re going to go kick some mechanic hide.  Note that, in this 
guide, I may call Lakilester either Michael (I only do this once, 
though), Spike, or, more often, Lakilester.  They are all the same 
person.

                    +-----------------------------+
                    |    The Puff Puff Machine    |
                    +-----------------------------+

At Wise Wisterwood’s screen, take the upper-right path.  Here, get on 
Spike and take him across the thorns to a green platform.  Spin jump on 
it and go left to a purple platform.  Spin jump on it to lower the 
purple blocks.  Get on Spike and take him to the beginning red 
platform.  Spin jump it to reach the green platform, which you should 
also spin jump.  Now get on Lakilester and take him right to a green 
platform.  Spin jump it and go right onto the purple platform.  Spin 
jump it and go right to two Ruff Puffs.  One is accompanied by a Y 
Magikoopa, Y for yellow, who has 11 HP, 3 attack, and no defense.  It’s 
magic gives it companions electric charges.  When you’ve beaten them, 
go right and into the alcove.  Go left to the spring and bounce up to a 
Super Block.  Bring Lakilester up to speed by upgrading him to Super-
Rank.

Go right again, avoiding Lakitus as you do, and go right again to the 
Puff Puff Machine.  Talk to the Y Magikoopa and it barks some orders to 
the Lakitu workers.  Keep talking to him and he’ll turn around to see 
you.  Let the battle begin!  Start by defeating the Y Magikoopa to 
prevent it from electrifying the Lakitus.  Then you have three to beat.  
Use Star Storm if you can afford it, but jumping will be good enough to 
beat them.  When you’ve won, bring a mallet to the Puff Puff Machine 
until it explodes.  The explosion heralds the return of the sun in the 
sky, and Mario has saved Flower Fields!  And, because helping people 
feels to good, Spike is going to continue to follow you around (well, 
duh).  If I were a nerd, I’d say “w00t.”  But, we still have no Star 
Spirit.

                     +---------------------------+
                     |    The Magic Beanstalk    |
                     +---------------------------+

The conditions in Flower Fields are perfect for planting.  Go to the 
path of soil before the tree and lay down the Fertile Soil, plant the 
Magical Bean, and douse it with Miracle Water.  The sprout grows high 
into the sky, up to the very clouds.  With it, we can ascend to Cloudy 
Climb.  To assure safety for Flower Fields, and to free the sixth Star 
Spirit, we must defeat Huff N. Puff once and for all.  Jump on the leaf 
of the beanstalk and let it take you up to Cloudy Climb.

                        +--------------------+
                        |    Cloudy Climb    |
                        +--------------------+

Before doing anything, make sure you have Defense Plus, two Power 
Pluses, and Quick Change equipped.  Zap Tap is also good if you can 
afford it.  Now, go right and follow the trail here in peaceful Cloudy 
Climb to a large discolored bump.  Walk near it and it speaks.  Did you 
break the Puff Puff Machine?  What possessed you to do that?  He was 
going to transform this clear-skied nightmare into a cloudy paradise, 
but a person of your stupidity could never understand that.  And he 
sees Spike!  Traitor!  You shall be punished, and he shall never give 
the Star Spirit to the likes of you.  Prepare to fight!

                        +--------------------+
                        |    Huff N. Puff    |
                        +--------------------+

For such a good vocabulary, Huff N. Puff sure looks dumb.  But, you got 
to respect him.  He has 60 HP, five attack, and zero defense.  Each 
time you attack, the damage you do is transferred to creating tiny Tuff 
Puffs, and Huff N. Puff can swallow them to restore his own HP.  In 
this way, it would seem that he’d never take damage.  Further 
aggravating are the Tuff Puffs themselves, who can attack you.  To 
avoid their attacks, tap A as fast as you can to stop their onslaught.  
Tuff Puffs have 1 HP, two attack, and no defense.  When they come out, 
use Star Storm or an item to damage them.  This is where Lakilester 
shines, as well as other enemies.  You must use attacks that hurt all 
enemies to damage Huff N. Puff.  If not, he’ll recover all damage with 
his annoying Tuff Puffs.  Several characters have attacks that damage 
anyone.  Lakilester’s Spiny Surge is sufficient.  It takes four FP.  
Bombette is good, but her attacks cost too much FP.  So, if you want to 
win, you practically must use Spike.

Do not use your FP, only let your partner use it to defeat Huff N. 
Puff’s Tuff Puffs.  Also, Star Storm is effective, and you should save 
for it and Smooch, which recovers 20 HP.  Now, the strategy is rather 
simple, but Huff N. Puff is still no pushover.  Most of his attacks, as 
well as the attacks of his minions, require you tap A quickly.  I’m not 
too good at this, but you’ll need to be good to not lose tons of HP.  
In one attack, the faster you press A, the less damage you take.  It 
ranges from 7 to 2.  This is a good reason to use the badge Defense 
Plus.  Also, Quick Change is good for one reason.

About midway through the battle, Huff N. Puff generates electricity 
periodically for charging.  Lakilester has a Cloud Nine move to cover 
you, but Bow’s Outta Sight is much cheaper (2 FP).  Use her to 
withstand the lightning attack, which does massive damage otherwise.  I 
am also told that, if you take too long in the battle, Huff N. Puff can 
use his lightning attack in one turn without warning you.  So, finish 
the match quickly.  If you run out of FP, restore it with Maple Syrup 
or berries.  Come with Fire Flowers and POW Blocks just in case you do 
run out.  When you win, all Tuff Puffs die with Huff N. Puff.  Upon 
losing, Huff burst and flies off.  Take the Star Spirit that results.

“So it is that Mario and party defeat cruel cloud Huff N. Puff and set 
free the sixth Star Spirit. The thick clouds that once cast dark 
shadows have gone, and Flower Fields is bathed in sunshine again.  A 
single Star Spirit waits to be rescued, waits to take its place in the 
Star Sanctuary.  Perhaps you will see Princess Peach soon…  Perhaps…  
Just wait and see.  Kammy Koopa, who watches impatiently from Bowser’s 
castle, is waiting, too…  for you to try to save them.”

                      +-------------------------+
                      |    Peachy Camouflage    |
                      +-------------------------+

With the Sneaky Parasol, Peach will be able to infiltrate the castle as 
anyone she sees.  Press the button behind the picture and go through 
the chimney hallway.  Go right and exit the room.  See the Koopatrol 
taking a break to the right?  Face him and press B to become him.  
First, cross the room and enter the mysterious chest room.  Put the 
Jammin’ Jelly in the chest.  Now exit the room and take the stairs up.  
As a Koopatrol, you can pass into the next room.  Walk down the hall to 
see a Koopatrol looking for a slacker.  He’s a Clubba, the mace-
wielding monsters, and his shift started a while back.

The Koopatrol gives you a Castle Key to find him.  Now go back 
downstairs and enter the library.  Talk to the Hammer Bros. at the end 
for a Shooting Star.  Now return to the chest and put it in.  Yes, 
you’ll find that talking to people is quite rewarding.  Now go down one 
floor.  Open the locked door and go outside.  There’s the lazy Clubba, 
asleep of course.  Instead of waking him up, transform into him.  Now 
return to that Koopatrol that wanted you there.  I bet you never 
thought you’d control a Clubba.  Now that he’s gone, go through the 
door.

It’s the hallway Mario fought Bowser in all that time ago.  Continue 
right in it and take the door.  Continue up the stairs and you’ll be 
outside.  Go left and try to open the door.  Kammy Koopa comes out.  As 
Kammy’s saying goes, “It pays to except the worst.”  Kammy can smell 
you, and she turns you back into Peach.  You are then delivered back to 
your room.

                     +---------------------------+
                     |    Klevar’s Star Power    |
                     +---------------------------+

Flower Fields can exist peacefully once more.  Now, only one Star 
Spirit remains in captivity.  Use his power well in your quest for 
goodness.  Your Star Energy rises to six, and you learned Time Out.  
Use it to stop time, and enemies, in their tracks.  All of Mushroom 
Kingdom is depending on you.  Klevar must now return to Star Haven.  He 
leaves and Wise Wisterwood congratulates you on your valiant efforts.  
It was worth living so long for Wisterwood to meet a man of your 
stature.  Now we can leave Flower Fields for familiar Toad Town.

                         +-------------------+
                         |    Catching Up    |
                         +-------------------+

Enough flower power, let’s check our mail.  This time, only Kooper has 
received mail.  It’s from Kooper’s Fan, and it’s a love letter from a 
secret admirer.  Now, let’s head for Luigi’s.  Luigi has a far superior 
jump to Mario, as he can reach the high block he’s sitting on.  Don’t 
worry, though.  You’ll meet him later in that respect.  Go to your room 
and spin jump the panel to read Luigi’s diary.  Page 7 is the prelude 
to Luigi’s Mansion, the release game for the Nintendo Game Cube.  Also, 
it reveals that Luigi has low self-esteem.  Page 8 is…  well, I won’t 
comment.  You also have new letters, Mr. Mario.  It’s from the Yoshi 
Kids (the Fearsome 5).  They want to hear your stories and play with 
you.  The volcano has stopped erupting on Lavalava Island, you see.  
Well, isn’t that touching?  But, something’s bothering me.  I can’t 
break the Brick Block Luigi is sitting on.  Let’s fix that.

                      +-------------------------+
                      |    Toad Town Tunnels    |
                      +-------------------------+

First, let’s enter the tunnels from a new entrance.  In the screen of 
Toad Town that has Russ T.’s house and the pipe to Mario’s swinging 
pad, there is a dock platform.  Use Sushie to swim left on it and take 
a Star Piece opposite that dock.  Now go to the central dock in the 
pond and enter the pipe from it.  Go right and you’ll reach a Super 
Block.  Use it to upgrade Lakilester to Ultra-Rank.  Now go and enter 
Toad Town Tunnels from the locked house, the way that leads to Rip 
Cheato.  Go left of the con artist and take the pipe here.  Now climb 
the stairs to the left and go to another room.  Here, head left as you 
fight off Dark Koopas and Spike Tops.  At the end, go up and to the 
spikes.  Use Lakilester to float over them and go right to a pipe.

Take it to a room full of hidden blocks.  Use Watt to see them.  After 
facing some Spinies, you’ll find two ? Blocks for syrup and a Stop 
Watch.  You’ll then arrive by two more invisible blocks (coin and Volt 
Shroom) near a stone block.  Crush it and go left.  Defeat the Dark 
Koopas here and break the metal block to the left.  Here, jump to break 
the Brick Block and bounce on the jump pad.  Go left and open the chest 
for the Ultra Boots!  With them, you can now jump higher and your 
abilities have increased in battle, too.  To perform the Tornado Jump, 
press A while in air.  It gives you a height boost, too.  We’ll use it 
to get a few things while we’re here in the tunnels.

Go right a room and use the tornado jump and Watt to hit every block.  
You’ll end up with a Life Shroom and two new coins.  Go right again.  
Take the pipe here up and cross the spikes with Michael (Lakilester).  
Use the Ultra Boots to hit the ? Block for a Shooting Star.  Now go 
right.  Use Watt and the tornado jump to hit the invisible blocks, and 
then use them and Parakarry to cross the gap.  And then we reach a 
securely locked door.  We’ll return later when it’s open.  Other than 
that, we have every single item and secret in Toad Town Tunnels.

                      +------------------------+
                      |    Badges and Items    |
                      +------------------------+

At Rowf’s shop, you want to buy the badge “All or Nothing.”  It raises 
the force of your attacks by one if you pull off the Action Command, 
but it reduces its effect to zero if you miss.  By now, you’ll have no 
problems doing an action command, and this is a useful badge for select 
battles.  It costs 4 BP to wear.  If it’s not for sale, go to Goomba 
Village and back with the pipes in Toad Town Tunnels.  When you return, 
they’ll be restocked with different badges.  Also, if you haven’t 
already done so, be sure to buy Double Dip for 100 coins.  It lets you 
use two items in one turn.  Now head for Merlow’s home.  First, open 
the chest to the left and withdraw the Shooting Star and Jammin’ Jelly 
that Peach put there.  Now go upstairs to Merlow and trade Star Pieces.  
This time, buy Happy Flower for 8 pieces.  It slowly and automatically 
refills lost HP.  Now we’re ready to fight The Master (of disaster).

                  +--------------------------------+
                  |    The Master’s Final Fight    |
                  +--------------------------------+

It’s time to beat The Master once and for all in his strongest form.  
It is quite powerful, but we can handle him.  As always, we’ll want to 
use only the best badges for this fight.  I assume that, by now, you 
have all 30 BP, and I will utilize it all.

Dodge Master
HP Plus
Power Plus x 2
All or Nothing
Power Rush
Close Call
Pretty Lucky
Zap Tap

That’s how we spent our BP.  It is designed to be unstoppable, but 
you’ll still have to work for this win.  First, consider your pure 
offense.  Pull off an attack (a jump of course, as it can do more 
damage than a hammer attack) and you do ten damage to The Master.  The 
whole time, have Watt as your partner.  She is the only character in 
the game who can penetrate defense, and he can do five damage each 
time.  Add Zap Tap to the mix and you do sixteen damage per turn.  
Plus, he might occasionally miss you!  But, The Master is no wimp.

This time around he has 99 HP, 10 attack, and one defense.  However, 
Zap Tap serves another hidden effect that greatly helps you.  Normally, 
The Master can use action command moves that do up to 18 damage in one 
hit.  With Zap Tap, he’ll be stopped on his first attack, making it a 
wimpy 5-damage hit.  And, if you should happen to run low on HP, save 
Star Energy to use Smooch, recovering 20 HP.  You can use it twice now 
that you have six Star Spirits, which should be more than enough to 
hold you over until you beat The Master.

The battle has become unbelievably easy.  You’ll beat him in no time.  
You just have to be smart and know when to heal.  I think you’ll find 
The Master is refreshingly easy this time around.  I finish with 20 + 
HP.  Of course, you get no Star Points, but you do get the Diploma.  It 
is proof that you are the strongest in the Dojo.  You can thank your 
badges that you won, though, especially Zap Tap.  Now run around and 
announce your power.  Do it!

                     +--------------------------+
                     |    Message from Merle    |
                     +--------------------------+

Wondering what to do?  Me too!  Go to Merlon’s house and you’ll see a 
small creature.  This creature is from Starborn Valley, and is an enemy 
from Super Mario Bros. 2, annoying ones at that.  Starborn Valley is to 
the north in the Shiver region of Mushroom Kingdom.  Merle, someone 
from there, has an important message for you.  Merle is Merlon’s son.  
Somewhere below Toad Town in the sewers is a pipe to Shiver City…  We 
must make haste.

                       +----------------------+
                       |    To Shiver City    |
                       +----------------------+

Go to Toad Town Tunnels from the locked house entrance.  Go left of Rip 
Cheato and take the pipe up.  Use Parkarry to reach the door above and 
go through it.  It’s open this time.  Take the pipe in it to an icy 
region of the tunnels.  Go left to find a Super Block, the last one in 
Toad Town Tunnels.  Use it to upgrade Parakarry to Ultra-Rank.  Now go 
right through the pipe to Shiver City.

=======================================================================
==============================Chapter 7*===============================
=======================================================================

                        “A Star Spirit on Ice”

                   +-------------------------------+
                   |    Scandals in Shiver City    |
                   +-------------------------------+

Of all the chapters, I dislike this one the most.  I hate ice worlds, 
and they stuck one in with hard enemies at the end of the game.  But, 
Shiver City is nice.  Really, I may dislike this chapter the most, but 
I like them all very much.  Penguins are the major inhabitants of 
Shiver City.  Chuck Quizmo is to the right (maybe not for you, though, 
as Chuck appears randomly).  This time, answer his question “Goomba 
King.”  There’s nothing new at the shop (called Shiver Shop), and there 
are real rip-offs on some items.  If you sleep at the Toad House here, 
you’ll get an Iced Potato, which restores 5 HP when used.

Now head west twice.  When you do, enter the westernmost house and go 
through the second door to Mayor Penguin’s room.  Uh-oh!  He’s dead!  
His wife comes in and tries to wake him, and realizes the tragedy.  
Wrong place at the wrong time, my friend.  Guards run in to arrest you.  
After interrogating you (the wife lies about seeing you do it), Mario 
claims to be innocent.  To prove your innocence, you must find the real 
murderer.

Of course, people saw a stranger running around earlier (who sounds 
like Jr. Troopa by description), and you have all the evidence stacked 
against you.  I’m beginning to wonder if you did it.  Lying with Mayor 
Penguin was a note that said “Herringway.”  Herringway is a mystery 
novelist who lives in Shiver City.  Now we must prove our innocence.  
In this twisted city, it’s guilty until proven innocent…

                    +-----------------------------+
                    |    The Murderer Revealed    |
                    +-----------------------------+

I bet it was a political enemy of Mayor Penguin from the opposing party 
who hired an assassin to kill Mayor Penguin and frame the shady Mario 
as a convenient scapegoat so that said political enemy would win the 
next election, but that’s just me.  We have to prove the real murderer 
wasn’t you, and we can’t leave town until we do.  Go to the screen with 
the pipe and go right.  Now that the guard is investigating the murder, 
we can vandalize public property.  Go to the lake and tornado jump on 
it three times to crack the ice and expose water.  Get out Sushie and 
dive in.  Literally, dive for the Warehouse Key in the ice.

With it, enter the warehouse, the building with the locked door.  Take 
the stairs up and bounce on the spring to be launched up through the 
chimney-like structure.  Now slide on the roof to the chimney of 
Herringway’s house.  Enter and fall to find Herringway!  This is his 
secret room where he writes.  Talk to him and Mario tells him that 
Herringway is the chief suspect in the murder, and he decides to go 
check things out.  Follow him down some stairs to the mayor’s house.

Go through the door with him to see the body and let the tale unfold.  
Herringway looks pretty guilty of this heinous crime right about now.  
As they talk, the corpse twitches and Mayor Penguin gets up.  As it 
turns out, he was heading for a present for Herringway, which explains 
the paper, and he slipped and hit his head.  He was out cold.  Mayor 
Penguin gives Herringway the present, a souvenir from Toad Town.  Now 
the mayor can help you.  He’ll tell the guard to let you pass to the 
east.

               +--------------------------------------+
               |    Jr. Troopa in Shiver Snowfield    |
               +--------------------------------------+

Go right along this path to find Jr. Troopa.  Jr. Troopa can’t stand 
the cold, so he must beat you up in record time to get out of this 
place.  Jr. Troopa’s been taking a magic course on the side, and he now 
uses a rod to fight.  This time he has 50 HP, 8 attack, and one 
defense.  Not bad.  But still, we could’ve beat him after Chapter 2 
with those stats!  He uses Magikoopa-style spells (that is, the magic 
attack that Magikoopas use in Super Mario World), but he isn’t hard at 
all.  I still had on my badges from fighting The Master, and I was more 
than prepared to beat him.  If you do have trouble with him, use Watt 
as your partner.  She can penetrate defense, as you know.  When you 
win, you can torment him further by hammering his body.  Anyways, you 
must’ve taken some damage from him; return to Shiver City and heal 
before returning to Shiver Snowfield.

                      +------------------------+
                      |    Shiver Snowfield    |
                      +------------------------+

As you go, you’ll see Jr. Troopa’s body encased in ice.  Ha!  Continue 
right to reach a line of snowmen.  Here, tornado jump the ground far 
ahead of the snowmen for a Star Piece.  For now, go right a screen.  
You’ll experience two new and annoying enemies here.  First, the Frost 
Piranha is a tough Piranha Plant enemy with 10 HP, four attack, and no 
defense.  They wouldn’t be hard normally, but they can freeze.  Beat 
them quickly if you hope to survive.  When frozen, you cannot move, so 
keep that in mind.  Then you’ll fight Gulpits, enemies with 12 HP, two 
attack, and no defense.  They spit rocks at you, and the bigger the 
worse.  Big rocks deal 7 damage, but small ones only 5.  You can hammer 
Gulpits’ Rocks, though, and I highly recommend it, too.  They are wimps 
without their rocks.

Work your way right, avoiding battles as you do, and you’ll see a scary 
ghost!  Turn away or he eats you…  yuck.  However, he’s all bark and no 
bite, as you’ll find out when you fight him.  Monstar has 20 HP, X 
attack, and no defense.  Goombario doesn’t know its attack power, but I 
will have you know that it is one.  You can beat it in two turns, and 
doing so makes its true identity be revealed – a bunch of Star Kids.  
Hmm?  Why are they trying to scare off visitors?  Oh well, they can 
lose tourism if they want to.  Continue right to be in Starborn Valley.

                       +-----------------------+
                       |    Merle’s Message    |
                       +-----------------------+

Look, Merle.  He’s the spitting image of his old man.  He cares for the 
Star Kids born in Starborn Valley.  Follow him and he tells you things.  
The Star Kids tried to frighten you so that you’d run away.  They are 
trying to keep this place a final refuge for peace against Bowser’s 
minions.  When you enter his house he tells you that you are in 
Starborn Valley.  It is named this because Stars are born here and are 
raised here until they can rise to the night sky.  But, without the 
Star Rod, the Star Kids are unable to mature into adults and rise into 
the sky.  He sent a Ninji, the black creatures, to Merlon to coax you 
here.  Why?

It is because the last Star Spirit is here in the Shiver region, and 
you need to rescue it quickly to let the Star Kids rise.  The final 
Star Spirit is atop Shiver Mountain, even further north of here.  On it 
is Crystal Palace, and that is where the Star Spirit is actually being 
held.  The palace was built to honor the Stars, but it was abandoned by 
the local people and now no one knows how to reach it.  But, there is a 
way.  Merle gives you one of the items needed to get there.  It is a 
Scarf.  You must use it and another item to reach it, but no one knows 
where that other item is or how to use this one.  Also, there is a 
shrine along the way.  Remember this verse from a legend of the land: 
“Truth lies not only in the eyes.  Sometimes, even walls may lie.”  
Thanks, Merle!

                  +--------------------------------+
                  |    The Scarf and the Bucket    |
                  +--------------------------------+

Talk to people around town to learn that Twink was the last Star Kid to 
rise before the Star Rod was stolen.  Nap at the Toad House and save.  
Now exit Starborn Valley.  As you do, look behind the ice blocks for a 
Letter.  It’s for Merlow on Shooting Star Summit.  Go left again to the 
line of snowmen.  Check the one with no Scarf.  You can put it on him, 
making it look just like the other six, except one has no hat.  Hammer 
one tree here to find a Letter for Mayor Penguin in Shiver City.  Let’s 
go deliver it.  By the way, right of the mayor’s house is a hidden 
panel that you can tornado jump for a Star Piece.

Anyways, enter his house and talk to him.  Mayor Penguin goes to give 
it to you.  It’s the Bucket.  With it, we can open the path to Crystal 
Palace.  Before that, let Parakarry deliver the Letter.  It’s from 
Yoshi’s Village.  Again, you get a tip.  Take the Star Piece as your 
reward.  Now return to that line of snowmen.  Oh, that frozen Jr. 
Troopa on the way just cracks me up!  Good times, good times…  Put the 
Bucket on the far-right snowman’s head and it speaks.  The seven 
snowmen comes to life and hop around, and a door rises from the ground.  
Neat-o!

                       +-----------------------+
                       |    Shiver Mountain    |
                       +-----------------------+

We must pass through this shrine to reach Crystal Palace.  Walk forward 
here and you’ll fall into a pit.  Tornado jump on the ice to crack it 
open and then tornado jump the switch to make an ice block rise so that 
you can cross the gap.  Continue right to face a Gulpit.  I suggest 
beating the Gulpits first.  Now continue right to face more enemies, 
what else?  As you go, you’ll go right a screen and be outside.  To the 
upper-right is a switch; hit it with Kooper.  There are two!  
Obviously, the right one is the real one.

Hit the fake one to reveal a ghost-like enemy.  It is a Duplighost, and 
one of the coolest characters ever – Doopliss – is one of these.  
Doopliss appears in Paper Mario: The Thousand-Year Door, slick.  
Anyways, Lee at the Dojo is also one of these. They have 15 HP, four 
attack power, and no defense.  They often disguise themselves as your 
party members, and they shouldn’t be hard to beat.  They’re actually 
weaker as your party members than they are normally.  When you win, 
they vamoose.  If you want, take the lower path to reach a Pebble.  
Throw it at enemies to do damage.

If not, follow the upper path to a White Clubba.  They have 12 HP, 5 
attack, and no defense.  They’re not entirely challenging at all, 
really.  Note that they can attack consecutively to do six damage, but 
they rarely do.  Also, note that you CAN jump on them when they have 
their maces up, even without Spike Shield.  After fighting it, go up 
the stairs to the left.  They lead to the last Super Block in the game.  
Use it on whoever you haven’t made Ultra-Rank yet.  For me, that was 
Bow, but it might be different for you.

Here, you can pick up items, but then a wall of ice blocks your 
passage.  However, you can get around it.  Pick up the Shooting Star 
and put the Pebble in its place.  Do this for all the items (Snowman 
Doll isn’t that good here because ice attacks heal ice enemies, but it 
doesn’t matter) by taking them and replacing them with lesser items to 
move on.  In this screen, go right and fall of an edge to reach a solid 
wall.  Blow up the center with Bombette to enter the Shrine.  The rhyme 
Merle told us helps here.  In the upper-right corner is a slit you can 
pass through due to your papery stature.  Suddenly, a ghastly figure 
appears.

It is Madam Merlar, messenger of the Stars.  She is the common ancestor 
of all the mystics in this game – Merlon, Merle, Merluvlee, Merlow, 
Merlee, etc.  Bowser’s cohorts have invaded Crystal Palace, and……………  
Mario falls asleep and you don’t hear the story, but it entails why you 
must stop Bowser’s men in Crystal Palace.  You need this Star Stone to 
reach the palace.  She gives it to you, and you must use it to open the 
path to the palace.  Exit the shrine and go left.

In the alcove is another narrow passage left that you can use to reach 
the stairs.  At the top, place the Star Stone in the ice.  This causes 
stairs to be carved from the ice below.  It rises high to the peak of 
the mountain.  At the first stop, go right past a White Clubba to a 
Badge Block.  Hit it to get the Mega Jump Badge.  There’s a Save Block 
at the second stop.  Go right at the third stop to enter a cave.  To 
the right is the door, and this is Crystal Palace.

                       +----------------------+
                       |    Crystal Palace    |
                       +----------------------+

This place has a mirror in it throughout, so get used to seeing your 
backside.  As you go forward, stop at the first door and go through it.  
It’s another Save Block.  Save and go right.  There is a bat enemy 
here.  If you don’t have it equipped, equip Zap Tap.  You’ll see why in 
the battle against that bat, called a Swoopula.  It’s a relative of the 
Swooper, which you fought way back in Dry Dry Ruins.  Like Fuzzies, 
they suck HP, but they stay on the ceiling to avoid your attacks.  They 
have 8 HP, two attack, and no defense.  Press A repeatedly to force it 
off.  Otherwise, it will keep sucking your HP (like Tuff Puffs).  But, 
if you have Zap Tap equipped, they’ll be stopped before you touch them 
by electricity, meaning they can’t attack!  It’s an easy way to defend 
yourself.  Use characters like Parakarry, Bow, or Watt to fight off the 
Swoopulas on the ceiling.  When you attack them with one of these 
characters, they drop to mid-air, allowing you to jump on them.  
They’re elementary opponents, really.

Now go right again to a new room.  Here, open the chest for the Blue 
Key.  Now return to the first room.  There is a door here with a red 
lock on it.  You cannot open it as of now.  Instead, tornado jump on 
the switch to make the second floor lower to the first floor.  Unlock 
the door with the blue lock that comes down and go through the door.  
Go right in here and use Bombette to blow up the wall.  Go right in 
here and hit the Brick Block until you’ve gotten all the coins.  That’s 
odd…  Mario isn’t in the mirror here.  Walk against the wall and you’ll 
pass into the mirror side of the room.

Hit the Brick Block to the right and then go left, using Bombette to 
blow up the wall.  Pass through the opening to see your reflection.  
Wait, it wasn’t a reflection, it was a pair of Duplighosts!  How clever 
is that?  Of course, this is an easy battle, just like our last one 
with Duplighosts.  When you’ve won, follow them right through the door.  
Go all the way across the room and through these doors, and then 
through the cave entrance to find a Star Piece.

Now go right two rooms to be on the mirror side of the main room.  Go 
through the door there.  Hit the ? Block for a Super Shroom.  Notice 
how everything is symmetrical.  The Save Block was where the ? Block 
is, and there’s a wooden X ahead where the red X was on the ground.  
Tornado jump against the X and go right through the door there.  Here, 
fight off dual Swoopulas and go right.  Open the chest for the P-Down, 
D-Up Badge.  Wear it to decreases your power by one and increase your 
defense by one.  Now go left twice to the spring.  Bounce back up and 
go through the right door.

Defeat the Duplighost, accompanied by an R Magikoopa.  Now go right 
again to find a Shooting Star.  Now return to the regular side of the 
main room.  Take the door leading south here.  Because of your actions 
on the north side of the palace, the south side was affected, and the 
red X has been made a hole.  Fall through it and go right.  Here, blow 
up the right wall with Bombette and five Bombettes appear.  One of them 
is real, and that one is the second from the right.  Hammer the 
impostors, all Duplighosts.  Now head through the crack.  Open the 
chest for the Red Key.

Return to the main room.  Use the Red Key on the big door and go 
through it.  Go through the right door to see a White Clubba.  It 
claims that the great and honorable Crystal King has ordered that no 
one can pass.  Prepare to do battle.  This White Clubba fights with a 
new enemy, a GRY (grey) Magikoopa.  It has 11 HP, three offensive 
points, and no defense.  It specializes in making enemies transparent, 
which is a horrid ability for you.  I suggest either you beat the White 
Clubba first, which is advisable, or you take out the other first.  
When isolated, GRY Magikoopas, as well as all other Magikoopas, run 
away.  When you’ve beaten it, the statue in the mirror world also 
disappears.

Now cross the bridge to fight another White Clubba.  It is accompanied 
by a W Magikoopa, the type that heal their comrades.  You’ll face one 
final White Clubba at the end, this one with a GRN Magikoopa, the type 
that raises the defense of its comrades.  Defeat the White Clubbas 
first.  When you win, the final statue disappears in the mirror side of 
the palace.  Go back a room and walk against the mirror to find an 
opening.  Go right through the door and into another room on the mirror 
side.  First, take out Bombette and blow up the wall to the right.  Go 
through it and fight off a Duplighost.

Then open the chest for the Triple Dip Badge.  It lets you use three 
items in one turn.  But, you’ll have to pay 3 BP if you want to use it.  
Now go back left a room.  Here, you must get to the normal side, but 
you must hit a switch far away from the gate between them to open it.  
Rather clever, really.  Get out Bombette and set her to explode.  Wait 
by the flipping mirror wall for her to explode, which sends you through 
it to the regular side.

Head right through the door.  Defeat the White Clubba here.  It is 
accompanied by a Y Magikoopa, the type that electrically charges its 
friends.  Beat it first.  When you’ve won, go right through the door.  
Two Duplighosts are setting you up.  Take out Kooper and send him 
through the slot at the end of the path.  When you do, Koopa Koot, 
Kooper, Goompa, Kolorado, and Luigi come out, but which is the real 
Kooper?  Hit all of them but the one that looks like Kooper and they 
leave.

Now go right.  Here, take the southern door.  Tornado jump to reach the 
? Block, which contains Maple Syrup, and then tornado jump beneath it 
to get a Star Piece from beneath the panel.  But, there’s a giant 
rhinoceros statue, and we cannot continue.  Exit this room to the 
previous one.  Go through the right door.  Use Kooper to hit the switch 
in the mirror and make a bridge form.  Cross it and go left.  Here, go 
through the opening in the mirror and go left twice.  Go through the 
north door.

First, there’s an invisible block containing Jammin’ Jelly present, and 
a Star Piece panel under the block.  Now go right to a small rhino 
statue.  Push it to the left and you’ll fall down a hole.  Go right in 
here.  The best strategy for fighting this White Clubba is simple.  Use 
your partner to attack all the enemies and then use Star Storm to beat 
them.  Now continue right to a treasure chest.  Open it for P-Up, D-
Down.  It’s just the opposite of the last badge you got.  Now return to 
the jump pad and bounce back up to the little rhino statue.

Go back to the regular side of that room and go south.  You’ll find 
that the large rhino statue is moved.  Fall down the hole there and go 
right.  Defeat the Duplighosts and go right.  Open the chest for the 
Palace Key.  Return to the locked door (go left twice, up the pad, and 
right until you reach it), which you should then unlock.  Here, talk to 
the rhinos from different angles to make them turn that way.  You can 
only push the statues opposite them from their behinds, and you must 
talk to the living ones to move the statues.  Your goal is to move the 
statues onto the pads.  When this is accomplished, a staircase appears 
to the right.  Take it up to a Heart Block and a Save Block.  Heal, 
save, and go right a room.

                        +--------------------+
                        |    Crystal King    |
                        +--------------------+

Follow the short path to the king.  From the air appears the Crystal 
King, who is transparent with a crystal crown.  First, you will be 
defeated, and then Crystal King will present Bowser with an iced Mario 
gift!  The Crystal King is one of Bowser’s strongest units, and it has 
70 HP, six attack, and two defense.  Impressive.  He attacks with 
Crystal Bits.  The number of times he attacks equals the number of 
Crystal Bits.  As you can imagine, this can be very lethal.  He can 
split into multiples, too (when his HP is low).

If you want to even stand a chance, you’ll have to kill Crystal Bits as 
soon as they develop.  The ideal partner for this is Watt because she 
can penetrate defenses.  As for the Crystal Bits, they have 1 HP and no 
attack or defense.  Their only use is for attacks by the Crystal King.  
Use items you picked up in Shiver Mountain – Shooting Stars, Fire 
Flowers, Thunder Rage, and Snowman Dolls – to hurt them all at once.  
Save Star Energy for Smooches for yourself to recover 20 HP at once, 
but you can use them for Star Storms if need be.  Crystal King has an 
attack where he freezes you, which will be very bad.  He uses it when 
he has no Crystal Bits but still wants to attack.  Action command to 
block it and prevent freezing.

Use Lakilester’s (have Quick Change equipped) to hurt all enemies at 
once.  When he creates his duplicates, use another multi-target attack, 
but use an effective one like Star Storm of Shooting Star.  It’s easy 
damage to him.  Also, Crystal King can restore 20 HP at once.  
Afterward, though, he’s a sitting duck; try to hurt him as much as you 
can when he’s finished.  He’s made much easier thanks to Watt.  When 
you win, take many Star Points – over forty – and then the Star Spirit.  
Crystal King disperses himself into the wind, leaving behind the final 
Star…  Next stop, Bowser!

“Mario has saved the last Star Spirit, Kalmar, from the Crystal Palace 
at the edge of the world.  Now, with the seven Star Spirits together, 
he has the power to challenge Bowser… and the Star Rod.  At last, it is 
time for Mario’s showdown with Evil King Bowser.  Can Mario rescue 
Princess Peach and recover the Star Rod?  Or will wishes forever go 
ungranted?”

                      +-------------------------+
                      |    The Fall of Twink    |
                      +-------------------------+

After being cheered up by Peach, she steps back into her room from the 
balcony.  Just then, Bowser comes to burst her thin-layered bubble.  
Just as Bowser is talking her down, Kammy Koopa enters.  This is why 
Bowser should’ve held onto a Star Spirit himself!  Kammy reports that 
Mario has rescued the final Star Spirit, and he can use their power to 
come here and, possibly, defeat Bowser.  Bowser will spend his time 
organizing offense for Mario so that he can’t pass, and he ties up 
Princess Peach to assure that she doesn’t interfere.  Twink can’t take 
this, and he comes out, calling Bowser a big Koopa.  Burn/zing!  Bowser 
punches him straight into the stratosphere, and they then carry Peach 
to a new hiding location.

                     +---------------------------+
                     |    Kalmar’s Star Power    |
                     +---------------------------+

The final Star Spirit is named Kalmar.  His power is now yours.  Your 
Star Energy rises to 7, and you can now use Up & Away.  With it, you 
can turn all enemies into stars.  Now go Shooting Star Summit.  From 
there, they shall make a path to Star Haven.  That route is known as 
Star Way.  Good-bye for now, Kalmar.

                     +---------------------------+
                     |    Return to Toad Town    |
                     +---------------------------+

Go left to exit this cave and really reenter Shiver Mountain.  Fall 
from the Save Block to a ledge with a Star Piece on it.  Now continue 
left.  You can reclaim the items in these podiums since you’re now 
leaving.  Continue left past a White Clubba into a cave.  Head left in 
here past Gulpits and Frost Piranhas to exit Shiver Mountain.  Go south 
from the snowmen.  Jr. Troopa is no longer frozen in ice…  He must be 
on the move again.  Continue left into Shiver City.  Stay at the Toad 
House here and, when you awaken, there will be Mushrooms on the floor.  
One of them is an Ultra Shroom.  It restores 50 HP!  Accept it gladly 
and take the pipe back to Toad Town Tunnels.  Inside, go left and take 
the pipe there, and then go left again.  Fall down to the pipe, take 
it, go right, and then take this pipe back into Toad Town.

              +----------------------------------------+
              |    Odd Jobs In and Around Toad Town    |
              +----------------------------------------+

Bombette, Watt, Sushie, and Lakilester have mail at the post office.  
Bombette has another love letter from Bruce, the crazed Bob-omb in 
Koopa Village.  All it says is “I love.” over and over.  Watt’s letter 
is from her mommy, Li’l Sparky.  Li’l Sparkies are the electric bolt 
enemies from Super Mario World.  Sushie’s letter is from Sashimie, 
Sushie’s daughter.  In Paper Mario: The Thousand-Year Door, Sashimie is 
the name of the Cheep Cheep chef aboard the Excess Express.  And, 
Lakilester has two letters.  One is from Flight, one of Huff N. Puff’s 
Lakitu minions.  After all, Lakilester was a turncoat.  He’ll only 
forgive Spike if he does something real impressive... like beat Lord 
Bowser.  Will do.  His other letter is from Lakilulu, of course.  
That’s his girlfriend if you don’t remember.  She just wants him home.

Now go to Mario’s pad.  Nothing exciting is happening with him, but he 
did get stuck in the trapdoor.  Ha!  Now check Mario’s mail.  The new 
one is from Wise Wisterwood, who can somehow write letters.  The stamp 
shows Lily, Posie, Rosie, and the Seed Maniac Petunia.  All of Flower 
Fields is wishing to the Stars that your dreams will come true.  
Everyone’s counting on us!  We have to succeed!  I’m going to try to 
stop using so many exclamation marks!

                 +----------------------------------+
                 |    The Great Letter Trade Off    |
                 +----------------------------------+

First, go to Merlow and deliver his Letter to him (from Merle, his 
dad).  He’ll give you a Star Piece.  This is rather pointless, as it’s 
one that you’ve already spent, but let’s go with the flow.  For 10 Star 
Pieces, buy Peekaboo.  It lets you see your opponent’s HP at all times.  
It’s great if you never tattle on enemies.  Now, we will begin a long 
chain of letter (it’s like a chain letter only we’re delivering) 
delivering.  How will it end?  You’ll see…  In case you didn’t do the 
first part back when I covered it in Chapter 3, I will post it here for 
your convenience.  I edited it a bit because at the time we did some 
Shy Guy stuff and Chuck Quizmo questions.  If you already did this 
part, skip the enclosed section.

-----------------------------------------------------------------------
Use the Toad Town Tunnel pipes to go to Goomba Village.  Deliver one 
letter to Goompapa, the father of Goombario.  It is from a fishing 
friend.  But, instead of rewarding you for your efforts, he gives you 
another Letter.  Heal at the Toad House here before you leave.  Now 
enter the pipes and go to Koopa Village.

Return to Toad Town via the pipes.  Back where the castle used to be is 
a Toad named Muss T.  His Letter is from Goompapa, obviously, and he 
gives you another letter.  It’s for Koover, in Koopa Village.  Go to 
Koopa Village and talk to the Koopa in front of the Toad House.  Now, 
deliver Koover’s letter, from Muss T., and Koover gives you a letter 
for Fishmael in Toad Town Port.  This is getting annoying.  The fish-
like creature fishing in the port is Fishmael.  Now, he wants you to 
deliver a letter to Koover.

Give Koover the Letter and take another one.  It’s for Mr. E, who lives 
in the desert (wears a blue turban and stands by the Toad House).  Use 
the pipes to go to Dry Dry Outpost quickly.  Now go right a screen to 
find Mr. E.  He gives you another letter.  It’s for Miss T. in front of 
the Dojo.  Return to Toad Town and go to the Dojo to talk to Miss T. in 
front of it.  She has a letter for the shop owner at Dry Dry Outpost.  
Go there and enter the item shop.  Talk to him and let Parakarry 
deliver another letter.  Afterward, Little Mouser gives you a Letter 
for Franky, a Boo in Boo’s Mansion.
-----------------------------------------------------------------------

That’s the condensed version of what we did in Chapter 3.  Now, use the 
Toad Town Tunnels to go Boo’s Mansion.  Franky is the first Boo in the 
mansion in the main room.  This time, a Letter is given to you for Dane 
T. in Toad Town.  He’s playing by the Train Station.  Return to Toad 
Town and go to the station.  Dane T. has a red cap and is a kid.  It’s 
an invitation to a haunted mansion.  The kids want to go, but they want 
their red Yoshi Kid friend in Yoshi’s Village to come with.  So, you’re 
delivering a Letter to him!  Go to Yoshi’s Village, Lavalava Island, 
via Toad Town Tunnels and talk to the red Yoshi Kid.

He wants you to send the Letter back to Dane T. about a game he had 
just made up.  Head back for Toad Town and Parakarrry delivers the 
Letter.  Mini T., Dane’s friend, wants you to deliver another letter.  
It’s a Letter for his Uncle, Frost T., in Starborn Valley.  Go to 
Shiver City and then make the trek to Starborn Valley.  Frost T. is to 
the far right in the city on the level of elevation you’re on when you 
first enter.

He then gives you a Letter for Goompapa, Goombario’s dad.  NO!  The 
cycle is starting over again...  Return to Toad Town and use the 
tunnels to go Goomba Village.  But, instead of getting another Letter, 
you get the Lucky Day Badge!  Finally, it’s all over!  Luck Day 
increases the chances of enemies hitting Mario in battle.  Now, for the 
first time ever, we’re out of Letters to deliver.  Hoorah!

                     +---------------------------+
                     |    Note Before Leaving    |
                     +---------------------------+

There are still tons of things to do in the game.  If you’ve been using 
my guide, you are missing some badges and plenty of Star Pieces.  To 
assure that you are at full speed for invading Bowser’s castle, get all 
of them that you’d like.  See “Section 3” for details on those kind of 
things.  Starting now, we will begin the fight for the Stars.

                          +----------------+
                          |    Star Way    |
                          +----------------+

Go to Shooting Star Summit, where so long ago you met Eldstar and the 
other Star Spirits.  Ascend to the top and you hear a voice.  A path 
opens on this hill, and you must enter the light.  Welcome to Star Way.  
But, this place is not without its enemies.  The first enemy is a blue 
flame called Ember.  Have Ice Power out for fighting these creatures.  
They have 10 HP, four attack, and no defense (only 1 HP more than Lava 
Bubbles).  When you attack them, they split into enemies with the same 
HP as them (like, if you did eight damage to one, then two Embers would 
appear with two damage).  Still, are they ever weak.  By the time you 
reach the end of this celestial path, you’ll have faced three Embers.  
Continue right and you’ll reach Star Haven.

                         +------------------+
                         |    Star Haven    |
                         +------------------+

This is like a city in that you can find Chuck Quizmo, a Save Block, 
and a Toad House.  There’s also a GREAT item shop here, called Star 
Haven Shop.  They sell Life Shrooms for 25 coins and Super Shrooms for 
ten.  But, go right of the Toad House and you’ll find the main 
attraction, the Star Sanctuary.  Walk to it and enter.  There they are 
– Eldstar, Mamar, Skolar, Muskular, Misstar, Klevar, and Kalmar – all 
the revered Star Spirits.  Walk forward to the pedestal that once held 
the Star Rod.  Now, these seven shall join together to bestow upon you 
the final Power.

It is the ultimate attack, Star Beam!  With it, you can drain the power 
of the Star Rod whenever Bowser uses it.  It is the only thing able to 
negate the effects of the Star Rod.  And they have one final gift for 
you.  It is Star Ship of Star Haven.  It can travel far into the sky, 
even to Bowser’s castle.  Take off in the ship, and let the final 
showdown begin.  Everyone sees the Star Ship below, a shooting star, a 
glimmer of hope for a bleak world.  Everyone wishes upon it.  All of 
Mushroom Kingdom is counting on you!  We must defeat Bowser, for the 
Star Rod, for Mushroom Kingdom, and for Princess Peach…

=======================================================================
==============================Chapter 8*===============================
=======================================================================

                      “A Star-Powered Showdown!”

                       +-----------------------+
                       |    Bowser’s Castle    |
                       +-----------------------+

You enter through the mouth of the Bowser-head, and three escape 
vehicles – Bowser’s classic Super Mario World clown-float – are lined 
up near the Star Ship.  Go right to the Save Block.  Save here and go 
south to a new room.  Follow this path to a locked door.  You have no 
key, of course, so go right through a new door.  Go right to find the 
elite guard of Bowser’s Koopa Troop, the Koopatrol.  Each has 8 HP, 
four attack, and three defense.  They are with their weaknesses, 
though.  Jump on them to flip them over.  Only jump if you have Spike 
Shield equipped, though.

They can charge attacks for blows with ten damage behind them.  They 
can also call in reinforcements.  Beat it for a Castle Key.  With it, 
go back left and return to the locked door.  The only thing to the 
right are imprisoned Toads who didn’t escape the castle.  Unlock the 
door and go right.  Here you’ll face another Koopatrol.  Watt is the 
best partner for fighting them.  Continue right to face another 
Koopatrol.  Continue right to enter a hallway.  Here you’ll face more 
Koopatrol and a new enemy.

It’s called a Hammer Bros., and each has 12 HP, five attack, and one 
defense.  Their hammers can shrink you, which reduces your attack.  
They cannot be knocked onto their backs, even though they are Koopas, 
and they can throw a ton of hammers at you in desperation.  If shrunk, 
use the hammer over the jump.  Go right again to meet the Guard Door.  
Say that you want to go through the door and stand right in front of 
it.  It uses a trapdoor to drop you down into the prison cell.

If you can make it back up, it taunts you, it will let you pass.  Of 
course, Mario could turn sideways and walk through the bars (he’s 
wafer-thin), but let’s instead blow up the wall to the right with 
Bombette.  Heal at the Heart Block first, though.  Now go right down 
this hallway.  Save at the Save Block and go right a room.  Use 
Lakilester to float on the lava and go left.  Follow this path to a ? 
Block containing a Life Shroom.

Get back in the lava and head left again.  At the end, go through the 
door and pass under the bridge to some platforms.  Jump up them to a 
Badge Block.  Hit it for Deep Focus, you’re third one so far.  Now take 
lackey-lester (snicker) back to where you first entered the lava.  Now 
use Parakarry to safely cross the gaps.  Now, to the right, carefully 
jump across the lava.  Parakarry is too slow for this, and you’ll have 
to be quick yet precise in your jumps.  When you cross, go right into 
the lava with Lakilester.  Stop at the blue switch and give it a whack.  
Now a platform is crossing the lava.  Use it to make it over.

Go right past the door and continue right to a blue switch.  Hammer it 
and ride the platform across the gap.  Now jump the platforms with 
Parakarry and go right again.  When you pass two items, get on the 
platform and jump to the moving one.  Use Bow to turn invisible and 
pass under the waterfall of lava.  At the other side, use Parkarry once 
more to soar over the gap.  Well, not quite a soar as much as a hover…  
Go through the next door you see by using Lakilester and then head 
right to some stairs.  Jump up them and you’ll reach three Koopatrol, a 
Magikoopa (blue), and a blue switch.

The Magikoopas of blue color are the elite magicians, and they have 11 
HP, six attack, and no defense.  Take them out first.  They have all 
the spells of other Magikoopa at their disposal, and the magic attack 
Jr. Troopa used the last time you fought him (only weaker).  Finish 
this quickly by using Power Shell (Kooper) and then Star Storm.  If you 
use action command, it will just barely work.  Beat all of them and 
press the switch to stop the flow of lava.  It’s now hard as rock, and 
you can walk on it.  Exit this room and go left back to the other door 
I told you not to enter.  Along the way, pick up Thunder Rage.

In the room, jump to the chest and open it for a Castle Key.  Now 
return right past the door with the switch in it.  Unlock the door and 
go through it.  Use Watt to light up the room and then head right.  
You’ll see a new enemy, straight from Super Mario Bros. 3, called a 
Bony Beetle.  Sometimes it has spikes on its head, at other times not.  
Either way, the badge Spike Shield should serve you well.  Jump on them 
to flip them over.  Then they have no defense.  Normally, they 8 HP, 
three attack, and four defense.

When you win, continue along the path.  You’ll have to use Parakarry in 
there twice before you move onto the next screen.  The second is 
basically the same.  Use more Watt/Parakarry combos to cross a gap.  At 
the three-way fork in the road, take the upper path and fall through 
the gap, then head left to a door.  The path is now lit.  Hooray!  Push 
the block here left to return to the Guard Door.  Now walk up to it and 
go through.  There’s a Save Block right in this hallway.

First, go right down the path to a prison cell.  Defeat the lone 
Koopatrol defender for the Prison Key, and then open the cell.  This is 
a very cheap Toad House.  You can heal here if you need to.  Now exit 
back to the main room.  Refreshed, start by taking the stairs up and 
going left at the fork in the road.  Open the doors and you’ll find 
yourself at a warehouse.  The Spiky Goomba is really bored, and he will 
sell you stuff for coins.  Now, this guy is really overpriced, but you 
might consider buying from him.  Buy what you want and exit the 
warehouse.

Go right across the upper path to another door.  Open it and you’ll 
face lots of enemies.  Lots of Magikoopa in particular.  When faced 
with many Magikoopa, use Up & Away at the cost of 2 Star Energy.  It 
may not work on all of them, but it may on some.  At the end, go right.  
Go right again and bounce onto the ledge here.  Pull the chain to flood 
the rooms with water.  Use Sushie to go left, and then dock in this 
screen.  Hit the blue switch and a jump pad falls out.  Bounce on it to 
the right and use Bombette to blow up the wall to the right.

Here, use the tornado jump to hit a Brick Block, then hit the switch.  
Go through he path is made to a chain.  Pull it down to flood the place 
with even more water.  Now go left back a room.  Pull out Sushie and 
get in the water.  Go left and take the Castle Key.  Now go back to the 
chains and pull them again to drain the water.  Open the locked door to 
the right and go through it.  Heal up, because this is going to be a 
trying battle ahead of us.

Pull out Bow.  Ahead of you, Bombshell Bills are pouring from blasters.  
Use Bow to dodge the Bombshell Bills and then hammer the B. Bill 
Blasters at the end.  They have 10 HP, four defense, and they 
indirectly attack by shooting suicidal Bombshell Bills.  On your turn, 
use Shooting Star the first time, and Thunder Rage the second.  
Otherwise, use Star Storm and a Fire Flower.  As for Bombshell Bills, 
they have 3 HP, six attack, and no defense.  If you have no items, let 
your partner (Goombario, Watt, or Lakilester are all good choices) 
handle them.  If you are very cautious, use Outta Sight for Bow’s turn 
on every Bombshell Bill attack turn.  Really, though, Watt is best 
equipped for fighting B. Bill Blasters.  You’ll fight four pairs of B. 
Bill Blasters before these stairs end, though.

At least they give good Star Points...  The last two have a Koopatrol 
and Magikoopa, respectively, on their sides.  Another good strategy for 
facing them is take out both the Bombshell Bills until they spend a 
turn idle.  You’ll rack up experience and soon be able to attack them.  
When you’ve won, take the door and go right.

It’s a new enemy.  They’re called Dry Bones, and they are old Super 
Mario Bros. 3 enemies that are the skeletal remains of Koopa Troopas.  
They’re no joke – 8 HP, four attack, and two defense.  The problem is 
that they can come back to life after dying.  You can either use fire 
attacks (Fire Flowers or Kooper’s Fire Shell) to make them ashes and 
permanently beat them, or use an attack that beats them both at once.  
Again, Watt really shines (I sure am punny) here, as she can penetrate 
defenses.  As you go right, you’ll face two more.  Note an invisible 
block containing Maple Syrup in this room.

Now push aside the third Bowser block and go through the door.  Go 
right in this hallway and you’ll emerge in a new room.  Beat the Bony 
Beetle and save to the right.  For now, push aside the first block here 
and enter the new passage.  Heal at the Heart Block to the left and go 
right down this corridor.  Defeat the Hammer Bros. to the right and 
noticed the pushed aside block in here.  Follow this path right to a 
room with seemingly nothing in it.  You know what?  There is nothing in 
it.  Go back to the room where you defeated the Hammer Bros. and push 
the block that was already out right.  This creates a hallway leading 
left.  At the end of it is a Castle Key.  Return to that locked room, 
heal and save, and then unlock it, going right.

It’s another Bowser guard door!  He figures there’s no way you’ll make 
it to Bowser anyway, so he’ll give you a chance to pass.  It’s a quiz 
game.  More than that, it’s a memory quiz.  Several enemies come out 
and you must remember their number, color, etc. and answer his 
questions correctly.  You need to answer five questions correctly to 
pass.  I’ve listed the questions and their respective answers below.

1) Question: Now.  Tell me, how many Koopas were there?
Answer: 3

2) Question: Now.  Which were there three of?
Answer: Red Shy Guys

3) Question: Now.  Who came out of the middle entrance?
Answer: Red Shy Guys

4) Question: Now.  How many Goombas were there!?
Answer: 2

5) Question: Now.  How many arms did you see just now!?
Answer: 4

6) Question: Now.  Which were there three of!?
Answer: Bob-ombs

7) Question: Now.  What color were their shells!?
Answer: Purple

Answer five correct to pass.  Go through the Guard Door to be outside.  
Hit the ? Blocks around you for a Super Shroom and Maple Syrup.  To the 
right, defeat the Koopatrol and continue right to a staircase.  Drop 
off the side to get Jammin’ Jelly, and then take the stairs up again.  
At the top of it you’ll face a Magikoopa duo.  Beat them and then go 
left to some doors (open them).  Here, go left to a Save Block.  
Continue left in a similarly set-up floor plan as before.  To the left 
is a prison cell.  When you reach it, defeat the Koopatrol for the 
Prison Key.  Take it and open the cell.

Oh, those poor prisoners.  We’ve been checking mail and partying for 
eight chapters while they’ve been in here.  Plus, some people came from 
Dry Dry Outpost or Shiver City to be here.  Use this as your Toad House 
if you need.  When you awaken, go back to the main room two rooms to 
the right and save at the Save Block.  Take the stairs up and use the 
left door.  Defeat the Dry Bones and go left up these steps until you 
can drop to a block toward the screen.  Drop there and throw Bombette 
at the red switch to the left.  Before she explodes, jump to the block 
to your upper-left, and then through the door you go.  Here, take an 
Ultra Shroom.

Now return to the main room.  Use the right door.  The ground door is 
locked, but the upper one isn’t.  Take it and go right, defeating a 
Magikoopa.  Now, see the slightly elevated ground to the right?  Stand 
on it and launch Kooper at the red shell.  You’ll rise and you must 
quickly reach the door.  Run to the platform to the right and jump 
across the gaps, reaching the door in this manner.  In this room is the 
Castle Key.  Return to that locked door we saw earlier.  Take it and go 
right.  Note the order of the torches.  Up, down, down, up, down, and 
up.  This is the order you must go right in.  You see, there are two 
doors, top and bottom.  Do this to reach a bridge.

Defeat the Koopatrol and Magikoopa to the right as you go.  For the 
Magikoopa, I suggest Up & Away.  At least it will carry two of them 
away.  Then you’ll face a Hammer Bros.  Upon beating it, go right.  
Heal at this Heart Block and go right to Princess Peach.  She’s okay, 
so we can leave the castle now.  Get ready for a long trip back, my 
friend.  Go left and out the room.  When you do, though, Peach falls 
behind.  Reenter the room and go right.  Gasp!  A Duplighost!  Follow 
it right and it becomes Peach.  Hammer it three times and it assumes 
its true form.

Now you’re up against four Duplighosts.  First, use Star Storm.  Then 
let Lakilester use Spiny Surge to do at least one damage to them.  Now 
use Star Storm again to beat them all.  After winning, go back left to 
heal at the Heart Block.  Then go right to another Bowser guard door.  
Prepare for the ultimate defense!  You will not believe who jumps out.  
The Koopa Bros.!  They swore revenge in an angry letter they sent us, 
and they meant it, too.  If you beat them, you can go through the door.  
I’m sorry, they’re actually called the Super Ultra Mighty Koopa Bros. 
the Great.

But, before you can fight them, Jr. Troopa runs in and kicks them all 
out.  Wow, he’s REALLY persistent.  Not only did he fly all the way up 
here at gale force winds in the stratosphere, but he fought his way 
past guards and monsters this far into Bowser’s Castle.  Well, I 
would’ve preferred to fight them separately, but oh well.  Let’s just 
take on Jr. Troopa.  This is your final fight with Jr. Troopa.

This time he has 60 HP, eight attack, and two defense.  Also, he uses 
every tactic he’s ever used against you in this battle.  Use Watt for 
this battle (she can penetrate defense, remember?).  It shouldn’t be 
hard for you.  At first, he’ll use his old attacks from when you kicked 
his butt in Goomba Village.  Just hammer and Electro Dash him down to 
around 30 HP, below 35.  He then activates his “Ultimate Power,” which 
gives him wings and a spike on his head.  This is no problem for Watt 
and you can still attack by jumping (provided you have Spike Shield 
equipped).  When he’s down to 10 HP, he pulls out his cane and uses the 
magic power he did earlier.  Give him one final beat-down and take his 
Star Points.  He runs away and swears he’ll beat you next time (there 
won’t be a next time…  in this Paper Mario).  Go right twice more to 
reach the outside.  Save and then enter Peach’s Castle.

                       +-----------------------+
                       |    Mushroom Castle    |
                       +-----------------------+

You can thank Peach for all the unlocked doors in here.  When you first 
enter, go into the room to the far-right.  Out jumps a Toad.  He hid 
here to avoid being captured by guards.  You can nap in this room like 
it was a Toad House.  Also, if you didn’t get it when we were Peach, 
you can open the chest here for a badge.  Now exit the room and go up 
the stairs.  Boy, it’s deserted.  You’re interested in the upper-right 
room (the mysterious chest) for taking out any items that you put in it 
but didn’t take out at Merlow’s.  Also, if you haven’t been using my 
guide, you’ll find a Deep Focus Badge in here.

Also, go to the lower-left door.  Here, you’ll find the Power Rush 
Badge in the aisles (if you didn’t already get it with Peach), and a 
stack of books in here.  Jump on them to reach the upper aisle overhead 
and go left on it to get a Life Shroom.  Now go to Peach’s room.  She’s 
not there…  Exit it and go up the stairs through the double doors.  Go 
forward here through the hallway.  This is the hallway where we first 
fought Bowser…  And we shall fight him here again.  Peach is tied here 
and Bowser has his air ride ready.  Can Mario beat Bowser, the 
invincible wielder of the Star Rod?

                           +--------------+
                           |    Bowser    |
                           +--------------+

In this battle, Bowser has 50 HP, one defense, and too many different 
attacks to assign a number.  His Fire Attack does 8 damage, Stamp 
Attack/Nail Attack does 6.  He has other attacks, too.  Although he’s 
invincible with the Star Rod, he’s not using it right now, leaving us 
time to beat him.  Attack with everything you’ve got!  Watt is the best 
partner for this, as she can do five damage per turn.  Really, his 
stats aren’t great, and Mario could beat him by himself if need be.  
About midway through battle, though, Bowser pulls out the Star Rod.  
With it, he becomes invincible.  No matter how you attack him, it will 
fail.

At this point, we must trust in the Star Spirits, and use the only 
thing that can stop him – the Star Beam.  It requires no Star Energy, 
and it’s the sole way you can stop him.  It only works temporarily.  
Bowser can also heal himself 20 HP using the Star Rod, and he can also 
use the Star Rod to attack you and your partner, dealing four and three 
damage, respectively.  Then deliver the final blow for many Star 
Points.  Bowser’s been defeated!  Huh?  He’s uninjured.

He runs off, taking Peach, and flies through the window he broke so 
long ago.  Go right and through the door.  Now climb the stairs to get 
outside, and run left.  Enter this new room (where you can save).  Dash 
up the stairs and go through the door.  Cross the bridge to a hovering 
platform.  It’s a special arena designed for your defeat.  Bowser 
presses the switch there to destroy the bridge.  And, Kammy reveals 
that she’s created a device that increases Bowser’s power.  Using the 
arena itself, Bowser is struck by lightning and becomes massive.  He’s 
exploding with power!  Only one will walk away from this fight... the 
other will fall.

                      +-------------------------+
                      |    Invincible Bowser    |
                      +-------------------------+

Bowser has a variety of new attacks, as well as 99 HP and two defense.  
His Fire Attack does ten damage.  Stamp Attack/Nail Attack does eight.  
Note that you’re not healed from the last battle, and I hope you 
conserved some energy.  Use your hammer primarily, as the jump does 
less damage.  Watt is, again, the best partner.  I’d still use Quick 
Change, though, for certain attacks.  Bowser still uses the Star Rod to 
become invincible every now and then, but this time, Star Beam has no 
effect!  We cannot win…  Use Star Beam and Bowser laughs, and Peach 
watches.  The battle is now over.  Suddenly, Twink flies in and knocks 
out Kammy Koopa!  And he then unties Peach!  It’s now Peach and Twink 
against Kammy.  This is unexpected…

                         +-------------------+
                         |    Kammy Koopa    |
                         +-------------------+

All Twink can do is use Dash, which does no damage.  During Peach’s 
turn, all you can do is use Focus on Twink.  Kammy uses spells to hurt 
Twink.  When Twink is focused, Dash does one damage.  Wow! Keep 
focusing on Twink with Peach’s turn and his Dashes do progressively 
more damage.  And, Kammy’s attacks do less and less.  It takes only a 
few turns before Twink is totally unaffected by Kammy’s block attack, 
and Twink does only ten damage before Kammy loses.  That was pathetic!  
And then, Peach wishes to the Stars that Mario is stronger, that the 
Star Spirits are stronger, and that the Star Beam is as well.  This 
upgrades the Star Beam…  to the Peach Beam!  Let the battle continue.

                      +------------------------+
                      |    Evil King Bowser    |
                      +------------------------+

Mario is completely healed, and Bowser is still at his HP count from 
before.  On your first turn, use the Peach Beam (which includes Twink).  
Now you can really fight Bowser.  During Mario’s turns, use hammer 
attacks, and let Watt be your partner.  Again, Bowser has 99 HP, 2 
defense, and varying attack strengths.  He occasionally uses the Star 
Rod to become invulnerable again, but this is a good thing.  Why?  
Because Bowser wastes his turn doing that.  Waste Mario’s turn 
countering with Peach Beam, and then let Bowser have it with Watt.  As 
for Bowser’s other uses of the Star Rod...  Bowser has several strong 
attacks that involve the Star Rod.

His lightning attack does 10 damage, and he won’t be afraid to use it.  
When down past 30 HP, it’s all he used on me until he became invincible 
again.  Also, he has one very bad move, in which he restores 30 of his 
own HP.  He’ll use it when he’s low, and it can seriously prolong the 
battle.  However, it’s not hard.  Use the same strategy each time – 
hammer and Electro Dash.  You can use all your fanciest moves if you 
want, but I’d only use Star Power, exclusively, for Smooch.  You can 
use it twice in this battle, which is almost an Ultra Shroom. Another 
bad attack he has causes a wave to radiate out from the Star Rod.  It 
does only six damage to you, but it knocks out your partner for three 
turns.

Bowser has a decided advantage during those three turns (unless you can 
pull off a ten-point hit), and you should spend them attacking or 
healing.  Bowser sure will (+ 30 for him).  Honestly, when I fought 
Bowser, he healed 90 HP in total.  It’s like beating him twice.  Also, 
note that he can poison you with his Nail Attack.  At that point, I 
recommend using Refresh or any other move you might have that cures 
poison.  When you’ve finally won, Bowser shrinks to his normal size, 
defeated.

This time, he drops the Star Rod.  Peach comes back to Mario, and the 
arena explodes.  Because of the intense battle, the arena 
malfunctioned, and the electricity flowing into it is reversing to the 
castle.  Both of them are about to explode.  The place explodes, 
sending Bowser and Kammy into the distance.  And Peach’s castle alls 
safely to the ground, with Mario and Peach, by the strength of the Star 
Spirits.  Eldstar takes back the Star Rod, and the Star Spirits thank 
you.  They thank Mario (and Twink, that glory-hog).  For his 
commendable bravery, Twink shall be made an adult Star.  May the stars 
forever shine brightly upon you.  The Star Spirits leave and Twink says 
good-bye to everyone.  The world is forever in Mario’s debt…

                        +--------------------+
                        |    The Epilogue    |
                        +--------------------+

Mario is telling his story to Luigi at his home.  Luigi is quite 
impressed, and just then they wonder what’s going on for your partners…  
Goombario is playing with his sister when Parakarry drops in.  He’s 
delivering a letter from Princess Peach.  Reading it, Goombario sees 
that it’s an invitation to a party!  At Koopa Village, Bombette 
receives the letter, and Bootler delivers one to Bow.  Watt, living in 
Shy Guy’s Toy Box, also gets one, and Sushie reads it as the Yoshi Kids 
nap and play.  Lakilester is interrupted with his girlfriend when he 
gets the letter, and Kolorado now has Kooper on his archaeological 
team.  They are going to scale Shiver Mountain and excavate Crystal 
Palace, and Kooper is the guide.  Parakarry delivers his letter as 
well, and Kolorado also receives a message... from his angry wife.  It 
looks like the expedition is over.

Just then, Luigi hears something outside.  Checking the mail, it’s an 
invitation to a party.  Parakarry was also invited to the party, and so 
are Mario and Luigi.  And, just as the adventure began, Mario and Luigi 
go to Toad Town to party.  You’re back in control, and you can stop to 
talk to everyone.  Chuck Quizmo is there, and Kolorado is making up 
with his wife.  Now go to the castle.  Everyone’s there – Moustafa, the 
Village Leader of Yoshi’s Village, Mayor Penguin and wife, and inside 
are all your partners and their friends.  The Minister greets you.  
Princess Peach comes out just as Mario did to welcome the guests.  
Enjoy the festivities.

Now for the credits.  They’re funny, because Luigi is the leader of the 
parade, just like he was in Super Mario RPG.  All your partners are 
hanging around the Star Ship.  Everyone appears – even the Koopa Bros.  
Kolorado is on the whale in the background, and I think Kolorado is 
combining his two loves.  Tutankoopa is still being chased by his 
enslaved Chomps, and Buzzar, who is a girl, is back to hatching her 
eggs.  Bootler and friends now lead the friendly Tubba Blubba, and the 
Red and Blue Goomba still follow the Goomba King.  Raphael the Raven is 
reigning as the leader of Lavalava Island, and Lava Piranha is alive 
and well in the volcano, but peaceful now.  Huff N. Puff is alive, and 
so is Gourmet Guy, as is Crystal King (and his duplicates and 
Duplighosts).

Jr. Troopa has made a friend in Kammy Koopa, and the two practice magic 
together.  Bowser reluctantly takes part in the celebration, and falls 
under fire from Kammy and Jr. Troopa, who are then roasted.  And, the 
Star Spirits watch over the parade as well.  The pop diva of Club 64 is 
back to singing, and the mystic family is back together.  The Sun 
watches over a peaceful Flower Fields, and Shy Guys are busting out of 
Shy Guy’s Toy Box.  General Guy is now a dance guru with Groove Guys.  
Even his acrobatic infantry join in, including the one Shy Guy who 
always trips.  Last, but not least, Mario, Peach, and Twink are on the 
last float.  The two go to Mario’s pad and watch the fireworks over 
Mushroom Kingdom, made peaceful by Mario…

                                The End

CONGRATULATIONS!  You beat the game!  But, there’s still more to do.  
You can’t save afterward, but you can still leave Bowser’s Castle to 
discover all the secrets of Mushroom Kingdom.  What’re you waiting for?
-----------------------------------------------------------------------
   _________________________________________________________________
  /                                                                 \
 /                                                                   \
||----------------------------Section 3*-----------------------------||
 \                                                                   /
  \_________________________________________________________________/

Note: I don’t normally put notes at the beginning of a section, but I 
want to warn you that Section 3 is chockfull of spoilers.  That is, 
things that reveal the game’s plot.  If you don’t want to ruin things 
for yourself, then don’t read it.  For example, Bowser is listed in the 
enemy section.  Read at your own risk.

=======================================================================
=============================Super Blocks*=============================
=======================================================================

As Raphael the Raven once said, upgrading partners is the key to 
success.  Mario can gain levels by fighting, but partners cannot, no 
matter how much battle they’ve seen.  To enable partners to be 
upgrades, there are sixteen special blocks, called Super Blocks, 
scattered around Mushroom Kingdom.  Hit them and you can upgrade 
partners.  When you do, their offense is increased, and they learn a 
new move.  Truly, upgrading will help you time and time again.  
Because, let’s face it, most partners reek when you first get them.  
Now, this section is not intended to be used as a compendium for moves 
and attacks, but for actually finding Super Blocks.  Also note that I 
won’t tell you who to upgrade.  This is your personal decision, but I 
do tell you who I recommend in my guide.  This is because upgrades are 
good for certain characters before bosses at particular times (like 
upgrading Sushie before the Lava Piranha).

Note: All partners can be upgraded exactly twice.  At first, you can 
upgrade them only once to Super-Rank.  Before you enter Mt. Lavalava, 
Raphael the Raven gives you the Ultra Stone, letting you upgrade 
partners twice (to Ultra-Rank).

-----------------------------------------------------------------------
Super Block # 

Notes: 
-----------------------------------------------------------------------

The above setup will be used for showing them.  In my list, I first 
organize them by locations, and I organize locations by when you can 
first visit those places (and get a Super Block).  Then, in each 
location I organize Super Blocks but when you can get them in that 
place.  The actual list is below.

=======================================================================
                            Dry Dry Desert
=======================================================================
Super Block # 1

Notes: This is in the oasis in the desert.  To reach it, exit Dry Dry 
Outpost and go south twice.  Here you’ll find the tree with the Lemon 
and Lime, as well as a Heart Block and a Super Block in plain site.
=======================================================================
                            Dry Dry Ruins
=======================================================================
Super Block # 2

Notes: In Dry Dry Ruins, there’s a room where you can blow up the left 
wall with Bombette.  This reveals a room with a large gap in it.  Fall 
in this gap to reach a spring and a Super Block.  As a note for 
location, to the right of this Super Block is a hallway filled with 
Buzzy Beetles, and to the left is the room with the Diamond Statue 
inside.
=======================================================================
                              Mt. Rugged
=======================================================================
Super Block # 3

Notes: Once you have the Super Hammer, go to the screen with the train 
station in Mt. Rugged.  Follow the path left until you reach a fork in 
the road.  To the left is a stone block.  Crush it and go left for a 
Super Block.
=======================================================================
                          Toad Town Tunnels
=======================================================================
Super Block # 4

Notes: This is the first of many Super Blocks in Toad Town Tunnels.  In 
the interest of briefness, I will be a bit loose here.  From the 
entrance, go left twice and get on the rising platform.  Enter the pipe 
to the left and then go across the platforms to the right (through the 
door).  Here, take the rising platforms up and go right to another 
hole.  Defeat the Paragloomba and you’ll find the Super Block right in 
here.
-----------------------------------------------------------------------
Super Block # 5

Notes: From the entrance of the tunnels, fall in the hole and go left 
twice.  Here, push the block around and use Watt to see invisible 
blocks.  Hit them and then jump across the these blocks to the Super 
Block.
-----------------------------------------------------------------------
Super Block # 6

Notes: Outside of the tunnels, in Toad Town’s first screen (with the 
pipe that leads to your house), use Sushie at the right dock and swim 
to the central dock of this pond.  Take the pipe down and go right to 
reach a Super Block.
-----------------------------------------------------------------------
Super Block # 7

Notes: When you enter Toad Town Tunnels, go left twice, ride the rising 
platforms up, and then run into the warp pipe.  Drop to the ground and 
take the warp pipe there.  Smash the metal block to the right with the 
Ultra Hammer and take the steps up to a Super Block.
-----------------------------------------------------------------------
Super Block # 8

Notes: When in the room with the pipe that leads to Shiver City, go all 
the way to the left and you’ll find a Super Block.
=======================================================================
                        Tubba Blubba’s Castle
=======================================================================
Super Block # 9

Notes: Go to the basement room of the castle (where there’s a Boo from 
Gusty Gulch hiding and a Heart Block).  Left of it is a staircase, and 
at the beginning is a Super Block.
=======================================================================
                          Shy Guy’s Toy Box
=======================================================================
Super Block # 10

Notes: Go right a room from where you fought the Big Lantern Ghost and 
got Watt.  Ride the elevating platform up here and then ride the one 
right of it up to a Super Block.
=======================================================================
                             Jade Jungle
=======================================================================
Super Block # 11

Notes: Two screens left of where you get Sushie (and the Volcano Vase, 
for that matter), you’ll find this Super Block south of a Spear Guy.  
Note that you’ll have to swim to reach that screen and take tree-
bridges to the block.
=======================================================================
                             Mt. Lavalava
=======================================================================
Super Block # 12

Notes: In the large cavern that has the Fire Shield Badge in it, go to 
the Save Block and smash the block to the right.  On this rope, slide 
down for about three seconds and let go to land on a platform with the 
Super Block hovering over it.
-----------------------------------------------------------------------
Super Block # 13

Notes: In the same large cavern mentioned in the above Super Block 
description, go to the entrance from the upper-left and take the rope 
down.  Go right through the door to a long hall with Podoboo chains 
circling around in it.  Jump over these and you’ll reach a Super Block 
at the end.
=======================================================================
                            Flower Fields
=======================================================================
Super Block # 14

Notes: From Wise Wisterwood, take the lower-right path.  Cross the 
thorn bed with Parakarry and take the stairs here to the left.  After 
fighting off five Crazee Dayzees, you’ll reach a Super Block.
-----------------------------------------------------------------------
Super Block # 15

Notes: In the screen before the Puff Puff Machine, cross the thorns in 
the puzzle here and then go under the arch to bounce on a jump pad.  
Here’s the Super Block.
=======================================================================
                           Shiver Mountain
=======================================================================
Super Block # 16

Notes: When you reach your first White Clubba, take the stairs by it up 
to reach a Super Block.  Pretty obvious, huh?
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

That’s all of them.  Super Blocks are essential to surviving, and some 
of them are very good.  Upgrade wisely.  For example, with increased 
strength, Goombario can divide his attacks into two waves, each doing 
three damage, whereas Kooper can only do five damage at most when 
upgraded.  I hate to quote Raphael so much, but I will anyways.  Caw.  
No, that wasn’t it.  Here it is.  Use it and prosper.

=======================================================================
===========================Attacks & Powers*===========================
=======================================================================

Every time Mario rescues a Star Spirit, he gains a new attack, called a 
Star Spirit Power.  Also, partners learn new attack every time they get 
upgraded.  Here I will list all of those attacks, or moves, and tell 
you how to use their action command.  I do not list badge-based 
attacks.  There are too many of them to list here, and my “Badge List” 
section already lists them.  To save your time and mine, I will not 
write it twice and you won’t have to read it twice.  Also, let me note 
that the action command for all badge attacks fall under two categories 
– jump and hammer.  Remember that Flower Points is denoted as FP, and 
Star Energy as SE.  SE is only used for the Star Spirit Powers.

-----------------------------------------------------------------------
Name of Attack

FP/SE: 

Action Command: 

Notes: 
-----------------------------------------------------------------------

Above is the setup.  Before I make the actual list, I’ll tell you what 
the different types of action command are and how I write them in the 
list.  Note that you must have “Lucky Star,” an item given to you in 
the Prologue, to use action command.

NA: This stands for “not applicable.”  Some attacks have no action 
commands.  Goombario’s Tattle is one example.

Timing: These are attacks where you must press a certain button at the 
exact right time to pull off an action command.  The best example is 
Mario’s jump attacks, in which you must press A before landing on an 
enemy.

Hold: In these attacks, you must hold the Control Stick to the left as 
a bar fills.  The other variation has you hold A while the bar fills, 
but it’s the same concept.  When the star at the end lights up, you let 
go.  Mario’s hammer and Watt’s Electro Dash are two examples of this.

Continuous: You must tap a button as fast as you can or you must push 
the control stick left as many times as you can to up the damage dealt.  
Bow’s Smack attack is a perfect example.

Special: You must press different buttons in a certain order or you 
must press a button only when the star lights up to pull off an action 
command.  Watt’s Turbo Charge is one example of this.

Those are how I categorize all of the action command types, although 
the game only categorizes them into three types (hammer, timing, and 
consecutive, which is everything else).  Read my notes on each attack 
to learn exactly how it’s done.  Now for the list.

=======================================================================
                                Mario
=======================================================================
Jump

FP/SE: 0

Action Command: Timing

Notes: Press A right before you land on an enemy to perform the action 
command.  Note that, on large enemies, you don’t always land on them as 
soon as you make contact (some enemies are so huge that Mario is 
touching them before he lands on them).  This is the attack that made 
Mario famous.  His name was originally Jumpman back in the 80’s.
-----------------------------------------------------------------------
Hammer

FP/SE: 0

Action Command: Hold

Notes: Hold the Control stick left until the fourth circle, the star, 
lights up, and then release.  Mario made his hammer famous in Donkey 
Kong as an occasional upgrade, and he’s used it in every RPG-styled 
Mario game to date.
=======================================================================
                              Goombario
=======================================================================
Headbonk

FP/SE: 0

Action Command: Timing

Notes: This is essentially the same thing as Mario’s Jump attack.  
Press A right before landing to bounce off an enemy and land on them 
again, causing double the damage.
-----------------------------------------------------------------------
Tattle

FP/SE: 0

Action Command: NA

Notes: Here’s where Goombario earns his keep.  Tattle is one of the 
most useful moves in the game.  Use it and Goombario tells you how much 
HP, attack power, and defense power an enemy has.  I relied on it for 
all my listed stats for enemies in my walkthrough.  Afterward, you’ll 
be able to see the HP of all enemies of that type once you’ve tattled 
on one of them.  You can tattle on nearly all enemies, but not on one – 
Fuzzipede.  He also gives you other hints about them.  What a 
tattletale…
-----------------------------------------------------------------------
Charge

FP/SE: 1

Action Command: NA

Notes: This is Goombario’s Super-Rank attack.  Use it to raise his 
attack power by two for the next turn.  Try using it in combination 
with Multibonk.
-----------------------------------------------------------------------
Multibonk

FP/SE: 3

Action Command: Timing

Notes: This is a continuous Headbonk attack.  That is, you keep using 
Headbonk until you miss an action command.  Try using it in combination 
with Charge.  However, each time you hit the enemy again, you lose one 
point of damage until you reach one.  That is, if you hit an enemy with 
Multibonk with an attack of three, then you’d do three damage, two 
damage, one damage, and then one until you missed the action command.
=======================================================================
                                Kooper
=======================================================================
Shell Toss

FP/SE: 0

Action Command: Hold

Notes: Kooper gets in his shell and slides into the first enemy on the 
ground.  Note that, when using this attack, Kooper will not be affected 
if an enemy is electrified, afire, spiked, and so on.  The action 
command is the same as it is for the Hammer.  That is, hold the Control 
Stick left until the star circle is lit, and then release.
-----------------------------------------------------------------------
Power Shell

FP/SE: 3

Action Command: Hold

Notes: This is a bigger version of Shell Toss.  Basically, it’s a Shell 
Toss that hits all enemies on the ground.  Note that it does one less 
damage than Shell Toss because the force of it is distributed.  The 
action command is the same, too.
-----------------------------------------------------------------------
Dizzy Shell

FP/SE: 4

Action Command: Continuous

Notes: Press A repeatedly as many times as you can to strengthen the 
shot.  It does no damage, but it can dizzy an opponent (put the Dizzy 
status effect on them).  The more you press A, the greater chance that 
you’ll dizzy your target.  If you totally fill the gauge, it’s a sure 
thing.  However, it won’t work against bosses and very strong enemies.  
It’s actually quite easy to do and very effective.  This is a Super-
Rank attack.
-----------------------------------------------------------------------
Fire Shell

FP/SE: 5

Action Command: Continuous

Notes: Tilt the Control Stick left over and over as many times as you 
can to strengthen the attack.  This is the Ultra-Rank attack.  It hits 
all enemies on the ground, too, and has the potential to do more damage 
than Power Shell.
=======================================================================
                               Bombette
=======================================================================
Body Slam

FP/SE: 0

Action Command: Hold

Notes: Hold A until the bar is full, and then let go when the star is 
lit.  This will fail if an enemy has spikes on the side of their body, 
like Spear Guys.
-----------------------------------------------------------------------
Bomb

FP/SE: 3

Action Command: Continuous

Notes: Press A as many times as you can as Bombette walks up to her 
target, which must be on the ground.  The more you press A, the more 
damage is dealt.
-----------------------------------------------------------------------
Power Bomb

FP/SE: 6

Action Command: Continuous

Notes: Press A over and over to increase power.  This is Bomb, only it 
affects all enemies on the ground.
-----------------------------------------------------------------------
Mega Bomb

FP/SE: 8

Action Command: Continuous

Notes: Press A as many times as you can.  The more you do, the more 
strength is added.  This attack affects all enemies, regardless of 
position.  It’s a stronger version of Bomb.
=======================================================================
                              Parakarry
=======================================================================
Sky Dive

FP/SE: 0

Action Command: Timing

Notes: Parakarry gets in the air, descends downward, and kicks an 
enemy.  Press A right before he makes contact to perform the action 
command.  What’s nice about this is that it can hit any enemy anywhere 
on the stage.
-----------------------------------------------------------------------
Shell Shot

FP/SE: 3

Action Command: NA

Notes: This has no action command because you either hit the target or 
you don’t, and there’s no way to increase it’s power if you do make 
contact.  Hold the Control Stick left and watch the cursor.  When it is 
lined up with the target, release.  Parakarry will fly at the target 
and do quite a bit of damage, up to seven at a time.  For a long time 
in the beginning of the game, it will be your most powerful move.
-----------------------------------------------------------------------
Air Lift

FP/SE: 3

Action Command: Continuous

Notes: Press A as many times as you can to increase the probability of 
this attack working.  The more you press A, the more likely it is that 
Parakarry will carry the enemy out of battle.  Use this against some 
stronger enemies in the last chapters.  This is Super-Rank.
-----------------------------------------------------------------------
Air Raid

FP/SE: 6

Action Command: Continuous

Notes: Push the Control Stick to the left as many times as possible to 
strengthen the attack.  It hits all enemies on the screen and is a 
cheap alternative to Mega Bomb.  As always, the last attack is Ultra-
Rank.
=======================================================================
                                 Bow
=======================================================================
Smack

FP/SE: 0

Action Command: Continuous

Notes: Tilt the Control Stick left as many times as you can to increase 
the attack strength.  However, all attacks are done in one-damage 
increments, which can make it useless against enemies with even one 
defense.
-----------------------------------------------------------------------
Outta Sight

FP/SE: 2

Action Command: NA

Notes: As soon as you use it, Bow makes Mario and herself transparent 
for one turn.  This is great if an enemy is charging an attack or if 
you want to escape a barrage of powerful attacks, use this.  The 
drawback?  Bow cannot attack on the next turn.  That makes this the 
only attack in the game that takes two turns to use.
-----------------------------------------------------------------------
Spook

FP/SE: 3

Action Command: Continuous

Notes: The action command only makes the move more effective; it does 
no damage.  Tilt the Control Stick to the left over and over.  The more 
you do, the more likely it is that Bow will be scary and scare an enemy 
from battle.  Obviously, this does not work against strong enemies or 
bosses.  This is Super-Rank.
-----------------------------------------------------------------------
Fan Smack

FP/SE: 5

Action Command: Continuous

Notes: Just press left on the Control Stick over and over.  The more 
you do, the more times Bow attacks with her fan, which is a highly 
upgraded version of Smack.  This is because each smack does multiple 
points of damage.  This is Ultra-Rank.
=======================================================================
                                 Watt
=======================================================================
Electro Dash

FP/SE: 0

Action Command: Hold

Notes: This is a great attack for one reason – it can pierce defense.  
Yes, Watt is the only character in the entire game who can attack the 
same amount on a character with 0 defense as one with 6.  That is, if 
Watt’s attack did five damage and he attacked a character with two 
defense, it would still do five damage.  To action command this one, 
hold A until the star lights up and then release.
-----------------------------------------------------------------------
Power Shock

FP/SE: 2

Action Command: Continuous

Notes: The more you press A, the greater the chances or this attack 
succeeding.  If it does work, it paralyzes an enemy.  That is, they 
cannot move.
-----------------------------------------------------------------------
Turbo Charge

FP/SE: 3

Action Command: Special

Notes: Press A as the star lights up.  As the bar goes, press A at the 
right time and the move is more effective.  It raises Mario’s attack 
for a short time.
-----------------------------------------------------------------------
Mega Shock

FP/SE: 5

Action Command: Continuous

Notes: Press A and B simultaneously as many times as you can.  This 
increases the likelihood of Watt paralyzing all enemies on the stage 
with her electricity.
=======================================================================
                                Sushie
=======================================================================
Belly Flop

FP/SE: 0

Action Command: Hold

Notes: Hold the Control Stick left until the gauge is full, just like a 
hammer attack.  Sushie body slams targets in midair or on the ground.  
It can also flip over enemies like Koopa Troopas.
-----------------------------------------------------------------------
Squirt

FP/SE: 3

Action Command: Hold

Notes: This is a slight variation of the Hold action command, somewhat 
Special but mostly Hold, so I categorized it as such.  Press and hold A 
until it nears the end of the bar, and then tap A to keep it in that 
area, but do not let the bar be filled at any time, or else the attack 
fails.  The further out it’s filled, the more damage is done.  It’s 
great against fire enemies.
-----------------------------------------------------------------------
Water Block

FP/SE: 3

Action Command: Special

Notes: Press A when the stars light up.  The better you do, the more 
complete a cube of water is made.  This temporarily raises Mario’s 
defense by one.
-----------------------------------------------------------------------
Tidal Wave

FP/SE: 6

Action Command: Special

Notes: Press the right buttons at the right time to increase strength.  
On the screen you’ll see either B, A, or Down C, and you’ll have to 
press them as they appear.  This attacks all enemies.
=======================================================================
                      Michael “Spike” Lakilester
=======================================================================
Spiny Flip

FP/SE: 0

Action Command: NA

Notes: A cursor appears and you must move it into the region of an 
enemy in a limited time.  Either you miss or you hit; there is no 
action command.  Tilt the Control Stick lightly as the cursor really 
skids.
-----------------------------------------------------------------------
Spiny Surge

FP/SE: 4

Action Command: Continuous

Notes: Tilt the Control Stick to the left as fast as you can to 
increase the strength of your attack.  Sticking to his Lakitu roots, 
Lakilester throws Spiny Eggs at all enemies.
-----------------------------------------------------------------------
Cloud Nine

FP/SE: 4

Action Command: Special

Notes: Press A when the star lights up to surround Mario is a cloud.  
The more circles you get, the greater the chances that an enemy’s 
attack will miss Mario.  It only lasts for a brief period of time, 
though.
-----------------------------------------------------------------------
Hurricane

FP/SE: 5

Action Command: Continuous

Notes: Press A and B together as many times as you are able to.  The 
more you fill the bar, the greater the chance is that you’ll blow 
enemies away from battle.  Obviously, it does not work on bosses and 
very strong enemies.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

Now I’ll list the Star Spirit Powers.  You get a new one each time you 
rescue one, and there’s one that you cannot get permanently (the game 
doesn’t let you save after the final battle).  The last two entries are 
major spoilers.  Do not read them unless you want to ruin a part of the 
climactic finish.  All below FP/SE requirements are for SE, Star 
Energy.

=======================================================================
                          Star Spirit Powers
=======================================================================
Focus

FP/SE: 0

Action Command: NA

Notes: This restores some of your Star Energy, more than it normally 
would.  Your partner can also use it if you have the badge Group Focus 
equipped, and Peach can also use it.  Eldstar teaches it to you.
-----------------------------------------------------------------------
Refresh

FP/SE: 1

Action Command: NA

Notes: This restores 5 HP and 5 FP.  It also cures poisoning and 
shrinkage.  Eldstar teaches it to you.
-----------------------------------------------------------------------
Lullaby

FP/SE: 1

Action Command: NA

Notes: Mamar’s Star Power can lull enemies into a deep sleep.  Although 
it’s not that useful, it is essential to beating Kent C. Koopa.  It 
does not always work, even on normal enemies, and will not work on 
bosses.
-----------------------------------------------------------------------
Star Storm

FP/SE: 2

Action Command: NA

Notes: Skolar teaches you what is, in my opinion, the best of the Star 
Spirit Powers.  Stars rain down on your enemies, causing seven damage 
apiece.  It’s useful to the very end of the game, which is more than 
can be said of Refresh or Lullaby.
-----------------------------------------------------------------------
Chill Out

FP/SE: 2

Action Command: NA

Notes: If it works, it briefly lowers the attack strength of all 
enemies by three.  It is taught to you by Muskular.
-----------------------------------------------------------------------
Smooch

FP/SE: 3

Action Command: NA

Notes: It costs more than all the other moves, but it is well-worth the 
three Star Energy units spent.  Misstar restores 20 of Mario’s HP with 
a kiss.
-----------------------------------------------------------------------
Time Out

FP/SE: 2

Action Command: NA

Notes: Taught to you by Klevar, this will stop time, freezing enemies 
in their tracks, if it works.
-----------------------------------------------------------------------
Up & Away

FP/SE: 2

Action Command: NA

Notes: If this works, all enemies are transformed into stars and they 
rise up, out of battle.  Kalmar teaches it to you.  However, it may 
only affect some of your enemies.
-----------------------------------------------------------------------
Star Beam

FP/SE: 0

Action Command: NA

Notes: The seven Star Spirits teach you this when you meet them in the 
Star Sanctuary.  It is the only thing that can counter the Star Rod, 
and it will negate Bowser’s invincibility when used.
-----------------------------------------------------------------------
Peach Beam

FP/SE: 0

Action Command: NA

Notes: When the Star Spirits are filled with power from the wishes of 
the people of Mushroom Kingdom when Mario was being beaten by Bowser, 
whose power was fortified beyond Star Beam by a machine built by Kammy 
Koopa, they (plus Twink) powered up the Star Beam to the Peach Beam, 
named after its inspiration and main power source.  It is the only 
thing that can nullify Bowser’s invincibility, even when he is beefed 
up by the Star Rod and Kammy’s machine.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

Those are all the Star Spirit Powers, and moves.  Now that you know how 
to use them, you’ll be nearly unstoppable.  Well, I did leave out one 
move, but it belongs to a little Star Kid and I doubt you’ll need 
explaining.

=======================================================================
==============================Badge List*==============================
=======================================================================

One of my favorite aspects of Paper Mario is the badges.  Truly, badges 
make the fighter.  When I first played Paper Mario in 2001, I wasn’t 
the most strategic guy.  On the contrary, I used useless badges and 
equipped lots of FP-guzzling attack-badges that let you perform 
different moves.  However, upon playing the sequel to this game, I 
fought much harder enemies, and this taught me to utilize everything I 
had, including badges.  So, I will list my badge combos (don’t e-mail 
me about them because I will not post any new ones or change the 
current ones) after the big list.  Just for reference, there are 80 
badges.  I hope that saves you some counting.  Some are novelties, but 
most can be used for effect.  First, a list of the badges that Rowf 
sells at his shop.

                        +---------------------+
                        |    Rowf’s Badges    |
                        +---------------------+

-----------------------------------------------------------------------
Item Name                       Price                     After Chapter
-----------------------------------------------------------------------
Speedy Spin                     50                                    1
D-Down Pound                    75                                    1
Multibounce                     75                                    1
First Attack                    100                                   1
Sleep Stomp                     75                                    2
Double Dip                      100                                   2
Dodge Master                    100                                   2
Jump Charge                     50                                    3
Spin Smash                      75                                    3
Group Focus                     100                                   3
All or Nothing                  100                                   4
HP Plus                         150                                   4
FP Plus                         150                                   4
S. Smash Charge                 100                                   5
Damage Dodge                    150                                   5
Mega Quake                      200                                   5
-----------------------------------------------------------------------

That shows which badges can be bought at what price and when.

-----------------------------------------------------------------------
Badge Name

BP: 

Notes: 
-----------------------------------------------------------------------

The setup is above.  The list is below.  For your survey (I know you’re 
taking one), BP stands for Badge Points.  You can have a maximum of 30 
BP and you can raise it by three each time you level-up.  Many badges 
have duplicates, and each has a separate entry.  They’re listed as the 
game lists them.  You need to find a particular badge, then look under 
the categories.  There are Jump, Hammer, Enhancement, and Novelty 
Badges, and I categorize the badges in that way.

                       +----------------------+
                       |    The Badge List    |
                       +----------------------+

=======================================================================
                             Jump Badges
=======================================================================
Power Jump

BP: 1

Location: When you lead Goompa back to Goomba Village from the fallen 
veranda, he gives you this badge.  It’s your first one.

Notes: At the cost of 2 FP, you can use this jump attack in battle.  It 
is a more powerful jump.
-----------------------------------------------------------------------
Mega Jump

BP: 3

Location: After placing the Star Stone in its hole on Shiver Mountain, 
take the stairs to the right and stop at the first turn.  Continue 
right past a White Clubba to a Badge Block, which you should hit for 
this badge.

Notes: In battle, you can use Mega Jump for 6 FP.  Mario stomps on one 
enemy with plenty of attack power.
-----------------------------------------------------------------------
Multibounce

BP: 1

Location: At the price of 75 coins, buy this badge from Rowf at his 
badge shop in Toad Town.

Notes: For 2 FP, you can jump on every enemy in a row in battle, 
provided you time your action command correctly.
-----------------------------------------------------------------------
Jump Charge

BP: 1

Location: Buy this at Rowf’s for 50 coins.

Notes: Lets you charge for your next Jump.  When charged, your attack 
is raised by two.  You can do this as many times as you want, but the 
instant you attack, the charge goes away.
-----------------------------------------------------------------------
S. Jump Chg.

BP: 2

Location: In Cloudy Climb, just to the upper-left of the beanstalk is a 
cloud that rises and falls.  Jump on it and ride it up to a cloud that 
has this badge on it.

Notes: Wear this and you can charge your next Jump by three while in 
battle.  Do it as many times as you’d like, but it fades as soon as you 
jump.
-----------------------------------------------------------------------
Shrink Stomp

BP: 1

Location: When you first enter Toad Town Tunnels, head right.  After 
beating Gloombas and a Blooper, you’ll open a chest with this in it.

Notes: Let’s you use Shrink Stomp, a Jump attack in battle that uses 2 
FP.  If it works, Mario’s target shrinks, thus reducing their attack by 
half.
-----------------------------------------------------------------------
Sleep Stomp

BP: 1

Location: Buy this from Rowf’s shop for the low, low price of 75 coins.

Notes: For 2 FP, Mario can use Sleep Stomp in battle.  If successful, 
the target falls asleep after this is used.
-----------------------------------------------------------------------
Dizzy Stomp

BP: 1

Location: From where you get the Ultra Hammer in Mt. Lavalava, go right 
one room and then go to the eastern edge of this room.  Smash the metal 
block of the lower path and enter this room.  Use Parakarry to cross 
the magma stream and then climb the steps for the chest containing this 
little number.

Notes: At the price of 2 FP, you can use this move in fights.  If 
successful, it dizzies its target.
-----------------------------------------------------------------------
D-Down Jump

BP: 2

Location: This is coming at you from Tubba Blubba’s Castle.  In the 
second story over the left wing of the castle, there’s one Clubba at 
the beginning of the hallway sleeping against the wall.  Defeat it to 
reveal a crack behind where it slept.  Blow the wall there up with 
Bombette and go through here.  First, spin jump the upper-left 
platform.  This creates a spring shortcut between the first and second 
floor.  Then spin jump on the other ones to reach the table, on which 
rests this badge.

Notes: Use this in battle at the cost of 2 FP to deplete all of your 
target’s defense and cause some damage to boot, if successful.
-----------------------------------------------------------------------
Power Bounce

BP: 2

Location: In Koopa Bros. Fortress, one room has several prison cells in 
them, two of which contain Fortress Keys, the other containing this 
badge.  You can slip through the right wall of the cell to get it.

Notes: With this, you can jump on enemies until you miss an action 
command (3 FP).  However, each time you jump again, your jump loses one 
point of power (you’d jump four, three, two, one, and then one until 
you miss an action command).
=======================================================================
                            Hammer Badges
=======================================================================
Power Smash

BP: 1

Location: Enter Toad Town Tunnels and go left.  Smash the stone block 
here with the Super Hammer to advance into the next room.  Go left 
again and take the pipe in here.  Go left of this room and bounce on 
the jump pad to the chest.

Notes: This lets you use a Power Smash hammer attack for 2 FP in 
battle.  It is more powerful than regular hammer blows.
-----------------------------------------------------------------------
Mega Smash

BP: 3

Location: In Flower Fields, take the upper-left path to the screen 
before the tower of the Sun.  Here, take the steps up to the stone 
structure and blow up the rock.  Now fall into the hole made there for 
this badge.

Notes: for 6 FP, you can use a massive hammer attack on a single enemy 
in battle.
-----------------------------------------------------------------------
Smash Charge

BP: 1

Location: As you head up the stairs that rose from the water in the 
first room of Koopa Bros. Fortress, you’ll find this by a Bob-omb.  You 
can’t miss it unless you try.

Notes: For 1 FP, you can store power with Charge (up your Hammer attack 
strength by two) until you use the Hammer next.  It does not carry over 
from battle to battle, and it fades as soon as you use Hammer.  Use it 
multiple times to increase strength.
-----------------------------------------------------------------------
S. Smash Chg.

BP: 2

Location: Buy this from Rowf for 100 coins.

Notes: This lets you charge attacks like above, but it raises your 
hammer’s strength by three and requires four FP.
-----------------------------------------------------------------------
Spin Smash

BP: 1

Location: Buy this from Rowf for 75 coins.

Notes: For 2 FP, you can use Spin Smash in fights.  When Mario hits an 
enemy, it is knocked into the one behind it.  It can be used to knock 
down enemies on stilts as well (Stilt Guys).
-----------------------------------------------------------------------
Quake Hammer

BP: 1

Location: You know the first Letter you get on Mt. Rugged?  Fly, with 
Parakarry, from that ledge to the next one over to find this badge.

Notes: Spend 2 FP on using Quake Hammer in battle.  It slightly damages 
all enemies on the floor and ceiling.
-----------------------------------------------------------------------
Power Quake

BP: 2

Location: Go to the first screen of Jade Jungle (just north of the 
screen with the Fearsome 5 and the Toad House).  With Sushie, get in 
the water and swim to the central island.  Defeat the Spear Guy and hit 
the Badge Block.

Notes: It costs 4 FP, and this is a more powerful version of Quake 
Hammer.  That is, Power Quake damages all enemies on the ground and the 
ceiling greatly.
-----------------------------------------------------------------------
Mega Quake

BP: 3

Location: Buy this from Rowf at his shop for 200 coins.

Notes: This critically damages all enemies on the ground and ceiling in 
battle for 7 FP.  The move is called Mega Quake.
-----------------------------------------------------------------------
Hammer Throw

BP: 2

Location: From Toad Town, exit to the west (to Goomba Road).  In this 
first screen before Toad Town, hit the tree near the pavilion with the 
hammer to knock down a spring.  Bounce on it up to the pavilion, and go 
right to a chest containing this badge.

Notes: For 2 FP, you can hit an enemy anywhere – ground, midair, or 
ceiling – by throwing your Hammer.
-----------------------------------------------------------------------
D-Down Pound

BP: 2

Location: Purchase this from Rowf for 75 coins.

Notes: For 2 FP, you can use an attack that can disable an enemy’s 
defensive points and does damage to boot.
=======================================================================
                          Enhancement Badges
=======================================================================
Double Dip

BP: 1

Location: Rowf will let you take this off his hands for 100 coins.

Notes: In battle, you can use two items in one turn for 1 FP.  Not too 
shabby, huh?
-----------------------------------------------------------------------
Triple Dip

BP: 3

Location: In Crystal Palace, you’ll reach one room in which there are 
two red switches and a flip-mirror.  On the mirror-side of the room, 
send Bombette right to blow up the wall.  Go through it, heading right, 
defeat the Duplighost, and open the chest for this badge.

Notes: For 6 FP, you can use three items in the course of one turn.
-----------------------------------------------------------------------
Group Focus

BP: 2

Location: Buy this from Rowf for 100 coins.

Notes: With this, your partner can use Focus during their turn to gain 
Star Energy.  It’s great if you depend on Star Spirit Powers in battles 
frequently.
-----------------------------------------------------------------------
Quick Change

BP: 4

Location: Upon rescuing the third Star Spirit in Chapter 3 and 
returning to Toad Town, Merlon tells you that he had a vision of a red 
palm tree in a desert city that must be circled about.  Go to Dry Dry 
Outpost and you’ll find such a red palm tree.  Walk around it over and 
over and eventually a man to the right of it asks what you’re doing.  
When he hears that you’re listening to a dream, he tells you that it is 
foolish, as he once had a dream that you had to spin jump three times 
in the house with the whirling top to receive something good, and 
that’s obviously bogus.  Go to Merlon’s place and spin jump inside it 
thrice (three times) to knock down this badge from his attic.  Merlon 
has a bad habit of forgetting things in his attic, and he does it again 
in Paper Mario: The Thousand-Year Door.

Notes: I recommend you use this badge.  It is a waste of time to have 
to spend Mario or your partner’s move swapping partners for certain 
enemies in battle, and with this you don’t have to.  That is, you can 
swap out your partners and still move in the same turn.  It’s great for 
taking out Bow to use Outta Sight when facing opponents that can charge 
attacks.
-----------------------------------------------------------------------
Peekaboo

BP: 3

Location: Trade Merlow 10 Star Pieces for this badge.

Notes: Depending on your style of fighting, you might use this.  For 
people like me, who tattle on every new enemy they see, this will be 
useless.  Peekaboo lets you automatically see the HP of your enemy.  
But, for those of you who get right to the action and skip the small 
talk, this will let you know what you’re getting yourself into, and 
whether or not you should run away.
-----------------------------------------------------------------------
Dodge Master

BP: 2

Location: This is really worth it.  Pay 100 coins to buy it from Rowf.

Notes: This badge, which I strongly advise you use, makes it much 
easier to use the action command.  After fighting with this badge for 
so long, I took it off and found I could hardly block the jump attacks 
of Goombas.  This makes it very easy to use the action command, and 
you’ll become dependent on it as you use it.
-----------------------------------------------------------------------
Happy Heart

BP: 3

Location: Buy this from Merlow for 8 Star Pieces.

Notes: Happy Heart slowly and automatically restores HP during battle.  
There are two, and wearing both can really pay off.
-----------------------------------------------------------------------
Happy Heart

BP: 3

Location: When climbing up the tree that Raphael the Raven makes his 
perch in, follow the first spiral staircase outside the tree past the 
door and to the very end.  This badge is hidden in plain site there.

Notes: This, as well as its duplicate, slowly refills your HP when you 
fight.  It is nice to have a constant supplement to your health.
-----------------------------------------------------------------------
Happy Flower

BP: 3

Location: Buy this from Merlow up on Shooting Star Summit for eight 
Star Pieces.

Notes: This is the FP version of Happy Heart.  That is, during battle, 
you slowly refill FP as you fight.  Use it and its duplicate at the 
same time to have a steady stream of Flower Points coming in.
-----------------------------------------------------------------------
Happy Flower

BP: 3

Location: This is in Flower Fields.  Go through the mid-right path hit 
the middle tree, then the right tree, and then the left tree, with your 
hammer.  Out falls this badge.

Notes: You slowly and automatically refill on FP during battle.  Use 
both Happy Flower Badges and you’ll have great aid on your side.
-----------------------------------------------------------------------
Deep Focus

BP: 1

Location: After every chapter, you can control Peach.  In some 
chapters, Peach leaves her room to explore.  The first chance you get, 
when you reach the large, main room of the second floor, take the 
rightmost door there.  This room contains a “mysterious chest.”  When 
you put an item in, it appears in another chest somewhere else in 
Mushroom Kingdom.  That chest is found in Merlow’s house in Shooting 
Star Summit.  Right next to the chest is Deep Focus, the first thing 
you’ll put in.  Note that, alternately, you could just take the badge 
way later in the game when you’re actually about to fight Bowser as 
Mario and you’re storming Mushroom Castle, but why would you wait?

Notes: With Deep Focus, you receive more Star Energy than usual when 
you use Focus, the Star Spirit Power that restores Star Energy.  It is 
hardly noticeable at first, but with all three equipped, it can make 
all the difference.
-----------------------------------------------------------------------
Deep Focus

BP: 1

Location: When in Shy Guy’s Toy Box at the Red Station, go left to find 
a series of elevators.  There’s a Badge Block between two ? Blocks 
here, and that’s where you can find the badge.  If you cannot find the 
Badge Block, then use Watt to make it visible.

Notes: Like I said before, you gain more Star Energy than you normally 
would each time you use Focus.  Although insignificant alone, it is 
very helpful when you have all three of these badges on at once.
-----------------------------------------------------------------------
Deep Focus

BP: 1

Location: This one isn’t far from the first; it’s in Bowser’s Castle, 
near the beginning.  When the Guard Door drops you into the prison cell 
and you reach the long hallway filled with lava, use Lakilester to 
float over the lava and head left.  Eventually, you’ll reach the 
outdoors and you’ll be able to jump up a series of ledges to the Badge 
Block.  You should’ve noticed this block when you entered the first 
locked door of the castle.

Notes: Deep Focus, and its two counterparts, increases the amount of 
Star Energy you’d normally gain by using Focus.  It can be tremendous 
when all three are used together, although it is hardly noticeable when 
used alone.
-----------------------------------------------------------------------
HP Plus

BP: 3

Location: Buy this from Rowf’s shop for 150 coins.

Notes: HP Plus increases your maximum HP by five.  It’s really kind of 
dumb when you think about it; you use three BP that you spent a level-
up on to essentially get the same thing as an HP level-up.  However, it 
is wiser to upgrade your BP and then equip HP Plus, because you’ll 
still have the benefit of the HP then, but you’ll also have increased 
BP for the future, if you ever want to take off HP Plus.  Also, HP Plus 
can be helpful at the end of the game when you can no longer upgrade 
your HP but you still want to continue to raise it.
-----------------------------------------------------------------------
HP Plus

BP: 3

Location: As soon as you get Kooper, go left one screen and jump up the 
stumps.  Use Kooper’s Shell Toss ability to retrieve the HP Plus Badge 
across the gap.

Notes: This raises your maximum HP by five points.  My above 
description says it better than I do here.
-----------------------------------------------------------------------
HP Plus

BP: 3

Location: This is one of the most craftily hidden badges in the game.  
In Area # 5 of Forever Forest, check some mushrooms.  They light up 
longer than the other ones do.  This is the sign that you need to go 
through the adjacent path.  In this secret branch of the woods, walk 
around until you find an alley leading to the center of the screen 
where you’ll find a Badge Block containing this badge.

Notes: This raises your max HP by five points.  Two entries up explains 
that benefits of using this badge in much fuller detail.
-----------------------------------------------------------------------
FP Plus

BP: 3

Location: Buy this at Rowf’s shop for 150 coins.

Notes: This raises your maximum FP by five points, which basically 
means that you’re spending your BP upgrade getting an FP upgrade.  This 
is a good idea near the beginning of the game because it lets you feel 
the benefits of having raised FP while still having raised BP for 
future use (when you have enough FP and you take this badge off).  
Also, for all you fans of using FP-expensive attacks, this will help 
you at the end of the game when you want to further raise your FP but 
can’t do to level limits.
-----------------------------------------------------------------------
FP Plus

BP: 3

Location: You’ll need Bombette for this.  In the screen immediately 
before Koopa Bros. Fortress, blow up a wall with her that is blocking a 
warp pipe.  Take this pipe to a ledge high above the field screen, on 
which rests the badge.

Notes: FP Plus raises your maximum FP by five points.  The above entry 
gives a more detailed look at the pluses of using this badge early on.
-----------------------------------------------------------------------
FP Plus

BP: 3

Location: If you thought the third HP Plus was hidden well, then you’ll 
think this badge doesn’t exist.  It is also in Forever Forest.  
However, it is near Area # 7, the last screen of the forest.  Most 
people would go to Boo’s Mansion immediately to end that nightmare.  
However, if you check the rocks around this area, you’ll find one that 
has a red pumpkin-carved faced on it appear when checked.  This path 
leads to what I call Alternate Area # 2, Alternate Area # 1 being the 
HP Plus screen, and you’ll find a path leading to the center of the 
screen as you travel along it.  In the center is a Badge Block, and in 
the Badge Block is this badge.

Notes: This raises your maximum FP by five.  See two entries above this 
one for a better explanation.
-----------------------------------------------------------------------
Flower Saver

BP: 6

Location: Buy this from Merlow for a whopping 25 Star Pieces.  Trust 
me, it’s not worth it.

Notes: Every time you use a move that requires the use of FP, you save 
one point of it.  Wear this and its duplicate and you’ll still only 
save one.  Still, it’s not worth 6 BP and 25 Star Pieces unless you 
really make your FP work for you.
-----------------------------------------------------------------------
Flower Saver

BP: 6

Location: In Flower Fields, go right one screen of Petunia, the Seed 
Maniac who gave you the Magical Bean.  Here, throw Blue Berries down 
the well.  You’ll be rewarded with this badge.  Throw anything else in 
and you’ll have an enemy thrown at you.

Notes: This saves you one Flower Point every time you use an FP-based 
move.  It can serve a useful purpose if you’re an FP machine.  Note 
that you only save one FP even if you wear both of these badges.
-----------------------------------------------------------------------
Power Plus

BP: 6

Location: Buy this from Merlow up on Shooting Star Summit for 25 Star 
Pieces.  They are well-spent, my friend.

Notes: You should use this badge and its duplicate constantly.  It 
raises your attack power by one, and is extremely helpful against 
bosses and tough enemies.  I always wear both.
-----------------------------------------------------------------------
Power Plus

BP: 6

Location: This one’s slightly harder to get.  You must fight Anti Guy, 
also known as Deadly Guy, in Shy Guy’s Toy Box.  From Blue Station, go 
left.  He’s the Shy Guy in black.  There are two ways to beat him.  If 
you want a lot of Star Points, fight and beat him.  I have strategies 
in “Chapter 4” and in the “Enemy List” sections of my walkthrough.  
However, if you don’t want to get butchered, bribe him with Lemon Candy 
(Lemon + Cake Mix, made by Tayce T. in Toad Town).  Either way, it 
makes him move over and let you open his chest.

Notes: Power Plus raises your Jump and Hammer strength by one (only 
Mario).  This is extremely useful, not only for strong enemies but for 
everyone else, and I always wear both versions of this badge.  It is 
well-worth beating Anti Guy or making a trip to Dry Dry Desert to pick 
up a Lemon.
-----------------------------------------------------------------------
Defend Plus

BP: 6

Location: This is much easier to get, and is also in shy Guy’s Toy Box.  
Go right of the Pink Station.  Continue right until you reach a jack-
in-the-box, which you should take.  When you land, go left, avoiding or 
engaging a Sky Guy as you go, and you’ll reach this chest at the end of 
this walkway.

Notes: On a similar note, this raises Mario’s defense by one.  It is 
useful if you use lots of defense-based badges and fighting strategies.
-----------------------------------------------------------------------
Damage Dodge

BP: 3

Location: Buy this from Rowf for 150 coins.

Notes: Damage Dodge decreases the damage you take by one if you use 
action command.  This means that, if you use action command to lessen 
the damage you take, you take two less damage than normal.  There’s a 
great strategy centering around this that I’ll list at the bottom of 
the list under badge combos.
-----------------------------------------------------------------------
Damage Dodge

BP: 3

Location: This is Mt. Rugged, and I had quite a time trying to figure 
out how to get it at first.  In the screen where you get the second 
Letter (the one that you must slide to), the very western limit of the 
screen has an alcove in the side of the mountain with a chest inside.  
There’s a hidden staircase in the scenery to the right (in the arches), 
and you can take it up to reach it.

Notes: If you perform the action command to lessen the damage you take, 
you receive two less damage than normal instead of one, as you normally 
would.  Combining a few badges will make it easy to make yourself a 
defensive powerhouse, err, defense-house.
-----------------------------------------------------------------------
P-Down, D-Up

BP: 2

Location: In Crystal Palace, when getting the Red Key you must go 
behind the mirror in the first room, right?  Take the door there that 
leads north and you’ll find a patch of ground (the wooden X) that you 
can spin jump.  Do so and go right until you reach the chest containing 
this badge.

Notes: By decreasing your attack power by one, your defense is raised 
by one.  It’s an even trade, depending on how you use your other 
badges.
-----------------------------------------------------------------------
P-Up, D-Down

BP: 2

Location: In Crystal Palace, you’ll find one room that contains a small 
rhino statue.  Push it aside and drop through the hole it was covering.  
Head right in here to reach the badge in its chest.

Notes: This raises your power by one by sacrificing one defense point.  
To pointlessly waste your BP, use this badge in combination with the 
above one.
-----------------------------------------------------------------------
HP Drain

BP: 3

Location: Buy this from Merlow for 15 Star Pieces.

Notes: Mario’s attack power drops by one, but he regains 1 HP every 
turn.  If you have attack points to spare, this isn’t a bad idea.  You 
can really turn the tides of battle recovering one HP per turn.  
Remember, in Paper Mario, a little goes a long way.
-----------------------------------------------------------------------
All or Nothing

BP: 4

Location: Rowf will trade you this for 100 coins.

Notes: If you use Mario’s action command, then the offensive power of 
your attack rises by one.  If you fail, it drops to zero.  Always use 
Dodge Master in combination with this badge to help you along.  
However, Hammer attacks aren’t hard to get action command out of, and 
you might slip up on your Jump every once in a blue moon.
-----------------------------------------------------------------------
Mega Rush

BP: 1

Location: In the left wing of Tubba Blubba’s castle, there is a 
grandfather clock that can be pushed aside to reveal an opening into a 
secret room, perhaps a guest bedroom.  Pull out the drawer to the right 
and jump to the higher drawer.  Now use Parkarry to get on the bed.  
Using the pillow and books as steppingstones, you’ll reach a shelf 
above the bed.  Walk down it, going against the wall, to reach another 
secret room containing this badge.

Notes: It’s the last-ditch effort badge series!  When in Peril (you 
have one HP left), Mario’s attack rises by four.  You might wear it if 
you find yourself in this position often, but it rarely comes for me.
-----------------------------------------------------------------------
Last Stand

BP: 1

Location: While controlling Princess Peach, go to the far-right door of 
Mushroom Castle.  Here you’ll find a Toad who hid in a wardrobe when 
the castle was being taken over.  Open the treasure chest to the right 
for this badge.  Now put it in the “mysterious chest” found in the 
rightmost room of the second floor.  As Mario, you can take the badge 
out of a similar chest in Merlow’s house on Shooting Star Summit.  
Alternately, wait until the final chapter when you’re in Mushroom 
Castle about to face Bowser.  Enter the room the chest was in and open 
it for the badge.  However, why wait?

Notes: When in Danger (five HP or less), you receive only half the 
damage.  If you wait until you’re about to face Bowser to get this, it 
will be totally useless to you by then.
-----------------------------------------------------------------------
Power Rush

BP: 1

Location: In the castle library (second room from the right on the 
second floor) contains this down one of its alleys.  I must say, it 
blends in quite well with the books.  Either pick it up with Peach when 
you’re there during Chapter 2 and put it in the mysterious chest 
(rightmost room of second floor), or take it when you’re Mario way 
later in the game and you’re there.  I suggest the former.

Notes: When you’re in Danger, your attack is boosted two points.  This 
is actually pretty useful.  I always wear it.  Used in combination with 
Mega Rush, you have plus six attack points when in Peril.
-----------------------------------------------------------------------
Close Call

BP: 1

Location: In Goomba Village, before you reach the Goomba King, you’ll 
see a Badge Block containing this.  It’s in plain site, right after 
where you see your first Spiky Goomba.

Notes: This is appropriately named, as I have come close to dying many 
times, but have been saved by this badge.  When you’re in Danger (five 
HP or less), enemies sometimes miss you when they attack.
-----------------------------------------------------------------------
Pretty Lucky

BP: 3

Location: Buy this from Merlow for five Star Pieces.

Notes: This makes enemies occasionally miss Mario.  It can be real 
helpful, especially later on in the game.
-----------------------------------------------------------------------
Lucky Day

BP: 7

Location: When you first get Parakarry, you have three Letters, and one 
is for Goompapa in Goomba Village.  Give it to him and he’ll want you 
to deliver letters to his fishing buddies, and then to local shops to 
little kids to people in Starborn Valley and finally back to Goompapa.  
You’ll get it as early as Chapter 7, and I cover this chain letter 
sequence in “Chapter 8” of this walkthrough or in the section entitled 
“Letters.”

Notes: This is tied with Money Money for the most BP-expensive badge in 
the game.
-----------------------------------------------------------------------
Ice Power

BP: 2

Location: You’ll find this along the main path “hidden” behind a 
transparent wall in Shy Guy’s Toy Box, right of the Pink Station.  It’s 
rather hard to miss, but it’s after the flipping wall and the endless 
trail of Shy Guys.

Notes: This raises your attack power by two when against fire enemies.  
Also, you’ll be able to jump on them without taking damage.  This won’t 
always be useful, so I’d keep it de-equipped unless you’re in a certain 
area, like Mt. Lavalava.
-----------------------------------------------------------------------
Fire Shield

BP: 2

Location: In Mt. Lavalava, there’s a room with two ropes you can slide 
down and a Save Block in it.  The second rope is left of the Save 
Block.  Jump to that rope and count to three before releasing it.  You 
should land on a high ledge with this badge on it.

Notes: When you’re attacked by a fire enemy or by fire attacks, the 
damage you take drops by one.  Also, you take no damage when you jump 
on fire enemies.
-----------------------------------------------------------------------
Spike Shield

BP: 2

Location: Must I even waste my breath, err, energy typing?  In the 
first room of Dry Dry Desert, defeat the three Pokey Mummies.  The one 
that came from the middle coffin had this badge in it.  If you miss it, 
then you need glasses or you are colorblind so that green and yellow 
appears to be the same color as the sarcophagus to you, no questions 
asked.

Notes: Extremely useful badge alert!  Even in the beginning of the 
game, many enemies have spikes on their heads.  This will let you jump 
on them, and it’s very handy.
-----------------------------------------------------------------------
Feeling Fine

BP: 3

Location: Buy this from Merlow for 5 Star Pieces.

Notes: There’s never a point in the game where there are poisonous 
enemies everywhere, but you might use this at times.  It prevents you 
from become dizzy or poisoned in battle.
-----------------------------------------------------------------------
Zap Tap

BP: 4

Location: Buy this from Merlow for 10 Star Pieces well-spent.

Notes: Oh, thank the stars!  This badge is the key to defeating The 
Master in his hardest form, and it makes you invincible when fighting 
Swoopers, Swoopulas, and Fuzzies of all sorts.  You are constantly 
electrified, which prevents enemies from clinging onto you to suck HP.  
Also, enemies who make contact with you are electrocuted (losing one 
HP), and enemies who use combo attacks (like The Master’s horrific 18-
point combo) are stopped dead in their tracks.  I don’t recommend 
keeping it on constantly, but definitely put it on before select 
battles.
-----------------------------------------------------------------------
Heart Finder

BP: 3

Location: Barter off 12 Star Pieces with Merlow for this one.

Notes: After battle, more hearts appear than usual.
-----------------------------------------------------------------------
Flower Finder

BP: 3

Location: Buy this from Merlow at the price of 12 Star Pieces.

Notes: After fighting, more flowers appear than normal.
-----------------------------------------------------------------------
Runaway Pay

BP: 2

Location: This is in Dry Dry Desert.  From the stone cactus, go right 
once and then up once.  Stand in the center of these trees arranged in 
a triangle and jump to hit a Badge Block containing this badge. 

Notes: When you beat enemies, you get Star Points in waiting.  The Star 
Points you get at the end of battle are based on how many enemies you 
beat, what they were, and how high your level is.  Normally, when you 
run away you get no Star Points.  But, provided you beat enemies, you 
still get Star Points if you run away while wearing this.
-----------------------------------------------------------------------
Refund

BP: 1

Location: You know the room in Koopa Bros. Fortress where you could 
fall down a trapdoor into the jail cell?  In that room, the right wall 
is cracked.  Blow it up with Bombette to create a path to a chest 
containing this badge.

Notes: When you use items in combat, you receive coins that would’ve 
been used to buy those items as a bit of a relief for the penny-
pinching fighter.
-----------------------------------------------------------------------
Money Money

BP: 7

Location: For 20 Star Pieces, not exactly chump change, you can buy 
this from Merlow in his house on Shooting Star Summit.

Notes: This is tied with Lucky Day for the most BP-consuming badge in 
the game.  When you use it, you get twice as many coins from battle as 
you would normally.
-----------------------------------------------------------------------
Pay-Off

BP: 2

Location: Buy this from Merlow for one Star Piece.  It’s a good deal.

Notes: This rewards you for being beaten up with coins.  The more 
damage you take in battle, the more coins you receive afterward.
-----------------------------------------------------------------------
I Spy

BP: 1

Location: Retrieve Rowf’s Calculator from Shy Guy’s Toy Box and return 
it to him.  Not only does he open back up for business, but he gives 
you this badge in gratitude.

Notes: When you are in a screen that has a hidden panel that you must 
use the Spin/Tornado Jump to find and force out a Star Piece, an icon 
and chiming sound appears above you.  This sure made my life easier.
-----------------------------------------------------------------------
Chill Out

BP: 2

Location: Merlow sells this badge, which is priced at three Star Piece.

Notes: Wear this to never succumb to an enemy’s First Strike.
-----------------------------------------------------------------------
Speedy Spin

BP: 1

Location: Buy this from Rowf for 50 coins.  It’s inexpensive and well-
worth it.

Notes: I always wear this, but just because it’s convenient.  On field 
screens, press Z to use a Spin Dash.  This lets you Spin Dash much 
further than you normally would, allowing for faster transportation.
-----------------------------------------------------------------------
Dizzy Attack

BP: 2

Location: In a Badge Block along Pleasant Path is this badge.  It’s in 
the first screen when coming from Toad Town.

Notes: Use your Spin Dash to make enemies you hit while spin dashing 
dizzy and unable to move.
-----------------------------------------------------------------------
Spin Attack

BP: 3

Location: In the screen of Dry Dry Desert with the blue cacti, step 
into the Tweester to be taken to this badge.  For help finding blue 
cacti, as well as the Runaway Pay Badge and the Attack FX C Badge, 
refer to “Chapter 2.”

Notes: Use the Spin Dash (Z) to defeat weaker enemies.  It’s convenient 
if you’re on the move.
-----------------------------------------------------------------------
First Attack

BP: 1

Location: Buy this from Rowf for 100 coins.

Notes: This lets you defeat weaker enemies with the First Strike.  That 
is, hit weak enemies with partners or jumps/hammer attacks in field 
screens to beat them without a fight.  And they leave coins, flowers, 
and heats behind, too.
-----------------------------------------------------------------------
Bump Attack

BP: 5

Location: This is the third item that Rip Cheato sells you in Toad Town 
Tunnels.  If you don’t know where he is, then please use the sub-
section entitled “Findings in Toad Town Tunnels” toward the end of 
section “Chapter 5” as a road map.

Notes: If you don’t want to be pestered with weak enemies and battles, 
and First Attack and Spin Attack just aren’t cutting it for you, you’re 
going to want to use this.  Just by touching a weaker enemy than 
yourself, you defeat it.
=======================================================================
                            Novelty Badges
=======================================================================
Slow Go

BP: 0

Location: At the chest where you get the Super Hammer in Dry Dry Ruins, 
you’ll see two overhangs Mario can walk on to the left.  Carefully, and 
slowly, walk across these to eventually reach a dark room, a spotlight 
on the chest containing this badge.

Notes: This does not enhance your natural abilities (quite the 
opposite, actually), so I listed it as a novelty, even though it does 
have a use.  It makes Mario unable to run, constantly moving slowly.  
When you don’t want to wake the Clubbas in Tubba Blubba’s Fortress, or 
if you want to sneak up on enemies to attack them, wear this to 
guarantee that you won’t run, thus alerting them to your presence.  
Take it off right afterward, though.
-----------------------------------------------------------------------
Attack FX A

BP: 0

Location: Buy this from Merlow for one, count them, one Star Piece.

Notes: this changes the sound effect of Mario’s hammer and jump attacks 
to a sort of echoing sound that’s rather hard to describe.
-----------------------------------------------------------------------
Attack FX B

BP: 0

Location: For such a worthless badge, this is quite well-hidden.  
Immediately before entering Koopa Village, you’ll see three Brick 
Blocks.  Think of them as a triangle and break the lower-left vertex, 
the lower-right vertex, and then the upper vertex, in that order, to 
make the Badge Block that stores this appear.

Notes: This changes the sound effects of Mario’s attacks to a strange 
sound that reminds me of when something is turned upside-down in this 
game or is pulled off of something (like a sheet from an object).
-----------------------------------------------------------------------
Attack FX C

BP: 0

Location: In the screen of Dry Dry Desert right of the lower-left 
corner of it, stand on the stone here and jump to hit an invisible 
Badge Block containing this badge.

Notes: Another weird sound…  This changes Mario’s jump and hammer sound 
effect to that of a light-voiced “ugh” sound.
-----------------------------------------------------------------------
Attack FX D

BP: 0

Location: This is gotten from a small side quest involving Club 64, the 
restaurant in the Port.  Talk to the mustachioed man in the club and 
he’ll give you the Lyrics.  Take them to the composer in Dry Dry 
Outpost (he lives next to Little Mouser’s shop).  He’ll add in the 
Melody.  Take the Melody to the man in Club 64 and he’ll give you this 
badge.

Notes: This changes the sound of your hammer/jump attacks to the chime 
of a bell.
-----------------------------------------------------------------------
Attack FX E

BP: 0

Location: Go left from the pipe from Toad Town Tunnels to Shiver City 
and enter the rightmost house.  Jump on the furniture to reach the 
window and subsequently the balcony of this house.  Jump left to the 
neighboring house and enter it via the window.  Take the badge from the 
chest inside.

Notes: This is definitely the best Attack FX Badge.  It changes your 
badge sound effects to that of a Yoshi hatching from its egg.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

And those are all the badges in the game.  If it helps, you can print 
off this section and use it as a checklist to know what to go for.  Of 
course, badges are useless unless you use them together effectively, 
which is why I’ll list a few of the best combos below.  Do not e-mail 
me new ones because they won’t be posted.  The below ones are fine, and 
I don’t care for two BP variations of my own.  Also, this assumes you 
have 30 BP, but if you don’t, then you can mimic different combos I 
have here in BP-friendly ways.  But, until you have around 12 BP, you 
have no business using combos and you should use the hammer/jump 
badges.

                         +------------------+
                         |    All-Around    |
                         +------------------+

This combo focuses on being easy to travel with.  That is, you can use 
this in all situations and still be strong and versatile.  This is the 
badge combo I use most often.

Quick Change
Dodge Master
Deep Focus
HP Plus
Power Plus x 2
Power Rush
Close Call
Spike Shield
I Spy
Chill Out
Speedy Spin
(Ice Power)

Notice I have Ice Power in parenthesis.  Because it is not used 
constantly like my other badges, it can replace “I Spy” and “Speedy 
Spin” or just “Chill Out” if need be.  Good badge combos can be changed 
easily to suit their environments.

                           +---------------+
                           |    Offense    |
                           +---------------+

This combo is for those of you who want to beat down foes with lethal 
force.  I don’t use this often because of a few of its drawbacks, but I 
do use it for many bosses.

Dodge Master
Power Plus x 2
P-Up, D-Down
All or Nothing
Mega Rush
Power Rush
Ice Power
Spike Shield
Zap Tap

You’ll be a force to be reckoned with.  Dodge Master makes it easier to 
utilize All or Nothing, and you have a total of + 4 attack power.  And, 
if you’re in Peril, you have + 10.  Zap Tap further damages enemies 
when they attack you, and can save you some damage (you do have – 1 
defense with this combo).  If you don’t want your defense to drop, then 
exchange the rush badges, Ice Power, and Spike Shield for Defend Plus.  
Also, you can exchange the rush badges (Mega Rush and Power Rush) for 
hammer or jump badges that you might like to use, like Power Bounce, 
which is inhumane when used with this combo.  Also, you can take out 
Ice Power for other badges most of the time.  You could even add Quick 
Change if you take out Ice Power and the rush badges.  This is a very 
flexible combination that will serve you well.

                           +---------------+
                           |    Defense    |
                           +---------------+

Mario’s going to be a fort with this combo.  By combining luck and 
defense, enemies will either do no damage or miss you constantly, which 
gives you plenty of time to store Star Energy for your next attacks and 
the like.  This is the often overlooked combo that is extremely strong.  
After all, you can’t lose if they can’t hurt you.

Dodge Master
Defend Plus
Damage Dodge x 2
P-Down, D-Up
Last Stand
Close Call
Pretty Lucky
Lucky Day
Spike Shield

Dodge Master makes it easier to use the Damage Dodges.  You naturally 
have + 2 defense, and you have + 5 if you get the action command 
(because you have the Damage Dodges and the + 1 from doing the action 
command).  Hardly any enemies can penetrate that defense.  Plus, if 
they do, you have enough luck that they will miss, and you’re 
practically untouchable when in Danger.  If need be, you can take out 
Last Stand and Close Call for Ice Power, or you can take out Last 
Stand, Close Call, and Spike Shield for Zap Tap (advised for fighting 
in Forever Forest, Lavalava Island, Crystal Palace, and The Master).  
Take out Last Stand for Deep Focus if you depend on Star Spirit Powers 
due to low attack.  This isn’t quite so flexible, but you hardly need 
it to be.

                           +--------------+
                           |    Status    |
                           +--------------+

This combo is for keeping all your stats at a constant high.  It is an 
indirect defense combo, but it gets the job done.  The goal is to 
recover HP, FP, and SE constantly.

Group Focus
Happy Heart x 2
Happy Flower x 2
Deep Focus
HP Plus
FP Plus
Flower Saver
HP Drain

You’ll recover one HP every time you attack (at most 5 in one turn) and 
one FP with every FP-based attack.  The Focus badges help you get Star 
Energy, and you’ll have a steady stream of FP and HP pouring in every 
other turn.  I don’t particularly like this combo myself, but it can 
work for some people.  Slight, much better, variations are below.

                         +-------------------+
                         |    Status (HP)    |
                         +-------------------+

This combo is sort of like “Status,” but the concept is centered around 
HP.  The idea is to use Power Bounce to get as much HP back as possible 
with HP Drain, but still having even attack power to make up for the 
minus one attack we get from HP Drain.

Power Bounce
HP Plus x 3
Happy Heart x 2
Happy Flower
Power Plus
HP Drain
Close Call

I threw in Close Call to utilize the 1 BP left over.  If you use Power 
Bounce to get five jumps, you’ll recover 5 HP while attacking enemies.  
Power Plus makes you keep your normal attack strength, and Happy 
Heart/Flower will relieve you of damage and spent FP on Power Bounce.  
It is advisable that you replace one HP Plus and Close Call to put in 
Spike Shield and other badges like that to help your Power Bounce 
along.

                         +-------------------+
                         |    Status (FP)    |
                         +-------------------+

Here we have the FP version of the above combo.  This is good for those 
of you who rely on FP attacks to deal damage, and this is definitely 
the way to go if so.

Shrink Stomp
Sleep Stomp
Dizzy Stomp
Mega Smash
Mega Quake
Happy Flower x 2
FP Plus x 3
Flower Saver

Here, you have an extra 15 FP to play around with, and you recover FP 
almost constantly.  Flower Saver recovers one FP each time you use an 
attack that requires it, and the Happy Flower Badges will further 
supplement your existing FP.  Change the first few badges above Happy 
Flower if you’d like.  They were just what I thought the extra BP and 
FP should be spent on.  The Stomp Badges let you attack with a variety 
of statuses, and the Mega Smash and Mega Quake Badges help in case you 
want to hammer enemies with tons of attack strength.

                           +---------------+
                           |    Arsenal    |
                           +---------------+

The idea here is to leave you with as many options for attacks as 
possible with a 30-BP limit.  Personally, I think the above combo is a 
happy medium for high FP and good attacks, but I list this anyways.

Mega Jump
Multibounce
S. Jump Chg.
Shrink Stomp
Sleep Stomp
Dizzy Stomp
D-Down Jump
Power Bounce
Power Smash
Mega Smash
S. Smash Chg.
Spin Smash
Mega Quake
Hammer Throw
D-Down Pound
Double Dip
Triple Dip

I really hate this combo because it is so FP-deficient, but this is 
just to give you an idea of what you can use.  You will be beaten down 
if you use this combo, unless you have a full 50 FP and lots of coins 
to waste on Maple Syrups.  The above combo is, once again, a good mix 
of high FP-badges and badge-attacks.

                           +--------------+
                           |    Tycoon    |
                           +--------------+

If you’re in a hurry and don’t want to be bothered with fighting weak 
enemies, then this is the way to go.  Or, if you’re interested in 
making lots of money, use this as well.

Double Dip
Triple Dip
Defend Plus
P-Down, D-Up
Refund
Money Money
Pay-Off
Chill Out
Speedy Spin
Bump Attack

Here’s the strategy behind this.  First, clear Koopa Bros. Fortress so 
that all the enemies on Pleasant Path are considered “weak.”  Go get 
beat up until you have 1 HP left (or close to that).  That will get you 
lots of coins from a single battle.  Now go through Pleasant Path, 
using Bump Attack, and defeat every enemy.  This will get you a few 
coins, not many.  Just in case a strong enemy does attack you, you have 
Chill Out to make up for it.  Now go back to Toad Town and take off 
Bump Attack.  Then use cooking (see “Recipes”) to get yourself items 
like Life Shrooms for cheap and use them in battle against the Pleasant 
Path enemies.  Refund will provide you with coins, and the Double Dip 
and Triple Dip Badges will let you use Super Shrooms and take further 
advantage of Refund.  In case you somehow take damage from enemies 
along Pleasant Path, the defense badges will make it impossible for any 
enemy to touch you.  This is not an all-occasion combo; it’s good only 
for the Pleasant Path strategy listed here.

Note: Enemies in Dry Dry Desert are also very good to bump because 
there are so many of them.

                          +-----------------+
                          |    Scavenger    |
                          +-----------------+

Try to get as many items after battle as you possibly can.  Not a bad 
idea, but it’s not exactly a winning plan, either.  It’s good if you’re 
trekking through new terrain with common enemies, though (like when 
heading to Starborn Valley).

Happy Heart x 2
Happy Flower x 2
Heart Finder
Flower Finder
Runaway Pay
Refund
Money Money
Chill Out

In battle, you’ll receive HP and FP often, but the real action takes 
place after battle.  Heart/Flower Finder will get you plenty of HP and 
FP to keep going, and Runaway Pay will let you run from battle and 
still get Star Points.  Money Money and Refund will help your coin 
count, and Chill Out will help you out before battle.

And those are my combos!  However, experiment with your badges or 
combine my combos to find the one that suits you.  The first few (All-
Around, Offense, and Defense) are the best for me, and the later ones 
are very subjective to your playing style.  But of course, many badges 
have prices in Star Pieces, and that’s why I made the below section.

=======================================================================
=============================Star Pieces*==============================
=======================================================================

If you take the lower path when heading to Shooting Star Summit, you’ll 
reach the house of two mystics, the grandchildren of Merlon, children 
of Merle.  Upstairs lives Merlow, a badge-wealthy guy with a growing 
Star Piece collection.  What he does with them, we will never know.  
Regardless, there are 160 Star Pieces hidden around Mushroom Kingdom, 
and you must trade all of them to Merlow to complete your badge 
collection.  Some of them are very good and well-worth it, like Power 
Plus.  Others are utterly pointless and needlessly expensive, like 
Flower Saver (you do not save 2 FP by using two, so why are there 
two?).  First, I’ll make a list of what he sells and for what prices.  
All prices are in Star Pieces.

Badge                     Price
-------------------------------
Attack FX A                   1
Pay-Off                       1
Chill Out                     3
Pretty Lucky                  5
Feeling Fine                  5
Happy Heart                   8       +-----------------------+
Happy Flower                  8       |    Merlow’s Prices    |
Peekaboo                     10       +-----------------------+
Zap Tap                      10
Heart Finder                 12
Flower Finder                12
HP Drain                     15
Money Money                  20
Flower Saver                 25
Power Plus                   25

Now I’ll list how to get these Star Pieces and in turn these badges.

-----------------------------------------------------------------------
Star Piece #

Location: 
-----------------------------------------------------------------------

That’s the setup.  Now I’ll list the Star Pieces.

=======================================================================
                             Chuck Quizmo
=======================================================================
Star Piece # 1-64

Location: Chuck Quizmo has 64 of the Star Pieces.  Find him randomly in 
towns and villages and answer each of his sixty-four questions for all 
the Star Pieces.  In case you’re wondering, Chuck Quizmo is a striped 
worm-like creature with a navy blue top hat.  If you’re having trouble 
on a question, see the section entitled “Chuck Quizmo.”
=======================================================================
                              Koopa Koot
=======================================================================
Star Piece # 65-79

Location: Koopa Koot, the elder leader of Koopa Village, has twenty 
favors to ask of you, each rewarded with either coins or Star Pieces.  
See the section entitled “Koopa Koot” for how to do those favors.
=======================================================================
                              Rip Cheato
=======================================================================
Star Piece # 80-82

Location: Rip Cheato is a shady character who lives in Toad Town 
Tunnels (probably because he’s a convict) who sells items for 64 coins 
apiece.  He sells these items in this order.

1) Star Piece
2) Life Shroom
3) Bump Attack Badge
4) Repel Gel
5) Star Piece
6) Super Shroom
7) Mushroom
8) Dried Shroom
9) Dried Shroom
10) Star Piece
11+) Dried Shroom

As you can see, he sells only Dried Shrooms after your tenth purchase, 
but he does sell three Star Pieces.
=======================================================================
                               Letters
=======================================================================
Star Piece # 83-93

Location: Letters can be found and delivered for Star Pieces.  There 
are eleven of them, and I discuss them in “Letters.”
=======================================================================
                       Jr. Troopa’s Playground
=======================================================================
Star Piece # 94

Location: Just for clarity, Jr. Troopa’s Playground is all the area 
east of Goomba Village (where the veranda fell).  This is in the screen 
with the veranda.  Between the stone block and the Heart Block, a bit 
to the right, is a hidden panel you can spin jump on for a Star Piece.
-----------------------------------------------------------------------
Star Piece # 95

Location: One screen right of the veranda, continue right until you see 
a series of ledges leading to the upper-left.  Take them to a Star 
Piece.
=======================================================================
                            Goomba Village
=======================================================================
Star Piece # 96

Location: Hit one tree in the screen where you fought Jr. Troopa for 
the first time to get the Dolly, modeled after Peach.  Give it to 
Goombaria, the Goomba wearing an orange bow, for a Star Piece.
-----------------------------------------------------------------------
Star Piece # 97

Location: Go to the part of the village where Mario fell after being 
pummeled by Bowser.  This is left of the village.  Here, spin jump the 
center for a Star Piece.
=======================================================================
                              Goomba Road
=======================================================================
Star Piece # 98

Location: In the screen that has the Goomba King’s castle in it, hit 
the tree here with your Hammer for a Star Piece.
-----------------------------------------------------------------------
Star Piece # 99

Location: In the screen with Goomba King’s fort, cross the bridge and 
spin jump in the grass for a Star Piece.
=======================================================================
                              Toad Town
=======================================================================
Star Piece # 100

Location: Spin jump in front of the Dojo in the grass for a Star Piece 
under a hidden panel.
-----------------------------------------------------------------------
Star Piece # 101

Location: When you have Sushie, get in the water in the first screen 
and swim left to another dock platform.  Right by it is a Star Piece.
-----------------------------------------------------------------------
Star Piece # 102

Location: Hit the tree left of Merlon’s house for a Star Piece.
-----------------------------------------------------------------------
Star Piece # 103

Location: Spin jump left of the entrance to Forever Forest.  It’s right 
in front of the guard there, Fice T.
-----------------------------------------------------------------------
Star Piece # 104

Location: In the port, spin jump right of the Save Block to knock a 
Star Piece from a hidden panel.
-----------------------------------------------------------------------
Star Piece # 105

Location: When you find the Mailbag in Shy Guy’s Toy Box, give it to 
Paratroopa who runs the post office for a Star Piece reward.
-----------------------------------------------------------------------
Star Piece # 106

Location: Upon finding the Dictionary in Shy Guy’s Toy Box, give it to 
Russ T., who lives in the house by the pipe to Mario’s pad, for a Star 
Piece.
-----------------------------------------------------------------------
Star Piece # 107

Location: Right of the train of Toad Town Station is a hidden panel; 
spin jump near it to set loose a Star Piece.
=======================================================================
                          Toad Town Tunnels
=======================================================================
Star Piece # 108

Location: If you head left when you first enter, you’ll eventually come 
across a large room with rising platforms that lead to another room 
above you.  Take these platforms to the ledge in that room and use 
Parakarry to fly right twice to reach the Star Piece.
=======================================================================
                         Shooting Star Summit
=======================================================================
Star Piece # 109

Location: In the screen before Shooting Star Summit and Merlow’s house, 
spin jump the hidden panel to the right to find another Star Piece.
-----------------------------------------------------------------------
Star Piece # 110

Location: In the screen that actually is Shooting Star Summit, go left 
at the beginning to find a Star Piece.
-----------------------------------------------------------------------
Star Piece # 111

Location: Spin jump the ground that is on the first step of Shooting 
Star Summit’s long climb up.
-----------------------------------------------------------------------
Star Piece # 112

Location: In the screen with Merlow and Merluvlee’s humble abode, spin 
jump the ground outside it for a Star Piece.
=======================================================================
                            Pleasant Path
=======================================================================
Star Piece # 113

Location: Once you have Kooper, go to the second screen of Pleasant 
Path (from either Toad Town or Koopa Village).  Past the bridge, you’ll 
find a Star Piece on an island you can’t reach.  Use Kooper’s Shell 
Toss to retrieve it.
-----------------------------------------------------------------------
Star Piece # 114

Location: In the screen where you can either go south to Koopa Village, 
west to Toad Town, or east to Koopa Bros. Fortress, spin jump in the 
center of the striped plants here for a Star Piece beneath a hidden 
panel.
-----------------------------------------------------------------------
Star Piece # 115

Location: In the screen to the right of the one where you can go south 
to Koopa Village or east to Koopa Bros. Fortress, spin jump the first 
area of grass for a Star Piece.
-----------------------------------------------------------------------
Star Piece # 116

Location: In the screen before Koopa Bros. Fortress, smash a tree with 
your hammer for a Star Piece.
=======================================================================
                            Koopa Village
=======================================================================
Star Piece # 117

Location: Once the Fuzzies have left the village, go to the Brick Block 
that had a shell on it.  Hit it to knock down a Star Piece that had 
replaced it.
-----------------------------------------------------------------------
Star Piece # 118

Location: In the first screen, spin jump left of the three red Bob-ombs 
for a Star Piece.
=======================================================================
                              Mt. Rugged
=======================================================================
Star Piece # 119

Location: In the screen where you found the first Letter and the second 
Save Block, spin jump the area right near the end of the slide for a 
Star Piece.
-----------------------------------------------------------------------
Star Piece # 120

Location: In the screen before you face Buzzar, take the ramp up and go 
left.  Fall through the second arch of this rock to land on a wooden 
beam.  Go left for a Star Piece.
-----------------------------------------------------------------------
Star Piece # 121

Location: In the screen where you got the second Letter, go all the way 
to the left and use Parakarry to fly left to the Star Piece.
=======================================================================
                            Dry Dry Desert
=======================================================================
Star Piece # 122

Location: In the room with the three Pokey Mummies that you have to 
fight in Dry Dry Ruins, you’ll find an Artifact in the upper-right 
corner behind a stone block.  Give this to Kolorado in the first screen 
of the desert and he’ll exchange it for a Star Piece.
-----------------------------------------------------------------------
Star Piece # 123

Location: One screen west of Nomadimouse, in the screen with the stone 
cactus, spin jump in front of aforementioned cactus for a Star Piece.
=======================================================================
                           Dry Dry Outpost
=======================================================================
Star Piece # 124

Location: When heading to see Moustafa, spin jump on top of the 
easternmost roof.
=======================================================================
                            Dry Dry Ruins
=======================================================================
Star Piece # 125

Location: In the second room of the ruins, the one where you must drain 
the sand, you’ll reveal a Star Piece afterward.
=======================================================================
                            Boo’s Mansion
=======================================================================
Star Piece # 126

Location: In the first room, spin jump the ground by the chairs for a 
Star Piece.
-----------------------------------------------------------------------
Star Piece # 127

Location: From the main room, go through the left door (opened by the 
chandelier).  Go down these stairs and spin jump before the clock in 
here.
-----------------------------------------------------------------------
Star Piece # 128

Location: In the room where you find the Super Boots, spin jump in 
front of the Boo to knock loose a Star Piece.
-----------------------------------------------------------------------
Star Piece # 129

Location: In the library of the mansion, use Parakarry to fly left onto 
the two stacked crates.  Spin jump on them to set loose a Star Piece.
-----------------------------------------------------------------------
Star Piece # 130

Location: In the room where you get the Record, spin jump right below 
the chandelier for a Star Piece.
=======================================================================
                             Gusty Gulch
=======================================================================
Star Piece # 131

Location: Spin jump the first bit of land in the first screen of Gusty 
Gulch.
-----------------------------------------------------------------------
Star Piece # 132

Location: In the screen before Tubba Blubba’s Castle, walk behind the 
rock in the background that is behind the Brick Block for a Star Piece.
=======================================================================
                        Tubba Blubba’s Castle
=======================================================================
Star Piece # 133

Location: In the second floor there’s a room with a grandfather clock 
in it that overlooks a room below.  Drop down from the west side (the 
un-railed part of the gap) onto a table below that has the Star Piece.
-----------------------------------------------------------------------
Star Piece # 134

Location: In the first hallway of the left side of the castle, go all 
the way down and open the door.  Here, jump up the crates to the chair 
to the table to the Star Piece.
=======================================================================
                          Shy Guy’s Toy Box
=======================================================================
Star Piece # 135

Location: Spin jump in front of the Blue Station to knock a Star Piece 
beneath a hidden panel lose.
-----------------------------------------------------------------------
Star Piece # 136

Location: Spin jump in front of the Pink Station to uncover a Star 
Piece.
-----------------------------------------------------------------------
Star Piece # 137

Location: Spin jump before the Green Station to gain another Star 
Piece.
-----------------------------------------------------------------------
Star Piece # 138

Location: Spin jump in front of the Red Station for this one.  See a 
pattern?
-----------------------------------------------------------------------
Star Piece # 139

Location: In the room right of the Blue Station, you’ll find a Star 
Piece behind a yellow cylindrical block.
-----------------------------------------------------------------------
Star Piece # 140

Location: In the same room as the above Star Piece, go right and take 
the stairs in the blue building up to its roof.  Use Parakarry to fly 
to the roof of the building to the left.
-----------------------------------------------------------------------
Star Piece # 141

Location: In the room of Shy Guy’s Toy Box that has the slot machine, 
the Mysterious Note, and the Dictionary, go to the rising blocks and 
get on the one in the upper-right corner.  When it lowers, walk against 
the wall to fall into a secret room where you’ll find this Star Piece 
and coins.
=======================================================================
                             Jade Jungle
=======================================================================
Star Piece # 142

Location: In the screen before Yoshi’s Village, give the rightmost tree 
you can reach a wallop for a Star Piece.
-----------------------------------------------------------------------
Star Piece # 143

Location: Where you fight the Putrid Piranhas and the Magikoopa, spin 
jump in the center of the screen for a Star Piece.
-----------------------------------------------------------------------
Star Piece # 144

Location: Where you find Sushie, swim to the upper-right island and 
dock there for a Star Piece.
-----------------------------------------------------------------------
Star Piece # 145

Location: In the area where you find the first blue Yoshi, you’ll find 
this in the water.  Dive to it with Sushie.
=======================================================================
                           Yoshi’s Village
=======================================================================
Star Piece # 146

Location: Spin jump in front of the Raphael the Raven statue in the 
first screen of the village and out pops a Star Piece.
=======================================================================
                             Mt. Lavalava
=======================================================================
Star Piece # 147

Location: In the room before the Lava Piranha, spin jump the hidden 
panel right of the Heart Block for this Star Piece.
-----------------------------------------------------------------------
Star Piece # 148

Location: In the large room with a Super Block in it (it has two 
entrances, from the top and bottom, and one entrance is blocked by a 
metal block that is right of a Save Block, but both entrances are in 
the room that you get the Fire Shield Badge), spin jump around the 
floor to knock a Star Piece from a hidden panel.
=======================================================================
                            Flower Fields
=======================================================================
Star Piece # 149

Location: In the screen with Petunia (Seed Maniac who gives you the 
Magical Bean), spin jump to her left for a Star Piece.
-----------------------------------------------------------------------
Star Piece # 150

Location: Go to the tree that yields Blue Berries (southeast path).  In 
the flowerbed to the right is a Star Piece.
-----------------------------------------------------------------------
Star Piece # 151

Location: Go to the Bubble Plant (northwest).  Cross the thorns and 
take the steps leading right up to a Star Piece hidden in plain site.
-----------------------------------------------------------------------
Star Piece # 152

Location: In the screen before Lily, the lily pad plant, spin jump the 
right side of the screen for a Star Piece.
-----------------------------------------------------------------------
Star Piece # 153

Location: Spin jump in front of the tree that drops the Yellow Berries 
(southwest path) to flip a hidden panel and spill its contents, namely 
a Star Piece.
-----------------------------------------------------------------------
Star Piece # 154

Location: When you get past the multi-colored block problem (upper-
right path), bounce on the jump pad and go right.  Spin jump there to 
knock down a Star Piece, which falls on the ground.
=======================================================================
                             Shiver City
=======================================================================
Star Piece # 155

Location: Tornado jump the snow to the right of Mayor Penguin’s house.
=======================================================================
                           Shiver Snowfield
=======================================================================
Star Piece # 156

Location: In the screen with the seven snowmen lined up, tornado jump 
in the southern region to knock loose a Star Piece.
=======================================================================
                           Shiver Mountain
=======================================================================
Star Piece # 157

Location: Just outside Crystal Palace (along the icy staircase) is a 
Save Block.  Fall toward the screen from there to land on a ledge with 
the Star Piece in question on it.
=======================================================================
                            Crystal Palace
=======================================================================
Star Piece # 158

Location: When you get to the mirror-side of the first room, go left 
until you find a “secret” room with this Star Piece in it.
-----------------------------------------------------------------------
Star Piece # 159

Location: In the room with the large rhino statue, tornado jump on the 
left side of the room (under a block with Maple Syrup in it) to uncover 
a Star Piece.
-----------------------------------------------------------------------
Star Piece # 160

Location: In the room with the small statue, tornado jump beneath the 
invisible ? Block with Jammin’ Jelly in it on the left side of the room 
to set free a Star Piece.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

That’s how to get all the Star Pieces.  However, only some of these are 
useful.  That is, I did not explain in full how to answer Chuck 
Quizmo’s questions, do Koopa Koot favors, and deliver Letters, which is 
what the next three sections are about.

=======================================================================
=============================Chuck Quizmo*=============================
=======================================================================

Kaaaa-wiiiizzz!  It’s everyone’s favorite quizmaster, Chuck Quizmo!  
Chuck Quizmo and his assistant, Vanna T., run a quiz show with an 
audience and everything.  Look in the audience to see familiar faces 
(like Luigi, Yoshi, a Koopa Bros., a raven, and Jr. Troopa, as well as 
other generic enemies).  There ratings have gone through the roof ever 
since you started appearing on their show, and as a result you can 
appear on their show as many times as you need to participate.  There 
are sixty-four questions in all, each multiple choice with three 
possible answers, only one being correct.  You’d better appreciate 
this, because it takes a lot to go out to find, and record, every 
question Chuck asks.

He appears in towns and villages randomly.  He’s a striped worm with a 
large blue hat.  Talk to him to partake in his quizzes.  He asks the 
same questions in the same order, and I’ll list each question and 
answer below.  As you can see, I’m a sucker for these charts I 
concocted back in my Ocarina of Time guide, so I’ll use it.  Note that, 
every time you answer a question correctly, he gives you a Star Piece.  
There are 64 in total (N64).  This’ll definitely help if you don’t pay 
attention to names or are colorblind.

Note: I’ve found success in finding Chuck Quizmo when I employ the 
following method.  First, use the pipes in Toad Town Tunnels to go to 
Goomba Village.  If Chuck Quizmo is there, talk to him.  If not, go 
through the left exit and go right until he appears.  When you play his 
quiz game, answer it correctly and then use the pipes to go to Dry Dry 
Outpost.  Go left to see if Chuck is there.  If not, walk in and out of 
the two screens of the outpost until you see him.  When you do, take 
the quiz.  Now repeat the process.  You can also throw in Koopa Village 
now and then.  I’ve found this to be the easiest way to find him.

-----------------------------------------------------------------------
#) Question:

Answer:
-----------------------------------------------------------------------

Above is the setup.  Like all my setups, it’s rather self-explanatory.  
Below is the list.

-----------------------------------------------------------------------
1) Question: What is the name of Goombario’s younger sister?

Answer: Goombaria
-----------------------------------------------------------------------
2) Question: What is the color of the block you can break with the 
first Hammer you got?

Answer: Yellow
-----------------------------------------------------------------------
3) Question: What ability does Goombario frequently use?

Answer: Tattle
-----------------------------------------------------------------------
4) Question: What color of pants was the Goomba King wearing?

Answer: Red and White
-----------------------------------------------------------------------
5) Question: Which of Mario’s battle commands is on the far left?

Answer: Strategies
-----------------------------------------------------------------------
6) Question: How many windows does the Goomba House in Goomba Village 
have?

Answer: One
-----------------------------------------------------------------------
7) Question: What’s the name of the leader of the Red and Blue Goomba 
Bros.?

Answer:  Goomba King
-----------------------------------------------------------------------
8) Question: What color are Luigi’s pants?

Answer: Blue
-----------------------------------------------------------------------
9) Question: How many members are there in Goombario’s family?

Answer: Six
-----------------------------------------------------------------------
10) Question: What will you receive when you get the right answer in a 
quiz?

Answer: Star Piece
-----------------------------------------------------------------------
11) Question: What is the name of the smart Toad living in Toad Town?

Answer: Russ T.
-----------------------------------------------------------------------
12) Question: How many buildings are there in Koopa Village?

Answer: Six
-----------------------------------------------------------------------
13) Question: Of the following, who is NOT a member of the Koopa Bros.?

Answer: Blue Ninjakoopa
-----------------------------------------------------------------------
14) Question: How many coins are needed to buy a Mushroom at the shop 
in Koopa Village?

Answer: 4 coins
-----------------------------------------------------------------------
15) Question: Where does Merluvlee, who tells fortunes about special 
things, live?

Answer: Shooting Star Summit
-----------------------------------------------------------------------
16) Question: What is the name of the character who joined you at the 
Koopa Bros. Fortress?

Answer: Bombette
-----------------------------------------------------------------------
17) Question: What color is Bowser’s hair?

Answer: Red
-----------------------------------------------------------------------
18) Question: How many Star Spirits do you have to save?

Answer: Seven
-----------------------------------------------------------------------
19) Question: What’s the name of the elderly Koopa Troopa who always 
asks for errands to be run?

Answer: Koopa Koot
-----------------------------------------------------------------------
20) Question: How many Bob-ombs besides Bombette were imprisoned in the 
jail at the Koopa Bros. Fortress?

Answer: Four
-----------------------------------------------------------------------
21) Question: Where is the house of the explorer, Kolorado?

Answer: Koopa Village
-----------------------------------------------------------------------
22) Question: What is the destination of the train which departs from 
Toad Town station?

Answer: Mt. Rugged
-----------------------------------------------------------------------
23) Question: What is the name of the fellow who sells Badges in Toad 
Town?

Answer: Rowf
-----------------------------------------------------------------------
24) Question: What treasure did Bowser steal from Star Haven?

Answer: Star Rod
-----------------------------------------------------------------------
25) Question: What is the color of the roof of the house in Koopa 
Village where you can listen to a radio?

Answer: Blue
-----------------------------------------------------------------------
26) Question: Who does Kooper idolize?

Answer: Kolorado
-----------------------------------------------------------------------
27) Question: What does Merlee of Dry Dry Outpost specialize in?

Answer: Casting spells
-----------------------------------------------------------------------
28) Question: Who hides inside a coffin in Dry Dry Ruins?

Answer: Pokey Mummy
-----------------------------------------------------------------------
29) Question: What can you get when you take Star Pieces to Merlow at 
Shooting Star Summit?

Answer: Badges
-----------------------------------------------------------------------
30) Question: Who knew the location of Dry Dry Ruins in Dry Dry Desert?

Answer: Moustafa
-----------------------------------------------------------------------
31) Question: When you want Tayce T., who loves cooking, to make Lemon 
Candy, what do you have to give her besides a Lemon?

Answer: Cake Mix
-----------------------------------------------------------------------
32) Question: Who among the following lives in Forever Forest?

Answer: Oaklie
-----------------------------------------------------------------------
33) Question: What are Boos, exactly?

Answer: Ghosts
-----------------------------------------------------------------------
34) Question: What appears when you hit the Whacka living on Mt. 
Rugged?

Answer: Bump
-----------------------------------------------------------------------
35) Question: Other than Lemons, what fruit drops when you hit a tree 
in the desert oasis?

Answer: Lime
-----------------------------------------------------------------------
36) Question: What is the name of the strange person in Toad Town who 
can increase Mario’s status?

Answer: Chet Rippo
-----------------------------------------------------------------------
37) Question: What ability does Bombette frequently use?

Answer: Bomb
-----------------------------------------------------------------------
38) Question: What does Gourmet Guy like?

Answer: Cake
-----------------------------------------------------------------------
39) Question: Who was the second companion to join your team?

Answer: Kooper
-----------------------------------------------------------------------
40) Question: Who tried to steal coins from you in the desert?

Answer: Bandit
-----------------------------------------------------------------------
41) Question: What is the name of the Star Spirit who can use Star 
Storm?

Answer: Skolar
-----------------------------------------------------------------------
42) Question: What are addressed to your companions and sent to the 
post office?

Answer: Letters
-----------------------------------------------------------------------
43) Question: Among the following, which building is NOT in Toad Town?

Answer: Mayor’s House
-----------------------------------------------------------------------
44) Question: What kind of book did Gourmet Guy drop?

Answer: Cooking
-----------------------------------------------------------------------
45) Question: Who am I?

Answer: Chuck Quizmo
-----------------------------------------------------------------------
46) Question: Where do I show up?

Answer: In towns and villages
-----------------------------------------------------------------------
47) Question: What is the name of the plant that grows in Jade Jungle 
and blows out stars?

Answer: Trumpet Plant
-----------------------------------------------------------------------
48) Question: What color was the leader of Yoshi’s Village?

Answer: Green
-----------------------------------------------------------------------
49) Question: What is the name of the elderly man who tells fortunes in 
Toad Town?

Answer: Merlon
-----------------------------------------------------------------------
50) Question: How many colors of Yoshis did you see in Yoshi’s Village?

Answer: Six
-----------------------------------------------------------------------
51) Question: How would the Yoshi Kids in Yoshi’s Village describe 
Sushie?

Answer: Bossy
-----------------------------------------------------------------------
52) Question: What building is across from the Toad Town post office?

Answer: Merlon’s house
-----------------------------------------------------------------------
53) Question: what kind of card do you get when you defeat Lee at the 
Dojo in Toad Town?

Answer: Second-Degree
-----------------------------------------------------------------------
54) Question: What color is the brooch that Princess Peach wears?

Answer: Blue
-----------------------------------------------------------------------
55) Question: Who gave you Miracle Water in Flower Fields?

Answer: Lily
-----------------------------------------------------------------------
56) Question: What is the name of Lakilester’s girlfriend?

Answer: Lakilulu
-----------------------------------------------------------------------
57) Question: How do make the Pipe leading to the Toad Town Playroom 
come out?

Answer: Hit a tree
-----------------------------------------------------------------------
58) Question: Among the following, who is inside Club 64?

Answer: Pop Diva
-----------------------------------------------------------------------
59) Question: Which of the following do Shy Guys never do?

Answer: Sing
-----------------------------------------------------------------------
60) Question: What best describes the relationship between Mario and 
Luigi?

Answer: Brothers
-----------------------------------------------------------------------
61) Question: Among the following, who is found in Starborn Valley?

Answer: Ninji
-----------------------------------------------------------------------
62) Question: How many companions do you travel with?

Answer: Eight
-----------------------------------------------------------------------
63) Question: What is the name of the Star Kid who’s always with 
Princess Peach?

Answer: Twink
-----------------------------------------------------------------------
64) Question: How many Star Spirits have you saved in total?

Answer: Seven
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

Perhaps your paths will cross again with Chuck Quizmo.  “‘Til then…  so 
long, farewell.  Bye!”  Those were his last words said to you.  Chuck 
Quizmo provided you with 40 % of your Star Pieces, and you make him 
world renowned.  He retires after giving you the final question.  
Still, he had a good run.  Now we’ll be doing much less enjoyable tasks 
for Star Pieces…

=======================================================================
==============================Koopa Koot*==============================
=======================================================================

In American slang, a coot is an old, foolish person.  Koopa Koot is the 
old mayor of Koopa Village, and he hates to ask for favors, but he’ll 
ask you for twenty different ones.  Sometimes he rewards you with one 
coin, other times with three Star Pieces, and twice with credits.  In 
this way, Koopa Koot provides 9.375 % of your Star Pieces, exactly 
fifteen of them.  However, to get his good rewards you must also do his 
bad ones.  Here goes.

-----------------------------------------------------------------------
#) Time

Favor: 
-----------------------------------------------------------------------

The chores are numbered, and the time tells when you can do a chore.  
Yep, not all of them can be done at once.  I’ll try to quote Koopa Koot 
as often as possible.  What can I say?  He’s my role model.

-----------------------------------------------------------------------
1) After Kooper Joins Party

Favor: Koopa Koot wants you to borrow a book from Kolorado called 
“Koopa Legends.”  Go to Kolorado’s house, two to the left, and talk to 
his wife, who will then bring it to you.  You get one coin as a reward 
for all that effort.
-----------------------------------------------------------------------
2) After Kooper Joins Party

Favor: Koopa Koot’s been having trouble sleeping.  As a result, you 
need to bring him a Sleepy Sheep.  If you have one, give it to him.  If 
not, go to Toad Town, buy one, and bring it back.  He gives you one 
coin AND the Silver Credit.  Pretty nifty, huh?  The Silver Credit can 
be used to play games at the Playroom in Toad Town.
-----------------------------------------------------------------------
3) After Chapter 1

Favor: Koopa Koot lent Goompa, Goombario’s grandpa, a Tape a while back 
that he never return.  Why he suddenly wants it back, who knows?  Also, 
he wants this to be kept under wraps.  Gee, what’s on the Tape…  If you 
have Toad Town Tunnels accessed, use the pipes to reach Goomba Village.  
If not, walk there.  Talk to Goompa and he takes it out from behind the 
stove.  Goompa says it was great, but he can’t tell you what’s on the 
Tape.  I’ll let you use your imagination (it’s undoubtedly an episode 
of Stars Trek).  Give the old Koopa the Tape for a coin.  Suffering Shy 
Guys!
-----------------------------------------------------------------------
4) After Chapter 1

Favor: Koopa Koot’s got a hankering for Koopa Tea.  It’s made from 
fresh Koopa Leaves, and only a culinary master can make it the way he 
likes.  He believes that Miss Tayce T. could make it, though.  Head 
back to Toad Town with a Koopa Leaf.  You can get them by shaking the 
bushes in town.  Take it to Tayce T., who lives south of the post 
office screen, and she’ll make Koopa Tea.  It restores 7 FP, by the 
way.  Now take it back to Koopa Koot.  Great growling Gulpits!  This 
time, he gives you three Star Pieces.  Thanks, old coot!
-----------------------------------------------------------------------
5) After Chapter 1

Favor: You’re just in time to help Koopa Koot again.  He’s always had a 
secret dream of getting the autograph of the great Luigi...  He’s so 
super!  Have you seen his jump?  They should (I always do) call him 
“Air Luigi.”  Go to Toad Town and take the pipe to his place.  Talk to 
him and then take the Autograph back for one coin.  No wonder it was 
only one coin; Luigi’s signature looks like he’s a dyslexic five-year-
old with Parkinson’s.
-----------------------------------------------------------------------
6) After Chapter 2

Favor: Hoppin’ Hammer Brothers was good.  I don’t know if we can live 
up to it.  The other day, Koopa Koot went shopping at the store (or he 
got someone to go for him).  He lost his wallet on the way home.  Could 
you get it?  Of course!  It’s no problem for you, Koopa Koot.  Go find 
it by shaking the easternmost bush of the left screen.  You got the 
Empty Wallet!  Yeah, those young Koopa punks must’ve robbed him blind.  
Now go right and return it to Koopa Koot.  This time, you get one coin.  
Thank Star Haven!
-----------------------------------------------------------------------
7) After Chapter 2

Favor: The big K has got a craving Tasty Tonic.  It’s his all-time 
favorite drink (he must have low standards).  It really clears out the 
old beak, yes indeed.  Unfortunately, the local shop doesn’t sell it.  
Buy it from the southern shop in Toad Town for five coins.  Pouring 
Piranhas!  He rewards us with one coin.  What a rip-off!
-----------------------------------------------------------------------
8) After Chapter 2

Favor: Koopa Koot wants another autograph, this time of Merluvlee.  
After all, he heard about her through the grapevine.  Koopa Koot’s too 
shy to go on his own, you see.  Hurry, now.  He can barely wait!  Go to 
Shooting Star Summit and into her house.  Talk to her from not-behind-
the-counter and she’ll give you the autograph…  on one condition.  She 
wants you to visit her twin sister, also the granddaughter of Merlon, 
who lives in Dry Dry Outpost, and fetch a Crystal Ball from her.  She’s 
named Merlee and she lives in a back alley.  No problem…  Use Toad Town 
Tunnels to reach her and then talk to Merlee for the Crystal Ball.  Now 
go back to Merluvlee.  Exchange the Crystal Ball for the Autograph.  
Now return to Koopa Koot.  Jumping Jungle Fuzzies!  What nice cursive, 
too.  This time, to reward the excellent handwriting that went into 
this, you get three Star Pieces.  Huzzah!
-----------------------------------------------------------------------
9) After Chapter 3

Favor: Koopa Koot’s not quite as mobile as he was in his salad days, 
and he feels like he’s losing touch with the outside world.  He wants a 
newspaper to catch up on the times (yeah, like the last fifty years.  
There’s such a thing as inflation!).  So, he wants you to read the Toad 
Town News for him.  You have to tell him the news (his eyes aren’t so 
good).  And don’t spare him the juicy gossip, either!  The news is in 
front of Merlon’s house.  Make sure to read the front and back (the 
Underground Message Corner for Bowser’s underlings to socialize).  Now 
return to Koopa Koot.  Creeping Crazy Dayzees!  He’s not sure if he 
believes all those wild tales and what-not, but it’s nice to catch up 
on current lingo.  Lately, it’s hard to understand youngsters.  Now he 
“hip.”  This is just too easy, I’m not even going to comment.  You’re 
rewarded with one coin.  Oh, joy.
-----------------------------------------------------------------------
10) After Chapter 3

Favor: Just in case, Koopa Koot wants a Life Shroom.  Consider it 
emergency insurance.  They’re quite expensive, and I wouldn’t waste 
your coins on it.  Instead, you can cook one.  Mix a Koopa Leaf and a 
Mushroom to make one.  Remember, Koopa Leaves can be found by shaking 
bushes in the village.  Let Tayce T. cook it, of course (this assumes 
you’ve given Tayce the Cookbook, but you can also make it by letting 
her cook a Mystery?, which can be bought for one coin in Boo’s Mansion.  
The recipe doesn’t always work, though).  When you have it, bring it to 
Koopa Koot.  Oh, by the musty Shroom!  You’re top-notch.  As a reward, 
you get one coin and a Gold Credit.  With it, you can play new games in 
the Playroom.
-----------------------------------------------------------------------
11) After Chapter 3

Favor: This time, the old geezer will be having a craving for a 
scrumptious Nutty Cake.  Give Tayce T. a Goomnut and she’ll whip it up 
for you.  He’s famished, so you’ll have to hurry.  After all, you 
wouldn’t want to him to ask for another Life Shroom, now would you?  Go 
to Goomba Village via Toad Town Tunnels and hit the tree by Goompa’s 
house for a Goomnut.  Take it to Tayce and she’ll make a Nutty Cake it 
with it.  Now take that to Koopa Koot.  Bouncing Bob-ombs!  Ah, he’s 
nutty for that heavenly cake.  He gives you one coin as a reward.
-----------------------------------------------------------------------
12) After Chapter 4

Favor: The next door neighbors are making quite a racket.  Kooper and 
you are friends, right?  Well, it’s his house and he should keep his 
guests from creating a ruckus.  He can’t sleep with that confounded 
noise!  Go over there and complain for him; tell them to put a lid on 
it.  Go now because he’s at the end of his rope.  This is quite simply 
done.  Go left and enter.  Use Bombette as your partner, the crush of 
Bruce, the Bob-omb here, and she’ll break his heart.  He’s just not her 
type.  They settle down and Koopa Koot rewards you with three Star 
Pieces.  Galavanting Groove Guys!  You the man, Mario.  Man, we should 
hire other people to regularly disrupt his sleeping patterns and then 
stop them like this more often.
-----------------------------------------------------------------------
13) After Chapter 4

Favor: Koopa Koot’s been hearing talk lately.  Apparently, he’s not so 
popular.  In fact, people think that HE, of all people, is cheap.  The 
nerve!  He tells a short story and Mario nods off.  He says he used to 
be like you a long time ago, and later he says “completely unfair” and 
“so very rude.”  Anyways, a Boo in Boo’s Mansion has a photo of him 
from the old time.  He wants it back, and make it snappy.  Go to Boo’s 
Mansion utilizing Toad Town Tunnels and talk to the first Boo.  He 
tells you that Koopa Koot uses people (huh?) and his motto is “If it 
moves, use it until it drops.”  I don’t know who would slander his good 
name.  After a bad fight about his personality, he started traveling, 
and the photo he gives you is of them when he went through here.  Take 
the Old Photo back to Koopa Koot.  Great Clomping Clubbas!  Back in his 
youth, he was quite the ladies’ Koopa, you know.  He then strings 
together a few words I’m glad we missed the full sentence on (“There 
was… this utterly gorgeous… lovely… the passion… maddening… as fast as 
I… and I never looked back”).  He gives you one coin as a token of his 
thanks.
-----------------------------------------------------------------------
14) After Chapter 4

Favor: Koopa Koot complains that he hasn’t had a tasty meal in ages.  
And, with your impeccable timing, you’re right on time to go get him 
some grub.  You know, some of Tayce T.’s Koopasta would really hit the 
spot.  Don’t let a ravenous Koopa starve!  The ingredients are a Koopa 
Leaf and Dried Pasta (get the leaf from the bushes in Koopa Village, 
the pasta from the shop in Dry Dry Outpost).  Let Tayce T. combine them 
and then deliver it to Koopa Koot.  Man, we’re like Meals on Wheels…  
Deliver it to good old Koopa Koot for one whole coin.  Plummeting 
Paragoombas!  That’s some serious money, my friend.
-----------------------------------------------------------------------
15) After Chapter 5

Favor: Quite vexing, K.K. has seemed to have misplaced his glasses.  He 
hasn’t gone beyond the borders of Koopa Village, so, logic suggests 
that they’re somewhere in the village.  Shake the bush left of the 
Brick Block in the western screen of Koopa Village to find the Glasses.  
Give them back to him at this time.  Hopping Hurt Plant!  His 
eyesight’s really gone downhill over the years, and now he can read 
books with the best of them (why did he want us to bring him “Koopa 
Legends” in our first favor, then?).  You get one coin for such a 
simple task.
-----------------------------------------------------------------------
16) After Chapter 5

Favor: Looking for something exotic, non-Koopa-Leaf-flavored food, the 
old coot wants a Lime.  In Dry Dry Desert, go south twice of the 
entrance to Dry Dry Outpost and hit the left tree for a Lime.  Now 
deliver it to Koopa Koot.  He really needed a tart pick-me-up for that 
dragging shell of his recently, and he was feeling as slow as a 
tortoise (funny you should mention that, Koopa Koot).  By Spiny’s 
spikes!  Man, Mario, are you for real?  That’ll put a spring in his 
step for sure.  This time, he’ll give you this special gift as thanks.  
Don’t tell anybody, though.  He’s got a reputation to keep.  He gives 
you three Star Pieces!  Yahoo!
-----------------------------------------------------------------------
17) After Chapter 5

Favor: Koopa Koot somehow caught wind of a snack called a Kooky Cookie.  
It’s supposedly delicious.  Koopa Koot must confess that he has a bit 
of a snaggle tooth, err, sweet tooth.  One ingredient is a Koopa Leaf 
but he’s no idea what the other is.  The other is, of course, Cake Mix, 
which you can find left of the Blue Station in Shy Guy’s Toy Box.  
Hurry up, by the way.  He needs sweets, posthaste!  Gather the 
ingredients and have Tayce T. bake it.  Now take it to Koopa Koot.  
Lines o’ Albino Dinos!  You get one coin in return.  Well, the 
ingredients were free, I guess…
-----------------------------------------------------------------------
18) After Chapter 6

Favor: Koopa Koot has a friend in Gusty Gulch.  He wants you to get a 
package from him.  A long time ago, when Goompa, Bootler, and Koopa 
Koot were traveling together, they met the Gusty Gulch Boo and they 
became fast friends.  Head on over to Gusty Gulch using Toad Town 
Tunnels and talk to the Boo left of the Save Block.  This Boo needs a 
bit of time, so head left and then right.  Talk to him again and he’s 
found it.  You got the Package!  Now return to Koopa Koot.  Livid Lava 
Piranhas!  You rule, Mario!  He’ll open it right after you leave.  He 
gives you a coin in return.
-----------------------------------------------------------------------
19) After Chapter 6

Favor: Once again, peer pressure has caused Koopa Koot to want a 
Coconut.  Everyone says they’re delicious.  He just HAS to try to one.  
Go to Lavalava Island.  In fact, go to Yoshi’s Village using the pipe 
in Toad Town Tunnels.  Go left a screen from the pipe and hit the tree 
by the blue Yoshi here.  Now take the Coconut that falls back to Koopa 
Koot.  Great crawling Clefts!  You’re larger than life, Mario!  To show 
his gratitude, he gives you one coin.
-----------------------------------------------------------------------
20) After Chapter 6

Favor: For his last act, Koopa Koot wants a relic from the ancient 
kingdom that once thrived in Dry Dry Desert.  They’re Red Jars.  
According to popular opinion, you can get one by buying certain items 
in a particular order at the shop in Dry Dry Outpost.  Buy a Dusty 
Hammer, Dried Pasta, another Dusty Hammer, and then a mystery item that 
he’s forgotten (which is a Dried Shroom).  Buy them all in that order 
for a total of nine coins.  By the ancient will of someone with little 
to do with their spare time, whoever buys items in that order receives 
a Red Jar.  Take it back to Koopa Koot now.  Swooping Sky Guys!  This 
time, even though it’s a bit filthy, you add three more Star Pieces to 
your collection.  Koopa Koot, you’re a real stand-up guy.  I’ll miss 
you, man.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

Of course, Koopa Koot has one last favor.  He asks you to beat Bowser 
so that all the little Koopa Troopa kids can hope again!  Its rather 
ironic that a Koopa would call Bowser a cad, but who am I to judge?  In 
the end, Koopa Koot was a pretty neat-o guy.  I was going to dedicate 
this guide to him, but, as it turns out, there’re already twenty-three 
statues of him in countries around the world.  This would be too 
insignificant to compare to that.  Ha, “Air Luigi…”

=======================================================================
===============================Letters*================================
=======================================================================

The fourth partner you get is the absent-minded Parakarry, a Koopa 
Paratroopa who loses the letters he’s paid to deliver frequently.  To 
save himself the trouble of looking for the ones he’s missing, he joins 
your party.  After all, Mario’s a master sleuth.  When you find the 
Letters, have Parkarry out as your partner and talk to the recipients.  
After they talk, they take the Letter, and then they usually give you a 
Star Piece.  In this way, you get eleven Star Pieces.  That’s 6.875 % 
of them.  However, there’s also one chain letter sequence that spans 
almost all of Mushroom Kingdom.  The reward for it is the Lucky Day 
Badge.  So, to finally cover how to get all of the Star Pieces in full 
detail, this section will show how to get all twelve Letters and 
deliver them.  I think that I don’t need to use my normal layout box 
setup, and I won’t.  I hope numbers are appropriate.

                     +--------------------------+
                     |    Star Piece Letters    |
                     +--------------------------+

1) This one’s for Kolorado.  It’s found on Mt. Rugged, and you have to 
get it to have Parakarry join your party.  I don’t think there’re any 
questions about this, but use the walkthrough (Chapter 2) if you can’t 
find it.  Kolorado can be found in different places during the game.  
Until Chapter 4, he’s in the first screen of Dry Dry Desert.  After Shy 
Guy’s Toy Box, he’s at the Port.  When you get to Chapter 5, he’s in 
various parts of Lavalava Island.  Afterward, he’ll be in Toad Town by 
the Toad House.  If you beat Kent C. Koopa, he’ll be at his house in 
Koopa Village outside with his wife.  These are all the places you can 
find him throughout the game.  Bring it to him for a Star Piece.

2) The other Letter found on Mt. Rugged is for Merlon, the fortune-
teller always at his house in Toad Town.  Talk to him from the side 
with Parakarry out for a Star Piece.

3) If you pound the rightmost tree in the screen before Dry Dry 
Outpost, a Letter falls down for Mort T. in Koopa Village.  He runs the 
Toad House.  Bring it to him for a Star Piece.

4) Toward the end of Chapter 4, when Kolorado leaves Dry Dry Desert, go 
to his former camp (first screen of the desert coming from Mt. Rugged).  
Hit the tree there This knocks a Letter down.  It is for Goompa in 
Goomba Village.  It’s from Koopa Koot, by the way.  Go deliver it for a 
Star Piece.

5) When on the rooftops in Dry Dry Outpost, you’ll find a Letter in 
plain site for Nomadimouse.  He’s along the straight path between Mt. 
Rugged and the outpost, and you can’t miss him.  Hand him the Letter 
for a Star Piece.

6) Hidden behind a stone as you go to Tubba Blubba’s Castle when in 
Gusty Gulch is a Letter for Fice T., the guard by Forever Forest, 
stationed there to prevent people from wandering in.  Give him the 
Letter (from Bootler) for a Star Piece.

7) On Lavalava Island, in the second screen you ever go to (the one 
where Kolorado is beaten up by a Jungle Fuzzy), you’ll find a Letter on 
a large stone in the background that you can jump to.  It’s for Igor, 
the Boo that runs the shop in Boo’s Mansion.  Take it to him for a Star 
Piece.

8) Hit the tree by the Star Piece in the screen that you found Sushie 
in and out falls a Letter addressed to Russ T.  He lives in the house 
by the warp pipe in Toad Town.  He’ll gladly give you a Star Piece for 
your services.

9) In Flower Fields, the screen before the Puff Puff Machine, go 
through the first log.  You’ll find the Letter hidden among a group of 
orange flowers (the ones that are close to the screen).  It is for Minh 
T. in Toad Town.  She is left of the entrance to Flower Fields.  It’s 
from the Wise Wisterwood, a thank-you note for helping Mario into 
Flower Fields.  You get a Star Piece for your delivery service.

10) In the screen with all the snowmen in Shiver Snowfield, hit one 
tree three times to make tiers come off.  The third time knocks down a 
Letter for Mayor Penguin (leftmost house in Shiver City).  Deliver it 
to add a Star Piece to your collection.

11) In the screen before Starborn Valley, you’ll find a Letter behind a 
chunk of ice.  It’s for Merluvlee, who lives with Merlow on Shooting 
Star Summit.

                  +---------------------------------+
                  |    The Chain Letter Sequence    |
                  +---------------------------------+

The other Letter you find on Mt. Rugged is for Goompapa.  Here are the 
steps involved with that.

1) Deliver the Letter to Goompapa of Goomba Village.  He gives you a 
Letter for Muss T., a fishing buddy.

2) Muss T. is the Toad by the hole that used to be Peach’s Castle.  
Give him the Letter and he’ll want you to deliver a Letter to Koover, 
another member of the fishing posse.

3) Koover is the first Koopa in Koopa Village.  Deliver the Letter to 
him and he wants you to deliver a Letter to Fishmael, ‘cause it just 
wouldn’t be fishing without him.

4) Fishmael is the strange creature fishing out in the Port.  Give him 
the Letter and he sends a reply Letter back to Koover.

5) Give Koover the reply and he decides to send a Letter to Mr. E to 
complete the group.

6) Mr. E lives in Dry Dry Outpost and wears a blue turban.  Get there 
with Toad Town Tunnels and deliver the Letter.  He wants you to take a 
Letter to Miss T., a Toad girl in Toad Town.

7) Miss T. is one of the three girls outside the Dojo.  She gets these 
random love letters all the time...  She knows this great place where 
she gets her beauty products, and she wants you to deliver a product 
request for Little Mouser.

8) Go to Dry Dry Outpost and talk to the owner of the shop.  He wants 
you to deliver a Letter to another customer of his, Franky the Boo.

9) Give the Letter to Franky, the first Boo in Boo’s Mansion you see.  
While you’re here, he wants to scare some little kids, so he lets you 
deliver a Letter to Dane T. in Toad Town.

10) Dane T. and Mini T. are the two young Toads in the southern portion 
of Toad Town Station.  Give the left one the Letter.  It’s an 
invitation to a haunted mansion!  They want their other friend, a pen 
pal on Lavalava Island, to come, too.  They give you a Letter for the 
Red Yoshi Kid in Yoshi’s Village.

11) Use Toad Town Tunnels to go there quickly and deliver the Letter to 
the Red Yoshi Kid in Yoshi’s Village.  He wants to tell his pen pals 
about a game he made up, which means you’re taking another Letter to 
Dane T.

12) Take the Letter back to Dane T. and Mini T., who seem to be 
brothers.  While you’re there, they want you to deliver a Letter to 
their uncle, Frost T. in Starborn Valley, too.

13) Frost T. is a Toad near the entrance of Starborn Valley.  Give him 
the Letter and he wants you to take a Letter to Goombaria of Goomba 
Village to explain a question she asked, probably about Star Kids.  
However, take it to Goompapa before Goombaria.

14) Deliver the final Letter in the sequence to Goompapa.  This time 
the cheapskate rewards you with the Lucky Day Badge!  Wear it and 
you’ll be hit less often by enemies.

And those are all the Letters and all the Star Pieces.  Now I’ve 
explained how to get every Badge and every Star Piece, too.  Let’s move 
on then, shall we?

=======================================================================
===========================Items and Shops*============================
=======================================================================

There aren’t as many items in this game as in Paper Mario: The 
Thousand-Year Door, but this game still boasts quite a few.  All items 
fall into one of two categories, Key Items and Items.  I’ll list them 
all, where they can be found, and what they’re used for.  Then I’ll 
list the shops and everything they sell.  Some people will seriously 
rip you off, by the way.  Life Shrooms in Boo’s Shop are 50 coins!  
Don’t expect me to buy that.  After all, I’m as cheap as Koopa Koot.

Note: This list does not include all recipe items, although some items 
on it happen to be able to be made by recipes (but can be bought in 
stores and such).

-----------------------------------------------------------------------
Item Name

Location: 

Function: 
-----------------------------------------------------------------------

Here’s my run-of-the-mill setup.  Below is the list.  Got it?

=======================================================================
                              Key Items
=======================================================================
Artifact

Location: You can get this after you have the Super Hammer.  In the 
room of Dry Dry Ruins with the three Pokey Mummies you must defeat to 
move on, this is in the upper-right part of the room.  Reach it using 
the stairs and destroying the stone block.

Function: This is a hint about the ancient Dry Dry Kingdom culture that 
once thrived in the desert under King Mousta.  Take it to Kolorado in 
the desert and he’ll give you a Star Piece.
-----------------------------------------------------------------------
Autograph

Location: This is involved in a Koopa Koot favor in which the coot 
wants Luigi’s autograph.  On a side note, and I quote myself from 
earlier, the autograph looks like a dyslexic five-year-old with 
Parkinson’s signed it.  It’s a big green, squiggly and slanted L.

Function: Give it to Koopa Koot.  He just loves “Air Luigi.”  See that 
section.
-----------------------------------------------------------------------
Autograph

Location: This is a second autograph that Koopa Koot wants.  You’ll get 
it by talking to Merluvlee, who then sends you on another mission, 
which you can complete for the Autograph.  Her handwriting is quite 
nice, much better cursive than my own.

Function: Koopa Koot must secretly love Merluvlee, as he says that it 
will be at the center of his heart or something to that extent.  He 
then covers up by saying that he meant it would be the heart of his 
collection.  Either way, this is one of Koopa Koot’s favors.
-----------------------------------------------------------------------
Blue Key

Location: This is a key found in Crystal Palace.

Function: This opens the blue door in the first room of Crystal Palace, 
as well as its mirror duplicate.
-----------------------------------------------------------------------
Boo’s Portrait

Location: You find this in the library of Boo’s Mansion when trying to 
reach Bow.

Function: Give this to the frame with no picture on the second floor of 
Boo’s Mansion and it creates a path up to the third and final floor, 
which means you passed Bow’s test.
-----------------------------------------------------------------------
Bucket

Location: Mayor Penguin gives this to you when he learns that you’re 
attempting to reach Crystal Palace by word of Merle.

Function: Give this to one of the snowmen in Shiver Snowfield who’s 
lacking a hat when trying to open the path to Shiver Mountain.
-----------------------------------------------------------------------
Calculator

Location: A Shy Guy stole this from Rowf, the creature who runs the 
badge shop in Toad Town.  You’ll find it in Shy Guy’s Toy Box.

Function: Return this to Rowf and he’ll open his shop back up.  He also 
gives you the I Spy Badge for helping him.
-----------------------------------------------------------------------
Castle Key

Location: This is a key that can be found in Tubba Blubba’s Castle, 
Princess Peach’s Castle, and Bowser’s Castle.

Function: It opens locked doors in said castles.
-----------------------------------------------------------------------
Cookbook

Location: Gourmet Guy drops this after eating the cake you bake him in 
Shy Guy’s Toy Box.

Function: Give this to Tayce T. and she’ll be able to cook with two 
ingredients instead of just one, which seriously broadens her horizons.
-----------------------------------------------------------------------
Crystal Ball

Location: When getting Merluvlee’s Autograph for Koopa Koot, she will 
give it to you only if you retrieve the Crystal Ball from Merlee, her 
twin sister in Dry Dry Outpost.  Talk to her to get it.

Function: Give this to Merluvlee and she’ll give you her Autograph.  
You need to do this in one of Koopa Koot’s favors.
-----------------------------------------------------------------------
Crystal Berry

Location: Once Rosie says that she’ll exchange the Water Stone for 
something more beautiful than it, go to Posie, the flower by the 
Crystal Tree in Flower Fields.  Tell her Lily’s tale of woe and she’ll 
shake the tree, giving you this.

Function: Give this to Rosie in Flower Fields and she’ll give you the 
Water Stone, needed to save Lily’s life and get Miracle Water.
-----------------------------------------------------------------------
Diamond Stone

Location: This is guarded by a Stone Chomp in Dry Dry Ruins.

Function: Use this and the other stones to create a path that leads to 
Tutankoopa, remorseless king of the sands and guardian of the second 
Star Spirit.
-----------------------------------------------------------------------
Dictionary

Location: This is gotten from a chest in Shy Guy’s Toy Box.

Function: Stolen from Russ T. by a Shy Guy, the Dictionary can be 
returned to him for a Star Piece.
-----------------------------------------------------------------------
Diploma

Location: Get this from The Master in the Dojo in Toad Town.

Function: This serves no real purpose, but it is proof that you are the 
strongest one in the Dojo.
-----------------------------------------------------------------------
Dolly

Location: In the screen where you first fought Jr. Troopa, hit the 
upper-right tree with the Hammer to knock this down.

Function: This doll, modeled after Princess Peach, belongs to Goombaria 
in Goomba Village.  Give it to her for a Star Piece.
-----------------------------------------------------------------------
Empty Wallet

Location: When doing the corresponding favor for Koopa Koot, shake the 
bushes of Koopa Village to find this.

Function: Ever wonder why Koopa Koot only gives one coin out at a time?  
Because he’s broke!  This is the wallet he lost while going to the 
store, and is an item of interest in one of his favors.
-----------------------------------------------------------------------
Fertile Soil

Location: Talk to Posie, the flower with the long nose in Flower 
Fields, and she’ll give you this to help your nose grow.

Function: This is needed to plant the Magical Bean and make a beanstalk 
grow to Cloudy Climb where you can fight Huff N. Puff and rescue the 
sixth Star Spirit.
-----------------------------------------------------------------------
First-Degree Card

Location: This is gotten when you defeat Chan, the Buzzy Beetle, in the 
Dojo.

Function: Although this does nothing for you, it’s proof of your 
victory over Chan and is needed to fight Lee.
-----------------------------------------------------------------------
Fortress Key

Location: There are several such keys hidden in Koopa Bros. Fortress.

Function: These open locked doors in Koopa Bros. Fortress.
-----------------------------------------------------------------------
Fourth-Degree Card

Location: This is gotten by defeating The Master at half-strength in 
the Dojo in Toad Town.

Function: This is proof of your strength over The Master, and it lets 
you fight The Master for the third time at full strength.
-----------------------------------------------------------------------
Frying Pan

Location: This is found in Shy Guy’s Toy Box.

Function: Stolen by a Shy Guy, return this to Tayce T. and she’ll whip 
up a cake for you, which is needed to move Gourmet Guy.
-----------------------------------------------------------------------
Glasses

Location: Koopa Koot lost these in some bushes in Koopa Village.  Shake 
them to find them.

Function: Earlier, he asked for the book “Koopa Legends” from 
Kolorado’s wife.  If he had no glasses, why did he want it?  This is 
another Koopa Koot favor item.
-----------------------------------------------------------------------
Gold Credit

Location: You’re rewarded with this upon completing one of Koopa Koot’s 
favors.

Function: This lets you play the Smash Attack game in Toad Town’s 
Playroom.
-----------------------------------------------------------------------
Jade Raven

Location: You get this from the Village Elder after finding the 
Fearsome 5 lost in Jade Jungle.

Function: By placing this in the large raven statue in the jungle, you 
open the path to Raphael the Raven, master of Lavalava Island.
-----------------------------------------------------------------------
Koopa Legends

Location: This a book that you get when doing a Koopa Koot favor.

Function: The first of many things that Koopa Koot wants is this book 
from Kolorado.
-----------------------------------------------------------------------
Kooper’s Shell

Location: Get this after beating a Fuzzy at a mix-up game when Fuzzies 
are invading Koopa Village.

Function: Return this to Kooper and he joins your party.
-----------------------------------------------------------------------
Letter

Location: These are found in various places.  See the section entitled 
“Letters” for details.

Function: Give these to their recipients with Parakarry and the 
recipients will reward you with either a Star Piece, another Letter, or 
a badge.
-----------------------------------------------------------------------
Lucky Star

Location: Twink gives this to you during the Prologue.

Function: This extremely useful item lets you use the action command.  
You get to test it out on a Magikoopa.
-----------------------------------------------------------------------
Lunar Stone

Location: This is guarded by a Stone Chomp in Dry Dry Ruins.

Function: Combined with the other two stones, the Lunar Stone can open 
the path to Tutankoopa, the creepy master of the ruins.
-----------------------------------------------------------------------
Lyrics

Location: These are given to you by a poet in Club 64.

Function: Combine these Lyrics with the Melody of the composer in Dry 
Dry Outpost and you have a song that is sung by the pop diva.  This is 
all a part of the Club 64 side quest in which you are rewarded with the 
Attack FX D Badge.
-----------------------------------------------------------------------
Magical Bean

Location: Defeat four Monty Moles that are picking at the roots of the 
Seed Maniac Petunia in Flower Fields and she’ll give you this.

Function: When planted in Fertile Soil, watered with Miracle Water, and 
provided plenty of sunshine, this bean will grow into a beanstalk that 
Mario can take to Cloudy Climb and defeat Huff N. Puff with.
-----------------------------------------------------------------------
Magical Seed

Location: There are four of these in various locations, but you can 
find them in Toad Town, Mt. Rugged, Forever Forest, and Jade Jungle by 
talking to Bub-ulbs.

Function: Give these to Minh T. and she’ll plant them.  When all four 
are planted, the door to Flower Fields appears.
-----------------------------------------------------------------------
Mailbag

Location: A Shy Guy put this in a chest in Shy Guy’s Toy Box.

Function: This contains all the mail, and it was stolen by a Shy Guy in 
Chapter 4.  Return the Mailbag to the postal worker at the post office 
for a Star Piece.
-----------------------------------------------------------------------
Melody

Location: Get this from the composer in Dry Dry Outpost.

Function: Combined with the Lyrics and sung by the pop diva, this is 
the key to getting yourself the Attack FX D Badge.
-----------------------------------------------------------------------
Miracle Water

Location: Once you give Lily the Water Stone, the spring in Flower 
Fields fills with water and you can take some.

Function: This is used to water the Magical Bean, which will in turn 
grow into a beanstalk that can be climbed to reach Huff N. Puff and 
Klevar, the sixth Star Spirit.
-----------------------------------------------------------------------
Mysterious Note

Location: Beat a Shy Guy in the same screen as the Dictionary for this.

Function: Russ T. can decipher this and read it to you.  It tells you 
how to fix the train tracks in Shy Guy’s Toy Box, which is the key to 
finding Watt and subsequently General Guy.
-----------------------------------------------------------------------
Mystical Key

Location: This is found in Tubba Blubba’s room of Tubba Blubba’s 
Castle.

Function: This key, which can talk, is named Yakkey.  It is used to 
open the Windy Mill in Gusty Gulch, but it also alerts Tubba Blubba 
that you’re taking it, which causes a group of heroic Boos to hold him 
back while you make a mad dash for that windmill.
-----------------------------------------------------------------------
Odd Key

Location: This is found in the room of Toad Town Tunnels that Rip 
Cheato lives in.

Function: This is used to open the locked door in Toad Town, which 
serves as an alternate entrance to Toad Town Tunnels, as well as a 
shortcut to Rip Cheato and the pipe to Shiver City.
-----------------------------------------------------------------------
Old Photo

Location: Get this from Franky, the first Boo in Boo’s Mansion, at the 
request of Koopa Koot.

Function: This is a picture of young Koopa Koot from when he was 
traveling with Bootler and Goompa.  It is a Koopa Koot item.
-----------------------------------------------------------------------
Package

Location: This is given to you by a Boo in Gusty Gulch when Koopa Koot 
hears it’s for him.

Function: Give this to Koopa Koot as a favor item.  He opens it as soon 
as you leave, and we’ll never know what’s inside.
-----------------------------------------------------------------------
Palace Key

Location: This is one of the various non-colored keys found in Crystal 
Palace.

Function: This opens locked doors in Crystal Palace.
-----------------------------------------------------------------------
Prison Key

Location: There are two of these, each of which are gotten after you 
beat the Koopatrol guarding the prisoners in Bowser’s Castle.

Function: These open the prison cells in Bowser’s Castles, which are 
used as makeshift Toad Houses.
-----------------------------------------------------------------------
Pulse Stone

Location: This is given to you by Moustafa, a.k.a. Sheek, when you 
prove that you’re a nice guy to him.

Function: Use this as a hot-and-cold detector for finding Dry Dry 
Ruins, as well as actually making them rise from their ancient slumber.
-----------------------------------------------------------------------
Pyramid Stone

Location: This stone is guarded by a Stone Chomp in Dry Dry Ruins.

Function: With the Diamond Stone and Lunar Stone combined with this in 
a particular order, the path to Tutankoopa was created.
-----------------------------------------------------------------------
Record

Location: Get this from a group of Boos in Boo’s Mansion after playing 
their hiding game.

Function: This is used to play the phonograph (the record plays the 
Super Mario Bros. World 1-1 song) in the next room over from where you 
get this, which makes the Boo guarding the chest start dancing (which 
lets you open the chest for the Weight), and ultimately leads to your 
encounter with Bow.
-----------------------------------------------------------------------
Red Jar

Location: You get this during a Koopa Koot favor by buying a Dusty 
Hammer, Dried Pasta, a Dusty Hammer, and a Dried Shroom in that order 
from Little Mouser’s shop in Dry Dry Outpost.

Function: Give this to Koopa Koot as your last favor to him.  After 
all, everyone’s been raving about them, he says.
-----------------------------------------------------------------------
Red Key

Location: This is a key you get in Crystal Palace.

Function: Use this to open the red door in the first room of Crystal 
Palace.
-----------------------------------------------------------------------
Ruins Key

Location: These keys are found in Dry Dry Ruins.

Function: Use these to open up locked doors in Dry Dry Ruins.
-----------------------------------------------------------------------
Scarf

Location: Merle gives this to you when you see him in Starborn Valley.

Function: Like the Bucket, this has been passed down for generations.  
Put it on the snowman without one in Shiver Snowfield to access Shiver 
Mountain in your quest to rescue the final Star Spirit.
-----------------------------------------------------------------------
Second-Degree Card

Location: You get this when you beat Lee at the Dojo.

Function: This is proof of your strength over Lee at the Dojo, and it 
can be used to fight The Master in his weakest form.
-----------------------------------------------------------------------
Silver Credit

Location: Get this by doing the second favor for Koopa Koot, along with 
one entire coin.

Function: With this, you can play the first game in the Toad Town 
Playroom.  It is proof that Koopa Koot is an avid gambler, among other 
things.
-----------------------------------------------------------------------
Star Stone

Location: Merlar gives this to you in the shrine in Shiver Mountain.

Function: Place this in its hole in Shiver Mountain and a staircase 
appears leading up to Crystal Palace.  As a note of interest, the 
Crystal Stars in the Japanese version of Paper Mario: The Thousand-Year 
Door are called Star Stones (only in Japanese, not English).
-----------------------------------------------------------------------
Storeroom Key

Location: You get this while exploring Shy Guy’s Toy Box.

Function: Give this to the manager of Harry’s Shop, the store in 
southern Toad Town, and he’ll let you raid the storeroom (where you 
find the Toy Train).
-----------------------------------------------------------------------
Tape

Location: Goompa gives this to you when he hears that Koopa Koot wants 
it back.

Function: Return this to Koopa Koot in the course of one of his many 
favors.  As a side note, I wonder what’s on it.  Koopa Koot and Goompa 
have no VCR’s, let alone televisions, and Goompa was hiding it in his 
house when you retrieve it.  Plus, Goompa says it was real good, and 
Koopa Koot seems to want it desperately.  Personally, I think it’s an 
episode of Star Trek.  After all, what could be better than Spock, 
right (*pulls inhaler from pocket protector*)?
-----------------------------------------------------------------------
Third-Degree Card

Location: This is gotten when you beat The Master (weakest form) in his 
Dojo.

Function: Although it has no importance in itself, it is proof of your 
strength over The Master.  Also, it lets you face his second form, 
which I call “half-strength,” because The Master uses only about half 
of his true power.
-----------------------------------------------------------------------
Toy Train

Location: This is gotten in the storeroom, opened by the Storeroom Key 
found in Shy Guy’s Toy Box.

Function: Drop this into Shy Guy’s Toy Box and it can be used to get 
around between the stations.
-----------------------------------------------------------------------
Ultra Stone

Location: Raphael the Raven gives this to you before you embark on your 
quest in Mt. Lavalava.

Function: With this, you can upgrade partners twice with Super Blocks 
to make them Ultra-Rank.
-----------------------------------------------------------------------
Volcano Vase

Location: After Mt. Lavalava erupts, the chest containing this falls to 
the screen where you met Sushie in Jade Jungle.

Function: Give this to Kolorado to get the fourth Magical Seed and make 
him feel like his expedition was not in vain.
-----------------------------------------------------------------------
Warehouse Key

Location: When you’re accused of having killed Mayor Penguin, go to the 
frozen lake in Shiver City and tornado jump on it three times to crack 
the ice.  Use Sushie to dive for this key.

Function: You can enter the warehouse in Shiver City with this, which 
allows you to find Herringway and ultimately prove your innocence.
-----------------------------------------------------------------------
Water Stone

Location: Give Rosie the Crystal Berry for the Water Stone, which Rosie 
got when some Lakitus dropped it.

Function: Bring this to the parched Lily and put it in the spring to 
bring water back to Flower Fields.  You get the Miracle Water, needed 
to plant the Magical Bean, in this way.  It also lets you reach the 
tree that yields Bubble Berries with Sushie.
-----------------------------------------------------------------------
Weight

Location: When you have the Record, play it in the phonograph to make 
the Boo guarding the adjacent chest start busting out his dance moves.  
Open the chest for the Weight.

Function: Put this on the chandelier in the main room of Boo’s Mansion 
to keep it down and thus keep the hidden door in the mansion open.
=======================================================================
                                Items
=======================================================================
Apple

Location: When you enter Boo’s Mansion, go through the right door on 
ground level.  Spin jump the crates and out pops this.

Function: Restores 5 HP.
-----------------------------------------------------------------------
Blue Berry

Location: Hammer a tree along the yellow path in Flower Fields and down 
come these berries.

Function: They restore 5 FP, but are also used to open the blue path of 
Flower Fields as well as get the Flower Saver Badge.
-----------------------------------------------------------------------
Bubble Berry

Location: Once you’ve returned the Water Stone to its rightful place, 
go left a screen from Lily and use Sushie to swim to the blue tree 
here.  Hit it for one of these.

Function: These restore 5 HP, but, more importantly, they also let you 
use a bubble to cross a gap of thorns in Flower Fields when given to 
Bubble Plant.
-----------------------------------------------------------------------
Cake Mix

Location: Beat the Shy Guys in the Shy Guy Playground and some drop 
this, among other items.

Function: This can restore 1 FP, but it’s far more useful as a cooking 
ingredient.
-----------------------------------------------------------------------
Coconut

Location: Hit just about any tree in Yoshi’s Village or southern Jade 
Jungle with your Hammer.

Function: These can be thrown at enemies in battle to hurt them.  Ouch.
-----------------------------------------------------------------------
Dizzy Dial

Location: This can be bought in stores and found in various ? Blocks.

Function: When used, if successful, it makes all enemies dizzy so that 
they cannot move for the next few turns.
-----------------------------------------------------------------------
Dried Fruit

Location: You get these occasionally from cacti and from beating Pokeys 
in Dry Dry Desert.

Function: These restore 15 HP.
-----------------------------------------------------------------------
Dried Pasta

Location: Little Mouser sells this at his shop in Dry Dry Outpost.

Function: Restores 3 HP and 2 FP.
-----------------------------------------------------------------------
Dried Shroom

Location: You get these (for an outrageous 64 coins) from Rip Cheato, 
or for two coins from Little Mouser in Dry Dry Outpost.

Function: Recovers 1 HP.
-----------------------------------------------------------------------
Dusty Hammer

Location: Buy these from Little Mouser in Dry Dry Outpost.

Function: Throw these at enemies in battle to do damage.
-----------------------------------------------------------------------
Egg

Location: Shake the bushes in the opening screen of Mt. Rugged for one 
of these.

Function: This restores 5 HP.
-----------------------------------------------------------------------
Fire Flower

Location: Buy these at shops and get them from ? Blocks.

Function: Use these in battle to do three damage to all enemies.  It 
does not affect fire-based enemies.
-----------------------------------------------------------------------
Fright Jar

Location: Buy these in stores or find them in some ? Blocks.

Function: Use these in battle to scare away lesser enemies with a 
“spooky spirit” that slightly resembles Bowser.
-----------------------------------------------------------------------
Goomnut

Location: Pound the rightmost tree in Goomba Village to knock it down.

Function: Recovers 3 FP.
-----------------------------------------------------------------------
Honey Syrup

Location: This can be bought in some stores.

Function: This restores 5 FP.  Like Mushrooms and other syrups, this 
item is original of Super Mario RPG.
-----------------------------------------------------------------------
Iced Potato

Location: When you stay at the Toad House in Shiver City, this is on 
the desk when you awaken.

Function: Restores 5 HP.
-----------------------------------------------------------------------
Jammin’ Jelly

Location: These are gotten in various ways, but mostly by hitting ? 
Blocks or finding them.  One is gotten in a quiz show Peach 
participates in.

Function: These restore 50 FP.
-----------------------------------------------------------------------
Koopa Leaf

Location: Shake the bushes around Koopa Village or defeat enemies along 
Pleasant Path to find these.

Function: These are used in many recipes, and they recover 3 FP.
-----------------------------------------------------------------------
Lemon

Location: Go south two screens from the entrance of Dry Dry Outpost.  
Hit the right tree in this oasis for a Lemon.

Function: These restore 1 HP and 2 FP, but you must also give Sheek one 
of these to meet Moustafa and receive the Pulse Stone.
-----------------------------------------------------------------------
Life Shroom

Location: You can cook these quite cheaply, but you can also buy them 
for high prices.  Some can be found.

Function: When Mario faints (his HP is zero), these kick in and bring 
you back with 10 HP.  The sound that is made when this is done is the 
1-Up Mushroom sound from Super Mario Bros.
-----------------------------------------------------------------------
Lime

Location: Go south two screens from the entrance of Dry Dry Outpost and 
hit the left tree in this oasis for a Lime.

Function: These restore 3 FP.
-----------------------------------------------------------------------
Maple Syrup

Location: These can be bought in stores and are found in abundance in ? 
Blocks.

Function: These restores 10 FP.
-----------------------------------------------------------------------
Melon

Location: Trade food from Tayce T. with the Yellow Yoshi Kid.

Function: Restores 15 HP.
-----------------------------------------------------------------------
Mushroom

Location: These are found in ? Blocks and stores the kingdom over.

Function: Restores 5 HP.
-----------------------------------------------------------------------
Mystery?

Location: You can buy these in some stores.

Function: They have a random effect when used in battle.
-----------------------------------------------------------------------
Pebble

Location: In Shiver Mountain, these are found when you take the lower 
route at the place where you first fought a Duplighost disguised as 
Kooper.

Function: Throw these at enemies in battle to cause one point of 
damage.  Wow!  Their other, much better purpose is to be used in the 
slots with the good items in Shiver Snowfield.
-----------------------------------------------------------------------
POW Block

Location: These can be bought in some stores and are found in some ? 
Blocks.

Function: These deal two damage to all enemies and can flip some over, 
like Koopa Troopas.
-----------------------------------------------------------------------
Red Berry

Location: These are found by hitting the tree in the screen with 
Petunia, the Seed Maniac, in it.

Function: They can be given to the guard in Flower Fields to open the 
red path.  Alternately, they refill 5 HP.
-----------------------------------------------------------------------
Repel Gel

Location: These are hard to come by, but can be found in some ? Blocks 
and one can be bought from Rip Cheato.

Function: Mario becomes transparent (ghost-like) for a short period of 
time, which makes him immune to all attacks.
-----------------------------------------------------------------------
Shooting Star

Location: These can be bought and found in ? Blocks.

Function: This item is used in battle to deal all enemies six damage at 
once.
-----------------------------------------------------------------------
Sleepy Sheep

Location: These can be bought.  Of course, some ? Blocks contain them.

Function: If successful, they make enemies fall asleep briefly.
-----------------------------------------------------------------------
Snowman Doll

Location: These can be bought and found.

Function: These make a large snowman fall and bounce around on the 
enemies, dealing four damage to them all (provided they’re not ice-
based enemies).
-----------------------------------------------------------------------
Stinky Herb

Location: When you walk past moss on the walls of Flower Fields, these 
sometimes drop out.

Function: Restores 5 FP.  Man do they stink.
-----------------------------------------------------------------------
Stone Cap

Location: Buy these at Harry’s Shop in southern Toad Town.

Function: These make Mario’s defense rise, but he cannot move.
-----------------------------------------------------------------------
Strange Leaf

Location: Shake the bushes outside Boo’s Mansion to find these.

Function: Restores 5 FP.
-----------------------------------------------------------------------
Stop Watch

Location: This can be bought and found.

Function: If it works, time is stopped, allowing you to whale on foes 
with no opposition for a while.
-----------------------------------------------------------------------
Super Shroom

Location: These are either bought or found in ? Blocks.

Function: These restore 10 HP.
-----------------------------------------------------------------------
Super Soda

Location: Guess.  These are bought in stores or found in ? Blocks.

Function: These refresh 5 FP.
-----------------------------------------------------------------------
Tasty Tonic

Location: Buy these in stores like Harry’s Shop in southern Toad Town.

Function: Not only do these cure shrink and poison, but they give you 5 
FP back, too.  Talk about a deal.
-----------------------------------------------------------------------
Thunder Bolt

Location: These can be found or bought.  Little Mouser sells these for 
very cheap – 5 coins.  He’s in the Dry Dry Outpost shop, by the way.

Function: These deal five damage to a single enemy of your choice with 
a bolt of lightning.  You’re still remembered, Mallow (first partner 
from Super Mario RPG who used mostly weather-based attacks).
-----------------------------------------------------------------------
Thunder Rage

Location: Buy them or find them, your pick.

Function: These are better Thunder Bolts; they deal five damage to all 
enemies on the battlefield.
-----------------------------------------------------------------------
Ultra Shroom

Location: These can only be found because they’re so good.  Also, check 
out the Li’l Oink farm.

Function: These restore 50 HP.  Please, stop drooling.
-----------------------------------------------------------------------
Volt Shroom

Location: These can be found or bought, although they’re pretty 
useless.

Function: When used in battle, these temporarily make Mario 
electrified.  When enemies attack, they take damage.  Also, enemies 
like Fuzzies or Swoopers cannot attack at all because they must cling 
on to Mario, and enemies with combo attacks can only use the first hit 
(like The Master).  However, this is the effect of the Zap Tap Badge, 
too, which is constant.
-----------------------------------------------------------------------
Whacka’s Bump

Location: On Mt. Rugged, there is a mole-like creature named Whacka.  
Hit it with your hammer to get one of these.  But, be warned.  They are 
in limited quantity; you can’t get them over and over again.  Whacka 
will eventually stop giving them.

Function: These restore 25 HP.
-----------------------------------------------------------------------
Yellow Berry

Location: These are gotten by hitting a tree along the red path.

Function: These can be given to the yellow flower guard in Flower 
Fields to open the yellow path.  Also, they restore 3 HP and 3 FP.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

And those are all the items in the game.  Now for a list of the shops.  
All shops are listed in the order that you can use them in.  The first 
two are in Toad Town, north and south, but all of the rest should be 
very obvious to you.

=======================================================================
                            Shroom Grocery
=======================================================================

                 Item Name                       Price
                 -------------------------------------
                 Fright Jar                          5
                 Sleepy Sheep                       10
                 POW Block                           5
                 Fire Flower                        10
                 Honey Syrup                        10
                 Mushroom                            5
=======================================================================
                             Harry’s Shop
=======================================================================

                 Item Name                       Price
                 -------------------------------------
                 Stone Cap                          30
                 Dizzy Dial                         15
                 Thunder Rage                       20
                 Tasty Tonic                         5
                 Volt Shroom                        10
                 Super Shroom                       20
=======================================================================
                             Koopa’s Shop
=======================================================================

                 Item Name                       Price
                 -------------------------------------
                 Dizzy Dial                         10
                 POW Block                           4
                 Fire Flower                         8
                 Honey Syrup                         8
                 Volt Shroom                        15
                 Mushroom                            4
=======================================================================
                         Little Mouser’s Shop
=======================================================================

                 Item Name                       Price
                 -------------------------------------
                 Thunder Bolt                        5
                 Dusty Hammer                        2
                 Honey Syrup                         5
                 Dried Shroom                        2
                 Dried Pasta                         3
                 Mushroom                            3
=======================================================================
                              Boo’s Shop
=======================================================================

                 Item Name                       Price
                 -------------------------------------
                 Super Shroom                       13
                 Life Shroom                        50
                 Maple Syrup                        25
                 Snowman Doll                       15
                 Stop Watch                         25
                 Mystery?                            1
=======================================================================
                            Yoshi’s Cabana
=======================================================================

                 Item Name                       Price
                 -------------------------------------
                 Snowman Doll                       15
                 Thunder Rage                       15
                 Fire Flower                         5
                 Tasty Tonic                         2
                 Honey Syrup                         6
                 Super Shroom                       15
=======================================================================
                             Shiver Shop
=======================================================================

                 Item Name                       Price
                 -------------------------------------
                 Dizzy Dial                         15
                 Shooting Star                      30
                 Snowman Doll                        8
                 Maple Syrup                        20
                 Life Shroom                        40
                 Super Shroom                       20
=======================================================================
                           Star Haven Shop
=======================================================================

                 Item Name                       Price
                 -------------------------------------
                 Stop Watch                         15
                 Shooting Star                      15
                 Super Soda                          3
                 Maple Syrup                        10
                 Life Shroom                        25
                 Super Shroom                       10
=======================================================================
                         Bowser’s Castle Shop
=======================================================================

                 Item Name                       Price
                 -------------------------------------
                 Super Shroom                       30
                 Maple Syrup                        30
                 Thunder Rage                       30
                 POW Block                          15
                 Dizzy Dial                         25
                 Mystery?                            5
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

As you can see, it pays to shop around.  Bowser’s Castle Shop, which is 
actually a warehouse guarded by a Spiky Goomba looking for a quick 
buck, is just a rip-off awaiting unprepared adventurers.  Star Haven 
Shop, on the other hand, is filled to the brim with great deals.  But, 
all shops have other great uses.  You can buy items, sure, but you can 
also check items.  Since you can only carry ten items at a time, you 
can store them at shops, and you can pick them up from any shop 
afterwards, which is called claiming.  However, there is one other use.  
If you have a useless item, don’t toss it.  Sell it!

=======================================================================
==========================Item Sales Prices*===========================
=======================================================================

Different stores buy items at different amounts.  Paper Mario is one of 
the few games that actually does this.  That said, it is one of the 
best ways to get rich.  I’ll make a quick list of all items, including 
cooked ones, and tell you how much the different stores buy them for.  
Like it, my friend, as I had go check every item, go to every store (I 
saved before doing this so I could repeat the process), and then sell 
every item and see how much it got.  The results are listed below.  
First, I’ll list the abbreviations for each shop.  Each abbreviation is 
based on the cashier, except for Shiver Shop.

Toad = Shroom Grocery (Toad Town, northern shop)
Harry = Harry’s Shop (Toad Town, southern shop)
Koopa = Koopa’s Shop
Mouser = Little Mouser’s Shop
Boo = Boo’s Shop
Yoshi = Yoshi’s Cabana
Shiver = Shiver Shop
Star = Star Haven Shop
Goomba = Bowser’s Castle Shop
All = All Shops
Else = All Shops But Above Ones

Now, for the list.

                      +-------------------------+
                      |    Item Sales Prices    |
                      +-------------------------+

Apple
-----

2 – All

Blue Berry
----------

2 – All

Bubble Berry
------------

5 – Yoshi
3 – Else

Cake Mix
--------

3 – All

Coconut
-------

1 – All

Dizzy Dial
----------

6 – All

Dried Fruit
-----------

20 – Toad
5 – Else

Dried Pasta
-----------

7 – Star
5 – Toad
4 – Harry, Koopa, Boo, Yoshi, Shiver, Goomba
2 – Mouser

Dried Shroom
------------

3 – Toad, Boo
1 – Else

Dusty Hammer
------------

4 – Boo
3 – Toad
1 – Else

Egg
---

2 – Else

Fire Flower
-----------

7 – Harry
4 – Else

Fright Jar
----------

15 – Goomba
3 – Else

Goomnut
-------

2 – All

Honey Syrup
-----------

3 – All

Iced Potato
-----------

10 – Mouser, Yoshi
3 – Else

Jammin’ Jelly
-------------

50 – All

Koopa Leaf
----------

1 – All

Lemon
-----

4 – Toad
1 – Else

Life Shroom
-----------

30 – Koopa
25 – Goomba
20 – Else

Lime
----

4 – Toad
1 – Else

Maple Syrup
-----------

10 – All

Melon
-----

10 – Mouser
7 – Else

Mushroom
--------

2 – All

Mystery?
--------

1 – All

Pebble
------

20 – Goomba
1 – Else

POW Block
---------

5 – Harry
3 – Else

Red Berry
---------

2 – All

Repel Gel
---------

30 – Harry
15 – Else

Shooting Star
-------------

20 – Harry, Goomba
15 – Toad, Koopa, Mouser, Boo, Yoshi, Shiver
14 – Star

Sleepy Sheep
------------

10 – Star
4 – Else

Snowman Doll
------------

12 – Mouser
10 – Yoshi
6 – Else

Stinky Herb
-----------

5 – Boo
1 – Else

Stone Cap
---------

15 – Every

Strange Leaf
------------

2 – All

Stop Watch
----------

20 – Harry, Goomba
14 – Star
10 – Else

Super Shroom
------------

7 – All

Super Soda
----------

10 – Goomba
7 – Yoshi
6 – Mouser
5 – Koopa
3 – Else

Tasty Tonic
-----------

5 – Mouser
1 – Else

Thunder Bolt
------------

4 – All

Thunder Rage
------------

15 – Star
8 – Else

Ultra Shroom
------------

50 – All

Volt Shroom
-----------

7 – All

Whacka’s Bump
-------------

64 – Toad
50 – Harry
30 – Else

Yellow Berry
------------

2 – All

Now here’s the list of recipe selling prices.  See the below section 
entitled “Recipes” for info on making them.

Apple Pie
---------

10 – All

Big Cookie
----------

10 – All

Bland Meal
----------

15 – Shiver
12 – Koopa
10 – Else

Boiled Egg
----------

10 – All

Cake
----

15 – Star
10 – Else

Coco Pop
--------

12 – All

Deluxe Feast
-----------

70 – Shiver
60 – Else

Dizzy Dial
----------

6 – All

Egg Missile
-----------

30 – Goomba
10 – Else

Electro Pop
-----------

25 – All

Fire Flower
-----------

7 – Harry
4 – Else

Fire Pop
--------

20 – All

Fried Egg
---------

7 – All

Fried Shroom
------------

5 – All

Frozen Fries
------------

18 – Shiver
15 – Else

Healthy Juice
-------------

25 – All

Honey Candy
-----------

15 – All

Honey Shroom
------------

15 – Star
10 – Else

Honey Super
-----------

20 – All

Honey Ultra
-----------

75 – All

Hot Shroom
----------

15 – All

Jelly Pop
---------

100 – All

Jelly Shroom
------------

75 – All

Jelly Super
-----------

100 – All

Jelly Ultra
-----------

200 – Boo
150 – Else

Kooky Cookie
------------

15 – Koopa
12 – Else

Koopa Tea
---------

4 – All
3 – Else

Koopasta
--------

15 – Star
12 – Koopa
10 – Else

Lemon Candy
----------

15 – All

Life Shroom
-----------

30 – Koopa
25 – Goomba
20 – Else

Lime Candy
----------

15 – All

Maple Shroom
------------

25 – All

Maple Super
-----------

35 – All

Maple Ultra
-----------

100 – All

Mistake
-------

20 – Goomba
5 – Boo
1 – Else

Nutty Cake
----------

6 – All

Potato Salad
------------

10 – Shiver
6 – Else

Shroom Cake
-----------

30 – Star
20 – Else

Shroom Steak
------------

45 – All

Sleepy Sheep
------------

10 – Star
4 – Else

Spaghetti
---------

7 – All

Special Shake
-------------

15 – Mouser
12 – Koopa
10 – Else

Spicy Soup
----------

10 – All

Strange Cake
------------

10 – All

Super Soda
----------

10 – Goomba
7 – Yoshi
6 – Mouser
5 – Koopa
3 – Else

Sweet Shroom
------------

70 – Star
50 – Else

Tasty Tonic
-----------

5 – Mouser
1 – Else

Thunder Rage
------------

15 – Star
8 – Else

Volt Shroom
-----------

7 – All

Yoshi Cookie
------------

30 – Yoshi
20 – Else

Yummy Meal
----------

20 – Shiver
15 – Else

That’s it (*Pant, pant*)…  I hope this helps you make wise selling 
decisions.  Generally, Bowser’s Castle Shop is filled with suckers, but 
it’s a bit of a ways off.  Now to list the recipes so that you can sell 
them.

=======================================================================
===============================Recipes*================================
=======================================================================

In Paper Mario: The Thousand-Year Door, this game’s sequel, a real jerk 
by the name of Zess T. cooks food.  In this game, we have the nice, 
cheerful cook in Tayce T. (ha, ha, tasty, pun).  Now, Tayce might be a 
bit annoying with her constant questions and use of the heart symbol in 
text boxes, but we need her and she needs us.  Give her ingredients, 
one at first but later two, and she cooks them to whatever end they 
might reach.  Not all recipes work all the time; several recipes list 
the item “Mystery?” as their primary ingredient, and it obviously makes 
different recipes.

And, not only does she go above and beyond the call of duty when 
cooking, but most of her recipes make very useful items.  For example, 
cook a Life Shroom for a total cost of three coins.  Three!  You can 
also use two 50-coin ingredients to make an item that sells for 200!  
Plus, there’s always the fact that her items do have healing and attack 
purposes if you did want to use them.  There are fifty recipes, each 
with many different ingredient combinations, and I will list them here.

Note: To get Tayce to make items with two ingredients, give her the 
Cookbook that you get while in Shy Guy’s Toy Box, specifically after 
feeding Gourmet Guy.

-----------------------------------------------------------------------
Item Name

-Ingredients-



Description: 
-----------------------------------------------------------------------

Above is the setup, below the list.  You ready for this?  Nothing to it 
but to do it.

-----------------------------------------------------------------------
Apple Pie

-Ingredients-

Mystery?
Cake Mix + Apple

Description: Restores 5 HP and 15 FP.
-----------------------------------------------------------------------
Big Cookie

-Ingredients-

Cake Mix + Blue Berry
Cake Mix + Egg
Cake Mix + Goomnut
Cake Mix + Red Berry
Cake Mix + Yellow Berry

Description: Restores 20 FP.
-----------------------------------------------------------------------
Bland Meal

-Ingredients-

Dried Potato + Blue Berry
Dried Potato + Coconut
Dried Potato + Egg
Dried Potato + Goomnut
Dried Potato + Life Shroom
Dried Potato + Red Berry
Dried Potato + Super Shroom
Dried Potato + Volt Shroom
Dried Potato + Yellow Berry
Egg + Life Shroom
Egg + Mushroom
Egg + Super Shroom
Egg + Volt Shroom
Fire Flower + Goomnut
Fire Flower + Life Shroom
Fire Flower + Super Shroom
Fire Flower + Volt Shroom
Iced Potato + Cake Mix
Iced Potato + Coconut
Iced Potato + Egg
Iced Potato + Life Shroom
Iced Potato + Mushroom
Iced Potato + Super Shroom
Iced Potato + Volt Shroom
Koopa Leaf + Blue Berry
Koopa Leaf + Goomnut
Koopa Leaf + Red Berry
Koopa Leaf + Yellow Berry
Potato Salad + Fried Shroom
Strange Leaf + Goomnut

Description: Restores 10 HP and 10 FP, and it also confuses people 
looking for the cheapest combo of ingredients.
-----------------------------------------------------------------------
Boiled Egg

-Ingredients-

Egg + Stinky Herb
Egg + Strange Leaf

Description: Recovers 8 HP and 8 FP.
-----------------------------------------------------------------------
Cake

-Ingredients-

Cake Mix

Description: Users regain 15 FP.
-----------------------------------------------------------------------
Coco Pop

-Ingredients-

Cake Mix + Coconut

Description: Restores 3 HP and 15 FP.
-----------------------------------------------------------------------
Deluxe Feast

-Ingredients-

Potato Salad + Shroom Steak
Strange Leaf + Whacka’s Bump

Description: This restores 40 HP and the same in FP.
-----------------------------------------------------------------------
Dizzy Dial

-Ingredients-

Strange Leaf
Strange Leaf + Stinky Herb
Strange Leaf + Volt Shroom

Description: When used in battle, this may make enemies dizzy, which 
disables their attacks for a few turns.
-----------------------------------------------------------------------
Egg Missile

-Ingredients-

Mystery?
Egg + Fire Flower

Description: These can be used in battle to deal six damage to one 
enemy of your choosing.
-----------------------------------------------------------------------
Electro Pop

-Ingredients-

Cake Mix + Volt Shroom

Description: Not only does it restore 15 HP, but it electrically 
charges Mario for a few turns.
-----------------------------------------------------------------------
Fire Flower

-Ingredients-

Mystery?
Dried Fruit + Strange Leaf

Description: Use the Fire Flower, a classic Mario item, to do three 
damage to all enemies (unless they’re fire-based, in which case this 
item does nothing).
-----------------------------------------------------------------------
Fire Pop

-Ingredients-

Cake Mix + Fire Flower

Description: Pay 1 HP to recover 20 HP.  Sounds reasonable to me.
-----------------------------------------------------------------------
Fried Egg

-Ingredients-

Egg
Mystery?

Description: Restores 10 HP.
-----------------------------------------------------------------------
Fried Shroom

-Ingredients-

Dried Shroom
Fire Flower
Mystery?
Super Shroom
Dried Shroom + Fire Flower
Dried Shroom + Mushroom

Description: This restores 6 HP and throws in 2 FP free of charge.
-----------------------------------------------------------------------
Frozen Fries

-Ingredients-

Fire Flower + Iced Potato

Description: Recovers 15 HP.
-----------------------------------------------------------------------
Healthy Juice

-Ingredients-

Special Shake + Dried Shroom
Special Shake + Stinky Herb
Special Shake + Strange Leaf

Description: Restores 40 HP.  Really lives up to its name, huh?
-----------------------------------------------------------------------
Honey Candy

-Ingredients-

Honey Syrup + Cake Mix

Description: This restores 20 FP.
-----------------------------------------------------------------------
Honey Shroom

-Ingredients-

Mystery?
Honey Syrup + Mushroom

Description: Restores 5 HP and FP.
-----------------------------------------------------------------------
Honey Super

-Ingredients-

Honey Syrup + Life Shroom
Honey Syrup + Super Shroom
Honey Syrup + Volt Shroom

Description: This gives you 10 HP and 5 FP back when used.
-----------------------------------------------------------------------
Honey Ultra

-Ingredients-

Honey Syrup + Ultra Shroom

Description: Recovers 50 HP and 5 FP.
-----------------------------------------------------------------------
Hot Shroom

-Ingredients-

Volt Shroom
Dried Shroom + Super Shroom
Dried Shroom + Volt Shroom
Mushroom + Fire Flower
Mushroom + Super Shroom
Mushroom + Volt Shroom
Volt Shroom + Super Shroom

Description: Restores 15 HP and 5 FP.
-----------------------------------------------------------------------
Jelly Pop

-Ingredients-

Cake Mix + Jammin’ Jelly

Description: Restores 64 FP.
-----------------------------------------------------------------------
Jelly Shroom

-Ingredients-

Jammin’ Jelly + Mushroom

Description: Refills 5 HP and 50 FP.
-----------------------------------------------------------------------
Jelly Super

-Ingredients-

Jammin’ Jelly + Life Shroom
Jammin’ Jelly + Super Shroom
Jammin’ Jelly + Volt Shroom

Description: Recovers 10 HP and 50 FP.
-----------------------------------------------------------------------
Jelly Ultra

-Ingredients-

Jammin’ Jelly + Ultra Shroom

Description: Restores 50 HP and 50 FP, too.  Can’t get much better than 
that, now can it?
-----------------------------------------------------------------------
Kooky Cookie

-Ingredients-

Cake Mix + Koopa Leaf
Cake Mix + Maple Syrup
Cake Mix + Stinky Herb

Description: Restores 15 FP, and it makes Mario electrically charged, 
transparent, or sleepy.  Take a chance and see what happens.
-----------------------------------------------------------------------
Koopa Tea

-Ingredients-

Koopa Leaf
Mystery?

Description: Recovers 5 FP.
-----------------------------------------------------------------------
Koopasta

-Ingredients-

Mystery?
Koopa Leaf + Dried Pasta

Description: This recovers 7 HP and FP.
-----------------------------------------------------------------------
Lemon Candy

-Ingredients-

Cake Mix + Lemon

Description: Restores 5 HP and 15 FP.
-----------------------------------------------------------------------
Life Shroom

-Ingredients-

Mystery?
Goomnut + Life Shroom
Goomnut + Mushroom
Goomnut + Super Shroom
Goomnut + Ultra Shroom
Goomnut + Volt Shroom
Koopa Leaf + Life Shroom
Koopa Leaf + Mushroom
Koopa Leaf + Super Shroom
Koopa Leaf + Ultra Shroom
Koopa Leaf + Volt Shroom
Strange Leaf + Life Shroom
Strange Leaf + Mushroom
Strange Leaf + Super Shroom
Strange Leaf + Ultra Shroom

Description: When Mario’s all out of HP, this kicks in and gives him 
ten more to start with.  It’s a real life-saver, literally.
-----------------------------------------------------------------------
Lime Candy

-Ingredients-

Cake Mix + Lime

Description: Gives you 20 FP back.
-----------------------------------------------------------------------
Maple Shroom

-Ingredients-

Maple Syrup + Mushroom

Description: Restores 5 HP and 10 FP.
-----------------------------------------------------------------------
Maple Super

-Ingredients-

Maple Syrup + Life Shroom
Maple Syrup + Super Shroom
Maple Syrup + Volt Shroom

Description: Recovers 10 HP and 10 FP.
-----------------------------------------------------------------------
Maple Ultra

-Ingredients-

Maple Syrup + Ultra Shroom

Description: This restores 50 HP and 10 FP.
-----------------------------------------------------------------------
Nutty Cake

-Ingredients-

Goomnut

Description: This adds 10 FP to your count.
-----------------------------------------------------------------------
Potato Salad

-Ingredients-

Iced Potato
Mystery?

Description: Restores 10 HP.
-----------------------------------------------------------------------
Shroom Cake

-Ingredients-

Cake Mix + Mushroom
Cake Mix + Super Shroom

Description: This will refill 10 HP and just as much FP when used.
-----------------------------------------------------------------------
Shroom Steak

-Ingredients-

Ultra Shroom
Life Shroom + Dried Shroom
Life Shroom + Mushroom
Life Shroom + Super Shroom
Ultra Shroom + Dried Shroom
Ultra Shroom + Life Shroom
Ultra Shroom + Mushroom
Ultra Shroom + Super Shroom

Description: This helps you with 30 HP and 10 FP.
-----------------------------------------------------------------------
Sleepy Sheep

-Ingredients-

Strange Leaf + Blue Berry
Strange Leaf + Red Berry
Strange Leaf + Yellow Berry

Description: If it works, it puts your opponents in battle to sleep, 
making them offensive nothings.
-----------------------------------------------------------------------
Spaghetti

-Ingredients-

Dried Pasta
Mystery?

Description: This restores 6 HP and 4 FP.
-----------------------------------------------------------------------
Special Shake

-Ingredients-

Melon
Mystery?
Melon + Apple
Melon + Blue Berry
Melon + Honey Syrup
Melon + Koopa Leaf
Melon + Lemon
Melon + Life Shroom
Melon + Lime
Melon + Red Berry
Melon + Strange Leaf
Melon + Yellow Berry
Jammin’ Jelly + Apple
Jammin’ Jelly + Blue Berry
Jammin’ Jelly + Coconut
Jammin’ Jelly + Honey Syrup
Jammin’ Jelly + Lemon
Jammin’ Jelly + Lime
Jammin’ Jelly + Maple Syrup
Jammin’ Jelly + Melon
Jammin’ Jelly + Red Berry
Jammin’ Jelly + Yellow Berry

Description: This refills 20 used HP.
-----------------------------------------------------------------------
Spicy Soup

-Ingredients-

Fire Flower
Mystery?

Description: This will recover 4 of your HP and FP.
-----------------------------------------------------------------------
Strange Cake

-Ingredients-

Cake Mix + Strange Leaf

Description: Upon eating it, Mario may become transparent, electrified, 
or sleepy.  You have a two-thirds chance of it working, but I wouldn’t 
try using it in front of strong enemies unless it’s used as a last 
resort.
-----------------------------------------------------------------------
Super Soda

-Ingredients-

Apple
Blue Berry
Honey Syrup
Jammin’ Jelly
Mystery?
Red Berry
Yellow Berry
Apple + Blue Berry
Apple + Lemon
Apple + Red Berry
Apple + Yellow Berry
Blue Berry + Yellow Berry
Coconut + Apple
Coconut + Blue Berry
Coconut + Koopa Leaf
Coconut + Lemon
Coconut + Melon
Coconut + Red Berry
Coconut + Yellow Berries
Honey Syrup + Koopa Leaf
Honey Syrup + Maple Syrup
Jammin’ Jelly + Koopa Leaf
Lemon + Blue Berry
Lemon + Koopa Leaf
Lemon + Red Berry
Lemon + Yellow Berry
Lime + Apple
Lime + Blue Berry
Lime + Koopa Leaf
Lime + Lemon
Lime + Maple Syrup
Lime + Red Berry
Lime + Yellow Berry
Red Berry + Blue Berry
Red Berry + Yellow Berry

Description: The secret to the soda seems to lie in the syrups…  This 
cures poison and shrink.  It also restores 5 FP while it’s at it.  On a 
side note, there are more ways to make Super Soda than any other item.  
This one boasts an impressive thirty-five recipes.
-----------------------------------------------------------------------
Sweet Shroom

-Ingredients-

Cake Mix + Life Shroom
Cake Mix + Ultra Shroom

Description: This restores 30 HP and 20 FP.
-----------------------------------------------------------------------
Tasty Tonic

-Ingredients-

Bubble Berry
Coconut
Lemon
Lime
Mystery?
Honey Syrup + Apple
Honey Syrup + Blue Berry
Honey Syrup + Coconut
Honey Syrup + Lemon
Honey Syrup + Lime
Honey Syrup + Red Berry
Honey Syrup + Yellow Berry

Description: This cures poisoning and shrinkage.  That’s it.
-----------------------------------------------------------------------
Thunder Rage

-Ingredients-

Mystery?
Dried Fruit + Volt Shroom

Description: When used in battle, this does five damage to all enemies 
regardless of position.
-----------------------------------------------------------------------
Volt Shroom

-Ingredients-

Mystery?
Dried Fruit + Life Shroom
Dried Fruit + Mushroom
Dried Fruit + Super Shroom
Dried Fruit + Ultra Shroom

Description: Touch Mario after he used this and get zapped.  It’s the 
electrified status.
-----------------------------------------------------------------------
Yoshi Cookie

-Ingredients-

Cake Mix + Melon

Description: Mario regains 15 HP and FP when he uses this.  In Super 
Mario RPG, you could use these in races against the evil Yoshi, Boshi 
(although, by Mario tradition, a more suitable name for a dark Yoshi 
would be Waroshi or Washi).
-----------------------------------------------------------------------
Yummy Meal

-Ingredients-

Whacka’s Bump
Dried Fruit + Iced Potato
Dried Pasta + Dried Fruit
Iced Potato + Strange Leaf
Potato Salad + Hot Shroom
Potato Salad + Spaghetti
Ultra Shroom + Dried Pasta
Ultra Shroom + Egg
Ultra Shroom + Fire Flower
Ultra Shroom + Iced Potato

Description: This restores 20 HP and 20 FP of yours.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

And there you have it, folks!  All recipes…  all fifty of them…  and 
all their laborious combos.  That is, laborious for me, ‘cause I had to 
find them.  Actually, no, I should’ve used an exclamation mark just 
now.  Hmm, I seem to be typing editing notes…  I really overuse the 
“…”…  Anyhow, those are the recipes.  It’s hard to believe, but this 
guide is still going, and strong.  This is going to be my longest guide 
ever by far.

=======================================================================
==========================Toad Town Tunnels*===========================
=======================================================================

I can just imagine how many people would e-mail me questions about how 
to find Rip Cheato and stuff like that, so I am making this section to 
compile all toad Town Tunnels information in my guide.  That way, you 
can see here exactly what to do and when.  I label them by when I did 
them in the guide, although the first one can be done earlier.

Note: If you’re looking for Rip Cheato, go to the “After Chapter 5” 
sub-section of this section.

                     +---------------------------+
                     |    At End of Chapter 2    |
                     +---------------------------+

It is now time to explore the sewers beneath Toad Town.  From the 
station, go north one screen.  To the left is a warp pipe.  Take it 
down to Toad Town Tunnels, the mysterious underground world beneath the 
picturesque town.  This place really looks in need of a plumber, too.  
Cross the pipe bridge to the right and go through the door.  The enemy 
here is called a Gloomba, dark Goombas that thrive without light.  
They’re also considerably stronger, sporting 7 HP, 2 attack, and no 
defense.  Ideally, an action command hammer and then the action command 
attack of your upgraded partner will beat them in one turn.

Also, you’ll find a Spiked Gloomba on one of the Brick Blocks here.  
Each of those has 7 HP, three attack, and no defense to its name.  
Also, there’s a Super Mushroom between the two Brick Blocks that have a 
large space between them (hidden ? Block).  Go right across another 
pipe bridge and you hear something – BLOOPER!

It’s a Blooper, and it fights you.  This one has 30 HP, three attack, 
and no defense, just like Tutankoopa.  Goombario or Parakarry’s Shell 
Shot are good choices for this bout.  When you have FP, use Parakarry.  
If not, use Goombario, who can do four damage in one turn.  When you 
win, you get quite a few Star Points.  Go right to a chest containing 
the Shrink Stomp Badge.  With it, jump to shrink enemies (if it works).  
Shrinks decrease enemies’ attack powers.

Surface, heal at a Toad House, and reenter the tunnels.  To the left is 
a stone block.  Hit it and go left.  Immediately, a giant Blooper 
attacks.  This is the Electro Blooper, weighing in at a tremendous 50 
HP, 4 attack, and a whopping no defense.  However, they are very 
powerful when electrically charged – six attack.  The entire bout, use 
Parakarry.  To bring it out of its electrically charged state, do 
damage to it (which can only be done by not making contact).  Well, 
Parakarry’s attacks are from his shell, which makes them non-contact.  
It’s really an easy battle when it comes down to it.  Electro Blooper 
uses one turn to become charged.  Use Shell Shot on it at these times, 
dealing six damage and bringing it back to its weaker state.  Have any 
Thunder Bolts left?  Let Mario use them.  If you have no FP left to use 
against the beast as Parakarry, still let him attack.  He’ll be stunned 
for a turn, but you won’t get pulverized.  Electro Blooper shouldn’t be 
much of a challenge to you, though.  He does yield many Star Points, 
too.

When you win, a blue switch falls.  Hit it and three pipes appear.  
Hello shortcuts!  The far left one leads to Dry Dry Outpost.  The 
middle leads to Koopa Village.  The far right leads to Goomba Village.  
At Goomba Village, you’ll find Chuck Quizmo.  This time, he asks the 
third question: “What ability does Goombario use frequently?”  The 
answer is “Tattle.”  Winning gets you a Star Piece.  At any one of 
these places, save and heal.  Now return to the sewers.  Smash the 
stone block to the left to find a new area.  Hit all the ? Blocks for a 
coin, a Snowman Doll (it crushes all enemies, doing four damage), and 
another coin.  Take the platform up and go through the pipe to the 
left.  Now go through the left door.  Here, hit the Brick Block by the 
Spiked Gloombas and bounce on the spring to a treasure chest holding 
the Power Smash Badge.  At the cost of 1 BP and 2 FP, you can do extra 
damage with hammer attacks.

Now go back right.  Take the platforms here across the gap (stand on 
the first one for a while, then jump the gap) and go through the right 
door.  Stand on the rising platforms here and take it up to the top.  
Go right and fall down the pit.  Immediately you’ll fight off a 
Paragloomba.  Tattle on it to find out that it has 7 HP, 2 attack, and 
no defense.  They revert to normal Gloombas when hit.  When you victor, 
go right to a Super Block.  Upgrade the only partner you haven’t 
upgraded yet and then head left to the pipe.  This time, stand on the 
platforms that rise and get on the first ledge.  Use Parakarry to reach 
the Star Piece.

Now return to the surface world.  Our venture into Toad Town Tunnels 
was quite profitable.  Aside from items and Star Points, we gained 
something even more valuable – shortcuts to the villages.  No more 
treks through the desert and mountains or annoying paths for you!

                     +---------------------------+
                     |    At End of Chapter 3    |
                     +---------------------------+

Enter Toad Town Tunnels.  See the wooden X?  Spin jump through it and 
go left.  These are new enemies – Dark Koopas.  They can cause 
dizziness.  Each has 8 HP, three attack, and two defense.  Use your 
turns to flip over the menacing Koopas and attack their undersides.  
When you’ve beaten the trio of Dark Koopas, hit the switch that falls 
down to make a pipe appear.  Use it to go straight to Boo’s Mansion 
easily.  Go there real quick to heal at the Heart Block, and then 
reenter the tunnels.  Go back to Toad Town.

                     +---------------------------+
                     |    At End of Chapter 5    |
                     +---------------------------+

With the addition of Sushie and Watt to our party, as well as the Ultra 
Hammer, we can now do much more than before.  First, drop into the pit 
in the first room you’d normally take to go to Boo’s Mansion by pipe.  
Go left in here and left again.  Here, if you use Watt, you can see 
three invisible blocks leading to a Super Block.  Push the block on the 
ground around to be under them and then jump to hit the blocks, making 
them physical.  Now jump across them to the Super Block.  Upgrade any 
partner, although I chose Goombario.  Now go back right twice.  Get out 
Sushie and go right in this disgusting sewer water.  At the other end, 
a giant Blooper pops out to battle you.

It’s a Super Blooper.  It has 70 HP, five attack, and no defense.  It’s 
not that tough.  When it’s mad, it’s attack goes up.  Also, it can 
spawn Blooper Babies.  I hope you like long battles.  Each Blooper Baby 
has 6 HP, two attack, and no defense.  Use Star Storm to effectively 
eradicate both of them and damage Super Blooper at the same time.  When 
Super Blooper is mad, switch to Bow and use Outta Sight to protect 
yourself.  Quick Change is a good badge to use for this battle.  After 
quite the easy battle and many Star Points, a switch falls down.  Hit 
it and a pipe appears as a shortcut to Yoshi’s Village.  While there, 
save and heal before reentering the sewers.

Go right of the pipe to a new room, following the lower path to another 
room.  You can do nothing for now, so just go to the pipe.  Take it and 
blow up the wall to the right.  The weirdo here is named Rip Cheato, 
and he must be a convict to live down here.  This guy’s a total con 
artist.  Do not buy his merchandise.  However, you can take a pipe to 
the right.  When you do, you’ll appear in the house in Toad Town that’s 
always locked.  Take the Odd Key to the left and unlock the door.  You 
now have a quick path to Rip Cheato if you need him.  Now, if you have 
enough coins, he can help you.  Buy his first three items.  64 coins 
apiece, they are a Star Piece, a Life Shroom, and then the Bump Attack 
Badge.  Wear it to defeat weaker enemies by simply walking into them.  
Now stop buying items from him.  Now reenter the tunnels by the normal 
entrance.

When you enter, go left a room.  Left again, take the rising platforms 
up and enter the pipe.  When you emerge, go right onto the platforms 
and cross them to a door.  Go through it and go right to the pipe on 
the ground.  Take it and defeat the Buzzy Beetle here.  Now destroy the 
metal blocks and climb the steps to a Super Block.  Hit it and upgrade 
any partner, preferably Watt or Bow. Now exit the tunnels, for we are 
out of things to do there once again.

                     +---------------------------+
                     |    At End of Chapter 6    |
                     +---------------------------+

First, let’s enter the tunnels from a new entrance.  In the screen of 
Toad Town that has Russ T.’s house and the pipe to Mario’s swinging 
pad, there is a dock platform.  Use Sushie to swim left on it and take 
a Star Piece opposite that dock.  Now go to the central dock in the 
pond and enter the pipe from it.  Go right and you’ll reach a Super 
Block.  Use it to upgrade Lakilester to Ultra-Rank.  Now go and enter 
Toad Town Tunnels from the locked house, the way that leads to Rip 
Cheato.  Go left of the con artist and take the pipe here.  Now climb 
the stairs to the left and go to another room.  Here, head left as you 
fight off Dark Koopas and Spike Tops.  At the end, go up and to the 
spikes.  Use Lakilester to float over them and go right to a pipe.

Take it to a room full of hidden blocks.  Use Watt to see them.  After 
facing some Spinies, you’ll find two ? Blocks for syrup and a Stop 
Watch.  You’ll then arrive by two more invisible blocks (coin and Volt 
Shroom) near a stone block.  Crush it and go left.  Defeat the Dark 
Koopas here and break the metal block to the left.  Here, jump to break 
the Brick Block and bounce on the jump pad.  Go left and open the chest 
for the Ultra Boots!  With them, you can now jump higher and your 
abilities have increased in battle, too.  To perform the Tornado Jump, 
press A while in air.  It gives you a height boost, too.

We’ll use it to get a few things while we’re here in the tunnels.  Go 
right a room and use the tornado jump and Watt to hit every block.  
You’ll end up with a Life Shroom and two new coins.  Go right again.  
Take the pipe here up and cross the spikes with Michael (Lakilester).  
Use the Ultra Boots to hit the ? Block for a Shooting Star.  Now go 
right.  Use Watt and the tornado jump to hit the invisible blocks, and 
then use them and Parakarry to cross the gap.  And then we reach a 
securely locked door.  We’ll return later when it’s open.  Other than 
that, we have every single item and secret in Toad Town Tunnels.

And there you have it.  Toad Town Tunnels is filled with shortcuts, a 
Star Piece, Super Blocks, and enemies exclusive to it.  It’ll provide 
you with hours of entertainment!  No, but seriously, I hate Toad Town 
Tunnels in every sense of the word.

=======================================================================
==============================Enemy List*==============================
=======================================================================

Here we go!  Of course, my favorite part of Section 3 covers enemies.  
They’re much more interesting than finding every cooking combo or 
tracking down Rip Cheato.  If you’re wondering how I know all this, 
it’s completely from using Goombario’s tattle in battle.  The only 
three enemies that I did not tattle (because it is impossible to do so) 
were Fuzzipede, Jr. Troopa the first time around, and Kammy Koopa.  
However, we attacked Fuzzipede and junior enough that I could figure 
out his stats (using one-damage hits over and over to figure out his 
HP, and attack and defense was determined easily).  For Kammy, I give a 
range of possible numbers, because it is impossible to know her defense 
or exact HP.  It’s alphabetized, by the way.  In the case of Bowser, I 
do not tell you how to beat him.  In my opinion, this ruins it, and you 
should be using the guide for that information, anyways.  However, for 
tough optional enemies like The Master, Kent C. Koopa, or Anti Guy, or 
for Star Spirit guardians, I have full explanations.

-----------------------------------------------------------------------
Enemy Name

HP: 
Attack Power: 
Defense Power: 

Notes: 
-----------------------------------------------------------------------

Above is the setup.  Now, enough waiting.  To the list (and flagship)!  
Or, as Mario would say, lets-a-go!

-----------------------------------------------------------------------
Amazy Dayzee

HP: 20
Attack Power: 20
Defense Power: 1

Notes: First, you’ll have trouble just finding these creatures.  They 
are found only in Flower Fields, and only in one patch of flowers in 
the fields.  Down the southwest path (leads to Lily), at the end of the 
first screen, you’ll occasionally see one of these golden, glittering 
Crazee Dayzees.  Since it would be a tyrant if it fought back, and 
since it runs away whenever the opportunity presents itself, you need 
to use status attacks if you plan on bringing one of these down.  The 
Dizzy Attack Badge works well, and you should keep Kooper as your 
partner to try Dizzy Shell.  However, it is practically immune to 
statuses, like sleepiness, for example.  Also, let Mario use Power 
Bounce to try to beat it on the first turn.  If you can beat one, 
though, it’ll yield lots of Star Points.  To find one, go to the 
specified flowerbed and keep going right and left until you see it.  
Also note that it does occasionally use its sing attack, which will not 
be devastating, but may put you to sleep (use action command to block 
it).
-----------------------------------------------------------------------
Anti Guy

HP: 50
Attack Power: 10
Defense Power: 0

Notes: Also called Deadly Guy, this Shy Guy is no joke.  He wears all 
black and he guards a chest containing a Power Plus Badge, and there 
are two ways to open it.  You can beat up Anti Guy, or you can buy him 
off with a Lemon Candy (Cake Mix + Lemon).  If you choose to fight him 
(I did in my guide for the Star Points), then get ready for the 
toughest battle yet.  Use the below badge combo if you have any hopes 
of beating him.

Power Bounce
Dodge Master
HP Plus x 2
Close Call
Zap Tap

Bow down before him!  Now, depending on your HP count, this guy will 
kill you in three to four turns.  However, there is a strategy that can 
be used.  The goal of this battle is to do as much damage to him as 
possible in one turn.  With the Super Hammer, Parakarry’s Shell Shot, 
and Zap Tap, you’ll do eleven damage to him per turn.  However, it will 
take you five turns to beat him this way, and he has the edge.  His 
acrobatic moves can do 12 damage, too.  So, the strategy revolves 
around items, too.  Use Repel Gel and Super Shrooms to stay in the game 
while your partner beats him silly.  Seriously, Repel Gel is your best 
friend.  In the end, Parakarry will run out of FP, and you’ll have to 
weaken him normally.  Keep using Super Shrooms (I used three throughout 
the battle) until your partner or you can finish him.  If you need to, 
use Bow’s Outta Sight just to avoid taking damage.  Mario will be able 
to attack before it’s used.  Also, you may want to use Power Bounce to 
weaken him a lot in one turn if you’re good at it.  I won with 2 HP 
left, but I still won.  Open the chest and be proud.
-----------------------------------------------------------------------
B Ninjakoopa

HP: 5
Attack Power: 1
Defense Power: 1

Notes: Black is a member of the Koopa Bros., and he might be a bit 
cooler than Red…  He’s hardly stronger than a normal Koopa Troopa; flip 
him and his defense drops to zero.  Flip with jumps, by the way.
-----------------------------------------------------------------------
B. Bill Blasters

HP: 10
Attack Power: NA
Defense Power: 4

Notes: There are only four such enemies in the game, and all of them 
inhabit a single hallway in Bowser’s Castle.  They launch a constant 
barrage of Bombshell Bills, and I’d use Bow’s invisibility ability as 
you approach them.  When you do reach them, get the first strike and 
let the battle begin.  There’s only one good way to defeat these 
without wasting items and Star Energy.  First, you’ll always face them 
in pairs.  On your first turn, defeat the Koopatrol or Magikoopa with 
them (the last two have them, respectively) or use Watt, who can 
penetrate defense, to attack one of them.  Provided he’s Ultra-Rank, 
that’ll do five damage right there.  Then, they will fire Bombshell 
Bills.  They have no actual attack, but instead use these to attack for 
them (which is why there’s an NA written above).  Destroy these 
Bombshell Bills on your next turn.  The B. Bill Blasters will then do 
nothing (they fire Bombshell Bills once every two turns).  This gives 
you plenty of time to use Watt and Mario’s Ultra Hammer to finish them, 
or at least one of them.
-----------------------------------------------------------------------
Bandit

HP: 5
Attack Power: 2
Defense Power: 0

Notes: Bandits are relatives of Shy Guys.  They roam around Dry Dry 
Desert and their only attack also steals your coins.  Hit them as soon 
as you can and they drop your coins (meaning you retrieve them).  If 
possible, avoid battle with these creatures.  If you don’t manage to 
hit one once it’s stolen your coins, it’ll run from battle, I assure 
you.
-----------------------------------------------------------------------
Big Lantern Ghost

HP: 40
Attack Power: 5
Defense Power: 0

Notes: Big Lantern Ghost is no problem, made just a bit tricky because 
of his attack plan.  He fights in the dark, and you can’t target him 
unless you have light to see where he is.  Use Goombario for this 
battle.  Jump and Headbonk (action command) his Lantern to let out some 
light.  Use Goombario because his attack can hit in two waves, and you 
can tattle when the light is on.  When there’s enough light to see the 
ghoul, attack it with Mario’s Jump or Goombario’s Headbonk.  It will 
dim its Lantern periodically.  Repeat the process to win.  One attack 
it has hurts you and your partner (two damage to it), which 
decommissions your partner for two turns.
-----------------------------------------------------------------------
Bill Blaster

HP: 4
Attack Power: NA
Defense Power: 1

Notes: Bill Blasters are found only in Koopa Bros. Fortress down a 
long, outdoors stretch of path.  Jump over oncoming Bullet Bills and 
you’ll reach these two blasters, which are both fought in one battle.  
Use Kooper as your partner and try to weaken the Bill Blasters with 
Mario’s Hammer and Kooper’s Shell Toss(or, better yet, items like Fire 
Flowers or POW Blocks).  If you have Charge, then you might want to use 
it here.  Then, the Bill Blasters will fire Bullet Bills.  The blasters 
have no actual attack power, but they do attack indirectly by creating 
Bullet Bills.  Defeat these two with Kooper and Mario’s attacks.  Now 
the blasters are defenseless, as they can only fire one Bullet Bills 
per every two turns.  Attack one (focus on one blaster at a time) and 
beat it.  Then you can beat the other one in a similar fashion.
-----------------------------------------------------------------------
Blooper

HP: 30
Attack Power: 3
Defense Power: 0

Notes: This floating squid is guarding a chest in Toad Town Tunnels.  I 
recommend going after the better part of Chapter 2 so that you have 
Parakarry with you.  Use his Shell Shot and Jump attacks to make short 
work of this guy.
-----------------------------------------------------------------------
Blooper Baby

HP: 6
Attack Power: 2
Defense Power: 0

Notes: These creatures are spawned occasionally when fighting the Super 
Blooper in Toad Town Tunnels.  They can ink attack you, but you 
shouldn’t let them.  On the turns that Super Blooper creates them, use 
Star Storm to take the babies out and damage Super Blooper, too.
-----------------------------------------------------------------------
Blue Goomba

HP: 6
Attack Power: 1
Defense Power: 0

Notes: The younger of the “notorious” Goomba Bros., this guy’s a real 
wimpy servant of the Goomba King.  You fight him twice, once with his 
brother and once with the Goomba King.  In the first battle, you want 
to take out this brother first.  Let Goombario focus on the Red Goomba 
and use your turns to use Power Jump on the Blue Goomba.  Two Power 
Jumps will beat it.  Then, for the second time you battle the Blue 
Goomba, it only has two HP (since you just beat it up).  As a result, 
you should beat it right away with the combined strength of you and 
Goombario.
-----------------------------------------------------------------------
Bob-omb

HP: 3
Attack Power: 1
Defense Power: 0

Notes: These are found exclusively in Koopa Bros. Fortress.  As soon as 
they are attacked, their fuses are lit.  If you jump on them at that 
point, they’ll explode (delivering two damage to Mario), and for this 
reason action-command jump attacks are not wise.  However, they’ll 
explode in your face if they attack next.  As a result, you should 
finish each in one turn using Mario and Kooper.  Hammer them and then 
use Shell Toss, and if you can’t beat them in one turn, then don’t 
attack.  If accompanied by Koopa Troopas, which many are, defeat the 
Koopas before fighting the Bob-ombs.
-----------------------------------------------------------------------
Bombshell Bill

HP: 3
Attack Power: 6
Defense Power: 0

Notes: A steady stream of these pour out of B. Bill Blasters in one 
room of Bowser’s Castle.  Because they attack kamikaze-style, you’re 
going to want to take them out as quickly as possible.  Use Ultra-Rank 
Goombario’s Headbonk (action command) to take out one, and then use 
Mario’s jump to take out another.  If facing three, you might want to 
use an item that can attack multiple enemies or Star Storm.  Whatever 
you do, though, don’t let them explode in your face.  If you can’t help 
it, then run away.  A few coins in Bowser’s Castle mean nothing; that 
place is a money tree with all its strong enemies.
-----------------------------------------------------------------------
Bony Beetle

HP: 8
Attack Power: 3
Defense Power: 4

Notes: Found in dark rooms and some hallways of Bowser’s Castle, these 
Super Mario Bros. 3 enemies have spikes on their head after being 
attacked and can activate them from turn-to-turn.  However, they can be 
flipped if you have Spike Shield equipped, but they can right 
themselves on the next turn.  Plan your attacks according to their 
spike position.  If they’re out, let a partner like Watt attack them to 
lower the spikes.  If their spikes are low, let your partner attack 
another enemy.  When their spikes are out, they have six attack power.
-----------------------------------------------------------------------
Bowser

HP: 3 +
Attack Power: 1
Defense Power: 0

Notes: I can’t assign a definite HP because Bowser pulls out the Star 
Rod to make himself invincible early on in this battle, but this is the 
Bowser we faced in the Prologue.  Of course, Bowser whooped Mario, 
casting him deep into the woods near Goomba Village.
-----------------------------------------------------------------------
Bowser

HP: 50
Attack Power: 8
Defense Power: 1

Notes: Although Goombario assigns no definite attack power to him, I 
listed the above one because it’s his strongest.  With the Star Rod at 
his disposal, Bowser is very powerful.  You’ll have to see my guide for 
the details.
-----------------------------------------------------------------------
Bowser

HP: 99
Attack Power: 10
Defense Power: 2

Notes: Note again that ten is just his highest attack, but he can also 
do attacks that do eight damage.  He can heal 30 HP, too.  See my guide 
for the details.
-----------------------------------------------------------------------
Bowser???

HP: 10
Attack Power: 1
Defense Power: 1

Notes: The Koopa Bros. used this in the first part of their fight with 
you.  It’s immune to your initially weak Jump, but you can use Hammer 
and Kooper’s Shell Toss, or Bombette’s Bomb, to beat it down quickly 
and easily.  Does Bowser really look like that?
-----------------------------------------------------------------------
Bullet Bill

HP: 2
Attack Power: 2
Defense Power: 0

Notes: Bullet Bills are Koopa Bros. Fortress enemies that stream from 
Bill Blasters over one long path.  Their only attack has them sacrifice 
themselves for the cause, and they are meant to weather you down by 
number, not endurance, as you might be able to tell.  Get the first 
attack on them (try to jump over them to avoid unnecessary battle, or 
get in the alcoves on the side to dodge them completely) and let your 
partner take one and you the other.  If not, you’ll lose two HP.  Not 
that it makes much of a difference; there’s a Heart Block just up 
ahead.
-----------------------------------------------------------------------
Buzzar

HP: 40
Attack Power: 3
Defense Power: 0

Notes: A minion of Bowser, this mother bird (it’s in a nest and it sits 
on eggs.  It must be a girl) is looking to get the bounty on Mario’s 
head.  It asks you who you are, and you can avoid this battle 
completely by saying “Luigi.”  Anything else and it doesn’t buy it.  
Use Parakarry in this battle completely.  Buzzar is an easy target for 
Shell Shot, and you can also use your Jump on it if need be.  Buzzar 
has several attacks.  Sometimes he’ll hit your partner, and sometimes 
you’ll have to press A as much as you can to reduce the damage you 
take.  In one attack, it tries to snatch you up.  Press A quickly to 
drop down unaffected, or take damage, your pick.  You fight it along a 
bridge in Mt. Rugged.
-----------------------------------------------------------------------
Buzzy Beetle

HP: 3
Attack Power: 2
Defense Power: 2

Notes: Indigenous to Dry Dry Ruins, one is found in Toad Town Tunnels.  
These old Mario enemies are fire-proof and flip-able.  Some in one 
hallway drop from the ceiling; use Parkarry to knock them down or let 
them attack you (three damage for that attack) and fall down 
themselves.  Use Mario’s turns to flip them over with a jump, which 
reduces their defense to 0 until they get back onto their legs, which 
can take a few turns.  They are relatives of the Koopa Troopa.
-----------------------------------------------------------------------
Bzzap!

HP: 3
Attack Power: 6
Defense Power: 0

Notes: These bees from Flower Fields are a force to be reckoned with.  
Although their HP is low, which is a good indication that you should 
finish them quickly, the make up for it with strong attacks and status-
effecting moves.  Their normal attack, a sting with six attack, can 
poison you.  Their other attack, which summons smaller bees to come 
sting you, can do up to five damage and can shrink you (your attack is 
halved).  Defeat them quickly to minimize the risk of being beaten.
-----------------------------------------------------------------------
Chan

HP: 15
Attack Power: 2
Defense Power: 2

Notes: The first warrior of the Dojo in Toad Town is a Buzzy Beetle 
named Chan.  Use Goombario as your partner.  First, let Goombario use 
Headbonk to flip him over.  Now attack to your heart’s content.  When 
you’ve won, you get the First-Degree Card.
-----------------------------------------------------------------------
Chomp

HP: 4
Attack Power: 3
Defense Power: 3

Notes: Usually, you fight Stone Chomps, but you face these creatures in 
your fight against Tutankoopa in Dry Dry Ruins.  Tutankoopa summons 
them occasionally, and, depending on your strategy, you should take 
these out first.  If using my suggested item strategy, then do not 
worry about these.  If you aren’t, then finish these quickly with a 
Thunder Bolt.  There’s very little else you can do about them in 
Chapter 2.  It’s nice to see that Chomps rebelled against their master 
in the end, though.
-----------------------------------------------------------------------
Cleft

HP: 2
Attack Power: 2
Defense Power: 2

Notes: With its matching stats, the Cleft is a great foe for its time 
period – Mt. Rugged.  If you want to waste your FP, let Bombette use 
Bomb to flip them, at which point their defenses drop to zero.  
Otherwise, run away and avoid them.  Don’t waste items on them, and 
don’t even try to beat them until you have the Super Hammer.  Until 
then, you’ll have to charge attacks to beat them, even with the help of 
your partners.
-----------------------------------------------------------------------
Clubba

HP: 8
Attack Power: 3
Defense Power: 0

Notes: These mace-wielding, or clubs with spiked balls at the end to be 
technical, foes are guards in Tubba Blubba’s Castle.  Perhaps Tubba 
Blubba was one of these creature before he became invincible by 
Bowser’s Star Rod magic.  Their stats are okay for their time period, 
but collaboration between you and your partner can take out one per 
turn.  In most cases, it’s best not to fight them.  They come out of 
the woodwork in that castle, and most are asleep.  As not to wake them, 
walk very slowly.  If you have it, Slow Go is a good badge to use here.  
Also, they can use their clubs to attack twice in a row on some turns, 
but each attack is weaker than a normal one for those turns.
-----------------------------------------------------------------------
Crazee Dayzee

HP: 8
Attack Power: 4
Defense Power: 0

Notes: These Flower Fields enemies have a singing attack that can put 
you to sleep (their lullaby).  If this happens, it’s up to your partner 
to beat them.  However, you don’t have to actually beat them in some 
cases.  That is, lower their HP enough and they might run away.  Still, 
don’t underestimate these posies.  In groups, they can lull Mario to 
sleep and devastate him, defenseless without action command.  If 
partnered with a Bzzap!, defeat the bee first.  If not, these take 
priority over other enemies.
-----------------------------------------------------------------------
Crystal Bit

HP: 1
Attack Power: NA
Defense Power: 0

Notes: Yeah, these are just about as pathetic as they come.  In the 
shapes of a diamond, a cube, and a cone, there are three of these out 
at any given time.  They are made by the Crystal King and the Crystal 
King launches them at Mario to attack, each doing four damage apiece.  
Use multi-target attacks to finish them all at once.
-----------------------------------------------------------------------
Crystal King

HP: 70
Attack Power: 6
Defense Power: 2

Notes: The master of Crystal Palace, the Crystal King is not to be 
taken lightly.  He has high HP, good defense, and nice attack.  But, it 
doesn’t stop there.  He makes Crystal Bits every once in a while, and 
he can launch them at you to do twelve damage in total.  Use items like 
Thunder Rage to beat the bits and do damage to the king, or use Star 
Storm.  Although weak, Lakilester’s Spiny Surge is good for this 
purpose.  Also, the Crystal King can freeze you and attack your partner 
with various other attacks, but action command can help avoid this.  At 
around thirty HP, the Crystal King begins making mirror copies of 
himself to trick you into attacking an illusion.  Use more multi-target 
attacks to reveal the true king, and then continue your onslaught.  
Watt is also good to use to penetrate his defenses.  He can also heal 
20 HP at will, which is annoying.  Keep at him and you’ll eventually 
win.  Note that he completely gives up the Crystal Bit strategy when he 
starts using duplicates.
-----------------------------------------------------------------------
Dark Koopa

HP: 8
Attack Power: 3
Defense Power: 2

Notes: A few of these are found in Toad Town Tunnels.  Like normal 
Koopa Troopas, you can jump on them (or Headbonk) to keep them idle for 
a while and to reduce their defense to zero.  However, these guys can 
right themselves in a turn, and they are lethal in groups.  They use an 
attack that can dizzy Mario if he doesn’t use action command, and 
they’ll keep using it, never giving you a chance to recover.  Use Star 
Storm and then Power Bomb or a similar combo to beat them quickly and 
without trouble if facing three or more at a time, unless you’re in 
Chapter 5 or later (you see a few then, but they’re weak at that 
point).
-----------------------------------------------------------------------
Dry Bones

HP: 8
Attack Power: 4
Defense Power: 2

Notes: Hey, the powers of two!  Anyways, these enemies are exclusive to 
Bowser’s Castle, but are not to be taken lightly.  While they aren’t 
impressive at that point in the game, these skeletal Koopas can come 
back to life after being killed (on the second turn after losing all 
HP).  The only way to undo this is to beat them with a fire attack 
(Fire Flowers or Kooper’s Fire Shell).  Otherwise, you can defeat one 
per turn at that point in the game (use Watt to pierce their defenses), 
so do that.  You never face more than two at a time, anyways.
-----------------------------------------------------------------------
Duplighost

HP: 15
Attack Power: 4
Defense Power: 0

Notes: With high HP and mediocre attack, they’re not half-bad.  You 
fight them in Crystal Palace and along Shiver Mountain.  However, it’s 
Chapter 7, and even those stats aren’t that good at that point.  Still, 
they can change shapes, and will morph into your partners, assuming 
action command and all their attacks and defense (in the case of 
Kooper).  Use your weakest partner when fighting them, or take them out 
quickly.  They usually come in packs of two to four.
-----------------------------------------------------------------------
Ember

HP: 10
Attack Power: 4
Defense Power: 0

Notes: These are blue fireballs that appear on Star Road as your sole 
opposition.  The catch?  When you hit one and don’t defeat it, they 
split into two Embers with the lowered HP.  That is, do five damage to 
them and two Embers with five HP appear.  This is only good for their 
attack squad, but don’t feel confined to normal attacks.  Star Spirit 
Powers don’t split them, and you can use them all you like since Star 
Haven is just ahead.
-----------------------------------------------------------------------
Electro Blooper

HP: 50
Attack Power: 4
Defense Power: 0

Notes: Jump this enemy, found in Toad Town Tunnels, and use Parakarry’s 
Shell Shot until you win.  One note, though.  It charges itself 
electrically on occasion.  Mario can’t do anything for that time, which 
can be used to heal or change members.  Then use Parakarry’s Shell Shot 
to turn off the electricity.  It won’t be long before you beat it with 
that strategy.
-----------------------------------------------------------------------
Forest Fuzzy

HP: 6
Attack Power: 1
Defense Power: 0

Notes: With low stats like that in Chapter 3, they’re not that 
menacing.  They are found only in Forever Forest.  However, they suck 
away your HP like leeches to attack.  To avoid this, use Volt Shrooms 
or the Zap Tap Badge (buy it from Merlow for ten Star Pieces).  When 
electrified, they cannot cling onto you long enough to absorb HP, 
meaning they can’t attack.  However, their attack is so low anyways 
that it’s of little consequence.  Your first concern are the Piranha 
Plants, of course.
-----------------------------------------------------------------------
Frost Piranha

HP: 10
Attack Power: 4
Defense Power: 0

Notes: Frost Piranhas are unique in that they can induce the frozen 
status with their breath attack.  When frozen, Mario can’t move or 
defend.  Frost Piranhas are tough contenders, even if you are in 
Chapter 7 along Shiver Snowfield.  They’re tough primarily because they 
come in numbers.  Use Power Shell and Star Storm to finish them 
quickly.  Otherwise, just avoid them.  Note that ice attacks, like 
Snowman Dolls, have no effect whatsoever on them.
-----------------------------------------------------------------------
Fuzzipede

HP: 20
Attack Power: 3
Defense Power: 0

Notes: You fight Fuzzipede inside the belly of a whale (he was 
swallowed by it when the whale was napping with its mouth open, and 
he’s not going down without a fight), and it is very dark.  As a 
result, you have to keep Watt out to attack.  If you don’t, you can’t 
even target Fuzzipede, so it’s impossible to tattle on it.  Yep, I had 
to use my brilliant powers of deduction to figure out his stats.  For 
the first turn, Mario can attack it, but it hangs on the roof 
afterward.  Spend Mario’s turns doing nothing, using Star Storm, 
whatever you’d like, but always have Watt attack it with Electro Dash.  
You won’t find this to be a particularly challenging fight, and you 
save Fuzzipede’s life by beating it up.
-----------------------------------------------------------------------
Fuzzy

HP: 3
Attack Power: 1
Defense Power: 0

Notes: Since you fight these only once, I can give you a definite 
strategy.  On the first turn, use Kooper’s Power Shell.  Do the action 
command and mission accomplished.  Note that they attack by absorbing 
HP, although it makes no difference.
-----------------------------------------------------------------------
G Ninjakoopa

HP: 5
Attack Power: 1
Defense Power: 1

Notes: Green is one of the four Koopa Bros. you fought in their 
fortress.  He’s barely stronger than a normal Koopa Troopa by himself, 
which means he can be flipped with a jump, reducing his defense to 
zero.
-----------------------------------------------------------------------
General Guy

HP: 30
Attack Power: 4
Defense Power: 2

Notes: After beating you down with his infantry units – Shy Squad, Shy 
Stacks, and Stilt Guys – General Guy is ready to take you out with his 
tank.  It has good defense, and Watt is the best partner to use against 
it.  However, it has an electricity attack that will hurt your partner 
if you don’t take out the Bulb of its tank.  You can attack both with 
Star Storm (which is advisable).  When the Bulb is broken, General Guy 
will just throw bombs at you.  Use Watt to pierce his defense and 
you’ll win with due speed.
-----------------------------------------------------------------------
Gloomba

HP: 7
Attack Power: 2
Defense Power: 0

Notes: Dark versions of Goombas, Gloombas are quite powerful in 
comparison.  However, they’re still weaklings.  Jump and hammer them 
down.  Need I waste my breath?  They’re found in Toad Town Tunnels 
only.
-----------------------------------------------------------------------
Goomba

HP: 2
Attack Power: 1
Defense Power: 0

Notes: As some of the first enemies you ever face, they have to be 
easy.  Since you have no action command, either jump on them or hammer 
them twice.  It’s your only option until you get badges, and then you 
can use Power Jump to beat them in one turn or your partners.  However, 
these guys are so pathetic that you’ll have just about no problems with 
them.  As Goombella once said in Paper Mario: The Thousand-Year Door, 
Goombas are the underlings of underlings.  Speaking of which, Goombario 
is a Goomba.
-----------------------------------------------------------------------
Goomba King

HP: 10
Attack Power: 1
Defense Power: 0

Notes: Goomba King looks just like Goomboss from Super Mario 64 DS.  
Anyways, Goomba King got his “power” from Bowser using the Star Rod, 
and he’s supposed to keep you from ever getting back to Toad Town.  I 
guess one might say that he’s the boss of the Prologue.  He fights with 
his minions, Red and Blue Goomba, both of whom you just beat up, and so 
they have only two HP.  Beat them first and then focus on the big guy.  
Despite his largeness and grandeur, he is very weak.  Combine your 
attacks with Goombario’s and throw in a Power Jump every once and a 
while.  Piece o’ cake, if I do say so myself.
-----------------------------------------------------------------------
GRN Magikoopa

HP: 11
Attack Power: 3
Defense Power: 0

Notes: Magikoopas are the backbone of Bowser’s Koopa Troop, as they use 
their magic to support other units.  GRN Magikoopas rarely attack you, 
but instead raise the defense of those around them.  If isolated, they 
will run away.  As with all types of Magikoopa, they sometimes ride 
brooms, but this does not change their name nor stats.  I would defeat 
those around it before this one; plus one defense isn’t that bad.
-----------------------------------------------------------------------
Groove Guy

HP: 7
Attack Power: 2
Defense Power: 0

Notes: Groove Guys are Shy Guys that like to dance.  General Guy may’ve 
been one of these before his big promotion.  They are pretty weak, but 
they can make you dizzy with one of their attacks.  Take them out 
before normal Shy Guys, although they aren’t that hard to begin with.
-----------------------------------------------------------------------
GRY Magikoopa

HP: 11
Attack Power: 3
Defense Power: 0

Notes: Except for the blue type, grey Magikoopas are definitely the 
worst.  As I said, these enemies rarely attack; they are there for 
supporting their allies.  This type will grace Crystal Palace using 
mostly spells that make its partners transparent.  That is, its magic 
makes it impossible to hit enemies for a few turns.  Take this guy out 
immediately, first turn if possible.  You don’t need an invisible White 
Clubba beating you up, now do you?
-----------------------------------------------------------------------
Gulpit

HP: 12
Attack Power: 2
Defense Power: 0

Notes: At first, these guys sound pretty pathetic.  They are found in 
Shiver Snowfield, and often partner up with Frost Piranhas.  However, 
don’t let their low attack rating make you want to rush into battle and 
kick Gulpit butt.  Gulpits always come with objects that you can attack 
called Gulpits’ Rocks.  Gulpits use their long, elastic tongues to 
chuck these rocks at you, dealing anywhere from five to seven damage 
(depending on the size of the rock).  I would just suffer the damage 
for a while (after all, Shiver City, Starborn Valley, and a Heart Block 
in Shiver Mountain aren’t far off), trying to take these out quickly, 
and attack the rocks if there are one or two left.  At this point, 
Gulpits do use a weak lick attack that does only two damage.
-----------------------------------------------------------------------
Hammer Bros.

HP: 12
Attack Power: 5
Defense Power: 1

Notes: In Bowser’s Castle, these are probably the strongest enemies.  I 
say that because I still get Star Points from them when I’m at a high 
level, unlike Koopatrols and Magikoopas.  They have two attacks, but 
both are essentially the same.  Sticking to their Super Mario Bros. 
roots, they will, at first, throw hammers at you.  Make sure to get the 
action command down when they do this.  If not, you might be shrunk 
(attack is halved), and that’s not a good thing.  When low on HP, 
instead of running away they use desperate attacks.  This attack has it 
throw several hammers quickly, each doing two damage.  This can be a 
big break for you – get the action command on all of them to reduce 
damage.  Or, you could get pummeled.  Action command is the key to 
beating these guys.  Their one defense isn’t all that impressive, and 
you’re probably used to this kind of fighting by then.
-----------------------------------------------------------------------
Huff N. Puff

HP: 60
Attack Power: 5
Defense Power: 0

Notes: Despite his rather stupid appearance, Huff N. Puff seems to be 
pretty well-read and intelligent.  He did build the Puff Puff Machine, 
after all, and he uses big words like “possess” and “do.”  Anyhow, Huff 
N. Puff is no easy enemy.  Use Zap Tap and Quick Change for this 
battle.  First, every time you attack him, some Tuff Puffs come out.  
These Tuff Puffs can attack you, but they serve another, more insidious 
purpose.  Huff N. Puff can absorb them to refill all the HP he lost 
when you made them!  So, it would seem that Huff N. Puff cannot be 
hurt.  However, he can.  The key is to defeat his Tuff Puffs before he 
can absorb them.  To do this, use Lakilester’s Spiny Surge.  It will be 
a long battle, but you’ll eventually beat him in this way.  However, 
toward the end, Huff N. Puff electrifies himself, like a storm cloud.  
Switch to Bow and use Outta Sight to prevent being electrified.  That 
in mind, keep waging war until you win.  Huff N. Puff, as well as the 
Tuff Puffs, use many attacks that require you press A like the wind, 
and I suggest you get good at it.
-----------------------------------------------------------------------
Hurt Plant

HP: 8
Attack Power: 2
Defense Power: 0

Notes: Found only in Jade Jungle of Lavalava Island, these plants 
disguise themselves as Heart Plants (plants that give you HP when 
checked).  As a result, there’s no first attack involved with these 
things.  They aren’t that tough, but they can poison you.  On that 
note, be sure to get action command down to assure that that doesn’t 
happen.
-----------------------------------------------------------------------
Hyper Cleft

HP: 4
Attack Power: 3
Defense Power: 3

Notes: Once again, Hyper Clefts are nearly invincible for their time 
period.  However, you have a few options for beating these Gusty Gulch 
enemies if running away isn’t your style.  First, not even the Super 
Hammer can do damage to them, but Mario can do damage if they’re 
flipped over.  Bombette’s Bomb attack can flip them, which reduces 
their defense to zero.  Then it will be easy, especially with the Super 
Boots, to finish them.  Note that they can charge attacks.  This attack 
does eight damage, by the way.  Either use Bow’s Outta Sight or run 
like the wind, your choice.
-----------------------------------------------------------------------
Hyper Goomba

HP: 7
Attack Power: 1
Defense Power: 0

Notes: You’ll find these in Windy Mill of Gusty Gulch.  They aren’t 
really noteworthy, but they can charge attacks (all “hyper” enemies 
can).  In this case, beat them quickly or use Bow’s Outta Sight if 
you’re desperate.  However, you’ll find that, most of the time, these 
are just Goombas with higher HP.
-----------------------------------------------------------------------
Hyper Paragoomba

HP: 7
Attack Power: 1
Defense Power: 0

Notes: It’s a Hyper Goomba with wings, which makes hammer attacks 
useless.  Jump on them and they revert to Hyper Goombas.  These can 
also charge attacks, although you’ll beat them quickly, and you might 
use Bow’s Outta Sight for that.  They’re found only in Gusty Gulch, by 
the way.
-----------------------------------------------------------------------
Jr. Troopa

HP: 5
Attack Power: 1
Defense Power: 0

Notes: Your first fight against Jr. Troopa, and your first real fight, 
is in Jr. Troopa’s Playground, left of where Goompa’s veranda fell.  
Take on the bully by jumping him five times.  It’s the only smart thing 
to do.  In the meantime, he’ll use a similar jump attack.  Continue 
doing this until you win.  After swearing revenge, he runs off.
-----------------------------------------------------------------------
Jr. Troopa

HP: 15
Attack Power: 2
Defense Power: 1

Notes: Jr. Troopa returns to challenge you on Pleasant Path after you 
beat the Koopa Bros.  He isn’t much tougher, but he learned a new move.  
Now he can hide in his eggshell to up his HP.  He uses the same attack, 
only stronger, and you’ll have no trouble beating him.  Use a constant 
barrage of Hammer and Headbonks/Shell Tosses/Body Slams to beat him.  
Bombette’s Bomb attack will really show him what-for.  It’s another 
humiliating defeat for Jr. Troopa.
-----------------------------------------------------------------------
Jr. Troopa

HP: 40
Attack Power: 5
Defense Power: 1

Notes: We next face Jr. Troopa in Forever Forest after beating Tubba 
Blubba.  He’s improved quite a bit since our last fight, and he’s 
learned a new trick.  He can now sprout wings to fly to avoid your 
Hammer.  This doesn’t make him that strong, though.  Use Parakarry for 
this battle and abuse Jr. Troopa with his Shell Shot.  Star Storm is 
also a good idea.  Any way you slice it, this is probably Jr. Troopa’s 
biggest increase in strength in the entire game.
-----------------------------------------------------------------------
Jr. Troopa

HP: 40
Attack Power: 6
Defense Power: 1

Notes: He’s improved a bit since your last fight.  He had to swim all 
the way to Lavalava Island and back, which made him lose twenty of his 
HP.  Poor Jr. Troopa is so stupid; he could of flew to the island.  The 
stage is set on the Port of Toad Town, this time.  So, he has a max HP 
of 40 but you fight him with 20.  However, now he has a horn, and he 
can sprout wings at will if he wants.  This makes it so that you cannot 
jump on him or use the Hammer (unless you have Spike Shield on, which I 
strongly advise you do).  Use Watt’s Electro Dash to pierce his measly 
defense and spend Mario’s turn using Jump (if you have Spike Shield) or 
Star Storm (if you don’t).  He’s even easier this time.
-----------------------------------------------------------------------
Jr. Troopa

HP: 50
Attack Power: 8
Defense Power: 1

Notes: This time he challenges you in Shiver Snowfield before you even 
reach Crystal Palace.  He took a magic course on the side, and he’s now 
much stronger than before.  He uses the same Magikoopa-style spell each 
time, and it’s pretty easy to block with action command.  Use Watt to 
bust through his defense and use Mario’s Hammer or Jump attacks to keep 
hurting him.  If you get low on HP, keep Star Energy available for 
Smooch.  This is probably the toughest battle against him (which isn’t 
saying much).  He’s come a long way since we beat him, both physically 
and geographically, but you can still whoop his sorry shell.
-----------------------------------------------------------------------
Jr. Troopa

HP: 60
Attack Power: 8
Defense Power: 2

Notes: Just as the Koopa Bros. were about to take you down as the last 
defense of Bowser’s Castle (they never quite got over you beating 
them), Jr. Troopa runs in, beats them up, and demands one final battle.  
He must’ve flown up to Bowser’s Castle to get this far.  He’s 
persistent, I’ll give him that, to fly up here at gale force winds into 
the stratosphere.  He’s at his strongest for this battle, but he hasn’t 
learned a new trick.  This time, he uses all of his old strategies 
rolled into one.  Use Watt to break his defense and have Mario use the 
Ultra Hammer or Jump.  At first, he uses his jump attack that he used 
in the first brawl we had with him.  When he’s down to about thirty HP, 
he uses his transformation magic to gain wings and a spike on his top 
shell.  Keep using Watt and Mario’s jump, assuming you have Spike 
Shield ready, and he’ll ditch that strategy at around 10 HP.  Now he 
uses his good old magic rod.  At this point, he’s right about to lose, 
and you’ll have no trouble beating him.  Frustrated beyond compare, Jr. 
Troopa runs out and he SWEARS that he’ll beat you one day.  He actually 
tries.  He makes a cameo in Paper Mario: The Thousand-Year Door, this 
game’s sequel.  If you look, he’s in the background of the picture 
enclosed in Zip Toad’s e-mail to you.  When will that Koopa learn?
-----------------------------------------------------------------------
Jungle Fuzzy

HP: 7
Attack Power: 2
Defense Power: 0

Notes: Just like a Shy Guy in stats.  Jungle Fuzzies are found around 
Jade Jungle, and they are leeches like their forest and normal 
counterparts.  That is, they take your HP and add it their own.  To 
absolutely nullify all of their attack power, wear the Zap Tap Badge, 
or use a Volt Shroom.  When electrified, they cannot cling onto you 
long enough to do damage, but they take some due to the electricity.  
However, such a precaution is unnecessary because, let’s face it, 
they’re downright weak.
-----------------------------------------------------------------------
Kammy Koopa

HP: 7-10
Attack Power: 3
Defense Power: ?

Notes: We can’t deduce much about Kammy Koopa because Mario doesn’t 
fight her.  Yes, Twink and Peach fight her before Mario takes on 
Bowser.  At first, Twink can do no damage.  All he can do is use his 
attack, called “Dash,” to run into her.  Then Kammy Koopa drops a giant 
block on Twink.  Keep using Focus to power up Twink and keep attacking.  
After dealing ten damage in total, Kammy Koopa loses.  She’s supposed 
to be Bowser’s advisor and chief Magikooapa, but she stinks!  She can’t 
even beat Twink!  She really improves in the sequel, though.  I guess 
it’s because she and Jr. Troopa become magic-practicing buddies at the 
end of the game.  In the sequel to this game, Kammy has 50 HP, 5 
attack, and no defense.  I bet she could take Twink with those stats...
-----------------------------------------------------------------------
Kent C. Koopa

HP: 70
Attack Power: 10
Defense Power: 6

Notes: Once just a normal Koopa residing peacefully in Koopa Village, 
Kent really ate his veggies.  This guy, without this strategy, would be 
IMPOSSIBLE, without a doubt, to beat.  Well, it would be possible, but 
you’d have to be armed with tons of healing items and it would be way 
too costly.  First, you find Kent along Pleasant Path after beating the 
Lava Piranha.  He’s huge and imposing, and he blocks the path 
completely.  If you want to move on, you have to pay him 100 coins.  
The other way is to fight and beat him.  Now, Kent C. Koopa can be 
flipped onto his back, which reduces his defense to zero momentarily, 
but it takes an action command jump to flip him.  Plus, he can get up 
AND attack in the same turn.  To beat him, you almost have to use one 
thing – status effects.  Yes, use Lullaby to put the tyrant to sleep.  
From there, it should be easy.  If that doesn’t work, use Kooper to 
make him dizzy with Dizzy Shell, or try using Sleepy Sheep.  You need 
to disable him for a while if you have plans on winning this battle.  
You get lots of Star Points for winning, and Kolorado can go back home 
after you beat Kent.  Of course, Kent runs off afterward, that big 
bully.
-----------------------------------------------------------------------
Koopa Bros.

HP: NA
Attack Power: 4
Defense Power: 0

Notes: When fighting together, stacked on each other, they have a 
special spinning attack that does four damage to you, pretty good for 
the boss of Chapter 1.  Use a hammer attack or Bombette’s Bomb to knock 
them down onto their backs, separated into B, G, R, and Y Ninjakoopa.  
Now you can beat them normally.  When they are regain their composure 
(stand up), use a POW Block if you have it knock them all down, and 
then have Kooper use Power Shell.  Continue to win.  This rescues the 
first Star Spirit, and the Koopa Bros. fall into their own jail cell 
below.  It’s as shame, because they were just so cool…
-----------------------------------------------------------------------
Koopa Troopa

HP: 4
Attack Power: 1
Defense Power: 1

Notes: Found along Pleasant Path and in Koopa Bros. Fortress, these are 
some of the oldest Mario enemies ever.  Bowser is actually a Koopa, 
although he’s not a Koopa Troopa.  In this game, Koopa Troopas are the 
first enemies to have defense.  But, it can be taken away from them 
very easily.  Jump on them and they are knocked onto their shells, 
which brings their defense to zero.  Now you can jump, hammer, shell 
toss, and body slam on them all you want.  They won’t be getting up 
anytime soon.  It is one of the most basic, but effective, strategies 
in the game.
-----------------------------------------------------------------------
Koopatrol

HP: 8
Attack Power: 4
Defense Power: 3

Notes: Koopa + Patrol = Koopatrol.  These are the armored sentries of 
Bowser’s Castle, and they are the elite guard of it, too.  Wear the 
Spike Shield Badge so you can jump on their spiked helmets, and jump on 
them each turn to knock them down onto their backs.  They will get back 
up on the next turn, though.  Use Watt to break through their defenses 
and you’ll be able to easily beat them in a turn.  However, they 
usually come in groups, and they can call in reinforcements.  Also, 
although they rarely do, they can charge attacks.  At this time, use 
Watt and Mario’s hammer to beat their charge, or use Outta Sight (Bow) 
to avoid it.
-----------------------------------------------------------------------
Lakitu

HP: 12
Attack Power: 3
Defense Power: 0

Notes: Lakitu are cloud-riding relatives of the Koopa.  Some are 
friendly, like the cameraman from Super Mario 64, but others aren’t.  
In this game, you fight members of Team Lakitu, all of which are 
serving Huff N. Puff in Flower Fields.  Because they throw Spiny Eggs 
to attack, some of which actually becoming Spinies you have to fight, 
let your partner, preferably Watt, focus on Spinies.  Then, use Mario’s 
famous jump to beat these clowns.  You won’t fight many of them, 
though.
-----------------------------------------------------------------------
Lava Bubble

HP: 9
Attack Power: 4
Defense Power: 0

Notes: Basically Podoboos from Super Mario 64, these are living 
fireballs living within Mt. Lavalava.  I suggest you use the Ice Power 
Badge to jump on them, otherwise you’ll have to hammer them constantly.  
It also attacks your partner with a string of fireballs (which can be 
blocked completely with action command), which may decommission your 
partner for a few turns.  Not hard at all if you use Ice Power.  If you 
don’t, you have a lot of hammering ahead of yourself.  Note that Kooper 
has a safe attack to use against them.
-----------------------------------------------------------------------
Lava Bud

HP: 8
Attack Power: 4
Defense Power: 0

Notes: These seriously jeopardize your survival when fighting the Lava 
Piranha.  Both times you must take them out, start by using Star Storm.  
Then finish them with Sushie’s Tidal Wave attack.  This will save you 
tons of HP, which is vital when facing the Lava Piranha.
-----------------------------------------------------------------------
Lava Piranha

HP: 40
Attack Power: 5
Defense Power: 0

Notes: This is a very hard boss, but it can be beaten.  This is an 
excerpt from my guide.  Truly, this is probably the hardest boss in the 
game if you don’t use the right strategies.

Dodge Master
HP Plus x 2
Power Plus x 2
Power Rush
Close Call
Ice Power
Fire Shield

All of its buds can attack at once. They seriously jeopardize your 
health, so take them out right away.  See the above entry for details.  
With them gone, it’ll be easy for you to beat Lava Piranha quickly.  
After all, assuming you use the right characters, you can do tons of 
damage each turn – eight with just Mario alone.  Right when you’ve won 
another easy battle, Lava Piranha’s buds fall into the lava, which 
revitalizes them.  They’re back, they’re on fire, and they are tougher 
than ever.  Actually, now it’s even easier to win.  Sure, you’re weak, 
but you have a plus two attack power.  Don’t waste time attacking the 
buds; they come back to life shortly after dying.  He may be easier to 
hurt than before, but there is still the matter of survival.  Use 
Sushie’s Squirt attack to hurt Lava Piranha (after being damaged 
greatly, it will not move for a while).  The damage to the plant will 
be spectacular.  Focus all your energy, all your FP, and all attacks to 
Lava Piranha, not the buds.  It now takes the buds two turns to attack, 
which may buy you some time.  Damage Lava Piranha nonstop and you can 
win in a three turns.  Survive long enough and you’ll win.  This time, 
though, the Lava Piranha falls forward, not into the lava, and it’s 
down for the count.  It
-----------------------------------------------------------------------
Lee

HP: 20
Attack Power: 6
Defense Power: 0

Notes: The second member of the Dojo is a Duplighost named Lee.  He can 
assume the form of any partner you have, taking on their attack and 
defense, which makes him very easy to beat.  I recommend fighting him 
during Chapter 2, right after Chan.  Normally, he has high attack, but 
he transforms into weak partners and is easy to beat.  Keep attacking 
him, maybe even using Parakarry’s Shell Shot to finish him quickly, and 
he’ll be cake.
-----------------------------------------------------------------------
M. Bush

HP: 8
Attack Power: 3
Defense Power: 0

Notes: The pun with their name is “ambush,” by the way.  While it’s not 
the strongest thing around, it may surprise you outside of battle.  
Under the guise of a regular bush, check it and it strikes.  Sometimes 
you have to fight these.  Anyways, their attacks can poison you, and 
they usually come in groups.  Use multi-target attacks to finish them 
quickly (like Star Storm and Power Shell, or something similar).  Three 
might not be so bad, but losing twelve HP and getting poisoned four 
times in a row is.
-----------------------------------------------------------------------
Magikoopa

HP: 8
Attack Power: 3
Defense Power: 0

Notes: When Twink went down to give Mario the Lucky Star in the 
Prologue, a Magikoopa followed it to become famous for defeating Mario 
himself.  This isn’t a hard battle.  You can now use action command, 
and it’s the perfect time to practice it.  The battle is pretty linear; 
you can use a Jump, then a Headbonk, and so on.  But, you can shorten 
the battle by getting the action command down, although you don’t need 
to if you want to beat this joker.
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Magikoopa

HP: 11
Attack Power: 6
Defense Power: 0

Notes: As the most elite, and loyal, magicians of the Koopa Troop, 
Magikoopas are more powerful than all the other-colored ones.  They can 
use all their spells – healing, attack/defense-raising, transparency, 
electricity – and their own.  It’s a “mirror,” and it makes a duplicate 
of the Magikoopa (a fake one) to make you waste an attack on it.  Take 
these out as soon as you see them (they’re only in Bowser’s Castle), 
because they can do wonders for their friends and horrors for you.  
Also, when isolated, they tend to run away.  Usually, only one 
Magikoopa is present in a battle.  Sometimes, though, you’ll face four.  
This can be disastrous, not only because of their spells but because of 
their high attack power.  They only attack if they’re comfortable with 
their units (all healed, all high attack, etc.), but you should beat 
them before that happens.
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Medi Guy

HP: 7
Attack Power: 1
Defense Power: 0

Notes: Although weaker than your average Shy Guy, these should be taken 
out first if present in battle.  They heal their partners, which makes 
them very annoying if you don’t take them out or their partners out in 
one turn.  If everyone is healed and raring to go, Medi Guys will 
attack you.  Beat them on the first turn, always.
-----------------------------------------------------------------------
Monstar

HP: 20
Attack Power: 1
Defense Power: 0

Notes: Used as a method of scaring off Bowser’s forces from the 
sanctuary of Starborn Valley, Monstar is composed of a group of Star 
Kids combining their power to scare you off (they thought you’d come 
much later, and were still on guard).  Of course, they are pathetically 
easy (they’re found in Shiver Snowfield), and their only attack looks 
like it will do massive damage, but it does only one.  Beat them up 
with style and have fun with it.  After all, you don’t face super-easy 
enemies in Chapter 7 every day, now do you?
-----------------------------------------------------------------------
Monty Mole

HP: 3
Attack Power: 2
Defense Power: 0

Notes: On Mt. Rugged, popping out of the walls and ground much like 
they do in Super Mario World, you’ll face these critters.  Monty Moles 
attack by throwing rocks.  They aren’t strong at all, even for Chapter 
2, and can be taken out with teamwork between you and your partner.  
But, they’ll be back.  Just you wait…
-----------------------------------------------------------------------
Monty Mole

HP: 12
Attack Power: 3
Defense Power: 0

Notes: The other type of Monty Mole lives in Flower Fields.  You won’t 
face many – just four.  They are eating at the roots of Petunia, the 
Seed Maniac, and you must beat them for the Magical Bean.  Like their 
brethren, they are compulsive rock-throwers, and this is their only 
attack.  It’s pretty weak, too.  By that point, it shouldn’t be too 
difficult to beat them in one turn.  Am I right?  This time, I am.
-----------------------------------------------------------------------
Paragloomba

HP: 7
Attack Power: 2
Defense Power: 0

Notes: It’s a bird!  It’s a plane!  No, it’s just a flying Gloomba…  In 
Mario games, the prefix para- is added to the names of enemies to name 
their flight forms.  The only case I can think of where this isn’t true 
is the case of Wigglers and Flutters.  The gloomy flying Gloomba of 
Toad Town Tunnels are exactly the same as their grounded cousins.  
However, they fly.  Jump on them to knock them back down to the ground 
where they belong.
-----------------------------------------------------------------------
Paragoomba

HP: 2
Attack Power: 1
Defense Power: 0

Notes: Of course, these are beginner enemies that are there to teach 
you not to use hammer attacks against airborne enemies.  Jump on them, 
once with Mario and once with Goombario, to beat them.  Tada!
-----------------------------------------------------------------------
Paratroopa

HP: 4
Attack Power: 1
Defense Power: 1

Notes: Let me give you the 411 on these enemies (*giggles*).  Koopa 
Paratroopas are found only in Pleasant Path, the screen before Koopa 
Bros. Fortress, although Parakarry is one of these.  They can fly, and 
I guess they’re better than Koopa Troopas because you have to jump on 
them twice to get them onto their shells.  Jump on them once and they 
lose their wings, again and they are flipped onto their backs as Koopa 
Troopas.  From there, you have a variety of options because this 
reduces their defense to zero and makes it so that they cannot move for 
a few turns.
-----------------------------------------------------------------------
Piranha Plant

HP: 5
Attack Power: 3
Defense Power: 0

Notes: These are quite formidable enemies for Chapter 3.  They are 
found in Forever Forest and often come in groups of four, or are mixed 
with Forest Fuzzies.  If you have Spike Shield on, you can jump on 
them.  However, hammer attacks are more desirable at that time, and 
Kooper’s Power Shell will prove useful, too.
-----------------------------------------------------------------------
Pokey

HP: 4
Attack Power: 2
Defense Power: 0

Notes: Use Kooper and the Hammer to take these out in one turn.  Other 
partners are less effective because they cannot touch these living 
cacti.  Avoid them as best you can, but it’s not the end of the world 
if you do have to fight them.  Just look at their stats.
-----------------------------------------------------------------------
Pokey Mummy

HP: 4
Attack Power: 2
Defense Power: 0

Notes: Dried out Pokeys, which appear green (like they do in Super 
Mario Bros. 3), have the same stats at normal ones.  However, these 
enemies can poison you.  Use action command to guard against it, but 
beat them like you would a normal Pokey.
-----------------------------------------------------------------------
Putrid Piranha

HP: 12
Attack Power: 3
Defense Power: 0

Notes: Thriving on the noxious fumes of Mt. Lavalava, these are Piranha 
Plants with poisonous bites.  You don’t fight too many of these, and 
they aren’t hard to beat, especially with the Ultra Hammer.  There’s no 
real strategy here, though.  Use action command to block against their 
poison and then whale on them.
-----------------------------------------------------------------------
Pyro Guy

HP: 7
Attack Power: 4
Defense Power: 0

Notes: As the first fire-based enemy you ever fight, it’s the first 
time you should put Ice Power to the test.  Wear it to easily beat 
them; you’ll do eight damage in an action command jump.  Kooper is the 
safest partner to use against them, although you rarely fight Pyro Guys 
alone (that is, without other Shy Guys to fight).
-----------------------------------------------------------------------
R Magikoopa

HP: 11
Attack Power: 3
Defense Power: 0

Notes: These Magikoopas can magically raise the attack of their 
comrades.  This isn’t that bad, though.  Defeat the enemies around this 
one and it will run when isolated.
-----------------------------------------------------------------------
R Ninjakoopa

HP: 5
Attack Power: 1
Defense Power: 1

Notes: Red is the leader of the Koopa Bros., but he is pathetic when 
separated from his brothers.  He has one more HP than a normal Koopa 
Troopa, which means jump on him and then use Kooper’s Power Shell to 
hit them all.
-----------------------------------------------------------------------
Red Goomba

HP: 7
Attack Power: 1
Defense Power: 0

Notes: Only slightly stronger than its brother, Blue Goomba, Red Goomba 
is the older of the “notorious” Goomba Bros.  First, while Mario is 
using two Power Jumps to beat Blue Goomba, let Goombario focus on this 
guy.  When Mario has beaten Blue Goomba, Red Goomba will have five HP 
left.  Now use all your attacks on him.  It’ll be easy, trust me.  The 
second time you fight him, he’s backed up by his master, the Goomba 
King.  However, since you just beat him up, he has only 2 HP left.  
Finish him on the second turn of battle using Goombario and Mario’s 
attacks, right after finishing Blue Goomba.
-----------------------------------------------------------------------
Ruff Puff

HP: 10
Attack Power: 4
Defense Power: 0

Notes: Use aerial attacks to hurt it.  Yep, that’s it.  There’s nothing 
more to say, per se.  Moving on, now…
-----------------------------------------------------------------------
Shy Guy

HP: 7
Attack Power: 2
Defense Power: 0

Notes: Called shy because they wear masks, Shy Guys are found in Shy 
Guy’s Toy Box in varying colors (traditionally red).  As we saw in 
Luigi’s Mansion, they have dark faces and two narrow, bright yellow 
eyes beneath them.  Anyways, they have two attack, but they also have 
an acrobatic move that can do three damage.  Combined with Goombario, 
it shouldn’t be hard to take one out per turn, especially with dual 
jump attacks.
-----------------------------------------------------------------------
Shy Squad

HP: 15
Attack Power: 1
Defense Power: 0

Notes: This is the infantry unit you must face before fighting General 
Guy.  It is composed of fifteen rather weak Shy Guys, but each Shy Guy 
can attack you once.  Each time you do damage to them, more Shy Guys 
fall out, which lowers their attack power.  To be unaffected by them 
completely, use Defend Plus.  To lower their collective attack power to 
one, use Zap Tap.  This will make only their first attack succeed, 
their next fourteen failing.
-----------------------------------------------------------------------
Shy Stack

HP: 10
Attack Power: 1
Defense Power: 0

Notes: There’s power in numbers, and that’s what these guys prove.  As 
the third battalion of General Guy’s armies, Shy Stacks are four Shy 
Guys piled on each other, much like the Koopa Bros. way back when.  If 
you use the Spin Hammer Badge, you can knock off Shy Guys to lower 
their attack strength.  They do one point of damage for all Shy Guys in 
the group.  They can be beaten quickly, though, and I wouldn’t worry 
about them.
-----------------------------------------------------------------------
Sky Guy

HP: 7
Attack Power: 3
Defense Power: 0

Notes: Not to be confused with Fly Guys from Super Mario 64, Sky Guys 
use balloons to float in mid-air.  You can attack their balloons to 
make them regular Shy Guys, but it’s all quite pointless.  Beat them in 
one turn with Goombario’s Headbonk and Mario’s jump, action commanded, 
of course.  It is exclusive to Shy Guy’s Toy Box.
-----------------------------------------------------------------------
Spear Guy

HP: 7
Attack Power: 3
Defense Power: 0

Notes: The only type of Shy Guy found outside Shy Guy’s Toy Box, Spear 
Guys inhabit Jade Jungle on Lavalava Island.  They can point their 
spear up or toward you, which determines how to attack them.  If up, 
attack them with the Super Hammer.  If pointing left, jump on them.  
They’re not very hard at all.
-----------------------------------------------------------------------
Spike Top

HP: 4
Attack Power: 3
Defense Power: 4

Notes: There are two good ways to beat them.  First, Spike Tops are 
basically Buzzy Beetles with spikes on their shells, which prevent you 
from jumping them.  Now, if you don’t have Spike Shield equipped, then 
you’re doomed.  Use Star Storm to beat them, and immediately afterward 
equip Spike Shield.  With it, you can flip them over, making them a 
piece of cake.  When flipped, they have no defense to speak of.  Also, 
since she can penetrate defense, this is the perfect job for Watt.
-----------------------------------------------------------------------
Spike?

HP: 50
Attack Power: 4
Defense Power: 0

Notes: Michael “Spike” Lakilester is the only partner you fight before 
joining your party.  He’s pretty strong, too.  Oddly, he loses attack 
power when he joins Mario…  He isn’t hard, but Spike was ordered by 
Huff N. Puff to go rough you up.  Just keep jumping on him to win.  Use 
Smooch to recover HP if you must, but I doubt you’ll need to.
-----------------------------------------------------------------------
Spiky Gloomba

HP: 7
Attack Power: 3
Defense Power: 0

Notes: These are Gloombas with spiky hats.  As a result, you can’t jump 
on them without the Spike Shield Badge.  However, they aren’t so tough.  
Hammer them if you don’t wear the Spike Shield Badge, or just use Star 
Storm to end the whole ordeal, not that fighting them is difficult.
-----------------------------------------------------------------------
Spiky Goomba

HP: 
Attack Power: 
Defense Power: 

Notes: Goombas with spikes on their heads…  Hammer them or jump on them 
if you have Spike Shield, although it’s too early in the game for that.
-----------------------------------------------------------------------
Spiny

HP: 5
Attack Power: 4
Defense Power: 3

Notes: Thrown down endlessly by Lakitus, these are relatives of the 
Koopa that somewhat resemble Spike Tops.  If you have Spike Shield 
equipped, jump on them to flip them.  They stay flipped for one turn 
only, though.  If not, use Star Storm or Watt to beat them easily.
-----------------------------------------------------------------------
Spy Guy

HP: 7
Attack Power: 2
Defense Power: 0

Notes: It’s another member of the Shy Guy family.  Spy Guys change 
weapons after every attack, but their worst one is their hammer.  If 
they use it, they can disable Items, Jump, or Hammer.  Beware facing 
multiple Spy Guys, as this can be lethal.  Use Star Storm if you’re 
desperate, although they aren’t that hard.  The key is to beat them 
quickly.
-----------------------------------------------------------------------
Stilt Guy

HP: 7
Attack Power: 4
Defense Power: 0

Notes: The second division of General Guy’s forces, Stilt Guys are two 
Shy Guys on stilts.  How this gives them an advantage we will never 
know.  Use a jump attack to make them drop their stilts and become 
normal Shy Guys.  They should be the easiest division of General Guy’s 
army for you considering that they’re so weak.
-----------------------------------------------------------------------
Stone Chomp

HP: 4
Attack Power: 3
Defense Power: 1

Notes: Quite impressive for Chapter 2.  Stone Chomps guard the Diamond, 
Lunar, and Pyramid Stones in Dry Dry Ruins.  To beat them, use 
Parakarry’s Shell Shot (this will beat one of them).  Otherwise, two 
action command hits from Mario’s Super Hammer will do the trick.  
Strangely enough, Stone Chomps aren’t as tough as normal ones.
-----------------------------------------------------------------------
Super Blooper

HP: 70
Attack Power: 5
Defense Power: 0

Notes: It can fly, it’s very strong, and it is super.  However, this, 
which guards the pipe to Yoshi’s Village in Toad Town Tunnels, isn’t 
too tough.  Save all your Star Energy for using Star Storm.  Super 
Blooper attacks normally for a while.  When it does, use Parakarry for 
Shell Shot (if he’s Ultra-Rank, but if not, use Goombario for 
Headbonk).  During Mario’s turns, use Jump attacks.  Sometimes, it will 
release Blooper Babies, which aren’t that tough.  But, they will wear 
you down, and you’ll want to use Star Storm as soon as it releases 
them.  Also, it has a temper, which is sort of like a charged attack.  
When it turns red with rage, switch to Bow and use Outta Sight to 
shield yourself.  In this way, you can outlast Super Blooper.  It’s 
worth it, as you’ll be able to access Yoshi’s Village easily.  Besides, 
you need to go down that path for the Ultra Boots later on in the game 
anyways.
-----------------------------------------------------------------------
Swooper

HP: 4
Attack Power: 2
Defense Power: 0

Notes: You fight these enemies only once in one room.  In Dry Dry 
Ruins, you battle Swoopers in the room with the three Pokey Mummies you 
have to defeat for a Ruins Key.  It’s the room with the Artifact in it.  
Swoopers are like airborne Fuzzies.  They swoop down, suck out two HP, 
at it to their own, and get back on the ceiling where they can’t be hit 
by hammer or jump.  Only one partner of yours can save you now, and 
that’s Parakarry.  Let him hit the Swoopers, causing them to fall to 
mid-air in jumping range.  Do this and you can beat them in one turn.
-----------------------------------------------------------------------
Swoopula

HP: 8
Attack Power: 2
Defense Power: 0

Notes: These enemies are found in Crystal Palace, and they are 
relatives of Swoopers.  As such, these bats swoop down and suck away 
two of your HP.  They are on the ceiling, which makes them impossible 
to hit with the Hammer or Jump.  However, if you’re wearing Zap Tap, 
you’re also impossible to hit.  Swoopulas must cling onto you to suck 
away your Heart Points, and they won’t be able to if you have Zap Tap 
on.  Use Parakarry, Bow, Watt, or Lakilester to further hurt them, 
which brings them to mid-air (just in reach of your jump).  They’re 
refreshingly easy if you wear Zap Tap.
-----------------------------------------------------------------------
The Master

HP: 50
Attack Power: 6
Defense Power: 0

Notes: The Master of the Dojo comes in three forms.  His first is his 
easiest, and can be beaten after rescuing the second Star Spirit.  
Despite his high stats, we can beat him that early.  The below except 
from my guide shows exactly how I beat him.  The badge list tells you 
what to equip, and it takes nine BP to use.

Dodge Master
HP Plus
Zap Tap

That’s not very many badges, but it is still very effective for this 
battle.  And, if you notice, I think The Master’s face is on the Dodge 
Master Badge.  Now, every turn you must hit The Master with a charged 
Super Hammer attack, doing four damage.  Then use Parakarry’s Shell 
Shot to do six damage.  Your FP must be at least 15 for this strategy 
to work.  Now, each time The Master attacks, he’ll lose one HP.  This 
lets you do eleven damage in one turn, while he does only six.  If you 
find yourself in a risky position because you missed a Shell Shot, then 
quickly use a Super Shroom to buy yourself time.  You’ll win by the 
skin of your teeth, but you will beat The Master.  You receive the 
Third-Degree Card for winning.
-----------------------------------------------------------------------
The Master

HP: 75
Attack Power: 8
Defense Power: 0

Notes: This time, The Master will use half his strength.  He transforms 
at the beginning of battle to a golden outfit.  I beat him at the end 
of Chapter 4, but you can wait for as long as you’d like.

HP Plus
Power Plus x 2
Power Rush
Close Call
Zap Tap

Of course, the above list shows what Badges you should have for this 
strategy to work.  I recommend this strategy over my other Power Bounce 
strategy..  Now, use Parakarry as your partner.  Assuming he is Super-
Rank, you’ll do six damage with one Shell Shot.  Now, use Mario’s jump 
with action command to do eight more damage.  The Master also loses one 
damage when he attacks due to Zap Tap, meaning that you do fifteen 
damage to him per turn.  Do this for six turns and you’ll beat him.  To 
survive that long, have some Super Shrooms and Maple Syrups in waiting, 
or Repel Gel.  Good luck.  By beating him, you get the Fourth-Degree 
Card.
-----------------------------------------------------------------------
The Master

HP: 99
Attack Power: 10
Defense Power: 1

Notes: Sure, his stats look menacing, but they’re not that bad.  Fight 
him after getting the Ultra Boots.  I assume you have 30 BP.

Dodge Master
HP Plus
Power Plus x 2
All or Nothing
Power Rush
Close Call
Pretty Lucky
Zap Tap

That’s how we spent our BP.  It is designed to be unstoppable, but 
you’ll still have to work for this win.  First, consider your pure 
offense.  Pull off an attack (a jump of course, as it can do more 
damage than a hammer attack) and you do ten damage to The Master.  The 
whole time, have Watt as your partner.  She is the only character in 
the game who can penetrate defense, and he can do five damage each 
time.  Add Zap Tap to the mix and you do sixteen damage per turn.  
Plus, he might occasionally miss you!  But, The Master is no wimp.  
This time around he has 99 HP, 10 attack, and one defense.  However, 
Zap Tap serves another hidden effect that greatly helps you.  Normally, 
The Master can use action command moves that do up to 18 damage in one 
hit.  With Zap Tap, he’ll be stopped on his first attack, making it a 
wimpy 5-damage hit.  And, if you should happen to run low on HP, save 
Star Energy to use Smooch, recovering 20 HP.  You can use it twice now 
that you have six Star Spirits, which should be more than enough to 
hold you over until you beat The Master.  The battle has become 
unbelievably easy.  You’ll beat him in no time.  You just have to be 
smart and know when to heal.  I think you’ll find The Master is 
refreshingly easy this time around.  I finish with 20 + HP.  Of course, 
you get no Star Points, but you do get the Diploma.  It is proof that 
you are the strongest in the Dojo.  You can thank your badges that you 
won, though, especially Zap Tap.  Now run around and announce your 
power.  Do it!
-----------------------------------------------------------------------
Tubba Blubba

HP: 10
Attack Power: 4
Defense Power: ?

Notes: If you wake Tubba up or get caught while in his castle, you’ll 
fight him.  His defense is infinitely high, and he cannot, I repeat, 
CANNOT be beaten.  Just run away from battle.
-----------------------------------------------------------------------
Tubba Blubba

HP: 10
Attack Power: 4
Defense Power: 0

Notes: With his secret exploited, Tubba Blubba is no longer invincible.  
In fact, he’s quite weak.  Use Bow’s Smack and then let Mario whack it 
once or twice.  You’ll beat it on the second turn, at least.  
Afterward, Tubba Blubba goes good.  He’s my role model.
-----------------------------------------------------------------------
Tubba’s Heart

HP: 50
Attack Power: 6
Defense Power: 0

Notes: It’s The Master, only it’s not!  Tubba’s Heart is the ruining 
secret of Tubba Blubba; Bowser removed it and hid it in Windy Mill to 
keep Tubba Blubba’s body invincible.  Why didn’t he just make him 
invincible?  Probably so that there wouldn’t be anyone who could 
compete with him.  Tubba’s Heart is very easy to beat.  It has good 
music, but terrible attacks.  It will bounce at you and hit you every 
turn or so, but it occasionally charges an attack that can devastate 
you.  To avoid it, use Bow’s Outta Sight to hide from it.  In this way, 
you’ll be able to beat it in no time at all.
-----------------------------------------------------------------------
Tuff Puff

HP: 1
Attack Power: 2
Defense Power: 0

Notes: What wimps!  No, but seriously, respect these enemies.  Every 
time you damage Huff N. Puff, these come out.  And, whenever he feels 
like it, Huff N. Puff can absorb Tuff Puffs to restore his HP, two 
points of HP per Tuff Puff.  So, it would seem that Huff N. Puff is 
invincible.  As a result, use Lakilester’s Spiny Surge to defeat Tuff 
Puffs right after they come out.  If you let them linger, Tuff Puffs 
can attack you.  When they do (use Zap Tap to prevent them from 
attacking), press A as fast as you can to reduce the damage they do.
-----------------------------------------------------------------------
Tutankoopa

HP: 30
Attack Power: 3
Defense Power: 0

Notes: It is Tutankoopa, remorseless king of the sands!  The boss of 
Dry Dry Ruins is pretty tough for Chapter 2, but he’s not too bad.  
There are two possible strategies.  First, stock up on Thunder Bolts 
(five coins apiece from Little Mouser’s Shop of Dry Dry Outpost).  For 
each of Mario’s turns, use one on Tutankoopa to deal him five damage.  
Use Parakarry’s turn to Shell Shot him.  Occasionally, Tutankoopa 
summons a Chomp.  At this time, either use Shell Shot or a Thunder Bolt 
to beat it.  Then continue.  Tutankoopa uses magic attacks to drops 
shells on you and the like.  Eventually, he’ll hit himself with a magic 
attack, dropping him to the ground.  Now you can use the Hammer to hit 
him for a while.  If you don’t have deep pockets, you can just use 
Jump.  It’ll take longer, but it’s to the same end.  Just be sure to 
beat the Chomp as soon as it appears.  It can be damaging.
-----------------------------------------------------------------------
W Magikoopa

HP: 11
Attack Power: 3
Defense Power: 0

Notes: These Koopa magicians are the medics of Bowser’s army; they 
rejuvenate their partners with magic.  They can either heal one partner 
by five HP or all of them by three.  For this reason, it pays to beat 
this guy first.  They rarely attack because there’s so much healing to 
do, and they run when isolated.  Their stats aren’t impressive, but 
their powers are.  Beat them quick or you’ll be sorry.
-----------------------------------------------------------------------
White Clubba

HP: 12
Attack Power: 5
Defense Power: 0

Notes: For an unknown reason, some Clubba from Gusty Gulch migrated 
north to Shiver Mountain and Crystal Palace, becoming white with the 
arctic temperature to blend in with the snow.  They won’t be sleeping, 
and they are stronger than their green counterparts.  They can wear you 
down by number, but they aren’t tough individually.  If you’re looking 
for a quick finish, use Star Storm and Power Bomb, assuming Bombette is 
Ultra-Rank or you have quick fingers.
-----------------------------------------------------------------------
Y Magikoopa

HP: 11
Attack Power: 3
Defense Power: 0

Notes: Appropriately colored yellow, these magicians electrically 
charge their partners.  This is a medium power; it doesn’t hurt you 
that badly, but it isn’t a light breeze.  Beat these first and things 
go smoothly.  If not, use Kooper to hit the electric enemies.  His 
shell is so durable and non-conductive/fireproof.
-----------------------------------------------------------------------
Y Ninjakoopa

HP: 5
Attack Power: 1
Defense Power: 1

Notes: A member of the Koopa Bros., this is the yellow Koopa Brother.  
Jump on it to flip it over and then beat it like you would a normal 
Koopa Troopa.  After all, it has only one HP more than a normal one.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

And those are all the enemies you’ll ever face in the course of playing 
Paper Mario.  Some enemies are optional, and most can be skipped.  May 
it serve you well.  Also, if I may roughly quote one enemy, I think it 
would be fitting.

“Your strength is great for one clothed like a plumber.”

=======================================================================
===============================Secrets*================================
=======================================================================

Here are just a few secret things that I left out of the rest of the 
guide.  You know - the fun Easter eggs and that sort of thing.  Here’s 
my list.

                        +---------------------+
                        |    Luigi’s Diary    |
                        +---------------------+

The main source of insults for Luigi is this.  Once you have the Super 
Boots, go to his room and spin jump in front of the wardrobe to bust 
through the floor to his secret basement.  It is here that he writes in 
his diary.  There are ten pages, and I think I’ll sum them up for you 
here.

In the first page, Luigi complains that he didn’t get to go on an 
adventure.  He remembers the carefree days of partying, golfing, and 
playing tennis (references to Mario Party, Mario Golf, and Mario 
Tennis).  In the second page, Luigi heard a ghost (Bootler) appeared in 
Toad Town, and he expressed fear for it.  In the third page, a Shy Guy 
was in Luigi’s bed asleep.  He tried to catch it, but it was too fast.  
He hears they’re from Shy Guy’s Toy Box, and he wonders if they have a 
Nintendo 64.

In page 4, Goombario’s family visited and gave him a Goomnut to give 
Mario.  But, Luigi ate it!  He wonders if Mario will notice his plus 3 
FP.  In the fifth page, Luigi hears that Mario went to Lavalava Island 
on a tuna.  Luigi finds this unfair, as he also wants to ride a tuna.  
In the sixth page, he hears that Mario rescued Yoshi kids on the 
island.  He says, and I quote, “I bet Yoshi kids are just about the 
cutest things around.”  He admits that’s he’s jealous that his brother 
got to see them.

In the seventh page, Luigi heard a rumor that HE actually has a lot of 
fans.  He wants to live up to their expectations and star in an 
adventure, with his name in the title (reference to Luigi’s Mansion, a 
Game Cube game that came out a few months after Paper Mario was made).  
But, it’ll never happen.  In the eighth page, Luigi hears that a door 
to Flower Fields appeared.  He thinks that the flower spirits’ souls 
are as beautiful as the prettiest flowers.

In the ninth page, Luigi hears about the scarf-and-bucket prophecy to 
open the way to Crystal Palace.  It makes no sense to him.  Besides, 
wouldn’t a scarf melt a snowman?  In the last page, Luigi got stuck in 
the trapdoor when entering his room.  Is he putting on weight, or just 
using it too much?  That’s the end of the diary, and boy was it good.

                          +-----------------+
                          |    NES Mario    |
                          +-----------------+

In Boo’s Mansion, enter the right door on the first floor and jump into 
the left cauldron using the crate.  Out comes 8-bit Mario from the NES 
days!  Neat-o!  To change back, exit the room or jump back in.  This 
can only be done once.

                         +------------------+
                         |    Chet Rippo    |
                         +------------------+

In Toad Town, right of Harry’s Shop, is a mysterious duck-billed (he 
looks that way, anyways) creature by the name of Chet Rippo (cheat rip-
off).  He offers to upgrade any stat of your choice at the price of 39 
coins.  And, he does.  However, he upgrades one stat at the expense of 
another.  Your HP might rise by five but your FP might fall by five.  
Be ready, and save, before you ever purchase a service from him.

                        +--------------------+
                        |    The Playroom    |
                        +--------------------+

By doing Koopa Koot favors, he gives you a Silver Credit and a Gold 
Credit on separate occasions.  These credits can be used to play games 
at the Toad Town Playplace, as he calls it, but it’s actually the 
Playroom.  The second game is better than the first in terms of getting 
coins, but it matters not.  In the first, you can choose the 5, 7, or 
9-Block Challenge.  Eleven blocks appear and you must hit the specified 
number.  Each block is worth either one, five, or five times your 
current coin number.  That is, the third one multiplies your current 
coins by five, while the first two just add that amount to your count.  
The other type shows Bowser, and it ends the game.  In the second game, 
you’re timed as you have to hit blocks.  You must hit the blocks with 
your hammer to find ten Peach Panels, but there are other panels meant 
to slow you down.  When you find them all, multiply ten by the number 
of seconds left on the clock to figure out how many coins you get.

                       +----------------------+
                       |    Li’l Oink Farm    |
                       +----------------------+

By the Toad Town Station, there’s a pen where Li’l Oinks, timid 
creatures that resemble pigs, can roam.  Hit the bar on the nearby 
structure to make an egg come out.  Whack them with your hammer and a 
Li’l Oink of a particular color comes out.  You can add more to the 
group, but no more than ten can be in at one time.  When the eleventh 
enters, the first leaves.  Each time one leaves, they leave behind an 
item corresponding to their color.  In this way, it is possible to get 
some very rare and expensive items, as well as others that aren’t so 
cheap.  However, if you ever enter the pen, all the Li’l Oinks 
currently there run away.  Make sure that item’s worth it.

             ---------------------------------------------
             Li’l Oink                                Item
             ---------------------------------------------
             Black                            Dried Shroom
             Flower                            Maple Syrup
             Gold                             Ultra Shroom
             Pink                              Fire Flower
             Question Mark                       Repel Gel
             Silver                          Jammin’ Jelly
             Shroom                            Life Shroom
             Star                            Shooting Star
             Tiger                            Thunder Rage
             White                            Super Shroom
             ---------------------------------------------

                      +-------------------------+
                      |    The Game Overview    |
                      +-------------------------+

To see how you’re doing in the game, you can always check the green 
board in your house.  There, you can see how many badges, Star Pieces, 
Chuck Quizmo questions, Power Bounces, recipes, etc. that you’ve 
gotten.  I wonder who writes that…  Is Luigi spying on you?

Those are all of the notable secrets in the game, although the others 
can be found in Section 3.  Now to the FAQ!

=======================================================================
=================================FAQ*==================================
=======================================================================

For those unaware of it, FAQ in an acronym standing for “Frequently 
Asked Questions.”  I post here questions that are asked often that, 
quite frankly, I don’t want to have to answer.  It’s very annoying 
getting the same question sent to you ten times a day (I’m not making 
this up; this has happened to me before).  I usually answer e-mail 
within a day or so of it being sent, maybe less but rarely longer.  Now 
let the interrogation commence!

Question: How long did it take you to write this?
Answer: Why do you care?  Well, I started on March 12, 2005, and I 
finished for the first time on March 24, 2006, err, 2005.  So, it took 
me twelve days.  I usually don’t take this long, but this is a pretty 
long guide.  Plus, updates have since expanded the guide.

Question: Okay, I was reading your enemy section and I read that Anti 
Guy can be bought off with Lemon Candy.  I died over and over against 
him!  Why wasn’t that in the Chapter 4 section?
Answer: Because Anti Guy is a strong enemy, and not all Shy Guys give 
that kind of experience.  Star Points are precious in Paper Mario, and 
he gives in bulk.

Question: Where can I find this Rip Cheato I hear so much about?
Answer: Look in the section entitled “Toad Town Tunnels.”  It was made 
especially for that purpose.

Question: How do I beat [insert name of section/boss/place here]?
Answer: Ahem, use the guide.  That’s why it’s there.

Question: Wait a sec, you mentioned “Toad Town Tunnels,” something 
about using the pipes there for a shortcut…
Answer: Oh, I pity you.  Toad Town Tunnels has shortcut pipes in it to 
all far-off towns.  Man, how inconvenient it would be to go through 
Forever Forest and Dry Dry Desert every time you wanted to go 
somewhere.

Question: Do I have to get the badges?
Answer: Badges are completely optional.  You don’t actually need any of 
them, but they are extremely useful.  Some of the toughest enemies can 
be reduced to nothing with badges.  Sure, you don’t have to get all of 
them, but most of them will help you.

Question: How can I see which recipes I’ve already done?
Answer: Quite simply, you can’t.  I suggest you keep a checklist of 
which ones you have done to be sure that you don’t waste time and money 
repeating them.  The same goes for Star Pieces; there’s no way to tell 
which ones you’ve already gotten.

Question: Do I have to help Koopa Koot?
Answer: No, only if you want his Star Pieces (15 of them).

Question: I like to cross-examine people about their videogame 
knowledge (okay, I added that part in).  How would you compare the 
partners in the three Mario RPG games?
Answer: Most of the partners in the sequel to this game are based on 
partners from this Paper Mario.  Of course, some partners in this game 
are unique, but others aren’t.  And, most partners in this game cannot 
be traced back to one of the Super Mario RPG partners.  If I had to 
draw any lines of comparison there, Mallow is most like Goombario 
(because he can find out people’s HP), and he’s somewhat like Watt (he 
uses electrical attacks).  Geno and Bowser are unlike all the new 
partners.  Peach is most like Bow in that they both have Smack attacks, 
and that they can help Mario out in dodging/healing damage.  As for 
Paper Mario: The Thousand-Year Door, my chart below shows what I think.

                +------------------------------------+
                |    Goombario -> Goombella          |
                |    Kooper    -> Koops              |
                |    Bombette  -> Admiral Bobbery    |
                |    Parakarry -> Yoshi              |
                |    Bow       -> Vivian             |
                |    Watt      -> Ms. Mowz           |
                |    Sushie    -> Nobody             |
                |    Spike     -> Flurrie            |
                +------------------------------------+

Now, Watt is like Ms. Mowz because both help you find treasure.  Spike 
is barely like Flurrie at all, but both have the cursor first attack 
and a dodgy move for Mario.  Sushie is really unlike any of the 
partners.  That’s it.

Question: Is this game good?
Answer: You’re joking, right?  Of course!  I made my feelings on this 
matter clear in the introduction.  This game is beyond compare in the 
RPG world, except to its prequel and sequel.  Seriously, this game is 
absolutely peerless in its genre.  It combines good writing with lots 
of side quests, options, and graphic charms, so much so that I was 
willing to make this guide this long for it.  Personally, I like the 
sequel more than this game, but this was a step-up from Super Mario 
RPG, which was also superb.  However, the problem with this game and 
Super Mario RPG were simple ones – they were released very late in the 
lifespan of their systems.  As a result, they did not achieve as much 
acclaim as they might have if they were released earlier when the 
system was being hyped up, but it doesn’t make any difference if you’ve 
played it.  Compare the graphics and maybe they are a bit rough around 
the edges (ha, it’s paper!), but, they are still quite good and no one 
was trying to make them great (it was meant to look like paper).  So, 
to answer your question, yes, it is.

Question: How do I deliver Letters?
Answer: First, have the Letter.  Then get out Parakarry and talk to the 
recipient.  It will work out from there.

Question: What other games have you written walkthroughs for?
Answer: This is my twenty-sixth guide.  I’ve come quite a ways in 
writing guides since I first started (for proof, just read my Sonic the 
Hedgehog guide... yikes).  There's one for The Legend of Zelda: Four 
Swords Adventures, Harvest Moon: A Wonderful Life, Sonic the Hedgehog 2 
and 1, Sonic Heroes, Mario Kart: Double Dash, The Legend of Zelda: 
Ocarina of Time, The Legend of Zelda: Ocarina of Time/Master Quest, The 
Legend of Zelda: The Wind Waker, Super Smash Bros. Melee, The Legend of 
Zelda: The Adventure of Link, Paper Mario: The Thousand-Year Door, The 
Legend of Zelda, Super Mario 64, Super Mario 64 DS, The Legend of 
Zelda: Majora's Mask, Sonic Adventure 2 Battle, Luigi's Mansion, Super 
Mario Sunshine, The Legend of Zelda: The Minish Cap, The Legend of 
Zelda: A Link to the Past, The Legend of Zelda: Link's Awakening, The 
Legend of Zelda: Link's Awakening DX, Mario Power Tennis, Mario Party 
6, and you’re reading my latest one for Paper Mario.  Yep, I spent my 
spare time writing guides for videogames.  I know what you’re 
thinking...  For an up-to-date list of games I’ve written for, use the 
below address:

http://www.gamefaqs.com/features/recognition/46879.html

Question: How can I contact you?
Answer: By e-mail only.  I do not accept IM’s anymore at all.  My e-
mail is listed at the top of this guide.  Say Paper Mario (64 would 
help, too) and I’ll know which game you need help on.  And, please, 
read all my FAQ before that.  Don’t send me Spam, chain letters, or 
“tags,” which are essentially the same thing.  I have never sent chain 
letters once in my life, and I’ve never once seen bloody Mary appear in 
my mirror and slay me with a dagger.  Don’t ask me for personal 
information because I won’t answer that, either.  My e-mail is not 
given for your social hour but for helping you with this game.  And, 
please read all the sections about your question before asking me.  
Last, don’t ask me about games I don’t have guides for.  Seriously, 
people ask me once a week what I think of a game I’ve never even 
played.  And please don’t send me additions to the guide.  I do not 
write incomplete guides, and I move on after writing each one.  I 
might, and that’s a big might, include your tip, but I usually don’t.  
I just don’t have time to keep updating them.  Follow these guidelines 
to get the most info out of me as possible.

Question: Can I use your guide on my site?
Answer: NOOO!  No, no, no, no, no, and never!  Stop asking.  Read my 
legal section for details.  Sorry, but it’s just to inconvenient for me 
to let everyone and their brother host my guides.

And those are the questions!  Now, onto the real gem of the guide, the 
legal section.  Mm, that’s good.
-----------------------------------------------------------------------
   _________________________________________________________________
  /                                                                 \
 /                                                                   \
||----------------------------Section 4*-----------------------------||
 \                                                                   /
  \_________________________________________________________________/

=======================================================================
====================Credits and Legal Information*=====================
=======================================================================

Honestly, I despise making this section.  I am copying all of this, 
except for the last paragraph, from another guide.

Reading legal sections is about as fun as watching a foreign-language 
film about the making of boxes in black and white.  First, though, the 
credits.  Yes, I know that everybody is dying to know who helped me 
write this.  Let's get started, shall we?

                           +---------------+
                           |    Credits    |
                           +---------------+

First, I'd like to thank myself for writing the guide, playing the 
game, and for posting it.  The man!  The myth!  The legend!

Second, a big round of applause for Nintendo.  They made Mario and this 
game, and this guide wouldn't be around without them.

Third, let's all thank GameFaqs, the great site that is the only place 
where you can find my guides.  Without them, you wouldn't be reading 
this.

Recently, some more people have helped me out.  Here's a list of who 
they are and what they did.

- karasiatsu, who sent in an attack of Huff N. Puff’s that deserved 
mention in the guide (one-turn lightning).

- gameloveh, who sent in a correction in which I said “Mario” instead 
of “Bowser.”  Ah, the confusion I cause...

- Rory O’Kane, who sent in the fantastic map for Dry Dry Desert that 
you see today (before, it was considerably worse).

- kyogre505, for sending in a tip regarding the Goomba King.

- spacepope4u, a contributor here on GameFaqs.  I learned much from his 
awesome Mario Series Character Guide, and some of that information went 
into this guide in various places.  I highly recommend reading through 
it to any Mario fan.  It’s simply the best listing of Mario characters 
on the Internet.

That's it for now, but I'm sure that list will grow.  Now for the legal 
section.  If you're really obsessed with my guides, you'll know which 
one I copied the legal boilerplates out of.

                        +---------------------+
                        |    Legal Section    |
                        +---------------------+

First of all, I take no credit for the creation, distribution, 
production, idealizing, or in any way making this game.  That honor 
goes to Nintendo, not me, and I do not deny this.

Second, this document is Copyright 2005-2006 Brian McPhee.

Third, this may not be reproduced in part of in full under any 
circumstances except for personal, private use. It may not be placed on 
any web site or otherwise distributed publicly without advance written 
permission. Use of this guide on any other web site or as a part of any 
public display is strictly prohibited, and a violation of copyright.

To phrase that first item legally, all trademarks and copyrights 
contained in this document are owned by their respective trademark and 
copyright holders.

To make it clear for those of you who might having problems absorbing 
information, no one but the website GameFaqs may use my guides on their 
sites, books, magazines, etc.

Well, I’m back.  That was one of the best legal sections yet.  It 
brings a tear to my eye, really.  But seriously, folks, I’ve had a 
blast making this guide.  After all, what else what I do with my 
downtime?  I know one thing, though, and that’s that I’ll be back at it 
in no time flat.  So, for now, I’ll need to make my great escape.  And, 
to Houdini out of here, I’ll use my secret weapon, my ultimate catch 
phrase, my great good-bye saying that has withstood the test of time!  
Gasp!  Adios.  No, but seriously, that wasn’t it.  I’m talking about my 
classic.  Okay, drum roll please…  Here it comes!

See ya later.