______       ____      ______     _________    ______
         / ___  |     /__ /     / ___  |   / _______/   / ___  |
        / /__/ /    / / / /    / /__/ /   / /_         / /__/ /
       / _____/    / /_/ /    / _____/   /   /        /   ___/
      / /        / ____  /   / /        / __/        / /| |
     / /        / /   / /   / /        / /______    / / | |
    /_/        /_/   /_/   /_/        /________/   /_/  |_| 

        __________       ____     ______    ________   ________
       / __   __  |     /__ /    / ___  |  /__  ___/  / _____  |
      / /  | /  | |   / / / /   / /__/ /     / /     / /    / /
     / /  / /  / /   / /_/ /   /   ___/     / /     / /    / /
    / /  / /  / /  / ____  /  / /| |       / /     / /    / /
   / /  / /  / /  / /   / /  / / | |    __/ /__   / /____/ /
  /_/  /_/  /_/  /_/   /_/  /_/  |_|   /______/  |________/





==============================================
 Game:           Paper Mario
 Platform:       Nintendo 64
 Version:        1.25
 Last updated:   8 August 2010
 Written by:     Iron Knuckle
 Type:           FAQ/Walkthrough
 GameFAQ status: 100 %
==============================================



=================
Table of contents
=================

Version Updates

FAQ

Controls
  Controller
  Game Selection / Start Menu
  Pause Menu
  Field Controls
    Basic actions
    Partner Abilities
  Statistics
  Ailments
  Combat System
    In the field
    In battle
      Battle Options
      Action Command
      Damage Calculation
      Level Up & Star Points
    Post battle

Main Characters
   Mario
   Princess Peach
   Bowser
   Mario's partners
    
Other Important People
   Luigi
   The 7 Star Spirits
   Twink
   Kolorado
   Jr. Troopa

Story

Walkthrough

  Beforehand: A disaster party at Peach's castle

  Prologue: A plea from the stars 
            1. Repairing Goomba Village gate
            2. Goomba King's fortress
            3. Welcome to Toad Town
            Peach intermezzo #1 - Enter Twink
            Post prologue events
  Chapter 1: Storming Koopa Bros. Fortress
            1. Stroll over Pleasant Path
            2. Fuzzy havoc in Koopa Village
            3. The Ninjakoopa's booby traps
            Peach intermezzo #2 - Bowser's diary
            Post chapter 1 events
  Chapter 2: The Mystery of Dry Dry Ruins
            1. Scaling Mt. Rugged
            2. Scour the Dry Dry Desert
            3. Tutankoopa's Crypt
            Peach intermezzo #3 - Sneaking in the library
            Post chapter 2 events
  Chapter 3: The "Invincible" Tubba Blubba
            1. The Forever Forest Maze
            2. Ascending Boo's Mansion
            3. Discovering Tubba Blubba's Secret
            Peach Intermezzo #4 - A short interrogation
            Post cha... Oh no, Shy Guys on the loose
  Chapter 4: Trials in the Toy Box
            1. Blue Station  - Storage room key for a toy train
            2. Pink Station  - Gourmet blockade
            3. Green Station - Decipher the mystery note
            4. Red Station   - The general's army
            Peach Intermezzo #5 - Cake cooking crash course
            Post chapter 4 events
  Chapter 5: Hot Hot Times on Lavalava Island
            1. Lost: 5 Yoshi kids!
            2. The path to Mt. Lavalava
            3. Treasure hunting in the volcano
            Peach Intermezzo #6 - The Koopa trivia quiz
            Post chapter 5 events
  Chapter 6: Dark Days in Flower Fields
            1. The magic bean, fertile soil and magic water
            2. Return the light to the fields
            Peach Intermezzo #7 - Peach; you're going undercover
            Post chapter 6 events
  Chapter 7: A Star Spirit on Ice
            1. Mario's backroom penguin murdering mystery
            2. A valley under the stars so blue
            3. Cold welcome in the Crystal palace
            Peach Intermezzo #8 - The final preparations
            Post chapter 7 events (clear all loose ends)
  Chapter 8: A Star-Powered Showdown
            1. Basement & First Guard Door
            2. Second Guard Door
            3. Third Guard Door
            4. The final encounter
  Epilogue: A great party at Peach's Castle



Appendix A:
  Making friends during the adventure
    The 8 partners of Mario
     -Goombario
     -Kooper
     -Bombette
     -Parakarry
     -Bow
     -Watt
     -Sushie
     -Lakilester

Appendix B:
  Chart Tables
     1. Items
         I - Attack
        II - Status ailment
       III - Food
        IV - Scenario objects
     2. Tayce T. recipes
     3. Item shop pricelists
     4. Monster compendium
         I - Regular enemies
        II - Bosses
     5. Chuck Quizmo Questions
     6. Special Objects
         I - Star Pieces
        II - Badges
       III - Super Blocks
     7. Star Power
     8. Star Point Experience

Appendix C:
  Badge Setups
     Introduction
     1. General 30 BP Setup
     2. "Danger" Mario
     3. Jumpman & Hammerman
     4. Single boss fights
     5. Low BP level setup

Appendix D:
  Side Quests & Optional Events
    1. Trade Quest Events
    2. Old Koopa Koot favors
    3. My Li'l Oinky
    4. Casino gaming alley
         -Jump game
         -Smash game
    5. Luigi's diary
    6. Master the Dojo
    7. You've got mail!
    8. Letter Delivery Quest
         -Normal letters
         -Chain letter cycle
    9. Toad Town Tunnels
   10. The Kent C. Koopa blockade

Appendix E:
  Extra
    Glitches
    Stuff

Credits

Copyrights

E-mail, Questions and Contributions

Unfinished business



===========================================================================
Version Updates
===========================================================================

Version 0.05
1 September 2006:
 Started with the walkthrough for this game.

Version 0.1
10 September 2006:
 Completed the Prologue and listed some of the early monsters in a table to 
be used for the Monster Compendium of Appendix B.

Version 0.15
15 October 2006:
 After a delay of a few weeks I started to work on the walkthrough again. 
Initialized some of the additional sections such as the Story and the ASCII 
art at the top of the FAQ.

Version 0.2
17 October 2006:
 Completed Chapter 1 in the Walkthrough (including the additional things 
that can be done here).

Version 0.4
20 October 2006:
 Finished the first 4 Chapters with all the additional side quests that can 
be completed up to that point.

Version 0.5
25 October 2006:
 Worked my way up to the beginning of Chapter 6. Started with some sections 
of the chart tables; still much to do.

Version 0.6
29 October 2006:
 Completed Chapter 7 of the game and added some more hidden items to the 
previously completed chapters.

Version 0.7
1 November 2006:
 Finally finished the entire game with all Super Blocks, 80 Badges and 160 
Star Pieces! Started working on the Appendices, which will take quite some 
time to compile completely. There is still much work to do.

Version 0.8
8 November 2006:
 Found out about the Star Point Levels and managed to find the underlying 
formula determining the amount of Star Points earned from a monster. Added 
SPLs to all the monsters in the list and FAQ. Added some additional hidden 
items such as the Repel Gel on Yoshi Island's beach. With the permission of 
Floogal I included the Refund values for each item in battle in the chart 
tables of appendix B.

Version 0.85
12 November 2006:
 Completed the Tables for all Badges & Star Pieces including Merluvlee's 
hint. Cleared some errors in the FAQ and updates several sections.

Version 0.9
13 November 2006:
 Nearly completed the additional descriptions of all the side quests in 
appendix D. Added and completed appendices C and E about the Badge setups 
and Extra section with many loose ends & additional information.

Version 0.95
[First Released Version]
18 November 2006:
 Did some clean up and added some new dropped items using Floogal's monster 
FAQ (with his permission, of course). The Monster Compendium in Appendix B 
is still a bit messy, but this will be improved in the future.

Version 0.98
21 November 2006:
 Corrected some errors and improved the FAQ using some of the suggestions 
by Floogal and Spilman. See the credits section for the complete list of 
alterations.

Version 1.0
 7 January 2007:
 With the aid of Prunon the 5th Repel Gel was found in the game. Also fixed
a small counting glitch near the end of the FAQ, there are now 391 items to
be found in this game.

Version 1.1
 18 June 2007:
 Cleared up a few small errors located by Bruno P. Ferreira and added some
new information to the FAQ.

Version 1.15
 18 January 2008:
 Fixed a few mistakes pointed out by the readers and added the Dizzy Dial
to the recipes section.

Version 1.2
 22 March 2009:
 After some feedback from people by mail I've updated the FAQ will all of
those changes. Thank you all for your time to post yours truly.  ^_^

Version 1.25
 8 August 2010:
 Updated the walkthrough after receiving several mails about it.





===========================================================================
Frequently Asked Questions (FAQ)
===========================================================================

Q: I can't find item 'x' anywhere. Where is it?
A: This may be difficult to locate. If you have absolutely no idea, then
   you can consult Merluvlee the fortune teller at Shooting Star Summit.
   She can give directions to missing Star Pieces / Badges / Super Blocks
   for a low price. Take note however that she gives you the directions to
   a peculiar item only once, so to get the hint again you need to reset
   the game.
    If she cannot find any items within your reach she will give you a
   complete refund. A trick to save money goes as following. Save just
   before visiting Merluvlee, get the hints and write them down, reset the
   game and get the missing items while having the original amount of
   coins! Alternatively just look for the specific item in appendix B,
   where I included Merluvlee's description for each and every item.


Q: What are the ??? for on the black board in Mario's house?
A: These are the statistics that appear and they keep track of how much you
   have explored and progressed so far. From top to bottom they are:

                  - Coins Earned
                  - Badges Collected
                  - Star Pieces Collected
                  - Tayce T.'s Recipes
                  - Chuck Quizmo's Quizzes
                  - Number of Battles
                  - Your First Strikes
                  - Enemies' First Strikes
                  - Total Power Bounces

   Some of the items such as the number of Power Bounces are just included
   for fun as there is no maximum value for it. Others like Tayce T.'s
   recipes are limited so you can see how far you progressed through the
   game.


Q: In Chapter 2; what is the Nomadimouse's favorite food?
A: It is something yellow as you presumably already knew. This yellow
   object turns out to be a Lemon, which can be found by whacking the tree
   in the oasis in Dry Dry Desert just outside the Outpost. From the
   entry point to the outpost just go two screens down.


Q: What is the purpose of the diploma and other rankings from the Dojo?
A: Not much actually; you can consider it more or less like a charm. The
   only effect the degrees and the diploma itself have is that one
   inhabitant of Toad Town, Dry Dry Outpost & Shiver City will respond
   differently depending on your rank.


Q: Who are these Chet Rippo and Rip Cheato guys?
A: As their name suspects there are something fishy things going on here.
   Chet Rippo is a strange creature (I dunno what it is) who appears next
   to Harry's shop in Toad Town, but only if none of your stats are at the
   minimum and neither when you have reached level 27. He tells you that he
   can increase any statistic for a mere price of 38 Coins. Basically what
   he does is that he increases 1 statistic by two levels and degrades the
   other 2 by 1 level (e.g. FP goes up by 10 and HP goes down by 5 and BP
   goes down by 5 as well). The only time you need his abilities is if you
   want to have a permanent "Danger" mode. As max HP can be lowered 5
   points.
    Rip Cheato lives in the part of the Toad Town Tunnels sewers accessible
   after getting Sushie. This guy offers you a special item at the cost of
   64 Coins. You only need the first 10 as everything after that will be a
   Dried Shroom, but among the first ten you will get 3 Star Pieces, Life
   Shroom and the Bump Attack badge.


Q: I need MORE money! Is there an easy way to get more coins?
A: Getting more money is something almost everybody wants, but aside from
   that you could try to equip the cheap Pay-Off badge and get hit several
   times during a battle to get more coins. I always keep the Refund badge
   equipped in order to receive as many coins as possible from the items
   used in battle.
    But if you really need loads of money you could either try the Casino
   games OR equip the Money Money badge (costs 20 Star Pieces and 7(!) BP).
   For the Money Money badge you can also combine it with the Bump Attack
   badge on a very high level and walk through Bowser's Castle touching all
   enemies. This allows you to collect lots of coins, but not as much as
   you would get for defeating them in battle.
    If money is required early on in the game your best choice would be to
   buy 10 Volt Shroom from Harry's at 10 Coins a piece, cook them all up
   into Hot Shrooms and sell them for 15 Coins each. Your profit is 50
   Coins each time you do this and you don't have to fight at all. Next to
   that scour the Dry Dry Desert (mapped below) as there are over 120 Coins
   to be found by hitting all the coin blocks.


Q: Monsters stop giving Star Points, but I need a higher level!
A: Ah, yes the amount of Star Points is limited in such a way that you
   cannot get to high levels early on in the game. Each enemy has a certain
   level after which it becomes 'weak' and does not yield any Star Points
   anymore.
   The only way to get a really high level is by beating the Amazy Dayzee
   who rarely appears in the Flower Fields (Chapter 6). This is very late
   in the game, and Amazy Dayzees can be very difficult to defeat.
   Fortunately, I described a perfect method that allows you to take out
   the Dayzee with little to no effort so read the section about this enemy
   in Appendix E for more details.


Q: What is the maximum level in this game?
A: Mario can achieve level 27, when he reaches this level his statistics
   look as following: 50 HP, 50 FP & 30 BP. You cannot pass these limits
   even with Chet Rippo's help. Equipping all FP Plus and HP Plus badges
   allows you to get 65 HP and 65 FP, but this costs you 18 badge points.


Q: "Danger" Mario... What is it and how can I use it?
A: The term Danger Mario is used, by a specific strategy that allows you to
   have Mario in Danger mode (max HP = 5) making the Power Rush badge,
   Last Stand and Close Call badges permanently active. It can be achieved
   by asking Chet Rippo to raise any statistic other than HP so his HP will
   be drained to the minimum amount, which is 5 points (it is even less
   that what Mario starts with).
    This setup is not as effective as one would have hoped, because there
   are only little badges that help Mario out in Danger. In sequel "Paper
   Mario: the Thousand Year Door" this setup is much more appealing, since
   you can buy an infinite amount of Power Rushes allowing Mario to reach
   a standard attack power of 30 or so.



===========================================================================
Controls
===========================================================================

---------------------------------------------------------------------------
Controller
---------------------------------------------------------------------------

Analogue Control Stick
----------------------
 Use this to move Mario around. This can be done either slowly by touching 
it lightly or running be pushing the stick further into the desired 
direction. Walking very slowly allows you to pass by some of the sleeping 
guarding in Tubba Blubba's fortress for example. There is also a Slow Go 
badge which simply prevents you from running... What is the use in that? 
The control stick is also used to maneuver the cursor through options (if 
available).


Digital-Pad
-----------
 Not used in Paper Mario.


A Button
--------
 Confirm an option in a menu selection or cause Mario to jump in the field. 
If you have upgraded the boots then you can perform a Spin jump by pressing 
'A' again in mid-air, this attack may cause loose panels to flip. Later on 
when you get the Ultra boots the Spin jump is replaced by the Tornado jump. 
The attack acts like the Spin jump, but it also allows Mario to reach 
blocks that are very high in the air.


B Button
--------
 Cancel the selected option, just the opposite of the 'A' button. In the 
field you can let Mario use the Hammer (once he finds one) to smash normal 
and yellow blocks. Upgraded hammers are required to break through stone and 
metal variants respectively.


C directional Buttons
---------------------
 Unlike most N64 games these four buttons are not used to maneuver the 
camera, but in this game they are shortcuts to some of the menu options:

  C-Left
  - - - - - - - - - -
  Make a small item menu appear. You can select and use regular healing
  items outside a battle with this option. Mario can only carry up to 10
  different items, which is not much.

  C-Right
  - - - - - - - - - -
  This button is used for Partner selection, and thus allows you to
  interchange your current party member in the field. Handy, if you need
  a special ability.

  C-Down
  - - - - - - - - - -
  This operates the special ability of your partner, since each one of the
  8 members have a distinct function the result can vary widely. The C-Down
  can also be used to scroll down in the small information screens (e.g.
  when viewing a badge or item in the menu)

  C-Up
  - - - - - - - - - -
  Toggles the Status bar at the top of the screen for a quick overview of
  the most important statistics. If you remain idle for several seconds
  it appears automatically. The C-Down can also be used to scroll down in
  the small information screens (e.g. when viewing a badge or item in the
  menu)



Top L Button
------------
  Not used


Top R Button
------------
  Not used


Z-trigger
---------
  Use it in the field to spin around. If you do this while running you
  create a "Spin-dash" which is twice as fast as running. There is however
  a small stall after you perform this move. Fortunately, if you jump at
  the end of the spin you can prevent the stall all the same. Some of the
  badges in your inventory may change the properties of the spin, like
  adding more speed or causing enemies to get dizzy at the start of the
  battle when they get his by the attack.
   Next to the Spin-Dash this button can be used in a dialogue to rewind
  some of the text that has already passed by. This allows you to reread
  the information if you where just button mashing, while the texts scrolls
  over the screen.



---------------------------------------------------------------------------
Game Selection / Start Menu
---------------------------------------------------------------------------

 You can choose from four different files to play. Select an empty file, 
enter your name (up to eight characters) and hit "END" to create your new 
save file. The European PAL version has some additional letters that can be 
used for the name, as they include several letters with accents for the 
German and French. After creating the file it will be marked by "First 
Play". Open it and away we go.

 There are also options of deleting and copying files to different 
locations, but those speak for themselves. Lastly you can adjust the sound 
from "Mono" to "Stereo" to "Surround" and back by using the Z-Trigger and 
top R button to cycle through options either way.



---------------------------------------------------------------------------
Pause Menu
---------------------------------------------------------------------------

 There are five different tabs here that have a specific use on their own. 
You can select them by pressing the control stick either left or right, 
then 'A' to enter the options of that specific tab. The five tabs are:
Stats, Badges, Items, Party, Spirits and Map, I'll briefly explain them 
below. Take note however that not all tabs are available in the beginning, 
but only after a certain event.

Stats
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 At the top there is Mario's Level ranging from 1 to 27. Below it are the 
amount of Heart/Flower and Badge Points you currently have, and for the 
first two the maximum amounts are also displayed (the statistics are dealt 
with in the next section). To the right of this column there is the boots 
and hammer Mario currently possesses (if Mario gets a new piece of 
equipment it will automatically replace the weaker variation). Below that 
is the Star energy meter, which appears to be empty in the beginning. In 
the lower right corner you can see the amounts of Star Points, Coins, Star 
Pieces and the total time you spend on this adventure.

Badges
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 The badges tab has two different sub tabs, one with all badges and another 
which displays only the active ones giving you a rather quick overview of 
the badges you currently have equipped. In either of the two tabs you can 
select the individual badges and set/reset them. Each badge has an amount 
of Badge points it requires to be equipped, if you do not have enough 
points you cannot equip the badge so you either need to level-up or unequip 
some of the other badges. 

Items
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 This tab has two subparts as well: Key Items and just Items. The Key Items 
section shows you all the important stuff required to complete the game. As 
these items are critical to your success there is no limit to the amount of 
Key Items you can carry. The Items tab shows you the useable items, which 
can either be used to regain HP and FP or have specific uses in battle like 
attacking an enemy. Mario can only carry up to 10 of these items, and this 
is actually a bit sad as you will probably have to drop items all the time 
on your quest.
 Possible ways to prevent losing these items is by visiting a town's shop 
and hoarding them into the list of 32 items can be stored. Next to that you 
can also prevent loss of items simply by not collecting them! That is, if 
you jump into a ?-Block, it releases an item then if you leave it be and 
exit the field the ?-Block will reset the next time you enter allowing you 
to recollect the item when you like. Just make sure you don't touch the 
item, because when you do this trick will no longer work.

Party
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 After Goombario joins you this tab becomes available. It simply shows all 
the party members in the team, and lists their special field / battle 
attacks with short summaries. You can also see their rank by looking at the 
number of blue circles behind their names. If there are none present they 
are normal ranked, 1 equals Super rank and 2 is used for the Ultra rank.

Spirits
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 When you beat the Koopa brothers at the end of the first chapter the first 
Star Spirit is released. Upon freeing him the Spirits tab appears in the 
pause menu showing all the Star Spirits you saved up to now. If a Star 
Spirit is rescued he/she will appear instead of a silhouette accompanied by 
a description of the properties of their respective Star Power attacks.

Map
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 The last tab displays the Map of the Mushroom kingdom in its total. As you 
progress through the game new locations get marked and some of the 
descriptions are updated to the current status. Other than a pretty sight 
this tab is somewhat useless as it doesn't show you how to get to each 
location in detail.



---------------------------------------------------------------------------
Statistics
---------------------------------------------------------------------------

 Like any RPG there are several statistics used to determine how strong 
your character is. The biggest difference between an ordinary RPG and Paper 
Mario is that you cannot directly influence the statistics and most of them 
have been simplified to make the game very accessible to people who never 
played an RPG before.


Level
---------------------------------------------------------------------------
 This simply denotes the level of experience Mario has gotten by beating 
enemies. The only way to increase your level is by gaining 100 Star Points 
from your enemies. Unlike most RPGs the monsters in this game yield a 
variable number of Star Points depending on your level and the amount of 
enemies at the battle start.

 This value is calculated from the Star Point Level of the particular and 
when Mario's level is equal or higher then you get no Star Points at all. 
The moment this happens the game considers the enemy to be "weak" and Mario 
can defeat it in the field with either one of the Spin / First / Bump 
Attack badges. For more details on the number of star points read the 
section in the Combat System about this matter. Other than that Mario's 
level has no use on its own.


HP - Heart Points
---------------------------------------------------------------------------
 Mario starts out with 10 HP and when all ten points are depleted the game 
turns into the Game Over screen. Upon a level-up you can choose to increase 
this amount, which will boost the maximum amount by 5 points each time. 
This can be done until he reaches the limit of 50 HP, but by equipping all 
3 HP Plus badges he can get up to 65 HP tops.

 Most of the time during game play you only receive damage in the battles, 
but when you touch lava or fire in the field Mario's health is also reduced 
by 1 point. Heart Points can be restored by using a wide range of edible 
items like a standard Mushroom. Other than that Star Powers like "Refresh" 
and "Smooch" will recover 5 or 20 HP respectively.

 Another important aspect is that partners do not have HP. Most of the time 
all attacks are directed to Mario, but some multi attacks hit partners as 
well. If a partner gets hit the amount of damage denotes the number of 
turns it has to sit out doing nothing. Fortunately for you doing the Action 
command will negate any damage to your partner!


FP - Flower Points
---------------------------------------------------------------------------
 You get 5 FP at the beginning of the game, which is really not that much. 
FP is used to power all special attacks that Mario and his Partner can use. 
Most of them require at least 2 FP to perform, hence in the beginning I 
would really like to recommend to increase FP at your first level up so you 
have some leeway. As with HP the maximum limit that can be reached is 50 
without FP Plus badges and 65 with all three equipped.

 There are several badges like the Flower Saver badge which decrease the 
amount of FP needed by 1, but this badge requires a costly 6 BP. So you 
have to make a trade-off. Furthermore Special attacks will always need 1 FP 
so you can never get these attacks completely free of charge. Usually you 
want to restore FP by devouring either Honey or Maple Syrups. The only Star 
Power that lets you regain 5 FP is "Refresh".


BP - Badge Points
---------------------------------------------------------------------------
 Initially Mario has 3 points for badges at his disposal and no badges at 
all. After receiving the Power Jump badge from Goompa you get a quick 
tutorial about using these. Each time you choose to increase BP at a level 
up you get 3 more points, instead of 5. Next to that the total amount of BP 
can never exceed 30 which is not that much if you want to equip badges like 
Power Plus and Money Money. Each badge has its own unique purpose and 
therefore the amount of points required to equip varies between 0 and 7. 

 Note how some badges like HP Plus (HP +5) cost exactly 3 BP, meaning that 
equipping such a badge would be the same as choosing to increase HP at a 
level up (the same goes for FP). Hence it is my main motivation to increase 
BP as much as possible as you can still increase HP/FP afterwards, but not 
the other way around.


ATK - Attack power
---------------------------------------------------------------------------
 This statistic is actually never displayed in numbers, but it exists 
nonetheless. Basically your attack power is the strength your equipment 
(like boots/hammer) plus any additional changes made by the badges or 
charging. Items have a default ATK, which cannot be changed. The standard 
attack power of the equipment and your partners (normal rank) is rather 
simple to deduce:

     Type           ATK         ATK (with Action Command)
     -------------  ---------   -------------------------
     Boots          1           1 + 1
     Super Boots    2           2 + 2
     Ultra Boots    3           3 + 3
     Hammer         1           2
     Super Hammer   3           4
     Ultra Hammer   5           6

     Goombario      1           1 + 1
     Kooper         1           2
     Bombette       1           2
     Parakarry      1           2
     Bow            1           1 + 1 + 1 + 1
     Watt           1           3
     Sushie         1           2
     Lakilester     miss        3

 This may seem that Hammers are much more effective, but this is not the 
case as it depends on the situation. After you get the Star Pendant just 
before the beginning of Chapter 1 you can perform an Action command. When 
you perform this correctly the jump attack will be repeated (hence the 
'+'), but for the hammer its ATK only increases by 1. So if you do the 
action command properly, the boots are equally strong as the hammer. Of 
course you need to take into account that your enemy may have defense, but 
this will be discussed in the Combat System.


DEF - Defensive power
---------------------------------------------------------------------------
 This is the other statistic that is never shown in numbers either, but as 
with ATK is there. Mario's defense is by default 0 similar to most enemies 
and partners. Doing an action command temporarily raises defense by one, 
hence it decreases damage you take by 1 point. Other ways to increase 
defense is by using the Defense Plus badge and Damage Dodge badges. Apart 
from that Sushie's "Water Block" maneuver allows you to temporarily raise 
your defense by 1 as well. All your partners have 0 defense (even Kooper), 
but this doesn't matter as the damage they receive equals the amount of 
turns they are out. If they use the action command all damage is cancelled 
out.


Star Energy
---------------------------------------------------------------------------
 Other than special attacks powered by Flower Points there is also 
something called Star Energy. Each time you rescue a Star Spirit the Star 
Energy gauge increases by 1 section and you learn a new Star Power attack. 
These attacks require energy coming from the gauge.

 Each section consists of nine parts so to replenish this meter you can 
either battle 8 turns (each turn 1 part is restored) or use Focus to 
recover 4 parts. Each equipped Deep Focus badge you add will restore 2 more 
parts, but this will only work for Mario. With all three Deep Focus badges 
he can restore 1.25 Star Energy parts using the Focus Command.



---------------------------------------------------------------------------
Field Controls
---------------------------------------------------------------------------

Basic actions
---------------------------------------------------------------------------
 In the field you can use the 'A' and 'B' buttons to jump and hammer 
respectively (of course you need to collect a hammer before you can use 
it). With C-Down you can use the ability of the current partner who is 
joining you. For specific information of these abilities and partners I 
would like to refer you to read Appendix A. Enemies also appear in the 
field, but you cannot battle them here. Instead when you make contact with 
an enemy Mario and that enemy get warped to a battle arena where they can 
fight each other. Note that 1 enemy in the field can actually take part of 
a group up to 4 enemies.

 An important matter is that you can get a free hit at the beginning of the 
battle if you manage to hit them with a jump / hammer attack or Kooper's / 
Bombette's special ability. This will net you an extra hit at the start of 
the battle. Of course, enemies can get a first strike on you to so you need 
to be careful as well. Then again you can wear the Chill Out badge to 
prevent them from getting the preemptive strike.

 Another method to prevent an enemy to get a First Strike is to equip the 
Dizzy Attack badge. If the enemy hits you while spinning, your spin wins 
and the enemy gets dizzy instead of Mario getting hit.  The badge costs the 
same as Chill Out to equip. With one enemy being dizzy running away is much 
easier in case of an unwanted battle. Like Chill-Out the Dizzy Attack 
doesn't help against projectile first-strikes, but fortunately those are 
rare. 


---------------------------------------------------------------------------
Ailments
---------------------------------------------------------------------------

Power / Defense Up
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 This is actually a good ailment, which increases your general attack 
power. You can get this status by use Charge if use Watt to energize you. 
Next to that some badges allow you to charge Jump/Hammer abilities 
exclusively. Goombario can also charge up if he reaches the Super rank 
level. The same can be applied for defense by using Sushi's Water cube, the 
defensive power up is however harder to get since this is the only water to 
increase defense in battle.
 In combat your enemies can charge up as well (variating with ATK +2 / +6) 
and Magikoopas can also induce both Power and Defense up on the long term. 
So you'd better take those guys out first.


Power / Defense Down
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 If there is a power up, then of course a power down also exists. There are 
no enemies that can cause you to loose either defense or offensive power. 
Mario in his turn can Muskular's star power Chill Out to lower the ATK of 
his enemies. This attack ALWAYS works so use it if you are in a dire 
situation. Defense cannot be lowered, but attacks like D-Down Pound ignore 
enemy defense and will therefore cause much more damage on heavily armored 
enemies. There are however few opponents with a strong defense level so you 
rarely need to use this.


HP / FP recovery
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Equipping the Happy Heart or Happy Flower badges, will cause you to regain 
some HP or FP at the end of a certain turn. Enemies like Fuzzies can also 
recover HP by draining Mario and White Magikoopa & Medi guy can restore the 
HPs of their companions making them real nuisances.


Poison
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 As with most RPGs poison inflicts damage on the applied target if it has 
success. In this game the victim receives exactly 1 point damage each turn 
this status has effect, regardless of his defensive power. You can cure 
this status with Tasty Tonic or protect against it with the Feeling Fine 
badge.


Sleep
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 If this ailment occurs you have to skip the amount of turns displayed 
before waking up again. This status is very annoying as there is nothing 
you can do about it once it occurs. You just have to wait until the 
required amount of turns have passed. The bright side is that only very few 
enemies can induce this status on Mario, so you won't come across this 
status most of the time. Mario in his turn can use the Sleep Stomp or a 
Sleepy Sheep item to induce this ailment. Some bosses such as Kent C. Koopa 
are extremely susceptible to this.


Dizzy
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 In this game Dizzy has the same effect as Sleep and frost so there is 
little difference. As with poison you can protect yourself against this 
status with the Feeling Fine badge obtained from Merlow. Mario can use a 
Dizzy Dial and the Dizzy Stomp to inflict this status on his opponents as 
well. It seems to be that flying enemies are more susceptible to this 
status.


Frozen
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Very late in the game you will meet some Frozen Piranha plants who can 
induce this status on Mario. Its effect is the same as Sleep, Dizzy or 
Paralysis, because the victim just has to skip a turn when it is under this 
influence.


Paralysis / Stun
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Similar to Sleep and the others this status simply prevents you from 
moving and thus forces you to skip a turn. Anti-Guys are very sensitive to 
this Status so make sure you use Watt's special abilities to induce this 
status whenever needed.


Electric Charge / Electrify
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 If you equip Zap Tap or use an Electro Pop then every opponent makes 
physical contact with you receives a point damage. Also if the attacker was 
supposed to use a multi-hit combo the combo will be broken after the first 
strike. This is very effective, when you fight against the Master from the 
Dojo.


Transparent
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Repel Gel causes Mario to become completely transparent and therefore 
impossible to get hit by enemies. Bow's special ability also causes this 
status, but it does cause you to skip an attack in the turn that follows 
it. Enemies like Magikoopa can use this status on himself, if this happens 
you have no other choice then to wait until it wears off. What you could do 
is using Star Beam, but that Star Power is only available in Chapter 8.


Stone
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 The Stone Cap bought in Harry's Shop near Toad Town's harbor can cause 
Mario to petrify. Similar to Transparent it leaves him invulnerable to 
attacks, but this item has the side effect that Mario cannot move either. 
As far as I know there are no enemies capable of using this status on 
themselves.


Shrink
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 The status is a bit similar to Power Down, because a shrunken character 
can only do half the damage it would normally do. Rendering you (or your 
opponent) as a nearly defenseless target as you can hardly damage the 
enemies.


Command Loss
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Only Spy Guy's hammer, Fuzzipede's head butt and Bowser's stomp attack 
disallow Mario to use a specific battle option. Hammer, Jump and Item can 
be removed this way, but will return after 3 or 4 turns. If Mario loses all 
three options, he can do very little so take care.



---------------------------------------------------------------------------
Combat System
---------------------------------------------------------------------------
 
In the field
---------------------------------------------------------------------------
If Mario just makes contact with his enemy in the field the battle start in 
a normal manner. For a First Strike at the beginning of the battle you have 
to attack your opponent in the field with a Jump / Hammer attack. You can 
also use Kooper (Shell Toss) & Bombette (Bomb). These attacks require no FP 
so it can be very helpful if you manage to attack your opponent with 
Bombette's Bomb attack. On the other hand enemies can attack you, causing 
you to take damage before the first turn commences. This can however be 
remedied by equipping the "Chill-Out" badge for 2 BP from Merlow for 2 Star 
Pieces.


In battle
---------------------------------------------------------------------------
 Paper Mario has a fixed turn based battle system. This means that Mario 
and his partner always have the first attack and that enemies can only 
strike afterwards. The battle ends either if all your enemies are gone 
(defeated or removed from the battle field). You will receive the Star 
Points for all the enemies that were defeated. The other case is when Mario 
is defeated / runs away. If Mario's HP is depleted the Game Over screen, 
but if he successfully runs away he will only loose some coins.

 In battle you can use the Z-trigger to switch the order of Mario and his 
Partner, so the partner can attack before Mario does. There are several 
tactics Mario can deploy during a battle. The Battle Options subsection 
will explain all of them in detail.

Battle Options
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 From left to right we have: Strategies, Items, Jump, Hammer and Star 
Spirits available. In the beginning of the game not every option can be 
used, but later on they will all be usable.

Strategies
----------
 Change Party Member -> This allows you to exchange a member for another,
                        if you have more than one partner

 Do Nothing          -> If you can't think of anything useful to do in this
                        turn you can skip it all the same

 Run Away            -> A Running gauge appears, if the Icon appears over
                        the safe area you can run away, else it has the
                        same effect as doing nothing

Items
-----
 If you have any items you can select one item to use in battle. If you 
have the Douple / Triple Dip badges equipped Mario can even use 2 or 3 
items in one turn. Additionally the Refund Badge will refund some coins for 
eached item used during the battle.

Jump
----
 This default attack is available right from the start. If you have any 
special Jump Attack badges equipped you can make a chose between the kind 
of Jump attack you wish to use. After this you can select an enemy as a 
target. Note that you cannot jump on ceiling enemies or enemies with 
Spikes, although the Spike Shields badge will protect you against the 
latter group. 

Hammer
------
 After finding Goompa's Hammer this option can be used. Similar to the Jump 
command the type of attack can be selected depending on the badges you have 
equipped. Common sense logic tells you that Mario can only attack the front 
enemy with the Hammer, unless you use the Hammer Throw via its 
corresponding badge.

Star Spirit
-----------
 Upon rescuing the first Star Spirit from Bowser's underlings Mario will be 
able to use Star Power. These attacks are powered by Star Energy as shown 
by the gauge that appears at the top of the screen. Restoring Star Energy 
takes quite a while, so in order to speed this up the "Focus" command 
allows you to restore it much faster.


Action Command
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 If you think that this game is just a turn based game where you can just 
sit back passively watching how everybody on the screen attacks in a 
predetermined order, then you got it pretty much wrong! After obtaining the 
Lucky Star from Twink you can use Action Commands forcing you to work for 
better results. There are three main types of Action Command that can be 
used.

   Timing        -> Press the key displayed on the screen on the correct
                    moment
   Consecutive   -> Hit the required button as much as possible to cause
                    as much as possible
   Hold          -> Keep the button / control stick pressed, until the
                    command tells you to release the button

 The timing and hold commands are the easiest to perform, but as expected 
most of the stronger attacks require the player to do consecutive tapping 
for maximal damage. Most of these attacks however will allow you to stop 
once the gauge reaches 100%.

 But wait, there's more to it. When your enemies attack you Mario can 
reduce the amount of damage by one by pressing 'A' just before the enemies' 
attack hits you. Most attacks are pretty slow and can easily be blocked, 
but some like Crazee Dayzee's Song and the Master's Combo attack are very 
difficult to block. There is a huge lag between the start of the attack and 
the moment you need to block, making it rather hard to do this correctly.


Damage Calculation
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 As mentioned in the description of ATK in the Statistics section, damage 
is dealt by using the base ATK power of an attack. Some enemies however 
have some level of defense, causing the attacks to be less effective. 
Damage calculation is simple:

          attacker ATK  -  target DEF  =  Damage

 So a jump attack with the normal boots (ATK: 1) on a Goomba (DEF: 0) would 
yield 1, or 1 + 1 damage if the Action Command is used. A Koopa however has 
DEF: 1, hence Mario cannot damage it with a single jump. The property of a 
Koopa however tells you that it falls on his back if you jump on it 
exposing its weaker underbelly degenerating his defense to 0, hence with 
the Action Command you'd get 0 + 1 damage! This also holds the other way 
round as enemies can do 1 point less damage if Mario equips the Defense 
Plus badge.

 Finally there is a special type of attack which penetrates defense (i.e. 
defense is always 0) some examples of these attacks are all the attack-
items (POW-block), Watt's "Electro Dash", Mario's "D-Down Jump" and "Quake 
Hammer". They will do the same amount of damage regardless of the defensive 
level of your opponent. On the other hand there are no enemy attacks that 
can penetrate Mario's DEF.

Level Up & Star Points
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Each time you defeat an enemy you will receive a number of star points 
denoting the amount of experience you obtain from that enemy. The enemies 
in Paper Mario have a so-called Star Point Level (SPL) associated with 
them. Their level is compared to Mario's current level (between 1-27) and 
the difference determines the amount of Star points you get from it. This 
kind of battle system prevents players from hoarding experience and thus 
eliminates the factor of overkill by some degree.

 Each time you collect 100 Star Points you can either upgrade your HP by 5, 
FP by 5 or BP by 3. In practice this means that 3 BP = 5HP/FP hence the 
HP/FP Plus badges have exactly the same effect as leveling up, but then 
choosing HP/FP instead of BP. As mentioned above Mario's maximum level is 
27 and his statistics will be HP = 50, FP = 50 and BP = 30.

 Here are some details about underlying calculation of the Star Points 
awarded in battle. Basically fighting a strong enemy with a very low level 
will yield huge amounts of star points and weak enemies will give no points 
at all! For every two level ups a enemy will give one Star Point less. In 
formula shape it looks like this where SPL is the monster's Star Point 
Level:

           Base SP = (SPL - Mario's Level) / 2

 Matters are however a bit more complicated as enemies cannot give 0.5 Star 
Points so this value needs to be rounded to the nearest integer number. 
Apart from that an enemy will yield more Points if there are more monsters 
at the start of the battle. This is a crucial notion as the amount of 
enemies on the screen, when the monster dies is NOT taken into account. For 
battles with 1 or 2 enemies this number stays the same as the base value, 
but when 3 or more enemies are present at the start they give more points 
as an individual. It is 10% of the base SP value times an additional factor 
which looks like based on the number of enemies present at the start
(E start):
                      E start  factor
                   ----------  ------
                           1        0
                           2        0
                           3        1
                   4(or more)       3

 Again in formula it looks like the following:

             factor = max( 0, ( E start * 2 - 5 ))  
                 SP = round(Base SP + (Base SP / 10) * factor )

 If this is all to complex for you, then don't mind it at all as the game 
takes care of everything. Just look at the SPL values if you wish to know, 
when an enemy is vulnerable to the Bump Attack badge, so it can be defeated 
in the field without a battle. Enemies like Dry Bones (SPL = 30) and Amazy 
Dayzee (Level 100) cannot be defeated as their Bump level is higher than 
Mario's maximum (Level 27).


Post Battle
---------------------------------------------------------------------------
 When the battle is over you return to the field screen, and the monster 
will display a short dying animation if you won the battle. It will 
dissolve in dusty cloud sometimes leaving some recovery Hearts / Flowers 
and/or Coins behind. The number of Coins is determined by the strength of 
the monster that appeared in the field, but it can be influenced by the 
Pay-off and Money Money badges. Rarely an item will be dropped as well, but 
most of the time it is a pretty weak one like a Honey Syrup or a Mushroom. 

 If you fled from the battle Mario will start flashing (denoting 
invulnerability) and he will lose some coins. This invulnerability allows 
you to escape away from the monster who just made contact with you, but 
this only lasts for 2 or so seconds. 



---------------------------------------------------------------------------
Main Characters
---------------------------------------------------------------------------

Mario
----------------
 What do I need to say. To quote the manual: "Our mustached marvel must 
once again match his wits and courage against Bowser's evil schemes. The 
Star Spirits held by Bowser's henchman are waiting for Mario to rescue 
them!" The plumber must go out on an adventure to save his dear princess 
and everybody in the Mushroom Kingdom.

Princess Peach
----------------
 Peach Toadstool is not going to sit around doing nothing in this game. 
Unlike most games where she had to stay kidnapped pretending to be the 
helpless damsel in distress Peach will help Mario during his quest. After 
each chapter a small intermezzo needs to be completed, which allows you to 
open the castle doors for Mario. She can also send some items via a secret 
treasure chest giving Mario some additional help.

Bowser
----------------
 He's at it again! This time he stole the Star Rod from Star Haven so he 
could increase his power, and he uprooted the Princess' Castle from the 
ground raising it far up into the sky. Mario has to get the Star Rod from 
his clutches in order to complete his task.

Mario's partners
----------------
 During your quest you will come across 8 different partners who will help 
you out with their special abilities and each one of them has his/her 
unique battle skills allowing you to make the most out of your battles. 
Each one of them is described in detail in Appendix A, with additional 
background and all their attacks and properties.


---------------------------------------------------------------------------
Other Important People
---------------------------------------------------------------------------

Luigi
----------------
 The official brother of Mario usually participates in Mario's adventures. 
This time round he stays behind to guard the house, as Mario is out on his 
quest to save the princess. Is this truly all there is to it...?


The 7 Star Spirits
----------------
 Eldstar, Mamar, Skolar, Muskular, Misstar, Klevar & Kalmar are the seven 
noble Spirits who are the guardians of the Star Rod located in Star Haven a 
sacred place high in the sky. After Bowser's invasion he used Kammy Koopa's 
assistance to capture each one of them in cards. The trapped spirits where 
divided among the strongest members of Bowser's legion and send to places 
all over the world. Mario has to save all seven of them in order to break 
the power of the Star Rod held by Bowser.


Twink
----------------
 A very young Star Kid who will play an important role during the game. 
This little star has just ascended from Starborn Valley to become a mature 
Star Spirit. His power is similar to the other Star Spirits yet it is very 
limited at the moment. He meets up with Peach and helps her out as good as 
possible.


Kolorado
----------------
 The famous archeologist Koopa from Koopa Village can be found on different 
locations in the world. You will meet him for the first time in the Dry Dry 
Desert where he is looking for the ancient ruins. Later on Mario and 
Kolorado set out to Mt. Lavalava to find some secret treasure inside the 
volcano.


Jr. Troopa
----------------
 Another youngster, who has a remarkable amount of determination. After 
entering the playground to the west of Goomba Village without his 
'approval', he fights and loses to you. Upon leaving he swears that he will 
return time after time, until he finally defeats you. This nuisance will 
make several appearances throughout the game in the weirdest locations so 
be prepared, when you least expect it.



===========================================================================
Story - Taken from the instruction booklet
===========================================================================

Once upon a mushroom...

Far, far away beyond the sky, way above the clouds, it's been said that 
there was a haven where the Stars lived. In the sanctuary of Star Haven 
there rested a fabled treasure called the Star Rod, which had the power to 
grant all wishes. Using this wondrous Star Rod, the seven revered Star 
Spirits watched over our peaceful world carefully... very carefully.

Then one day, a terrible thing happened... The evil king Bowser appeared in 
Star Haven and stole the Star Rod! Using its incredible power he quickly 
imprisoned the seven Star Spirits!

Completely unaware of the trouble in far-off Star Haven, Mario was back 
home in the Mushroom Kingdom, eagerly reading a letter from Princess Peach. 
It was an invitation to a party at the castle! With much anticipation, he 
and his brother Luigi set off for the party, oblivious to the chaos that 
lay ahead...



===========================================================================
Walkthrough
===========================================================================

I'll first introduce some of the terminology used throughout the entire 
walkthrough. First off, whenever entering a new area is found there will be 
a list of all the Hidden Items/Chests/Star Pieces/Badges/Super Blocks that 
are to be found there. Behind the numbers there will be a number between 
parentheses denoting the cumulative total up to that point. Note that some 
items cannot be obtained right away, so your current total might be lower 
than these numbers. However most of the time I will list only the items 
that are available as there is so much backtracking going on in this game.
There are many single coins to be obtained, but most of them are clustered 
together so they are accounted for 1 slot only.

 For the total amount of Star Pieces I will add the pieces gained from 
Chuck Quizmo / Letters / Koopa Koot Favors at the end of each chapter in 
the Post Chapter Events section. Furthermore an "*" denotes that the item 
can be obtained for an infinite amount of times, because it regenerates 
each time you reenter that area. I chose to count these items only once. 
Another remark is that I listed clusters of coins as one item as they all 
belong to the same group.

 During (optional) Boss battles I will list all the important statistics 
and attacks that monster can use. By adopting the abbreviations used in the 
Golden Sun FAQ I will shorten the following terms:

          Health points     -> HP
          Attack power      -> ATK
          Defensive power   -> DEF
          Star points level -> SPL

 The amount of Star Points may actually vary, but you can read the details 
about this in the "Combat System" section above. I do this because it is 
possible to calculate by Mario's level how much star points you gain from 
an enemy, hence the name Star Point level.



---------------------------------------------------------------------------
Beforehand
---------------------------------------------------------------------------
1. A Disaster Party at Peach's Castle
---------------------------------------------------------------------------

--Mario & Luigi's Home--
 The game starts on a peaceful and sunny day as we see a postman called 
Parakarry delivering the mail at Mario's place. Not much later Luigi comes 
out, takes the letter and shows it to his brother. It is a letter from 
Peach telling them that they are invited at her castle for a big party 
along with many other people from all over the Mushroom kingdom. Of course 
the Mario Brothers go there immediately and leave their home via the green 
sewer pipe in their garden. BTW: Notice how this game starts with a letter 
just as Mario 64 & Paper Mario: the Thousand Year Door.


--Toad Town--
 After arriving in the capital city of the Mushroom Kingdom, Mario & Luigi 
head strait for the palace and enter it. Luigi stays behind here, because 
he just wants to mingle around. You gain control of the main character from 
this moment on.


--Peach's Castle--
 As Mario you can talk to various people and look around the place. Take 
note that all the doors (except the one leading and the kitchen) up are 
locked securely. You can however enter Peach's room by persuading the guard 
in front of it on the second floor. Just talk to him 5 times and you are 
allowed to take a peek inside, but there is not that much to see in 
particular actually.

 When you are done talking to the people enter the hallway after the third 
floor to meet her royal highness in person. Princess Peach likes to have a 
moment with Mario all alone, because she seems tired of meeting everybody. 
Then suddenly an earthquake occurs, but it is no regular quake at all! The 
ground tears apart as Bowser's Castle and a gigantic Koopa Clown Car emerge 
from the surface with Peach's Palace on top of it. After ascending high 
into the sky Bowser drops by Mario & Peach in his own Koopa Clown Car 
(similar to the one he used in Super Mario World).

 Some moments later Big Bad B. drops down and claims Peach to be his own 
property. Mario steps in and tries to protect her from danger, but Bowser 
isn't afraid this time round. He admits have some trouble with him in the 
past, but now things are different. After saying this, the King of Koopas 
displays the Star Rod, the same item stolen from Star Haven's Sanctuary. It 
power radiates making Bowser much stronger than he was before. Your first 
(predetermined) battle commences:
---------------------------------------------------------------------------
Boss Battle: Bowser
---------------------------------------------------------------------------
HP:  10
ATK:  1 /  3 - Nail
      ? / 10 - Flame breath
DEF:  0 /  1
SPL:  -

     wo / with Star Rod Power-up

 You can only use the Jump command in this battle so there is not much for 
you to do here. Just press the buttons and watch the dialogue, until you 
reach the third round. Bowser will take his Star Rod out and uses it to 
become impervious to your wimpy 1 point Jump attack. He will use the 
scratching Nail attack two more times and it seems to be thrice as powerful 
this time. This will also cause you to get into "Danger" mode, because your 
HP is reduced below 5 points. Next in the final round Bowser uses his Flame 
breath, which causes 10 points damage. This is enough to cause an instant 
kill forcing you to lose this battle.

 Recently I found out that the Bowser in this battle has 10 HP and his 
defense is increased by only 1 point after the Star Beam power-up. So I 
tried to beat him (with some cheats) and it turns out that the game freezes 
up if you manage to take him out!
---------------------------------------------------------------------------
 After falling in combat Bowser throws the loser out of the castle and 
Mario falls down through the clouds. The "Paper Mario" Logo appears and the 
game's initial chapter, or better the Prologue, is displayed.



---------------------------------------------------------------------------
Prologue: A plea from the stars 
---------------------------------------------------------------------------
1. Repairing Goomba Village gate
---------------------------------------------------------------------------

--Clearing--
 There is a Star Piece hidden here, but you can only get it after obtaining 
the Super Boots, so it will be mentioned much later...

 Mario falls down like a sheet of paper and lies down knocked unconscious 
by the rousing beating he had to suffer. The 7 Star Spirits appear and heal 
Mario with some of the little power that is left within them. After doing 
so they disappear again as a little Goomba girl drops by. It is Goombaria 
and she notices the sleeping stranger with blue overalls, red shirt and the 
trademark moustache as Mario. She rushes out, calls for her family to 
rescue Mario and they place him in the bed inside the Toad House.


--Goomba Village--
Hidden Items: 2 (2)
 Goomnut* - Use the Hammer on the tree to make one fall down
 1 Coin   - Examine the south most bushes around the village
Badges: 1 (1)
 Power Jump - Get from Goompa after finding his Hammer
Star Pieces: 1 (1)
 -Give the Dolly found in the area with the Hammer to Goombaria
Chuck Quizmo Location:
 -Lower left corner of the village's only area

 Just before waking up inside the Toad House, Mario receives a message from 
Eldstar one of the 7 Star Spirits. He requests you to go to Shooting Star 
Summit in Toad Town so he can speak to you more easily. In the current 
situation he doesn't have enough power to stay in Goomba Village for much 
longer and he disappears once again. After that our hero wakes up and a 
Toad drops by. He seems to be the owner of the inn and tells you that Mario 
can stay here whenever he is feeling tired to regain his HP, FP and Star 
Power. Go outside and you can look around the tiny village called: Goomba 
Village.

 Examine some of the bushes to get your very first coin. If you like and 
talk to the members of the Goomba family walking about this place. To the 
right is Goompapa the father of Goombario and Goombaria. He is working on 
fixing the gate so you can leave the village right away. Goompapa tells you 
that the earthquake from not long ago broke the gate down and he requests 
you to wait some more as he is working on it.

 Go inside the house of the Goombas and exit via the rear entrance. Out on 
the veranda talk to Goompa, the grandfather of the family, to find out that 
he is busy at the moment working on this cozy spot. Miraculously, the gate 
should be fixed after this event so head back to Goompapa and he tells you 
that he is done. Just when you are about to leave a strange old Koopa witch 
comes by on her broomstick. It is Kammy Koopa and she generates a Yellow 
Block and drops it onto the gate disallowing you to pass by it. After the 
laughter she leaves thinking that she has dealt with the little culprit 
problem called Mario.

 Goompapa ponders what to do next. When he is finally done he tells you to 
see Goompa again to get the Hammer from him. With this item you can surely 
break the obstacle in your path. Back at the veranda you notice something 
very strange... The thing is that it is no longer there, and after very 
cartoonish scene he falls down and reaches to a lower region.


--Bottom Area--
Hidden Items: 4 (6)
 1 Coin      - Hammer the ?-Block on the left
 3 Coins     - Use the Jump pad
 Mushroom    - Hammer the tree near the big yellow block 
 Fire Flower - Use the Jump pad to reach it on a higher ledge

 Goompa is here and he tells you that he fell down here as he was working 
with the Hammer. He then joins you in your quest to find the required item 
so you can get back to Goomba Village once again. The right area is blocked 
by another Yellow Block so we have to go left here.


--Bottom Area - Left--
Hidden Items: 10 (16)
 Hammer      - Examine the leftmost bush
 1 Coin(4x)  - Examining the bushes around the village
 1 Coin(2x)  - Use the Hammer on the left and center trees
 2 Coins     - Examine the center bush
 Coin Block  - In the center of the field, quickly hammer the ?-block
               to gather up to a maximum of 10 Coins
 Dolly       - Use the Hammer on the rightmost tree

 Walk around this area and the old coot will tell you that the Hammer is 
bound to be around here somewhere. Just put your hands in the leftmost bush 
and the Hammer will automatically appear. Mario picks it up and from this 
moment on you can use the 'B' button to hammer objects like trees and 
blocks. Doing this on the rightmost tree will make a Dolly drop down from 
the branches, pick it and take it along. It belongs to Goombaria who will 
give you a Starstone if you return it to her. Now that you have the Hammer 
go back one field. But just before you can return a small koopaling that 
just hatched from his egg appears. This is Jr. Troopa and you will meet him 
in various locations. He challenges you to a battle, because you have 
seemed to enter his playground without permission.
---------------------------------------------------------------------------
Boss: Jr. Troopa - Round #1
---------------------------
 HP:   5
 ATK:  1 Jump Attack
       2 Jump Attack (power-up)
 DEF:  0
 SPL: 41

 This battle is pretty straitforward as there is not much that you can do, 
other than using the Jump / Hammer commands to cause 1 point damage. After 
four rounds (4 points of damage) Jr. Troopa increases his power and his 
Jump attack becomes twice as strong. Don't worry about it for you just need 
to hit him one more time for a victory.

 Because Mario is on level 1 you'll receive exactly 20 Star Points as a 
token of the experience that you've gained. Notice that the amount of Star 
Points is variable depending on your level, so in some later occasions the 
amounts may vary somewhat. This is also the reason why I mention the Star 
Point level instead of the actual star points. To get the amount of Star 
Points you need to substract it from Mario's level and divide it by 2 
(round off any x.5).
---------------------------------------------------------------------------
 After the battle Jr. Troopa curses you and leaves the scene telling you 
that he will be back.


--Bottom Area--
 Break the yellow block here to get past the blockade (don't forget to 
collect the Mushroom from the tree). Next to that you can also get a Fire 
Flower by jumping on the Jump pad to the right. The grey block here cannot 
be broken with your current hammer, so come back much later to get the 
hidden Repel Gel from that location. Continue along on the path to the 
right and you'll find an area filled with enemies.


--Bottom Area - Right--
Hidden Items: 1 (17)
 1 Coin - Hit the tree on the upper ledge with the hammer
Star Pieces: 1 (2)
 -At the end of the upper left edge
Enemies:
 Goomba, Paragoomba, Spiked Goomba

 The battles in this game are not an obligatory part so you can just skip 
the monsters in the field and leave via the right exit. I do recommend that 
you fight however, because your current HP and FP statistics are very weak 
and you need the level-ups later on. Try to collect the Star Piece on the 
upper left edge, because these little trinkets can come in handy in earning 
several rare badges later on in the game.


--Goomba Village--
 Back in Goomba Village again Goompa unlocks the gate and you can enter the 
village once again. Mario can give the Dolly to Goombaria for a Star Piece. 
Goompa goes inside to get something good for you. When you return you get 
the Power Jump badge. Equip it in the Pause Menu under 'Badges' and you can 
use this power move in battle. You can also listen to his explanation of 
the Badge system if you like.
 
 Not much later Goompa advices Mario to take Goombario along with you as a 
partner. The young Goomba agrees and he joins you in your quest to save 
princess Peach. Goombario's Special ability in the field (C-Down) is giving 
information about objects/people/areas that are nearby. Try it out if you 
get stuck sometimes to get a hint. In Battle Goombario can also tattle his 
opponents allowing you to see their HP-bar. After getting a new partner and 
the Power Jump Badge you can leave the village using the Hammer on the 
yellow block to the right. The road to Toad Town is reopened allowing you 
to reach Shooting Star Summit.



---------------------------------------------------------------------------
2. Goomba King's fortress
---------------------------------------------------------------------------

--Road to Toad Town--
Hidden Items: 3 (20)
 1 Coin(2x) - Hit the first two ?-Blocks you come across
 Mushroom   - Read the second sign
Badges: 1 (2)
 Close Call - Jump up against the Red ?-Block on the second screen
Enemies:
 Goomba, Paragoomba, Spiked Goomba

 Examine the first sign you come across and the picture of the Goomba 
animates and attacks you. Further on there are some ?-Blocks, but they only 
reveal a single coin as a prize. On the next screen hit the distinct red ?-
block to find the Close Call badge. Read the sign near it to obtain the 
Mushroom on display. To the right there is a Recovery block use it, because 
you will into a mini-boss battle in the following area. A big red Goomba 
and his blue brother appear. They won't allow you to pass under the decree 
of their boss the Goomba King.
---------------------------------------------------------------------------
Mini-Boss: Goomba Bros.
-----------------------
Red Goomba            Blue Goomba
  HP:   7               HP:   6
  ATK:  1               ATK:  1
  DEF:  0               DEF:  0
  SPL: 20               SPL: 20

 It would have been more or less a parody if Blue Goomba would have been 
green, but in any case this battle is not too difficult. I would recommend 
that you save the Fire Flower you found for the upcoming battle so use only 
normal attacks here. Try to concentrate your attacks on one Goomba so you 
can take one of them out quickly. The blue one is a little weaker so you 
might want to take care of him first, using the Power Jump twice and have 
Goombario Headbonk the red one in advance. After disposing of Blue Goomba 
the other should fall without any trouble.
---------------------------------------------------------------------------
 After their defeat the two brothers leave the scene calling out for their 
boss to protect them. Follow them to the next area using the Jump pad. Here 
you can see another sign with a Mushroom on display, but if you read it the 
Mushroom turns into a Goomba! Continue on and Mario and Goombario will 
reach the Fortress of the 'dreaded' Goomba King.


--Goomba King's Fortress--
Hidden Items: 2 (22)
 1 Coin       - Hit the tree after crossing the bridge
 Super Shroom - Hit the block behind King Goomba's fortress from the left 
                with the Hammer. A ?-Block appears holding the item.
Star Pieces: 1 (3)
 -Whack the tree just to the left of the fortress

 The king comes out and tells you that you shall not pass the bridge to 
Toad Town as long as he is around. Indeed, another boss battle commences. 
He and the two Goomba brothers are going to take you out.
---------------------------------------------------------------------------
Boss: Goomba King & Goomba Bros.
--------------------------------
Goomba King
  HP:  10
  ATK:  1 - Normal attack
        2 - Stomps and makes some brambles drop on your head
  DEF:  0
  SPL: 49

Red Goomba            Blue Goomba
  HP:   2               HP:   2
  ATK:  1               ATK:  1
  DEF:  0               DEF:  0
  SPL:  5               SPL:  5

 Don't be intimidated by the sheer size of his royal highness. He is a lot 
weaker than he looks. First off use the Fire Flower to damage all three of 
them and this should take out the two weakened Goombas right away OR 
alternatively target the Goomnut Tree in the background to have some spiky 
Goomnuts falling on all three enemy Goombas causing 3 damage! This will 
only work once however...

 For the king himself use some jump attacks and he should be gone without 
too much of a hassle. Take note however that he might stomp on the ground 
sometimes, which causes a bramble to fall out from the tree in the 
background and this damages Mario by 2 points.
---------------------------------------------------------------------------
 Taking all three goons out causes them to retreat into the fortress 
thinking that they are safe from Mario. Unfortunately, Red Goomba hit the 
switch to the bridge in the bush outside the fortress. So, examine the bush 
just to near the construction and hit it to trigger a small cut scene. The 
Goomba King comes out, asks whether you found that a blue switch and kindly 
asks you not to activate it. But as you already pushed it the bridge is 
formed and the King is sent to another kingdom.

 Walk over the bridge and claim the Super Shroom from the hidden ?-Block in 
the area behind it. If you exit the area Kammy Koopa appears checking on 
the situation. She notices that Mario bested the Goomba King and she 
reports this to her superiors. King Bowser is somewhat amazed that Mario 
was victorious, but then the four Teenage Mutant Ninja Tur.. ehm.. Koopas 
appear. They are guarding the first star in the Koopa fortress to the east 
of Pleasant Path. However with them up here in the castle nobody is 
guarding the star, hence Bowser calls them to their duty and sends them 
back down to the Koopa fortress this very instant.



---------------------------------------------------------------------------
3. Welcome to Toad Town
---------------------------------------------------------------------------

--Toad Town - Outskirts--
Hidden Items: 1 (23)
 Sleepy Sheep - Jump against the ?-Block in the lower left corner
Badges: 1 (3)
 Hammer Throw - In chest on top of the entrance portal. Use the Jump pad
                from the tree to reach it

 After the small intermezzo you can continue on playing, so head to Toad 
Town right away. If you look carefully at the tree near the entrance the 
obvious Spring pad becomes visible. Hit the tree, jump onto the entrance 
roof and collect the Hammer Throw badge for free. When you're done 
collecting enter Toad Town.


--Toad Town - Main Gate--
 Toad Town is quite a large place, but you can only visit the West, North 
and Center regions at this moment. This is so because the path to the south 
is blocked by some debris. The Star Piece lurking out in the open in the 
lower left corner cannot yet be obtained so leave it be (until chapter 6). 
You can talk to various people around this place and visit various sub-
areas:

 Russ T.  - He is a very smart toad who can give you various hints about
            game play and other secrets. Listen to some of them to learn
            some hidden stuff in the game.

 The shop - This place that can be found around here is a very basic one
            that sells some items for a very cheap prize. Personally, I
            would recommend buying one or two POW-blocks, because they
            can come in very handy against some of the monsters later on.

 The Dojo - This place is not open, yet. Later on in the game you can fight
            Chan, Lee and the Master to earn a degree. This degree is has
            no significant purpose, but some people will give you various
            comments depending on your rank.

 Pipe     - The green pipe at the entrance leads you back to Mario's home.


--Mario's Home--
 There is however not much to do around here. Luigi will be around this 
place looking after the home for most of the time. You can look at the 
green tab inside Mario's home to see some statistics of his progress. Next 
to that the back room has a bed where Mario can sleep and a letter box. If 
you examine it you can see the letters that you receive throughout the 
game. Finally, notice the odd square near the letter box. When you get the 
Super boots you'll be able to enter Luigi's secret diary room. In here you 
read some of Luigi's diary, but that has to wait until chapter 3.


--Toad Town - Center--
Star Pieces: 1 (4)
 -Whack the tree near the left entrance with the Hammer

 This area also has several interesting locations, which I will mention 
here is a short summary. You can also read out the details on the signpost 
in front of Merlon's house (the house with the spinning roof). Next to that 
you can also read the backside of the signpost to read some of the gossip 
and other news. Here are the interesting locations in clockwise order:

 Merlon       - The fortune teller Merlon lives in the blue home on the
                west side. He can provide you with hints to help you in
                your quest. The use of his abilities however comes at a
                small prize of 5 Coins. If you try to open the door Merlon
                tells you that there is nobody in... that figures.

 Post Office  - In here you can meet Parakarry and your party members can
                read their respective letters. Goombario should have gotten
                some mail by now, so check it out if you like.

 Inn          - There is a small inn with one bed near the entrance to
                Pleasant Path. Inside you can sleep overnight at no cost.

 Flower Field - There are four empty flower beds and an peculiar shaped
                arch in its center. We will unravel its secrets much later.

 Badge Shop   - In the lower left corner Rowf and his son Rhuff are setting 
                up a Badge shop just for you. Each time you complete a 
                chapter there will be new badges available. These badges 
                however can be quite expensive in some occasions so spend 
                your money carefully. Currently, you they are busy setting 
                the thing up so you can't buy anything right now.

To the very right of this area you can see four dark Toads. They look 
suspicious and using Goombario on them confirms that thought as well. The 
red one tells you not to stray of towards Pleasant Path, because it is 
supposed to be dangerous. As there is no way to make them move we can only 
exit to the northern region. This is the place where Peach's castle once 
was, but it is gone for the moment. Head to the east from here to find the 
entrance to Shooting Star Summit. The sky will darken and some falling 
stars denote that you are getting close to your target. The path branches 
of into two directions, the upper one leads to the Summit itself and the 
lower one goes to Merluvlee & Merlow's place.


--Merluvlee's Place--
Badges: 15 (18)
 -See Merlow's list below

 Inside this small home you can find Merluvlee. She is the granddaughter of 
Merlon who can also foresee events. The difference is that she can tell you 
where to locate missing:

             Star Pieces    @  5 Coins
             Badges         @ 20 Coins
             Super Blocks   @ 30 Coins

Take care that each location will only be given once. So, if you consult 
her take notice to write down the directions that she gives. If she can't 
find the desired object it either means that it is out your of reach, or 
held by someone. She can only provide directions to these items if they are 
not in possession of somebody.

 To the left of her you can find a big purple chest. If you examine it 
right now you'll find out that it is empty. Currently it is pretty useless 
to you, but there will some point in the game where we can use it to obtain 
a few more badges and a Jammin' Jelly.

 Upstairs Merlow, the grandson of Merlon, resides collecting Star Pieces as 
a hobby. If you collected some of them he offers you to trade some of them 
for badges. Here's a list of badges he can trade with you:

       Badge          BP Star P.
       -------------- -- ------
       Attack FX A     0      1
       Pay-off         1      1
       Chill Out       2      3
       Pretty Lucky    2      5
       Feeling Fine    4      5
       Happy Heart     3      8
       Happy Flower    3      8
       Peekaboo        3     10
       Zap Tap         4     10
       Heart Finder    3     12
       Flower Finder   3     12
       HP Drain        5     15
       Money Money     7     20
       Flower Saver    6     25
       Power Plus      6     25
       ------------------------

 The total amount of Star Pieces sums up to 160 so you can get every single 
badge available. If you desperately need a badge right now, then I suggest 
you walk around Toad Town or Goomba Village and collect a few of the Pieces 
from Chuck Quizmo's Quiz. He has 64 questions so you can collect 1 Star 
Piece for each one of them, hence Mario can collect any one of the badges 
right now, but this is a really boring and tedious job so don't waste too 
much time on it. However, he appears randomly so it may take huge amount of 
time to do this right away. My favorites are Chill Out, Pay-off and Power 
Plus, but beware that Power Plus costs 6 BP to use!


--Shooting Star Summit--
Hidden Items: 1 (24)
 Star Pendant - Receive from Twink after the intermezzo (see below)
Star Pieces: 1 (5)
 -Left of the entrance, just walk around a bit

 Ascend the summit and talk to the vague figure at the top. It appears to 
be Eldstar once again. He is relieved to see that you made it in good 
shape. The 6 other spirits appear as well and they all tell about Bowser 
stealing the Star Rod from the sanctuary at Star Haven. It is your job to 
retrieve the item from the clutches of Bowser and save Peach and her castle 
in the process of doing so. This however requires you to find all 7 Star 
spirits that have been trapped on different locations throughout the 
Mushroom Kingdom. After the explanation you get to save your game, this 
also preludes the intermezzo of Peach followed by the intro of the next 
chapter.



---------------------------------------------------------------------------
Peach intermezzo #1 - Enter Twink
---------------------------------------------------------------------------

--Peach's room--
 The princess is contemplating on the current situation as Bowser and his 
trusty sidekick Kammy Koopa enter the room. After intimidating her they 
leave and you'll hear some knocking on the window outside. Peach walks 
towards the window and opens it. A young Star kid named Twink hovers into 
the room and tells Peach that she is allowed to make a wish. Initially 
Peach wishes him to get the Star Rod from Bowser, but being a rookie she 
has to pick a task that is a bit easier to perform. Instead, Peach asks him 
whether he can give Mario a special Star Pendant. Twink is more than happy 
to perform this task and he leaves right away.


--Shooting Star Summit--
 We pick the game up at Mario again. If you walk a bit to the left you will 
see Twink descending from the stars. He gives Mario the Star Pendant and 
also a tutorial in using the Action Command. If you are new to this game 
then I suggest that you listen well to his words. The Action Command is 
used to get additional attack power when performing an attack. There are 
many types of Action Commands, but most of them are either of the reaction 
or the button mashing type. Next to that you can also use it to increase 
you defense by one point of you press 'A' just the moment before an 
incoming attack hits either Mario or his partner. When you are done with 
the exercise a Blue Magikoopa appears. He attacks Mario and although he is 
a regular enemy in the last part of the game, this Magikoopa is different 
from the normal Magikoopas you will encounter on your path. It has adjusted 
statistics so you can beat it this early on in the game.
---------------------------------------------------------------------------
Mini-boss: Magikoopa
--------------------
 HP:   8
 ATK:  3
 DEF:  0
 SPL: 32

 It may not have that much HP, but he has 3 points for attack power. You 
don't need to worry about this battle as you got fully healed at the end of 
the previous chapter. Actually, it is impossible to lose here if Mario & 
Goombario attack every round (even at level 1, no items/badges & without 
the action command!).
---------------------------------------------------------------------------
 When the magical Koopa is defeated Twink leaves again for the stars. Back 
in the center of Toad Town a toad comes towards you and tells you to see 
Merlon the fortuneteller. Go to the home on the left and try to open the 
door twice. On the second time he finally opens the door and comes out. He 
tells you to leave for the Koopa Fortress to the east to free the first 
Spirit. Do so and you will again be obstructed by those four dark toads. 
One of them blabbers out a hint about you asking help from Merlon. So go 
back again to Merlon and he will check the situation for you. Merlon sees 
through the Koopa Bros. disguise, and disposes of them opening the road to 
Pleasant Path is open once again. Merlon also gives a hint that you should 
seek out for the help of a blue-shelled Koopa in Koopa Village in order to 
reach the fortress.

---------------------------------------------------------------------------
Post prologue events
---------------------------------------------------------------------------

 First we'll do some additional 'clean-up' as I call it. The following 
feature will tell you about all the new stuff available in the Mushroom 
Kingdom. If you wish to get on with next chapter, then I suggest you skip 
this section each time a chapter ends.

 This section will be used to describe any optional events you can 
participate in. These events are usually relatively small and yield little 
to no mayor changes, but many people like the game because of all these 
features. The Prologue was relatively small so there is not that much to do 
right now, but in the following chapters this section becomes much larger.


Post Office & Mario's Home
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 There should be a mail from Red & Blue Goombas addressed to Goombario in 
the mail office by now. Later on in the game more mails will arrive here 
for each individual party member you come across.

 You can also watch your progress at your home by examining the black 
board, and Mario talk talk to Luigi here too. Currently there are no mails 
addressed to Mario at this point so there is not too much to be done here.


Chuck Quizmo Quizzes
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Star Pieces: 64 (69)
 -Correctly answer each of the 64 questions
  (not all questions are available in the first chapter...)

 From this moment on Chuck Quizmo should start to appear in every town you 
come across. This happens completely random and each time you talk to him 
and compete in the quiz he leaves the scene. There are 64 questions in the 
quiz and for successfully completing each trivia question you get a Star 
Piece. I heard that no all questions are available in the first chapter, 
but this is difficult to check and there are enough left to get any one of 
Merlow's badges current moment.



---------------------------------------------------------------------------
Chapter 1: Storming Koopa Bros. Fortress
---------------------------------------------------------------------------
1. A stroll over Pleasant Path
---------------------------------------------------------------------------

--Pleasant Path--
Hidden Items: 6 (30)
 1 Coin       - Hit the first ?-Block you come across
 Fright Jar   - Hit the second yellow ?-Block on the first screen
 POW block    - Hit the third yellow ?-Block (in the second area)
 Sleepy Sheep - Behind the fence in the second area
 Coin Block   - Jump up to the last block in the second area
 Honey Syrup  - Hidden behind the rightmost cane in the 3rd field
Badges: 2 (20)
 Dizzy Attack - Hidden in the red ?-Block in plain sight
 Attack FX B  - Hit the 3 brown block in the following order:
                Left, Right, Center just outside Koopa Village
Star Pieces: 1 (70)
 -Use Kooper's special move to reach the piece on the lonely island near
  the bridge
Enemies:
 Goomba, Koopa Troopa, Paragoomba, Spiked Goomba

 There is a new type of enemy to be found on Pleasant Path: Koopa Troopa. 
Make sure that you jump on them so they flip over and expose their weaker 
underbelly. If you do this their defense drops to 0, making them much 
easier to beat. Another advantage of turning them over is that they cannot 
attack you the next upcoming 2 turns. Equiping the Hammer Throw is 
recommended. This attack allows you to take out the Spiked Goombas in the 
back, because they cause the most damage. Other than that there is not much 
to say about the first screen, just get the Dizzy Attack badge ant it is on 
to the next area!

 The lonely Koopa Troopa seems to be guarding a dead end or so it seems. 
After inspecting the tree trunk with the Hammer you can use the blue switch 
to make a bridge appear instantaneously. Take care when you break the mid-
air suspended block behind the bridge, because it contains a Spiked Goomba. 
Carefully look behind the fence on the first ledge here to spot a Sleepy 
Sheep. Take it along if you like to use this item. The lower ledge around 
here has a Star Piece, but you need the 'blue-shelled Koopa' to get it. So 
this has to be postponed until after you find yourself a new partner.

 The third field has a peculiar Candy Cane near the entrance. If you walk 
around it the eyes will try to follow Mario and the Star man music from 
previous Mario games will be heard. For each complete rotation around the 
cane a heart is dropped in the field so you can heal yourself. To the right 
of here there is a Honey Syrup hidden behind another stick. We can either 
east or south from here. The Koopa Fortress to the east is a dead end for 
now so we better go south. Notice that just in front of Koopa Village's 
entrance there are three brown blocks in a triangle. Hit the left, then the 
right and then the remaining one in this order to make a red ?-Block 
appear. Inside is the Attack FX B Badge for free.



---------------------------------------------------------------------------
2. Fuzzy havoc in Koopa Village
---------------------------------------------------------------------------

--Koopa Village--
Hidden Items: 6 (36)
 1 Coin(2x)     - Examine the leftmost and rightmost bush on the west
                  avenue
 1 Coin*        - Hit a jumping Fuzzy to claim a coin from them
 Dried Shroom   - Examine the lower right bush on the west avenue
 Koopa Leaf*    - Examine the third right bush at the left part of town
 Kooper's Shell - Retrieve it from the Fuzzy behind Kooper's home 
Badges: 1 (21)
 HP Plus        - Use Kooper's ability on the tree stump behind his home
Star Pieces: 1 (71)
 -After Kooper joins in you can get it from the brown block on the right
  of town. Just use the blue block as a step to reach it.
Chuck Quizmo Locations:
 -Near right exit on the West avenue
 -Near left exit on the East avenue

 Some strange creatures have invaded the peaceful town of the Koopas. As 
you notice at the entrance they are a pest to the inhabitants of the 
village so here's what we have to do to get rid of them all. Note that this 
is purely optional and you don't get anything in return:

   1. Hammer the Fuzzy that kidnapped the leftmost Koopa's shell.
   2. Use your Hammer to take out the Fuzzy that is jumping
      around the area. They jump in a set pattern so locate a point
      where a Fuzzy makes contact with the ground and get ready to
      pound it, when it gets near you.
   3. Identical to 2.
   4. Make the Koopa shell drop down from the tree by using the hammer
      on it
   5. Jump up to the mid-air block to unite another Koopa with his shell

On the right half of the semi-small village there are some more tasks that 
you can complete.

   6. Identical to 2 and 3.
   7. Move the block on the blue block under the brown one and break
      it to return another shell to a desperate Koopa.
   8. The sand patch in the center has a Fuzzy that runs away as soon
      as you get close by. Walk up to it very slowly an then hit it with
      the Hammer when you get the chance. 

If you're done go up to the blue roofed home and try to enter it. Another 
Shell-less Koopa comes outside, tells you that his name is Kooper and that 
has also been struck by those pesky Fuzzies. The path behind Kooper's home 
as two Fuzzies that will do combat against you. Beware that they can drain 
your HP so take them out one by one. At the end you have to play a hide-
and-seek game to claim the blue shell of Kooper. It is quite simple to do, 
just look carefully for something blue. Hit the correct tree three times 
and its yours.

 After the mini-game the Fuzzy leaves and Kooper arrives at the scene. Give 
him his shell back and he joins your party. Kooper mentions that he admires 
the famous archeologist Kolorado, since he was very small. Don't forget 
this name as we will hear it quite often in the later chapters. He's hoping 
to meet him, and therefore Kooper wishes to travel with you. So take him 
along he is a good sidekick able of hitting all the ground enemies using 
his Spin Shell attack. You can also use this attack in the field to reach 
distant out-of-reach objects. After you're done with the introduction the 
Fuzzy that went of just ago comes back for revenge and so a regular battle 
against all four of these goofs commences. Take them out with the Spin 
Shell and on we can continue with the story.

 On your way back make sure to get the HP Plus badge with Kooper's ability. 
Back in the village you can collect a Star Piece at the location where the 
shell of item #7 first was. The last thing that can be done here is 
visiting Koopa Koot. See Appendix D. for more information about his favors. 
Some of them have good rewards, but most of them just give you 1 Coin. 



---------------------------------------------------------------------------
3. The Ninjakoopa's booby traps
---------------------------------------------------------------------------

--Pleasant Path--
 Back at the junction you can go left to retrieve the Star Piece we missed 
earlier. But since we have to go back to Toad Town after completing this 
chapter you might as well postpone that. So go right to the Ninjakoopa's 
fortress.


--Fortress Grounds--
Hidden Items: 3 (39)
 5 Coins      - In plain sight at the entrance
 Thunder Bolt - Use Kooper's ability to break the block that holds it
 Fire Flower  - Hit the invisible ?-Block between the two brown blocks
Badges: 1 (22)
 FP Plus - Use Bombette on the cracked wall in the area before the
           fortress. Enter the pipe and collect it from the chest.
Star Pieces: 1 (72)
 -Hit the tree in the area after the bridge
Enemies:
 Goomba, Koopa Troopa, Paratroopa, Spiked Goomba

 The 5 coins at the entrance are a decoy to distract, because a Koopa will 
attack you if you try to nab them. You can however collect them safely 
using Kooper's ability. Further to the right use Kooper's attack to break 
the mid-air block and collect the Thunder Bolt. On the other side of the 
river you can see a switch block, but only with Kooper in your team it can 
be activated. Do so and another bridge appears in segments. On the other 
side there are some Paratroopas so you might want to switch back to 
Goombario as Kooper can reach enemies in the air.

 Continue on and ignore the cracked wall and the green pipe behind it. You 
need a new partner to get there. Anyway, the screen after this point shows 
the fortress. As you approach it the Black Ninjakoopa comes out, gets 
scared and retreats. The stupid Koopa doesn't even bother to lock the door 
to the entrance so we can get inside right away.


--Koopa Fortress--
Hidden Items: 5 (44)
 Fortress Key #1 - Defeat the Koopa Troopa in the first room
 Fortress Key #2 - To the left of the rotating flames on B1F
 Fortress Key #3 - Use Bombette on the cracked wall in the room with
                   the Power Bounce Badge
 Fortress Key #4 - After lowing the second staircase use Bombette on
                   right wall
 Maple Syrup     - Blow up the grey block in the Bullet Blaster scene,
                   then jump up to the ?-Block
Badges: 3 (25)
 Power Bounce - Use Bombette to break the cracked wall in room with
                the Green Ninjakoopa cut scene, or jump through the wall
 Refund       - In chest outside; use Bombette on the cracked wall
                in the rightmost room of the fort
 Smash Charge - left corner on the top level in the first room
Enemies:
 Bill Blaster, Bob-omb, Bullit Bill, Koopa Troopa, Paratroopa
Boss:
 Bowser...?
 Koopa Bros. (B/G/R/Y Ninjakoopa)

 Inside you can see a locked door and some red shells floating on the 
water. Don't waste time on them, just attack the lonely Koopa Troopa and 
collect the his dropped key. Use it on the door and your in to the second 
room. Take care (or avoid) the Bob-ombs in this chamber and as you leave a 
cut scene is displayed showing Green Ninjakoopa carefully placing a key in 
the locked region. After entering this room yourself defeat the three 
Koopas (how does that second one get outside the area with the badge?!?) 
leave for the following area. By the way: you can get the Power Bounce 
badge if you jump through the invisible hole in the cell at the location 
where that Koopa came through.

 Defeating the Koopa at the dead end causes a switch to fall down. Trigger 
it and an entire stairway drops down to the B1F level. The door to the 
right leads to the prison, but you can't get in and the Bob-ombs can't get 
out either. Instead follow the left path, and mysteriously the exits will 
be placed out of reach. Mario has to take out the three Koopas in order to 
advance. Avoid the two rotating flames, collect the second Fortress Key, 
retrace your steps and use it on the locked door.

 The Yellow Ninjakoopa is shown while he's constructing a very obvious 
trap. Unfortunately we have to fall for it in order to continue... Once you 
enter the scene take the lower exit if you wish to save your game, hit the 
suspicious ?-Block to trigger the trap and 'fall' for the trap. You will 
end up in the jail with the Bom-ombs. Talk to the pink Bob-omb girl to make 
her join your team. Her name is Bombette and exploding is her game (you 
never saw that coming did you?). Use her ability to break cracked wall and 
cause much damage to your opponents in battle. Unfortunately her Bomb 
attack requires quite a lot FP so don't use it too much. You can also use 
her bomb as a preemptive First Strike attack in the field.

 After you made friends with her use the explosion (C-Down) on the cracked 
wall in order to escape from the prison. Of course all the racket her 
explosion causes alerts some enemies who will attack you pronto. After the 
battle you can back up the stairway and left again. Collect the 3rd 
Fortress Key and the mighty Power Bounce Badge. Retrace your steps once 
again to the location with the trap and use Bombette's explosion on the 
cracked wall to the right to find a Refund badge outside a chest. After 
doing so go up, left one room, take out the Paratroopa and use the key on 
the locked door.

 You will be on the upper ledge of the previously visited room. Switch your 
partner (with C-Right) to Kooper and use him on the switches to get to the 
very left of the room. Hit the switch, walk over to platforms, turn around 
and deactivate it by hitting again (do this two times). In the next room 
take out the lonely Koopa Troopa, hit the switch to make the stairs 
descend, use Bombette on the cracked wall below and collect another 
Fortress Key. Use it on the lock and hit another blue switch at the dead 
end in the room behind it. This will raise a huge staircase and awakens the 
two sleeping Koopas in the pond. Work your way to the top and don't forget 
to get the Smash Charge badge on the left side. Then go through the doorway 
and you'll be outside again.

 The Koopa brothers challenge you and the use 3 Bullet Bill Blasters to 
attack you with an infinite supply of Bullet Bills. These guys are weak, 
but can cause a huge amount of damage so take them out in one go! You can 
practice against them in order to reach a higher level, but it is not 
required of course. In order to get past them you need to take out the 
Blasters themselves too. Get a First Strike on them using Bombette to take 
one out instantaneously! Other than that make sure you have some strong 
attacks, because their defense is 1 any weak attacks will not damage them. 
Use for example the Hammer or Bombette's Bomb. After getting rid of them 
you can heal and save for the upcoming battle. Enter the door and you'll 
meet a feeble imitation of Bowser. I don't think I need to explain who is 
behind the controls of that contraption...
--------------------------------------------------------------------------
Boss Battle: Bowser...?
-----------------------
 HP:  10
 ATK:  1
 DEF:  1
 SPL:  0

 Save up some items and good stuff, because you will need them against the 
Ninja Koopas. Preferably stock up some POW blocks, because they are very 
handy in the next battle. For this monster hit him with Kooper/Bombette or 
use the Smash Charge badge to gain some power with your Hammer to strike it 
severely (Bomb does 4 points damage!). Don't use the normal jump/headbonk 
attack, because it cannot breach through his defense. On the other hand his 
attack is wimpy so you can cancel it out with a well-timed Action Command. 
---------------------------------------------------------------------------
 It gets blown up (note the painting of Peach inside) the Koopa Bros. 
finally show up to attack you on their own. 
---------------------------------------------------------------------------
Boss Battle: Koopa Bros.
------------------------
Koopa Bros.
 HP:  -
 ATK: 1 * 'number of Ninjakoopas on the stack'
 DEF: -

G & Y Ninjakoopa       B & R Ninjakoopa
 HP:   5                HP:   5
 ATK:  1                ATK:  1
 DEF:  1                DEF:  1
 SPL: 17                SPL: 16

The most bizarre thing about this battle is that B & R Ninjakoopa's Star 
Point Level is higher then Green and Yellow for some reason. Initially the 
Koopa Brothers will stack up and deal 4 points damage to you in advance! 
Mario has to take out the stack, because you need to take out the Koopas 
individually. The easiest way to do this is using a hammer/any combo to 
knock over the tower, a POW Block to flip them all over again when they 
stand up. Once two are defeated, switch to Goombario so that you can keep 
the remaining flipped over for the rest of the battle or use a Fire 
Flower/Power Shell when they first go over to instantly defeat them.
-------------------------------------------------------------------------
 If you manage to beat them they fall into their own prison and the first 
Star Spirit will be freed. Hit the magic card to find Eldstar and in return 
you'll get some Star Energy and a your first Star Spirit Power: "Refresh". 
You can also get a tutorial from him, so take it if you are new to this 
kind of attack. It's not obligatory, of course.



---------------------------------------------------------------------------
Peach intermezzo #2 - Bowser's Diary
---------------------------------------------------------------------------

--Peach's Room--
 Back in the castle again you get to control Princess Toadstool. You have 
to find a way to sneak around the castle without getting caught. Peach 
can't leave via the entrance, because there is a guard outside. Instead 
examine the picture next to the fireplace to find a button. Press it and 
you'll be able to escape into the back room where you can find an opened 
book. You have to take a peak at what appears to be a dairy. Quite soon 
Peach and Twink find out that it is King Bowser's diary it says that the 
second Star Spirit is hidden in Dry Dry Ruins. After getting this 
information Bowser steps in and takes her prisoner again. Twink escapes and 
tells Mario about his new target.


--Koopa Fortress--
 After Eldstar teaches you "Refresh" and the optional tutorial he leaves 
for Star Haven. Mario can now return to Toad Town to find out that more 
regions can be explored and that some badges are available at Rowf's shop. 
Apart from that you can complete some more favors for Koopa Koot and 
participate in the first trading event (see Appendix D). On your way back, 
use Bombette to find a secret green pipe with an FP Plus badge at the end. 


--Pleasant Path--
 On your way back you will meet Jr. Troopa again. If you are participating 
in the first Trade event this can be quite a time wasting nuisance. Anyway 
here goes:
---------------------------------------------------------------------------
Boss Battle: Jr. Troopa - Round #2
----------------------------------
 HP:  15
 ATK:  2
 DEF:  1
 SPL: 44

 He uses his egg to create a protective barrier of defense 1. So you need 
to use the Hammer or a Power Jump to damage him. Other than that he is 
still a push-over so you should be done within 3 or 4 turns.
--------------------------------------------------------------------------- 


--Toad Town--
Hidden Items: 2 (46)
  Magical Seed - You can get a pink seed from the Bub-ulb near the south
                 entrance of this area
  Coin Block   - Go to the far west of the port, walk behind the left most
                 box and jump up the boxes using the smaller one as a
                 stepping stone.
Chuck Quizmo Locations:
 -Next to Harry's shop

 Twink will meet you at the entrance and tells you to leave for Dry Dry 
Outpost. You can get there using the train at the southern most part of 
Toad Town (which should be reachable right now). Here are the new locations 
and the path to Chapter 2.


--Toad Town - South--
 In this area you can now visit Tayce T.'s cabin, the path to the Station, 
Port, Forever Forest & Sewers. The forest is haunted however so you can't 
get through there, yet. So ignore that part for the moment.


--Toad Town - Southeast--
 We have Harry's shop around here which sells much stronger items than the 
grocery shop, but the prices are also much higher. A Thunder Rage might be 
nice for later on so buy it if you like. The leftmost home around here has 
a secret, but again this can only be revealed after getting a new party 
member. To the far west is the entrance to the Port of Toad Town.


--Toad Town - Port--
 There is not much to do around here other than getting some coins from the 
Coin Block. We will travel to Lavalava Island much later in the game using 
a 'ship' that docks here, but it is not here currently.


--Toad Town - Train Station--
 In the most southern part you can see that the train is blocked by a huge 
cracked rock. If you use Bombette's explosion on it you can get a free 
ticket to Mt. Rugged. From there on you can reach Dry Dry Outpost and the 
Ruins. Skip the next section if you want to continue on with the quest 
right now.



--------------------------------------------------------------------------- 
Post Chapter 1 Events
--------------------------------------------------------------------------- 


Rowf's Badge Shop
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Badges: 4 (29)
 -First Attack @ 100 Coins 1 BP
 -Multibounce  @  75 Coins 1 BP
 -Speedy Spin  @  50 Coins 1 BP
 -D-Down Pound @  75 Coins 2 BP

 Finally, the shop is finished and Mario can buys some Badges here. The 
first set of badges is nice, so buy them all if you can afford to. They are 
all worth buying especially if you are a collector and want to get all 80 
of 'em in the game. He has the following badges in store for you: D-Down 
Pound, First Attack, Multibounce and Speedy Spin. In my opinion the last 
three are quite valuable at the current moment.


Post Office & Mario's Home
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Check out these two areas to read a new mail message for Kooper from 
Kolorado's wife and three for Mario from Little T., Koopa Bros. and Vanna 
T. Only if you competed in Chuck Quizmo's Quiz Mario will you receive the 
letter from Vanna.


Koopa Koot Favors (1-5)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hidden Items: 7 (53)
 1 Coin (3x)       - Reward for completing favors #1, 3 and 5
 Koopa Legends     - Get from Kolorado's wife in favor #1
 Luigi's Autograph - Get from Luigi in favor #4
 Silver Card       - Reward for completing favor #2
 Tape              - Get from Goompa in favor #3
Star Pieces: 3 (75)
 -Get as reward for completing favor #4
 
 You can complete the first 5 Favors for the Koopa Koot residing in Koopa 
Village. See Appendix D for more detailed descriptions of each individual 
favor. You should be able to get the first set of 3 Star Pieces from him 
and the Silver Card if you haven't gotten that already (the first two can 
be completed right after Kooper joins).


Trade Event 1/3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hidden Items: 1 (54)
 Maple Syrup
 
 Listen to the radio in the rightmost home on the first screen of Koopa 
Village. Switch the channels and you hear somebody speaking about the first 
of the Trade Events that occur during the game. Mario has to take a Koopa 
Leaf to Toad Town's main gate within 5 minutes. Get the leaf from one of 
the bushes and head for the gate. There should be a pink Toad around here, 
talk to him (or her?) and give the Leaf for a Maple Syrup as a gift.


Tayce T.'s Cuisine
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Inside you can cook some interesting concoctions using the items in your 
inventory as ingredients. One of the items I like to make is Hot Shroom by 
cooking a Volt Shroom: this item restores 15 HP and 5 FP. Check the list of 
recipes in Appendix B for a complete list of them. Mind you that you can 
only use 1 item at this moment. Later on you will be able to combine two 
items after finding her a good Cook Book.


Casino
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
You may have heard rumors about the Casino being hidden around here. There 
even is one actually! Hit the tree in the top left corner once to make a 
warp pipe appear out of the blue. Enter it and you'll be in the Casino's 
lobby. The games you can play here depend on the Membership card that you 
have. You can get these Cards from Koopa Koot by completing an specific 
amount of favors for him. The Silver Card lets you play the Jump Game and 
the Gold Card lets you play both Jump & Smash Games. See Appendix D for 
more information about these games.


My Li'l Oinky
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 To the right of the casino there is a small field. You can raise some Li'l 
Oinkies here. If you get more than 10 of these guys in the pen then the 
first one leaves dropping an item as he does. Some of the Oinkies like the 
Golden one drop an Ultra Shroom. Using this thing allows you to collect 
valuable items that are otherwise not easy to obtain. Read Appendix D for 
more information about raising Li'l Oinkies.


Exploring the Sewers (Part 1)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Each time you get a new Hammer, Boots or Party member you can explore a 
new part of the Sewers. We will be going back to this place on various 
occasions to complete some tasks. They are all optional, but can come in 
very handy as there are some good items down here and it is also possible 
to create warp pipes that allow you to reach all the regions in the world 
in a split second. Our first visit however, will only net us a badge. Just 
enter the green Pipe to the south of the blue locked home.

--Toad Town Tunnels (first area)--
Hidden Items: 2 (56)
  Coin Block, Super Shroom
Badges: 1 (30)
  Shrink Stomp
Enemies:
 Gloomba, Spiked Gloomba
Boss: 
 Blooper

 For a detailed description of the Toad Town Tunnel's first area see 
Appendix D, under "Toad Town Tunnels" and look at the first section as the 
other parts of the tunnels are not yet accessable. 




---------------------------------------------------------------------------
Chapter 2: The Mystery of Dry Dry Ruins
---------------------------------------------------------------------------
1. Scaling Mt. Rugged
---------------------------------------------------------------------------

--Mt. Rugged--
Hidden Items: 15 (71)
 Egg           - Examine backmost bush to the left of the station
 Coin(3x)      - Examine other 3 bushes to the left of the station
 3 Coins       - Go down the slide on the first scene with enemies
 Sleepy Sheep  - Descend the stairs near the first Monty Mole to find 
                 it in a ?-Block
 Whacka's Bump - Left of the Sleepy Sheep, hit the Whacka to get (up to 8)
 Letter #1     - Use Kooper to collect it near the Save Block
 Letter A      - At bottom the right most area of Mt. Rugged
 Letter #2     - Upper left ledge in the left area after the big slide
 Mushroom      - Inside the ?-Block in the region with the 3rd letter
 1 Coin        - Hit the left ?-Block in the top left area
 Honey Syrup   - Hit the right ?-Block in the top left area
 3 Coins       - Lower ledge near the 2nd Star Piece
 6 Coins       - Collect them with Parakarry near the 2nd Star Piece
Badges: 2 (32)
 Quake Hammer  - Use Parakarry to get it (it is near Letter #1)
 Damage Dodge  - Near the ledge with the 3rd letter you can walk behind
                 the wall to a chest containing this badge
Star Pieces: 2 (77)
 -Fall down the left part on the ledge above the Bub-ulb
 -Use Parakarry on the left ledge in the field with the 3rd Letter
Super Blocks: 1 (1)
 -Use the Super Hammer to smash the grey block at the station. The follow
  the path behind it
Enemies:
 Cleft, Monty Mole

 When the train arrives at the station you can finally set out to find the 
second Star Spirit. First you need to get past Mount Rugged in order to 
reach the desert and the outpost to the far east. When you climb up to the 
top and exit via the right you'll meet up with Parakarry. He requests that 
you find some lost letters for him. You'd better do this, because we need 
his help to get past Mt. Rugged itself.

 On right there are some Monty Moles that pop out of the walls or dig up 
through a hole to surprise you. This is nearly the same as those moles who 
attacked you in Super Mario World. There is a very nutrient item called the 
Whacka's Bump to be found here, if you take out the Yellow Block and hit 
the blue creature in the area to the left it will drop one of these items. 
Take note however that this can only be done 8 times, because the Whacka 
gets hurt each time this happens. If you use Bombette's Bomb attack on him 
he even drops 2 bumps! On the screen to the right of here you can save your 
game. Take care of the moles around here, because they throw rocks at you 
from a distance. Around here you should be able to see the first letter 
lying out in the open. Use Kooper's ability on the letter from a distance 
to obtain it.

 The next screen has some really annoying enemies that disguise themselves 
as a rock. These monsters are known to be Clefts and they have an very 
strong shell (defense is 2). I recommend that you use either a POW block to 
flip them over or the D-Down Pound badge from Rowf's badge shop to pierce 
their defense. Another useful tactic is Bombette's Bomb as preemptive 
strike as she can take out the Cleft in 1 go. Scale up the cliff here and 
go right at the junction (we can do left as we return to Parakarry). Fall 
down the gap here, collect the letter and attack or avoid the Cleft as you 
make your way back. 

 On your way back via the left route, carefully fall down the left opening 
in the wall to collect a Star Piece on display. Walk to the top again and 
head left, use the slide, go left again, collect the Mushroom in the ?-
Block. To the far left there is a hidden path to a chest with the Damage 
Dodge badge, just walk into the small inlet and you'll traverse through the 
wall. Use the Jump Pad to reach the top area, from here you can get a Coin 
and some Honey Syrup from the two ?-Boxes, then go down the slide to the 
right to find the third letter and final letter.

 Deliver all 3 letters to Parakarry and he joins your team. In the field 
his C-Down move allows you to cross gaps which are too wide to jump over. 
Next to that you have to deliver the letters you find on your path to the 
people around the world. You can do this by checking out to whom a specific 
letter belongs and then talk to that person with Parakarry as your current 
partner. See Appendix D for more information about this side quest.

 On your way to the Dry Dry Desert you can collect the Quake Hammer Badge, 
a Magical Seed from the Bub-ulb and the Star Piece (along with some Coins) 
in the field where the 3rd letter originally was. Back at the dead end use 
his ability again to cross the ravine. There will be an optional boss 
battle around here so if you wish to fight get Goombario out (or use 
Parakarry) as the enemy is a flying one. Walk to the right and a vulture 
drops by asking whether you saw Mario. You get the following three options: 
Mario, Luigi, Princess Peach. The first and the third option trigger the 
battle, but if you select "Luigi" then Vulture mistakes you for Mario's 
brother and lets you pass without any hassle (I guess that she is 
colorblind).. This allows you to heal in the area that follows and return 
for a second time to get the battle done!
---------------------------------------------------------------------------
Optional Boss: Buzzar
---------------------
 HP:  40
 ATK:  3
       0/4 - Death Plunge
       4   - Swoop
       1/3 - Breath Attack (damages partner too)
       2   - Feathers
 DEF:  0
 SPL: 35

 This big vulture (or is it a buzzard) has some nasty attacks that can 
cause status effects on you so beware. Dizzy is the most effective status 
to use so get out a Dizzy Dial and she will be out for 4 turns. Her attacks 
have some variation and some of them can hit your partner as well. If you 
are good at doing the Action Command you can try to take him out by Power 
Bouncing. Her death plunge attack can be escaped, but it is very difficult. 
If you fail to escape it Mario will take 4 points damage, but you can use 
the Action Command to reduce this amount. Don't electrify Mario as the 
Death Plunge attack will be replaced by the Swoop and that attack cannot be 
escaped, making the battle harder in all.
---------------------------------------------------------------------------
 The field behind the Buzzar has a Heal & Save Block. Use it to regenerate 
some of the lost HP and FP and continue on to the right to find the huge 
Dry Dry desert.



---------------------------------------------------------------------------
2. Scouring the Dry Dry Desert for the Ruins
---------------------------------------------------------------------------

--Dry Dry Desert--
Hidden Items: 46 (117)
 1 Coin Tree(10x)         Letter #3           Stop Watch
 1 Coin Block(9x)         Letter #5           Super Shroom
 10 Coin Block(12x)       Lemon*              Tasty Tonic
 Fire Flower(2x)          Life Shroom         Thunder Rage
 Fright Jar               Lime*               Ultra Shroom
 Honey Syrup              Mushroom
                  - - - - - - - - - - - - - - - - - - -
                   For a list of locations: see below
                  - - - - - - - - - - - - - - - - - - -
Badges: 3 (35)
 Attack FX C, Runaway Pay, Spin Attack
Super Blocks: 1 (2)
 Oasis (sector 2G)
Enemies:
 Bandit, Pokey

 There is so much to do in this huge area that I decided to map the entire 
desert with an ASCII art map. I denoted all the interesting locations and 
made a list of all the things that can be done. Mario can also find the 
first Super Block here, this block can upgrade any party member increasing 
their attack power by 1 and adding a new attack. Personally I like to use 
it on Kooper, but any member will do.

        A         B         C         D         E         F         G

     /¯¯¯¯¯¯\  /¯¯¯¯¯¯\  /¯¯¯¯¯¯\  /¯¯¯¯¯¯\  /¯¯¯¯¯¯\  /¯¯¯¯¯¯\  /¯¯¯¯¯¯\
    /        \/        \/  Dry   \/        \/        \/        \/        \
7  (                       Dry                                            )
    \        /\        /\ Ruins  /\        /\        /\        /\        /
     \__  __/  \__  __/  \__  __/  \__  __/  \__  __/  \__  __/  \__  __/
     /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\
    /        \/        \/        \/        \/        \/        \/        \
6  (                                                                      )
    \        /\        /\        /\        /\        /\        /\        /
     \__  __/  \__  __/  \__  __/  \__  __/  \__  __/  \__  __/  \__  __/
     /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\
    / Ultra  \/        \/        \/        \/Runaway \/        \/        \
5  ( Shroom                                    Pay                        )
    \        /\        /\        /\        /\ badge  /\        /\        /
     \__  __/  \__  __/  \__  __/  \__  __/  \__  __/  \__  __/  \__  __/
     /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\
    /Kolorado\/        \/        \/        \/ Nomadi \/        \/        \
4  ->....................................................................->
    \        /\        /\        /\        /\ Mouse  /\        /\        /
     \__  __/  \__  __/  \__  __/  \__  __/  \__  __/  \__  __/  \__  __/
     /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\
    /        \/        \/        \/        \/        \/ Spin   \/        \
3  (                                                    Attack            )
    \        /\        /\        /\        /\        /\ badge  /\        /
     \__  __/  \__  __/  \__  __/  \__  __/  \__  __/  \__  __/  \__  __/
     /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\
    /        \/        \/        \/        \/        \/        \/        \
2  (                                                              Oasis   )
    \        /\        /\        /\        /\        /\        /\        /
     \__  __/  \__  __/  \__  __/  \__  __/  \__  __/  \__  __/  \__  __/
     /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\  /¯¯  ¯¯\
    / Attack \/        \/        \/        \/        \/        \/        \
1  (  FX B                                                                )
    \ badge  /\        /\        /\        /\        /\        /\        /
     \______/  \______/  \______/  \______/  \______/  \______/  \______/


Loc.  Interesting notes / Hidden Stuff
----  ---------------------------------------------------------------------
  1B  Attack FX C badge, hidden in invisible red ?-block on a small rock

  1E  1 Coin Block

  1G  10 Coin Block(6x)
      1 Coin Tree

  2C  10 Coin Block

  2E  Blue Cacti
      Twister warp to 3F (on hill with Spin Attack badge)

  2F  10 Coin Block
      1 Coin Tree
      Tasty Tonic near Oasis entrance (2G)

  2G  Lemon* / Lime* / 1 Coin Trees
      Healing Block
      Super Block
      Desert Oasis (BGM changes a bit)

  3A  10 Coin Block

  3B  Twister warp to 4C

  3D  1 Coin Block

  3F  Stop Watch, reachable with Kooper
      Spin Attack badge, use Twister warp in 2E to stand tall on the hill

  3G  1 Coin Block
      Life Shroom, jump up on the coin block to reveal a hidden ?-Block
      1 Coin Tree

  4A  Entrance/Exit to Mt. Rugged
      Kolorado's excavation site
      Letter #5 in Tree (only reachable after Kolorado's team leaves)

  4D  Stone Cactus
      Twister warp to 5E

  4E  Traveling Nomadimouse under the tree
      1 Coin Tree

  4F  1 Coin Tree

  4G  Entrance/Exit to Dry Dry Outpost
      1 Coin Tree (3x)
      Letter #3 in lower rightmost tree

  5A  Hit empty block   1 time  -> reveal ?-Block with Mushroom
      Hit empty block  10 times -> reveal ?-Block with Super Shroom
      Hit empty block 100 times -> reveal ?-Block with Ultra Shroom

  5C  1 Coin Block (4x)
      Fire Flower ?-Block; center one of the five blocks

  5E  Runaway Pay badge; jump in the center of the triangle of trees

  5F  2x 10 Coin Block

  6A  Thunder Rage in hidden ?-Block, jump while standing on a small rock

  6E  Twister warp to 7F
      1 Coin Block
      10 Coin Block
      Honey Syrup from the ?-Block

  7A  1 Coin Block
      Fright Jar from the ?-Block

  7C  Dry Dry Ruins entrance
      Heart Block (only after the ruins appear)
      Location of the pink Toad upon trading event 2/3

  7F  Fire Flower hidden behind small cactus in back of the screen
      High concentration of enemies: 10 Pokeys

  7G  10 Coin Block
      1 Coin Tree
---------------------------------------------------------------------------
 When you are done exploring the charms of the desert you'll notice that 
the Ruins are nowhere to be found, so exit via the east path and you'll 
enter Dry Dry Outpost. Here you have to complete some more tasks in order 
to find out where the Dry Dry Ruins are hidden.


--Dry Dry Outpost--
Hidden Items: 1 (118)
  Letter #4 - After getting the location of Moustafa you can reach it near
              his home behind a yellow vase
Chuck Quizmo Location:
 -Near the entrance of town
 -In front of the Inn

 The person in the first home gives you four hints on the desert, use them 
if you like (alternatively just look at the map above to find all the 
goodies. If you move on further to the right a purple mouse comes out of 
his shop and leaves to the east side of town. Go to the east and read the 
scribbling on the wall for yet another hint. Furthermore if you walk into 
the back alley to the right of the Toad Inn, jump over the boxes here 
you'll find the secret fortune teller Merlee. She happens to be the twin 
sister of Merluvlee. Merlee can cast a spell on you that helps you in 
battle (e.g. increase attack/defense/Star Points/Coins), but her help 
occurs randomly so you don't know when you're going to get a bonus. The 
amount of coins you spend on her determines how long the spell will be 
active. Personally, I always take the Special Course as the effect lasts 
for a very long time.

 Walk up to the Nomadimouse to the very right of town and the purple mouse 
of just a moment ago runs past you once again. Something fishy is going on 
here, but you do not yet know what it is. Talk to the Nomadimouse called 
Sheek and you'll have to give him something nice in order to make him 
speak. However if you give the wrong item you will loose it right away. In 
order to find out the correct item officially you _could_ go back to Toad 
Town and request the help of Merlon, who will tell you that you need an 
item found in the oasis of the Dry Dry Desert. So, I can just tell you 
strait away that a Lemon is what Sheek seeks. You can (optionally) give it 
to him and he tells you that he can guide you to Moustafa the only mouse 
who knows where to find the Dry Dry Ruins. 

 All you have to do is buy a Dried Shroom and then a Dusty Hammer in the 
Dry Dry Outpost shop. This can be done when you first enter the Outpost so 
actions of the previous section are superfluous (you can even get the Red 
Vase for Koopa Koot right now). The shopkeeper will notice this and tells 
you that you need to get to the highest level of the Outpost, which is 
behind the door Sheek was guarding. Go there and you'll find a very small 
home with Sheek inside. He takes of his mantle and reveals to be Moustafa 
himself! Because you were so nice to him he gives you the Pulse Stone, 
which allows you to find the Dry Dry Ruins in the desert.

--Dry Dry Desert--
 Walk out to the northwest part of the desert and at some point the Pulse 
Stone will star flashing faster and faster, until you reach a small rock in 
an otherwise empty field. Use the Pulse Stone on the rock to reveal the Dry 
Dry Ruins. The entrance opens up and you can enter the home of an ancient 
Koopa pharaoh called: Tutankoopa (how original...). 



---------------------------------------------------------------------------
3. Tutankoopa's Crypt in Dry Dry Ruins
---------------------------------------------------------------------------

--Dry Dry Ruins--
Hidden Items: 9 (127)
 Ruins Key #1  - lies in plain sight in the third room
 Ruins Key #2  - get it after pouring sand in a room via the pink switch
 Ruins Key #3  - drops down after beating the three Mummy Pokeys' trap
 Super Hammer  - open the big chest in the leftmost room
 Artifact      - break the grey block with the Super Hammer in the
                 Mummy Pokey's trap room
 Diamond Stone - In the lowest left corner of the crypt
 Lunar Stone   - Room to the east of the 5 Chomp statues
 Pyramid Stone - Most eastern room on the main floor
 Ruins Key #4  - two areas to the right of the Super Block
Badges: 2 (37)
 Spike Shield  - inside second Pokey Mummy's coffin
 Slow Go       - Walk through the wall on the ledge BELOW the upper ledge
                 of the Super Hammer chest
Star Pieces: 1 (78)
 -After draining the sand in the room with the pink switch in plain sight
Super Blocks: 1 (3)
 -Below the room with the Super Hammer with Jump pad
Enemies:
 Buzzy Beetle, Pokey Mummy, Stone Chomp, Swooper
Boss:
 Tutankoopa & Chomp(s)

 Upon entering the ruins you get to hear Tutankoopa's ghastly voice. Just 
like the Koopa brothers he advices you to leave this dreaded place, but as 
always that is just an invitation for a visit. Save in the first room and 
in the corridor that follows some mummified Pokeys creep out of there 
coffins. The second coffin holds a Spike Shield; equip it right away and 
you'll now be able to use jump attacks on any spiked enemy (this only 
applies to Mario). Follow the lower path to the third room, collect the 
key, use it on the lock in the previous room and hit the switch to raise 
the sand level in the lower room. This allows you to reach the corridor to 
the right.

 You'll get a second warning, but it's pretty feeble actually. Take out 
Goombario and attack the blue Buzzy Beetle. Use the jump ability of both 
characters to flip the Beetles on their backs leaving them vulnerable for 
attacks. After the short battle use Parakarry to get to the right ledge and 
use Bombette open the cracked wall. Hit the pink switch in the room behind, 
collect the Star Piece, get the second Ruins Key, go down the stair and use 
the Key on the lower left door.

 In the room behind it there are some Pokey coffins and a ?-Block. Hit the 
block to trigger the Pokeys out. When they are all gone get the Ruins Key 
that drops down and open the next doorway. There are multiple exits in the 
following chamber, so first choose the upper left passage by using 
Parakarry. Again, Tutankoopa will attempt to haunt you to no avail. Walk up 
the green stairs, hit the green switch to rotate the stairs around, jump up 
the upper set of green stairs, hit another green switch, then go to the 
left, hit the only red switch around here, fall down and go up both green 
and red staircases to reach the top. If you wish to collect the Slow Go 
badge then don't fall down, but instead walk over the tight passage towards 
the right. You walk through the wall here and at the end there is a chest 
with this badge inside. After getting it (or not) drop down and obtain the 
Super Hammer from the chest. It will increase the power of any Hammer 
attack by one and you can also crack grey blocks from this moment on.

 Go back to the room with the three Mummy Pokeys and hit the red switch to 
flip the stairs over. Use your newly acquired Hammer on the grey block and 
you can collect an Artifact. Move left as far as possible from here to 
reach a small chamber and use the Super Hammer on the big block to take it 
out. Collect the Pyramid Stone and take out the Stone Chomp (get a first 
Strike on it with Bombette) and eliminate the other with a Hammer/Body 
Slam). Go forth to the far right again, descend to the lowest level, use 
Bombette again to create a passage to the left and fall down here to find 
your second Super Block. Again, use Bombette on the left wall to find a 
room with a pedestal and a grey block. Hit it with the hammer and a Stone 
Chomp pops up. Take it out (use D-Down Pound for an easy victory) and 
collect the gem on display. This is the Diamond Stone and you need one more 
jewel to complete the dungeon.

 Return to the Super Block follow, then take the lower path and you'll come 
across a map of this dungeon. We've already visited the two left dots so if 
we work our way to the lower right one Mario should be able to complete the 
crypt without too much effort. In the section after this break another 
block to uncover a pink switch. Hit it to collect the fourth Ruins Key. 
Retrace all the way back to the room before the Super Hammer and take the 
last remaining exit.

 Once more Tutankoopa will threaten you needlessly. Notice the five Chain 
Chomp statues as they look very peculiar. We have to come back here later 
on. Anyway, using the key you can get into the upper right corner and pour 
sand in the room below for the last time. After doing so you can see that 
the Triangle and the Diamond we just go has to go in the go in the leftmost 
and center Chomp Statues. The Moon shape (which we still need to find) fits 
in the rightmost statue. Take the lower right path and collect the Lunar 
Stone. A Stone Chomp will appear from the flame of the candle and attacks 
you like the previous one.

 Back at the five Chomp Statues place all the jewels in the correct spots 
and the hatch to Tutankoopa should be opened. Descend all the way, heal and 
save and go into the final room to meet the boss of this dump. He warns you 
one more time, but we are going no matter what he throws at Mario. BTW. You 
might want to change you badge setup; you don't need the Spike Shield, but 
the Smash Charge and Quake Hammer badges are good. Alternatively you can 
stick to the Power Bounce and use that to take him out.
---------------------------------------------------------------------------
Boss Battle: Tutankoopa & Chomp(s)
----------------------------------
Tutankoopa
 HP:  30
 ATK:  3 - Buzzy shell throw
       2 - Magic attack (hits partner too)
 DEF:  0
 SPL: 55

Chomp
 HP:   4
 ATK:  3
 DEF:  3
 SPL: 14

 Tutankoopa can summon some Chomps so beware that additional enemies can 
appear in this battle. Next to that he tries to hit you with Buzzy Shells 
from a distance. The Chomps that he summons look like the stone version we 
saw before, except that this one is much stronger. Use a charged Quake 
Hammer on it to take it out in one go AND damage Tutankoopa by 4 points. 
Other attack will probably not be able to penetrate Chomps really high 
defense.
 Tutankoopa's magical attack causes a big phantom Chomp to appear. But you 
must Action Command guard the debris that falls from the ceiling 
afterwards, because that is the real attack. I noticed that sometimes this 
attack is dud and he attacks himself, but the effect is random so I 
wouldn't bet on that.
---------------------------------------------------------------------------
 Once the Koopa with the Pharaoh complex is taken out a Chomp will start 
chasing him leaving the Star Spirit unguarded. Touch it to finish this 
chapter!



---------------------------------------------------------------------------
Peach Intermezzo #3: Sneaking in the Library
---------------------------------------------------------------------------

--Peach's Room--
 Bowser comes in and tries to threaten the princess once again, admitting 
that both the Koopa Bros. and Tutankoopa failed him. This time however he 
is going to use Tubba Blubba the Invincible! Then Kammy comes in to bring 
some bad new for Bowser, the third Star Spirit flew away from the TB's 
castle and got captured by somebody else.

 You regain control over Peach and you have to find out whether Tubba 
Blubba doesn't have any weakness at all. Go through the fireplace and try 
to exit the room. Twink warns you that there are guards out patrolling so 
you have to sneak past them very carefully. Take the first doorway in you 
come across and Peach will be in the library.


--Library--
Badges: 1 (38)
 Power Rush - Collect it with Peach and put it in the chest in the
              room opposite to Bowser's diary

 Walk through the corridor to the far right and collect the Power Rush 
Badge (if you want to get it now instead of after the next TWO chapters you 
have to put it in the large chest in the room opposite of the Diary room of 
Bowser). The Badge will end up in the other chest in Merluvlee's place.


--Treasure Chest room--
Badges: 1 (39)
  Deep Focus - in plain sight behind the chest

 Put both the Power Rush and Deep Focus badges in the chest and Mario can 
collect them just after arriving back in Toad Town.


--Library--
 This time walk to the far left and you overhear two underlings of Bowser 
talking about Tubba Blubba. There is also a Life Shroom here, but only 
Mario can reach it near the end of the game. The Koopatrol and Hammer 
Brother speak about TB eating ghosts for dinner and residing to the east of 
Forever Forest. The Hammer Bro also says that Tubba Blubba power will 
diminish to normal if his secret were to be discovered, but unless that 
happens he will be invulnerable in battle. After discovering Peach they 
take her hostage again.


--Dry Dry Desert--
Star Pieces: 1 (79)
 -Give Kolorado the Artifact from the ruins

 Mamar the second Star Spirit grants you a new Star Power: "Lullaby" and 
increases the energy bar by one. Retrace your steps back to Kolorado and 
give him the Artifact you found in the Ruins for a Star Piece. After doing 
so go back to the station again, use the Super Hammer on the Grey Block 
here to find another Super Block. After upgrading a team member you can 
head for Town Toad.


--Toad Town - South--
 On with the story, go across the bridge to the southern part of town near 
Tayce T.'s cuisine. You meet a terrified guard here who is seeing ghosts 
and that sort of stuff. After the dialogue is completed enter the forest to 
the east. The ghost will await you here and tells you to venture on towards 
Boo Mansion at the end. Mario has to solve the riddles of the forest by 
himself however. BTW: I saved up some Star Pieces to trade the Power Plus 
Badge and equipped it on Mario. The 6 BP is a big drain, but the additional 
power is worth it in my opinion.



---------------------------------------------------------------------------
Post Chapter 2 Events
---------------------------------------------------------------------------

Back in town there are some new areas to be discovered in the Sewers, new 
Badges for sale and more Koopa Koot favors to complete. Here's a short list 
of what can be done:


Rowf's Badge Shop
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
Badges: 3 (42)
 -Dodge Master @ 100 Coins 2 BP
 -Double Dip   @ 100 Coins 1 BP
 -Sleep Stomp  @  75 Coins 1 BP

 Your canine friend has three new Badges in his shop up for the grabs. The 
Dodge Master and Sleep Stomp can be useful, but I never really used Double 
Dip so only get it if you wish to collect everything.


Post Office & Mario's Home
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 There is some mail for Bombette at the Post Office from the Dry Dry 
Railroads and at Mario's home there should be a letter from the Koopa 
Troopas in Koopa Village. Also notice the musical humming (the notes) 
coming from out the basement floor. It appears as if Luigi is down there, 
but we can't get there without the aid of the Super Boots.


Koopa Koot Favors (6-8)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hidden Items: 5 (132)
 Coin(2x)     - Reward for favors #6 and 7
 Wallet       - Shake bushes during favor #6 
 Crystal Ball - Indermediate trade item for favor #8
 Autograph    - Get it from Merluvlee after retrieving the Crystal Ball
Star Pieces: 3 (82)
 -Get three of these for completing favor #8

 Again look at Appendix D for the details on these mini-quests. Again after 
completing all three new favors you get 3 Star Pieces from our cranky old 
man.


Letter Delivery Quest
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hidden Items: 8 (140)
 Letter B - Get from Goompapa      upon deliving letter A
 Letter C - Get from Muss T.       upon deliving letter B
 Letter D - Get from Koover        upon deliving letter C
 Letter E - Get from Fishmael      upon deliving letter D
 Letter F - Get from Koover        upon deliving letter E
 Letter G - Get from Mr. E         upon deliving letter F
 Letter H - Get from Miss T.       upon deliving letter G
 Letter I - Get from Little Mouser upon deliving letter H
Star Pieces: 5 (87)
 -Deliver letters #1, #2, #3, #4 and #5

You should have obtained 5 letters by now from various locations:

  #1,2 & A - From Parakarry's quest
  #3       - From Dry Dry Outpost near Moustafa
  #4       - Hammer tree in the Dry Dry Desert near the Outpost entrance
  #5       - Hammer tree at Kolorado's excavation site (after he leaves)

 All letters except the one for Goompapa (marked by Letter A) will give you 
a Star Piece in return. To keep everything concise and together all letters 
are described in detail in Appendix D. The letter to Goompapa activates a 
cycle with 14 replies, but you cannot yet reach all recipients. Letter I is 
addressed to Franky the Boo living in Boo's mansion and we cannot yet get 
there.


Backtracking with the Super Hammer
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hidden Items: 2 (142)
 Repel Gel     - Break the grey block in Jr. Troopa's playground and jump
                 up in the center against an invisible ?-Block
 Shooting Star - On the fixed veranda

 With the new hammer and the second chapter completed there are some hidden 
items reachable that we could not get to before. In this case there are 
only two hidden items both in Goomba Village: Repel Gel and Shooting Star. 
These two are pretty good items so collect them right now.


Merluvlee's Treasure Chest
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 If you put in the Power Rush and Deep Focus badges as Peach during the 
Intermezzo, then Mario can collect these two badges from the treasure chest 
in Merluvlee's room. Later on we might be able to collect more of them...


Sing, Pop Diva sing! 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hidden Items: 2 (144)
 Lyrics - Get from Simon the composer
 Melody - Give lyrics to the artist in Dry Dry Outpost
Badges: 1 (43)
  Attack FX D - Complete this mini-quest as described below

 The reward for completing this mini-sidequest is an Attack FX F badge. It 
doesn't do anything other than making a sound when you attack, but it's 
nice get for the collectors. We can participate in this event after chapter 
2 is completed which is now.

 Talk to the Lyric writer in the café at the Port and he gives you some 
Lyrics, because Pop Diva Chanterella can't sing without proper music. Hence 
Mario has to show these to a composer so he can add music to the text. 
There is a composer living in Dry Dry Outpost. He lives in the rightmost 
home on the left screen, just show him the Lyrics and you'll get the Melody 
item in return. Give this to the Master Poet in Club 64 and you get to hear 
her sing. On top of that you also get the Attack FX D badge for your 
musical efforts.


Exploring the Sewers (Part 2)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 With our new hammer we can explore what lies behind the left entrance. 
There are some warp pipes here so it is actually a good idea to clear this 
part of the sewers a.s.a.p..

--Toad Town Tunnels (second area)--
Hidden Items: 3 (147)
 1 Coin(2x), Snowman Doll
Badges: 1 (44)
 Power Smash
Star Pieces: 1 (88)
Super Blocks: 1 (4)
Enemies:
 Buzzy Beetle, Paragloomba, Spiked Gloomba
Boss: 
 Electro Blooper

 For a detailed description of the Toad Town Tunnel's second area see 
Appendix D, under "Toad Town Tunnels" and look at the second section for a 
precise walkthrough.



---------------------------------------------------------------------------
Chapter 3: The "Invincible" Tubba Blubba
---------------------------------------------------------------------------
1. The Forever Forest Maze
---------------------------------------------------------------------------

--Forever Forest--
Hidden Items: 1 (148)
  Magical Seed - Get blue one from the Bub-ulb centered in the 4th screen
Badges: 2 (46)
  FP Plus - Red ?-Block in a hidden area (see map below)
  HP Plus - Red ?-Block in a hidden area (see map below)
Enemies:
  Bzzap!, Forest Fuzzy, Piranha Plant

                        / ¯ \   / ¯ \   / ¯ \
                       (  6  )-(  7  )-(  F  )
          S             \ _ /   \ _ /   \ _ /
          |               |       |        
        / ¯ \   / ¯ \   / ¯ \     E
       (  1  ) (  4  )-(  5  )
        \ _ /   \ _ /   \ _ /          S = Start
          |       |       |            E = Exit
        / ¯ \   / ¯ \   / ¯ \          H = HP Plus Badge
       (  2  )-(  3  ) (  H  )         F = FP Plus Badge
        \ _ /   \ _ /   \ _ /          4 = Blue Bub-ulb

     
 I've drawn a small map above here. It should be able to guide you through 
the forest without any effort. If you equip a Zap Tap here you'll be 
totally invulnerable to the Forest Fuzzies as their only (drain) attack is 
cancelled by it! Notice that at each part of the forest it is possible to 
find the correct exit by watching your surroundings. In the first area the 
flowers will make a noise and you'll see the grass patches rustling if you 
are near the correct exit. If you happen to take the wrong turn you will be 
send back to the start of the forest, so look carefully if you wish to get 
this done in one go.

 In the second area you'll meet Oaklie, the only nice inhabitant of the 
forest. He informs you about the dangers that lie ahead. Just look for some 
red eyes in the tree stump and you know you're on the right track. The 
third screen has Oaklie in the center, but you can ignore him here. Just 
take exit to the left (it has some distinct blue flowers). 

 The fourth area has a Bub-ulb in the center so get the third Magical Seed 
from him (you need it for chapter 7). The right exit is found where a 
spooky face appears on the tree. In the fifth area there are surprisingly 2 
exits. The first one leading to Boo's Mansion can be found by looking at 
the Toadstools. The huge pack gives away the correct branch. If you take 
the opposite branch here (these two mushrooms light up slightly longer than 
the rest) you find an secret area with a Honey Bee hive in the tree, if you 
Hammer the tree holding the hive a lonely Bzzap! appears (there are two of 
them in battle). These guys has ATK of 6 thus you must take care if you are 
going to attack him. There should be an HP Plus Badge in the ?-Block 
nearby. 

 Retreat (or continue) to the 6th forest part. In the next area the 
examining the flowers will tell which path is good. For the 7th section 
there is a normal exit and secret one. The normal one is denoted with a 
signpost telling you that you reached Boo's Mansion, but if you take the 
path to the right here (examine the bush and it will laugh at you) the exit 
behind it you'll reach a field with a red ?-Block in the center. Head for 
it and collect the FP Plus badge. The bush on the correct path leading back 
will grow flowers if you inspect it.



---------------------------------------------------------------------------
2. Ascending Boo's Mansion
---------------------------------------------------------------------------

--Boo's Mansion--
Hidden Items: 9 (157)
 Volt Shroom    - Outside, ?-Block to the right in front of the gate
 Strange Leaf*  - Outside, Examine one of the rightmost bush
 Record         - Inside upper right room, prize for completing mini-game
 Weight         - Chest upper left room, play record to distract the guard
 Super Boots    - in a chest in the rightmost room of the basement
 Maple Syrup    - lower left wooden box in Super Boots room
 Super Shroom   - After the big staircase appears break the left box
 Apple(2x)*     - Spin jump on Wooden boxes in 8-Bit Mario room
 Boo's Portrait - Basement library, use Parakarry to get to it
Star Pieces: 5 (93)
 -In the Super Boots room use the Spin Jump on the loose Floor panel
 -Floor panel in front of the big clock
 -Floor panel in tapestry in the main hall
 -Spin jump on the lowest box in the library
 -Spin jump on the tapestry in the room where you get the Record

 Go through the gate and Bootler comes out again. He tells you to come 
inside to meet his master and the captured Star Spirit on the third floor. 
Enter the building, go upstairs, enter the second door you come across. You 
may need to open it twice, it may be stuck in some cases :). Inside examine 
the lightly colored cupboard to make some Boos appear, they have (what 
seems to be) an important item. You can get it after you complete their 
Hide-n-seek mini game. It is quite simple, just guess where the Record is.

 When you got it enter the other room upstairs and put the Record on the 
old player. Just tap the button several times (even if your rhythm is way 
off) the Boo will always get attracted to the music leaving the chest 
unguarded. Open it and Mario finds an extremely heavy weight. What on earth 
can you do with this thing? Well, back in the main hall again go to bench 
and step on the yellow section. This will launch up to the chandelier. 
Replace your own weight with the Weight and the hidden door remains 
available to you even after you let go.

 Enter the hidden door and you can open the decoy chest, but it won't do 
you any good. Descend to the basement, go through the door and again. There 
will be a big chest in the corner open it to get the Super Boots, sort 
of... You have to play another Hide-n-seek mini game to get it. After a 
success you can finally equip your new boots. With these boots you can 
perform a Spin Jump allowing you to break wooden boxes and grids. Next to 
that you can also use it on loose floor panels to reveal Star Pieces (there 
are many places where you can do this and I'll list them after the Peach 
Intermezzo of this chapter). You can even get one from a panel in this 
particular room.

 Anyway, use the boots on the Box stack to claim a Maple Syrup, then use it 
again to break through the wooden grid in the center. Fall down, hit the 
two mini switches to make a giant one appear. Climb on top of it and Spin 
Jump to reopen the stairs back to the first basement floor again. Back in 
the hall again take the only door that you haven't examined, yet. 

 In this room you can find some Apples in the right wooden boxes. Next to 
that you can jump in the vase to the left to become 8-Bit Mario, just like 
in the old days. It is an Easter egg made by the game developers. If you 
leave the room Mario will return to normal again. Use the Spin jump to fall 
down into the library and use Parakarry's ability to get the Portrait of 
the Boo. Use Parakarry to get back on the left shelf, then jump on the box 
stack and Spin jump your way to the bottom. Inside the lowest one is a Star 
Piece. Finally, use Bombette to get back to the starting area.

 Climb up the stairs again, use the Boo's Portrait on the rightmost frame 
and a Boo appears on the frame. If you didn't speak to the Boo before he 
will even commend you on completing the task without instruction (nice)! 
Jump up into the drawing and you get free trip to floor number 3. Enter the 
room behind the doors (doesn't matter which door you take) and meet up with 
the boss of this home: Lady Bow. She is a greenish ghost who trapped the 
third Star Spirit named Skolar. She will relinquish him if you help her out 
and save all the Boos from Tubba Blubba the Invincible. To help you out she 
even joins along with you, whether you like it or not. Go out to the east 
to Gusty Gulch.



---------------------------------------------------------------------------
3. Discovering Tubba Blubba's Secret
---------------------------------------------------------------------------


--Gusty Gulch--
Hidden Items: 9 (166)
 1 Coin       - ?-Block in the Boo's home behind the Save Block
 1 Coin       - ?-Block after leaving Boo town
 Dizzy Dial   - Out in the open, use Kooper to get it
 1 Coin       - ?-Block after Dizzy Dial
 Repel Gel    - Inside ?-Block near the previous one
 Letter #6    - In front of the branch after the Repel Gel
 Super Shroom - In ?-Box just to the left of the only Star Piece
 Coin Block   - Near the exit to TB's castle
 1 Coin       - Even closer to the exit to Tubba Blubba's place
Star Pieces: 2 (95)
 -Floor panel just to the right of the entrance to Gusty Gulch
 -Hidden behind some brown rocks near the exit to TB's castle
Enemies:
 Hyper Cleft, Hyper Goomba, Hyper Paragoomba

 Bow commands the two Boos to open the gate to the Gulch, get the Star 
Piece hiding under the floor panel to the right of here. There are some 
Hyper Goombas in the upcoming area with the windmill. Hyper Goombas are 
just like normal Goombas, but after they charge up their ATK becomes 8, 
which means that two or three attacks will cause your demise so defeat them 
quickly in combat.

 On the next scene you'll find a small village of the Boos which seems to 
be in near total ruin. Walk up to the second area and Tubba Blubba appears. 
Better take cover with Lady Boo's C-Down ability. After witnessing how 
Stanley the Boo gets eaten by Tubba Blubba you can move on towards his 
home. I recommend that you equip the D-Down Pound once again, because there 
is an upgraded version of the Cleft to be found in the next region: Hyper 
Cleft. 

 Work your way past these charging enemies, collect the letter to Fice T.. 
I noticed that a First Strike using Bombette's explosion works good against 
Hyper clefts, but it is a difficult feat to pull off successfully. On the 
second screen use Parakarry to get past the gap. Continue on and you'll 
reach his home and a Save Block. Save here, switch to Bow and enter the 
castle (the Speedy Spin badge is very handy here).


--Tubba Blubba's Castle-- 
Hidden Items: 5 (171)
 Castle Key #1 - Chest in the basement of the castle
 Castle Key #2 - Chest in the spike room
 6 Coins       - On the bed in the room hidden by the clock
 Castle Key #3 - Backroom in corridor with Tubba Blubba
 Mystical Key  - TB's bedroom in a chest (also called Yakkey)
Badges: 2 (48)
 D-Down Jump - Fall down from the upper left corridor 2F
 Mega Rush   - In the bedroom with 9 Coins walk through the wall 
Star Pieces: 2 (97)
 -On the table in the left room of the 1st left corridor on 1F
 -On the big table in the left room with the fake Clock
Super Blocks: 1 (5)
 In the room to the west of the Castle Key chest
Enemies:
 Clubba
Optional Boss:
 Tubba Blubba (cannot be defeated)

 Upon entering you will be welcomed by some UFOs that try to pick you up. 
If they succeed in grappling on Mario he will be thrown out and you have to 
start all over again. So, if one gets close by use Bow's "Outta Sight" to 
remain unseen. Use the Speedy Spin to make your life easier and reach out 
to the left doorway. Enter and sneak by the guard or just rush into him (if 
you touch the Control Stick softly you will be able to get by the sleeping 
guards with no trouble). Enter the second door, collect the Star Piece on 
the table. Go back and leave via the left exit.

 There is another Star Piece on the table here, but you can't collect it 
right now so leave it be. Take the smaller entrance and work your way down 
the stairs, smash the wooden grid and find the Castle Key in the chest 
beneath the surface. At the bottom of the screen you can regenerate your HP 
& FP and the Boo here gives you a hint to check on TB's bedroom for a hint 
to his invulnerability. Upgrade Bow with the Super Block in the next room, 
after doing so head back to the building's entrance. Use the Key on the 
right door and enter the corridor behind.

 Take out any of the active Clubbas in here, then use the Speedy Spin to 
get past the UFOs on the upper floor. Go left and eventually you'll reach 
the upper right corridor. Even if you don't want to fight any of the 
Clubbas here take the first one out, because his body conceals a crack in 
the wall. It can be taken out by Bombette. Inside break all the grids at 
the edge so you DON'T fall down. Then go down the one in the northeast 
corner, below use Parakarry to get the D-Down Jump badge and use the Spring 
platform to get back up again. Spin & hide your way past another UFO and 
enter the back room. Inside use Outta Sight to get past the spikes, walk 
over them when they are retracted and collected the Castle Key numbero 2 
from the chest here. 

 To the left you can find a big room where you can fall down to collect the 
second Star Piece (use the Jump pad in from the previous room to get back 
up rather quickly. Back again, move the Clock so a hidden path is revealed. 
Enter it, examine the book case so it flips open. Jump on the lids and use 
Parakarry to reach the bed on the left. Collect 6 Coins here, jump up the 
ledge on the left, walk through the wall in the lower left corner and you 
can find the Mega Rush badge. Back in the big chamber again, beat the 
sleeping Clubba up and use the Castle Key on the lock to enter another 
staircase to the third floor.

 The door behind here leads to a long corridor with the almighty Tubba 
Blubba in it. You CANNOT beat Tubba Blubba in combat; he has no defense, 
but all attacks against him will be cancelled out. You first need to find 
his weakness. So, use Bow to stay out of his sight. After he passes by you 
can run to the right, but if you do get caught in battle use either Bow's 
Outta Sight (Repel Gel works too) or the Run away option to escape from 
him. Enter the back room and sneak/kill the Clubbas to get to the last 
Castle Key on the display. Use it on the lock in the previous place, enter 
the bed room and wait for TB to take a nap. Open the chest and Mario finds 
a key with a personality. Yakkey knows that you are intruders, but he asks 
so. It doesn't matter what you answer, because he will give your cover 
away! After collecting him (in the inventory his name appears as: Mystical 
Key) Spin Dash to the start of the castle and leave for the Windmill; there 
is where you need to use Yakkey for. Outside the Boos will try to stall 
some time so Mario can get to the Windmill with leeway. Once you are back 
there use Yakkey and enter the well inside.


--Windy Mill--
 Spin jump on the sealed well and go through each of the three corridors. 
Take note that there is a Hyper Goomba in each one; more specifically the 
Hyper Goombas party grows by at each occurrence. I suggest taking them out 
now, because we need to run back all the way in few moments. At the end 
Mario finds the secret to Tubba Blubba's power. His heart is not inside of 
him and therefore he is invincible. Now that we found his weakness, we 
might as well attack it right here.
---------------------------------------------------------------------------
Boss: Tubba's Heart
-------------------
 HP: 50
 ATK: 6 - normal
     12 - charged
 DEF: 0
 SPL: 0

 His charged attack deals 12 HP damage, so you really need Bow here to save 
you from a disaster. Switch to her right away if you haven't done so 
before. Other than that attack the Heart is not that dangerous. Every time 
he charges up use Outta Sight with Bow. Other than that use Power Bounces 
or regular Jump attacks (Shrink Stomp helps too). You'll get him in the 
end. BTW: if his HP drops below 6 or so he escapes the battle. No Star 
Points to be collected here even if you drain all his HP.
---------------------------------------------------------------------------
 Outside the windmill the heart and shell unite and the battle against the 
not-so-invincible Tubba Blubba commences.
---------------------------------------------------------------------------
Boss: Tubba Blubba
------------------
 HP:  10
 ATK:  4
       6 - Hip drop
 DEF:  0
 SPL: 70

 With just 10 HP you should be able to take him out in, say 2 turns. Easy 
Peasy, that's all there is to it. He should not even be able to attack you 
if you use 1 power bounce plus any attack from your partner.
---------------------------------------------------------------------------
Post battle he releases all the Boos and you get the Star Spirit as 
promised from Bow. Skolar is now officially free. Three Star Spirits down 
and four more to go we are nearly half way!



---------------------------------------------------------------------------
Peach Intermezzo #4: Short interrogation
---------------------------------------------------------------------------

--Peach's Castle--
 Twink and Peach are contemplating about what to do next. So we escape 
again and outside the back door Bowser and Kammy are in a heated 
discussion. They speak about the Shy Guy's Toy Box being the next target 
for Mario. So that is where we have to go next. Peach gets discovered and 
has to answer some questions to Bowser regarding what he hates the most. 
Bowser uses these three answers to set up that enemy/item to guard the 
important chests in the Toy Box.

       Question 1       Question 2       Question 3
       --------------   --------------   --------------
        Goomba           Fuzzy            Pokey
        Clubba           Hammer Bros.     Koopatrol
        Mushroom         Thunder Rage     Super Soda

 Personally I take the stronger enemies for the give quite some Star Points 
and you get to tattle them so you don't need to do that later on. Of course 
you can opt for the items making those parts ridiculously easy. After this 
is done Peach gets captured and so the intermezzo ends surprisingly quick!


--Windmill--
 Skolar adds his power to yours. This means that the Star Energy bar 
increases by one and a new Star Power becomes available. It is "Star Storm" 
this attack costs 2 star energy points and causes 7 points damage to any 
enemy on the screen. This is quite a useful technique for bigger battles we 
will come across later on.


--Forever Forest--
 As soon as you enter the forest to make your way back to Toad Town an old 
adversary pops up again. It's Jr. Troopa and he seems to be lost in the 
forest. Make sure you have a partner who's able to reach a flying enemy, 
because wings are his new power this time round.
---------------------------------------------------------------------------
Boss: Jr. Troopa - Round #3
---------------------------
 HP:  40
 ATK:  5
 DEF:  1
 SPL: 52

 The mini-koopa powers up again and receives wings this time. You have to 
start using jump attacks or the Hammer Throw to reach him. I managed to put 
him asleep with the Sleepy Stomp, so try to use this ailment on him. Jr. 
Troopa seems to be vulnerable to it. Next to that the D-Down Jump does 
additional damage on him and may even lower his defense to 0.
---------------------------------------------------------------------------
 After the battle take a wrong exit and you'll be back in Toad Town in 
yippy.



---------------------------------------------------------------------------
Post cha... Oh no, Shy Guys on the loose
---------------------------------------------------------------------------

 Upon arriving in Toad Town you'll notice that something is wrong. There 
are little masked guys all over the place causing mischief to everybody. 
Similar to the Fuzzies in Koopa Village there is a number of things that 
need to be done in order to get everything back to normal. Some of the 
objectives can only be cleared after entering Chapter 4, so I will put up 
some forward references at those places. If you walk towards the harbor 
then Twink appears to tell you about the Shy Guy's Toy Box. Read the part 
just before Chapter 4's beginning to find out where it is.

Shy Guy Mischief List (most events are optional!)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    1. Hammer the Shy Guy at the Train Station 
    2. Get Tayce T.'s frying pan back (Chapter 4)
    3. Get Rowf's calculator back (Chapter 4)
    4. Take out the 2 Shy Guys in the flower field
    5. Remove the Shy Guy in the Toad House
    6. Retrieve the Mail bag for the Post office (Chapter 4)
    7. Take out the Shy Guy in the Grocery to restore the shop
    8. Obtain the Dictonairy and return it to Russ T. (Chapter 4)
    9. Get Harry the shopkeeper's Storeroom key back (Chapter 4)
   10. Go to your home and take out the Shy Guy to save Luigi


Rowf's Badge Shop
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Badges: 4 (52)
 I Spy        - for free upon returning the calculator
 Group Focus  @ 100 Coins 2 BP
 Jump Charge  @  50 Coins 1 BP
 Spin Smash   @  75 Coins 1 BP

 After you get the Calculator from the Shy Guys back you'll receive the I 
Spy badge for free. Next to that you can also get 3 aforementioned badges 
for the listed price.


Post Office, Mario's Home & Luigi's Diary
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Star Pieces: 1 (98)
 -Return the mailbag to the post office

 There are currently no mails at the post office, because you need to get 
the Mail bag back. But after doing so you get a free Star Piece and the 
following new mails become available 1 for Goombario from Goompa & 1 for 
Bow from the Boos.

 At your home, look at the little box to find 2 letters: one from Moustafa 
and the other is from Kolorado. As denoted by the title I extended this 
section with Luigi's Dairy. Now that you have the Super Boots you can Spin 
Jump on the loose panel in Mario's bedroom. This allows you to take a peek 
at Luigi's Diary. You can read some parts of it, but if Luigi catches you 
in that room he takes the diary out and you will never be able to read it 
again! The first two pages should be readable at this moment.


Koopa Koot Favors (9-11)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hidden Items: 4 (175)
 1 Coin(3x) - Complete favors #9, #10 and #11
 Gold Card  - Additional reward for favor #10

 You can complete three new tasks (and the ones you missed last time of 
course) for old man Koot. Again check appendix D for the details on 
completing these tasks. If you get the Gold Card it automatically replaces 
the Silver one as it is an upgraded version of it.


Trade Event 2/3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hidden Items: 1 (176)
 Maple Super - complete the second trade event

 The event requires you to give a Nutty Cake (just cook a Goomnut) to the 
Pink Toad in front of Dry Dry Ruins entrance. You'll get a Maple Super in 
return for your efforts. I would like to point out that it might be wise to 
skip this Trade Event, until after you found Tayce T.'s frying pan. Because 
you need to cook the Goomnut in order to get the Nutty Cake. When you got 
it back simply use the blue warp pipes to get to Dry Dry Ruins as quick as 
possible.


Letter Delivery Quest
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hidden Items: 2 (178)
 Letter J - Get from Franky  upon deliving letter I
 Letter K - Get from Dane T. upon deliving letter J
Star Pieces: 1 (99)
 -Deliver letters #6

After visiting Franky you should be able to deliver the next letter of the 
chain to Dane T. in front of the Station in Toad Town. He in his turn gives 
a you a letter to the Red Yoshi kid from Lavalava island, but again we 
cannot go there yet... Mario should have been able to obtain 1 more letter 
by now: Letter #6: In plain sight near a Hyper cleft on the third area of 
Gusty Gulch. Give it to Fice T. at the guard post for another little Star 
Piece.


Merlon's Quick Hint
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Badges: 1 (53)
  Quick Change

 Talk to Merlon outside his home and he gives you a hint to run several 
circles around the red palm tree in Dry Dry Outpost. Take the sewer 
shortcut (or the train) to the Outpost and after running several circles 
the silent Toad speaks. He tells you to use the Spin Jump in the home with 
the spinning roof. There is only one such house in the Mushroom Kingdom, 
hence go back to Merlon and Spin Jump thrice in his home. If you do this 
the Quick Change badge will fall down from the attic. Collect it and use it 
at 4 BP to interchange your partner in battle without losing a turn. 
Technically this just means that you can use any attack from your party 
members in battle.


Star Piece Panel Backtracking Galore
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Star Pieces: 16 (115)
Toad Town
 1. Train Station - Lower right corner of this screen
 2. Port          - In front of Club 64 to the right of the Save Block
 3. South         - In front of guardpost near Forever Forest entrance
 4. Main Gate     - Panel in grass far south of Dojo

Shooting Star Summit
 5. In front of the signpost near the branch between the Shooting Star
    Summit and Merluvlee's home
 6. In front of Merluvlee's home to the right of the door
 7. On first stair towards the Summit itself

Goomba Village
 8. Clearing - Center area where Mario got revived
 9. Jr. Troopa Playground - In front of the healing block

Goomba Road
10. King Goomba's fortress, Over the bridge to the right of the tree

Pleasant Path
11. To the right of rotating Cane

Koopa Village
12. Left avenue - To the left of the three red Bob-ombs

Koopa Fortress approach
13. Under the tile with the 5 decoy coins

Mt. Rugged
14. Near the Quake Hammer badge (to the right of the slide)

Dry Dry Desert
15. Floor panel in front of the Stone Cactus in sector 4D (with whirlwind)

Dry Dry Outpost
16. On the roof of the east side to the left of the letter

 With the Super Boots in your possession you should be able to track down a 
huge amount of Star Pieces hidden under loose panels. These Pieces were 
missed earlier on so here is a complete list. I'm not counting the pieces 
from Boo's Mansion and beyond, because they were already listed in the 
appropriate sections and did not require backtracking. If you haven't 
bought the Power Plus Badge from Merlow yet, it might be wise to buy it 
now. The Zap Tap would be my second choice (if you're just a few pieces 
short try to find Chuck Quizmo for some more pieces).


Exploring the Sewers (Part 3)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 With the Super Boots the wooden cover can be broken allowing Mario to 
reach one basement level below.

--Toad Town Tunnels (Area #3)--
Hidden Items: 3 (181)
 1 Coin(3x)
Super Blocks: 1 (6)
Enemies:
 Dark Koopa

 For a detailed description of the Toad Town Tunnel's third area see 
Appendix D, under "Toad Town Tunnels" and look at the third section for a 
precise walkthrough.


--Toad Town--
 After completing all the stuff (or skipping it) it is time to head for the 
Shy Guy's Toy Box. According to Twink it should be here somewhere in Toad 
Town. If you talk to some other Toads near Harry's shop Mario will quickly 
discover that he has to hide inside the leftmost home. If he does so a Shy 
Guy will come out and show him the way. So go to the left most home in the 
area just before the harbor and hide with Bow's Outta Sight. If you wait a 
few seconds a Shy Guy will appear and will open the doorway to the Toy Box. 
Enter it via the Jump pad and of we go!



---------------------------------------------------------------------------
Chapter 4: Trials in the Toy Box
---------------------------------------------------------------------------
1. Blue Station - Storage room key for a toy train
---------------------------------------------------------------------------

--Shy Guy's Toy Box - Blue Station--
Hidden Items: 16 (197)
 Stone Cap     - Invisible ?-block to the right of the train station
 3 Coins       - Spin jump on the blue box in the right corridor
 5 Coins       - Spin jump on the blue box on the blocks
 1 Coin(2x)    - Jump against the ?-Blocks near the first barricade
 Thunder Bolt  - In the ?-Block on the rightmost stack
 Storeroom Key - Open the guarded chest
 Maple Syrup   - Invisible ?-Block at the entrance of left corridor
 1 Coin        - ?-Block in left corridor
 Calculator    - Attack the red Shy Guy in the leftmost room
 Mushroom*     - Attack the blue Shy Guy in the leftmost room
 Fire Flower*  - Attack the green Shy Guy in the leftmost room
 Cake Mix(2x)* - Attack the yellow Shy Guy in the leftmost room
 Mystery?      - Invisible ?-Block in leftmost room
 Fright Jar    - Invisible ?-Block in leftmost room
Badges: 1 (54)
 Power Plus    - Open the chest the single Anti Guy is guarding
Star Pieces: 3 (118)
 -Hidden Panel in front of Blue Station
 -Walk behind the greenish hexagon shaped block
 -Ascend the blue building in the center and use Parakarry to reach
  the roof of the left one
Enemies:
 Groove Guy, Shy Guy, Sky Guy
 Goomba/Clubba/Mushroom
Optional Boss:
 Anti Guy

 I split the summary lists up in three parts, because we have to return to 
Toad Town three times in between, that is for each of the first three 
stations. The last station is the path to the boss of the Toy Box so that 
is something for later.

 At the Blue Station collect the hidden Star Piece and follow the right 
path. Kammy Koopa will appear and places the first enemy/item you chose 
from the list (it's quite funny to see a Mushroom guarding the chest!). In 
this room you'll meet the first Shy Guy. They come in many variations so 
take care to tattle all of them. To the right are some blue boxes with a 
star on them. They are the so-called Jack-in-the-Box so Spin jump on the 
lid to get launched in a fixed predetermined direction.

 Walk to the right and collect the single coin from the ?-Block. Ascend the 
center building via the stairs in and outside. At the top use Parakarry to 
reach the Star Piece on the left, then go to the far right and use 
Parakarry's carry ability from the lower ledge to the right to reach a 
distant ?-Block which holds a Thunder Bolt inside. To the right you will 
meet your first 'opponent'. After collecting/obtaining the item/enemy open 
the chest to find the Storeroom key of Harry.

 Back at the station take the left path and you'll find a black shy guy 
guarding a chest with a Power Plus badge inside. At this moment in the game 
I strongly recommend NOT to fight him. If you are not prepared well, then 
you won't stand a chance against him. His black color already gives away 
that he is MUCH stronger than the normal Shy Guys. He will even warn you 
twice before commencing battle. You can beat him actually, but there is a 
much easier way to get past him. He likes a certain kind of candy, and if 
you give that to him he won't mind you taking the Power Plus badge from the 
chest. However in order to get the Lemon Candy the Anti Guy wants we need 
Tayce T. to cook it for you. If you really want to fight him there is a 
strategy below, but be warned Anti Guy is no push over! To make the battle 
easier you should have Watt in your team (Watt is a team member who will 
join you soon).
---------------------------------------------------------------------------
Optional Boss: Anti Guy
-----------------------
 HP:  50
 ATK: 10 - normal
      12 - Acrobatic move
 DEF:  0
 SPL: 42

 You read it correctly, his standard attack power is a whopping 10 points. 
You won't be able to survive more than 3 attacks even if your Action 
Command is perfect. The Anti Guy has one real weakness; he is very 
vulnerable to the Paralysis status. If you have Watt in your team you can 
use her Paralysis attack called "Power Shock" to stun him for several 
rounds (the success rate is very high on Anti Guy). After doing so start 
Power bouncing like mad.  

 The Power Plus badge from Merlow should help you out here. Next to that 
have some Life Shrooms in store. Each time the Anti Guy kills Mario you 
will automatically be revived with 10 HP. Moreover if your HP drops below 5 
Mario will reach the "Danger" mode and at 1 HP he will be in "Peril". If 
you happen to have the Power Rush (ATK +2) and Peril Rush (ATK +4) your 
attack will be boosted (Mega Rush will cancel out Power Rush if Mario is in 
Peril and both are equipped). Use this additional strength to take out the 
Anti Guy.

 Another possibility is to use Stone Caps (is also cheaper than the Life 
Shroom at this point in the game) to make Mario invulnerable for most of 
the time and have your partner attack the Anti Guy. With 2 or 3 of these 
caps your partner should be able to finish Mr. deadly.
---------------------------------------------------------------------------

 Walk on to the left and Mario finds a storage room with 5 Shy Guys. Attack 
the red one to claim the Calculator and the others for some items (note 
that these regenerate each time you enter the Toy Box). This can be handy 
if you need additional Cake mixes later on in the game for some recipes. 
Anyway, after getting the Calculator and the Storage room Key go back to 
Toad Town. 

--Toad Town--
Hidden Items: 4 (201)
 Snowman Doll - Storage Room
 Volt Shroom  - Storage Room
 Dizzy Dial   - Storage Room
 Toy Train    - Storage Room

 Give the Calculator back to Rowf and he gives you the I Spy badge as 
mentioned above in the previous section. If you give him a moment (leave 
the screen) the two canines reopen the badge shop again. Look at the list 
above for the full list of badges. Back at Harry's shop you can give the 
key to him or just open the back door yourself. Either way collect the 
items in the back, or at least the Toy Train (second item from the right).

 Go back to the entrance of the Toy Box and examine the box itself. This 
allows you to throw the miniature train into the Toy Box. By doing so the 
Toy Train becomes an actual train that will land precisely on the tracks 
allowing you to reach the other train stations.



---------------------------------------------------------------------------
2. Pink Station - Gourmet blockade
---------------------------------------------------------------------------

--Toy Box - Blue Station--
 Hit the pink switch (on the right) at the train station to leave for the 
Pink Station. Here we have to find some more of the stolen items. 


--Toy Box - Pink Station--
Hidden Items: 4 (205)
 Mail Bag    - Open the chest at the station
 1 Coin      - The only ?-Block in the right area
 Ice Power   - Open the chest in near the guarded chest
 Frying Pan  - Open the guarded chest
Badges: 2 (56)
 Defend Plus - In chest; after the jump to the background go left
 Ice Power   - In chest just before "Fuzzy/Hammer Bros./Thunder Rage"
Star Pieces: 1 (119)
 -Floor panel in front of the station (near the edge of the map)
Enemies:
 Groove Guy, Medi Guy, Shy Guy, Sky Guy
 Fuzzy/Hammer Bros./Thunder Rage

 Collect the Star Piece and the Mail Bag and take the right passage again. 
Kammy appears to place the second trap. I like battling the Hammer Bros 
here for the Star points and the Tattle log. Enter the room, use the Blue 
box to reach the back area and collect the Defend Plus Badge from the 
chest. Equip it if you're bad at the Action Command, else leave it because 
Power Plus is more effective for the same price.

 Walk on to the left and touch the blue wall of the toy home. If you wait a 
little a Shy Guy appears and rotates the hidden doorway. This will get you 
in the back room and Mario can continue on to the right. Hit the ?-Block 
for a single coin, open the chest nearby for Ice Power badge (effective 
against fire enemies) and finally beat the monster (or collect Thunder 
Rage) for the Frying Pan. With the Frying Pan go back to Toad Town, because 
the there is not much more to do in the Toy Box (the left path is a dead 
end for now).


--Toad Town--
Hidden Items: 1 (206)
 Cake - Return the Frying Pan to Tayce T.

 Just return the two items to the rightful owners and you'll end up with an 
additional Star Piece (which I already mentioned as #98) and a Cake. Don't 
eat the cake or throw it away, you need it to feed the hungry Gourmet Guy at 
who is blocking the western end at the Pink Station. If you accidentally lose 
this item just cook another using Cake Mix. 

--Toy Box - Pink Station--
Hidden Items: 10 (216)
 1 Coin       - Hit the ?-Block in the left corridor
 Cookbook     - Get from Gourmet Guy after feeding him Cake
 Super Soda   - Hit the hidden ?-Block to the right of the red block
                in the most western corner
 1 Coin(2x)   - Inside ?-Blocks in the back area
 Dizzy Dial   - Inside invisible ?-Block in the back area
                (between the 1 Coin blocks)
 1 Coin(2x)   - Inside ?-Blocks in the back area
 Coin Block   - Between the previous 2 blocks
 Thunder Rage - Invisible ?-Block behind the pink switch
Enemies:
 Pyro Guy, Groove Guy, Medi Guy, Shy Guy, Sky Guy, Spy Guy

 Back at the train station go to the west, collect the single coin from the 
?-Block and you'll meet a giant Shy Guy. His name is Gourmet Guy and he 
won't let you pass unless you give him something good to eat. Remember, the 
delicious cake you just got? Give it to him and he will be so overwhelmed 
that he grants you access to the path behind him. Next to that he also 
drops a Cookbook. If you give this item to Tayce T. back in her cuisine she 
can make items using 2 different items. This allows you to combine some 
items like a Super Shroom and Maple Syrup for 'Maple Super'. Go to the path 
behind him, collect the hidden Super Soda by jumping around in the center 
of the left corner and fight the new Shy Guy types to the right. Once you 
reach the right most part hit the pink switch to reopen the path to the 
next station.



---------------------------------------------------------------------------
3. Green Station - Decipher the mystery note
---------------------------------------------------------------------------

--Toy Box - Green Station--
Hidden Items: 10 (226)
 Fire Flower  - Invisible ?-Block to the right of the station
 1 Coin(4x)   - Hit the four colored boxes from left to right
 6 Coins      - On the conveyor belts
 Mystery Note - Take the yellow Shy Guy out of commission
 Dictionary   - Open the guarded chest
 Coin Block   - On the pink high block (use Parakarry to get there)
 6 Coins      - Surrounding the second Star Piece
Star Pieces: 2 (121)
 -Hidden panel in front of the green station itself
 -At the moving block section walk into the lower entrance when the
  blocks descend
Enemies:
 Pyro Guy, Groove Guy, Medi Guy, Shy Guy, Sky Guy, Spy Guy
 Pokey/Koopatrol/Super Soda

 There is another Star Piece hidden in the floor here. To the right there 
are four colored boxes around. Hit them from left to right to get 4 coins, 
any other order causes four Shy Guys to appear. Enter the right passageway 
and Kammy will make her third appearance. She puts a Pokey/Koopatrol/Super 
Soda to guard the last chest. Go to the right and you'll find a dead end 
with a huge barricade blocking the path to the right. Take out Bow and use 
Outta Sight on the center conveyor belt to reach the right part of this 
area. Kick the yellow Shy Guy to get a Mystery Note after disposing of him 
in battle.

 To the right of here is a Slot Machine. There are several prizes to be won 
here, but most of them are quite bad:

   Align   Prize                       Legend
   -----   -------------               ------------
   ! ! ! - 10 Mushrooms                ! = Star
   ! ! x -  1 Mushroom                 C = Coin
   C C C - 10 Coins                    S = Shy Guy
   C C x -  1 Coin                     x = 'something'
   S S S -  5 Shy Guys
   S S x -  2 Shy Guy
   S ! C -    nothing (in any order)

 If you attack one of the Shy Guys appearing from the Slot Machine an 
additional target appears in the battle. It is the Slot Machine itself and 
you can Start and Stop it alternating. With some luck you can get coins 
from it, so if you extend the battle long enough you may end up with lots 
of coins. As far as it is known no other items than Coins appear from the 
Slot machine here.

 Further to the right there is a Spy Guy and some moving blocks. You have 
to make your way to the right (take note that there is a Coin Block on the 
left pink high block). Also there is a Star Piece and some coins to be 
found in the lower area around here. Use Parakarry from the blue block 
again to reach the roof of the square home. To the right the guard of the 
third chest makes his entrance, for me it was the Koopatrol (he comes with 
a friend in battle). After beating these clowns up collect the Dictionary 
from the last chest.


--Toad Town--
Star Pieces: 1 (122)
 -Return Dictionary to Russ T.

 Give Russ T. the Dictionary and the Mystery note and he will decipher the 
note. It says: "Hit yellow, green, red, and then blue.". As mentioned above 
you can also give Gourmet's Cookbook to Tayce T. This will open up new 
cooking possibilities as you can use 2 items at time from now on.



---------------------------------------------------------------------------
4. Red Station - The general's army
---------------------------------------------------------------------------

--Toy Box - Green Station--
 Hit the boxes in the aforementioned order (you could have done this 
without Russ T.'s help too) and the path to the red station will be opened. 
Hit the right arrow with the Hammer and enter the train to traverse to the 
last station.


--Toy Box - Red Station--
Hidden Items: 8 (234)
 Super Shroom  - Hidden in an invisible ?-Block to the left of the station 
 Volt Shroom   - At the entrance just to the right of the small block
 Coin block    - Above the giant wheel consisting of three platforms
 1 Coin        - Hit the ?-Blocks
 Snowman Doll  - Inside the invisible ?-Block before the Lantern Ghost
 1 Coin        - Invisible ?-Block to the right of the Star box
                 in the right corridor
 Shooting Star - Use Kooper while standing on the 1 Coin block
 Sleepy Sheep  - The last ?-Block before General Guy
Badges: 1 (57)
 Deep Focus - In red ?-Block hidden between the two 1 Coin ?-Blocks
Star Pieces: 1 (123)
 -In front of the Red Station
Super Blocks: 1 (7)
 On the upper right ledge just before the Lantern Ghost's room
Enemies:
 Pyro Guy, Groove Guy, Medi Guy, Shy Guy, Sky Guy, Spy Guy
Boss:
 Big Lantern Ghost, General Guy

 Get the fourth Star Piece from a panel here and follow the left path. The 
right entrance leads to a dead end, because you need a new ability. Use the 
moving platforms to reach the far left exit and take all the items and 
badge you can find along the way. To the right of the last elevator section 
you can find a Super block, this will be handy to upgrade the new partner 
who you will meet in the next room. Enter it and you'll quickly find out 
that it is pretty dark in here. A strange silhouette appears and does 
battle with you.
---------------------------------------------------------------------------
Boss: Big Lantern Ghost
-----------------------
 HP:  40
 ATK:  5 - Hip drop
       2 - Flash attack (hits partners too)
 DEF:  0
 SPL: 42
 Other:
  -Extinguishes lantern (requires 2 attacks to target Lantern ghost again)

 The Big Lantern Ghost frequently extinguishes the flame in the lantern. 
When this happens the ghost is completely in the darkness and therefore 
cannot be attacked. Each time you hit the lantern the flame becomes bigger 
again. Exchange your partner to Bow and use her normal multi-slap attack to 
the make the flame much bigger. This boss doesn't have any devastating 
attacks so it should not be too hard all the same. Lantern Ghost does have 
a special flash attack that blinds you and your partner causing them to 
miss 2 turns if it hits. If you manage to Action command it on both 
characters the damage will be minimal. 
---------------------------------------------------------------------------
 When the ghost has dissolved the lantern stays behind. A strange voice 
speaks to you from inside the lantern. This little bright sun is trapped by 
the Big Lantern Ghost and cannot get out of the prison herself, because 
Watt is referred to as a girl. If you take out your hammer and free her she 
will join your party (watch the quote). Her special ability is to shine 
light on the situation when it is dark and in normal lit rooms her bright 
light makes invisible blocks appear. This can be very handy if you wish to 
find all the secrets in this game. Also you can use her to take on Anti Guy 
as well (remember the previous section I wrote about him).

 Return to the red station and take the right path. You'll see a lonely Shy 
Guy leaving for a big barricade with a crack in it. Use Bombette on it to 
continue on. Use Watt to find the hidden ?-Block with 1 Coin, stand on it 
and use Kooper to get the Shooting Star (attack all enemies with ATK 6) 
item. To the right of here there is also a Sleepy Sheep hidden in the last 
?-Block. If you need to heal and save you'd better do that now at the Red 
Station. If not proceed on inside the structure's entrance, but before 
doing so you might want to look at your Badge configuration, as the 
following battle will be a very long one. Take off all your badges and 
equip at least the following:

   Badge           Reason
   -------------   -----------------------------------------------------
   Power Jump /    General Guys tank is heavily armored so penetrate it
   Power Smash /    with much attack power. If Mario's ATK is raised,
   D-Down Jump      then use D-Down Jump instead.

   Spin Hammer     Very effective on Shy Stack; costs only 1 BP

   Multibounce     Change the Stilt Guys back into normal Shy Guys

   Damage Dodge    There are many weak attacks in this battle, hence 
                   decreasing damage by 1 can ward off most attacks
   ---------------------------------------------------------------------

If you have any badge points left you can use Power Plus and other badges 
too. Just pick some, which you like the most. Walk up to the far right, use 
Watt in the dark room and the Shy Guys run anxiously away from you through 
the wall. In the back General Guy is going to do battle with you using an 
entire army of Shy Guys. Here goes:
---------------------------------------------------------------------------
Boss: General Guy & his army
----------------------------
Shy Squad
 HP: 15
 ATK: 1 * # of Guys in the squad (1 to 15)
 DEF: 0
 SPL: 0

Stilt Guy (2x)
 HP:  7
 ATK: 4
 DEF: 0
 SPL: 0

Shy Stack
 HP: 10
 ATK: 1 * # of Guys in the Stack (1 to 4)
 DEF: 0
 SPL: 0

General Guy
 HP:  30
 ATK:  4 - normal (Bomb)
       5 + 2 damage to partner (electric; only with bulb on)
 DEF:  2
 SPL: 73

Bulb (on General Guy's tank)
 HP:   8
 ATK:  -
 DEF:  -
 SPL:  -

 First you have to do battle against 15 Shy Guys in one squadron: Shy 
Squad. These are pretty weak and if they take damage in two different turns 
the rest of the pack runs away from the battle field like a bunch of 
cowards. 

 Next battalion to enter the perimeter are two Stilt Guys and General Guy 
himself, however General Guy cannot yet be attacked. Jumping on a Stilt Guy 
will revert him into becoming a normal Shy Guy again. So use Multibounce to 
lower their attack power from 4 to 2.

 Third division consists of the Shy Stacks. These are 4 Shy Guys stacked up 
on top of each other. Their attack power equals the amount of Guys on the 
stack so use Spin Hammer to take out one guy of each stack. Then your 
partner like Kooper can take out another level.

 Finally, General Guy decides to take you on by himself. He uses a very 
oddly shaped tank to armor himself from your attacks, but of course it is 
possible to break the shell. He has an ATK of 4, so take care to do this 
rather quickly. The electric attack which he can use against you is 
somewhat dangerous, but fortunately Watt is immune to it. Smash his light 
bulb to prevent him from using this maneuver. His tank has three points for 
armor so use D-Down Jump and Watt to penetrate the armor and cause a lot 
more damage.
---------------------------------------------------------------------------
 When our dear general is defeated he lets the Star Spirit free which he 
kept captive. All the Shy Guys including the General leave the room and 
Muskular the fourth Star Spirit is once again free.


 
---------------------------------------------------------------------------
Peach Intermezzo #5: Cake Cooking Crash Course
---------------------------------------------------------------------------

--Peach's Room--
 Twink and Princess Toadstool decide that it is time again to do something 
and they sneak around the castle once again. Use the button to get to 
Bowser's room and enter the hall. If you haven't put the Power Rush badge 
in the treasure chest then now is a good time to do it.


--Gourmet Guy's Room--
Hidden Items: 1 (235)
 Castle Key - Get from the big guy

 Walk around the hall and eventually Peach will end up in the lower right 
room. I don't know how that character got up here, but Gourmet Guy makes a 
reappearance here. He asks Peach to bake a good cake for him, and thus 
gives you a Castle Key so you can reach the Kitchen on the lower floor. If 
you remember the first visit to the castle using Mario you know which door 
reaches to the kitchen. On the lower floor you can also go to the door to 
the far right.


--Scary Toad's Room--
Badges: 1 (58)
  Last Stand - Get it from the chest

 Inside this room you'll notice a moving cupboard. Open it and one of 
Peach's minions comes out. He tells you that he was hiding here in fear, 
because there are so many evil Koopas walking around the castle. To the 
right of him there is a small chest with a Last Stand Badge in it. We can 
deposit this in the Treasure Chest and do it now, as we won't get a chance 
after baking the cake. The reason for this is that Peach warps back to 
Gourmet Guy upon completing it.


--Kitchen--
 We are going to make a "Special Strawberry Cake" so pay close attention to 
what Twink says and everything should be fine. Here are the steps outlined 
briefly:

   1. Put Sugar and Eggs into the bowl
   2. Mix the ingredients          (Tap 'A' continuously)
   3. Put Flour and Butter into the bowl
   4. Put it into the pan          (just pick up the bowl)
   5. Bake the cake for 30 seconds (use a watch or clock to do this)
   6. Decorate with Cream then Strawberries

 After doing all of this take it back to Gourmet Guy (goes automatically) 
and he tastes it. If you did it right you'll get a hint on the next 
chapter, if not you have to redo the entire thing over again. The hint is 
that Mario has to check Mt. Lavalava on Lavalava Island. That particular 
island is to the far south of Toad Town so he needs a boat (or anything 
similar to get there).


--Toad Town - Port--
 At the port you will find Kolorado again. He wishes to travel to Lavalava 
Island to solve a mystery. He has to find a volcanic cavern to find a 
precious treasure hidden inside. Since your objectives to reach this island 
coincide the two of you work together on this one. To the right of Kolorado 
at the end of the pier is a Whale who is mostly submerged. Spin jump on his 
back and he wakes up. He wouldn't mind taking you to Lavalava Island, but 
there is a terrible itch in his belly. So he opens his mouth and asks you 
to check it out for him. If you can cure him, then he will take you to the 
island.

 Take Watt as your partner and enter the belly of the whale. Inside it is 
so dark that you cannot afford to put Watt back, so stick with him. To the 
far right Mario finds Fuzzipede again. This little guy is causing the 
trouble. Make sure you have the Hammer Throw or the Quakehammer Badge 
equipped, because Fuzzipede likes to attach himself to the ceiling. Then 
again, Watt can reach any enemy on the screen, so that is not that much of 
a problem either.
--------------------------------------------------------------------------- 
Boss: Fuzzipede
---------------
 HP:  15 
 ATK:  3
 DEF:  0
 SPL: 43

 You cannot Tattle Fuzzipede (actually there is no Tattle Log to be found 
in the ROM) so forget about Goombario, besides you need Watt to illuminate 
the dark battle. Just attack him with Mario and Watt, but beware that his 
head butt may enforce Command Loss status on our plumber. He has little HP 
so you should be done in two or three turns. Notice that Watt's Power Shock 
is very effective against Fuzzipede.
--------------------------------------------------------------------------- 
 Upon completing this mini battle the Whale exhales through his nostril on 
his back. This forces, Mario, Watt and Fuzzipede out of the belly. In his 
gratitude he calls you Dr. Mario and is willing to take you to Lavalava 
Island. Kolorado comes along too and the entire group takes place on the 
Whale's back.



---------------------------------------------------------------------------
Post Chapter 4 Events
---------------------------------------------------------------------------

--Toad Town--
 Back outside the Shy Guy's Toy Box, Muskular gives Mario a new Star Power 
and increases the length of the Star Energy bar by 1. Your newly acquired 
power allows you to use "Chill Out", this attack allows Mario to lower all 
enemies' ATK. Twink drops by and notices Muskular the noble Star Spirit. He 
is honored to meet him and tells Mario about Lavalava island. Following the 
same routine as with the other chapters some things can be done in Toad 
Town. 


Rowf's Badge Shop
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Badges: 3 (61)
  HP Plus        @ 150 Coins 3 BP
  FP Plus        @ 150 Coins 3 BP
  All or Nothing @ 100 Coins 4 BP

 You can collect the following three badges from his shop this time round. 
Other than that there is nothing to do around here.


Post Office, Mario's Home & Luigi's Diary
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Again two letters have arrived for your party members. One for Kooper from 
Koover. The second is from Frost T. of Starborn Valley to Parakarry.

 Back home Mario has got three letters. One from Goombaria asking about 
Goombario and another from Tayce T., but only if you gave her the cookbook. 
It is about a very special recipe (just look at the picture on the card) 
and the third letter is from Rowf thanking you for buying so many badges. 
Luigi's Diary has two new pages; one telling about the Shy Guy that came to 
their home and another about the Goomba family visiting just by.


Koopa Koot Favors (12-14)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hidden Items: 3 (238)
 1 Coin(2x) - Complete favors #13 and #14
 Photo      - Get from Franky the Boo in favor #13
Star Pieces: 3 (126)
 -Get for completing Koopa Koot favor #12

 Three new favors are unlocked, complete them all for a total of 14 favors. 
Just 6 more to go after the next chapter and you're done! If you read more 
details about these favors the reader is referred to Appendix D.



---------------------------------------------------------------------------
Chapter 5: Hot Hot Times on Lavalava Island
---------------------------------------------------------------------------
1. Lost: 5 Yoshi Kids!
---------------------------------------------------------------------------

--Lavalava Island - Beach--
Hidden Items: 7 (245)
  2 Coins(2x) - press 'Z' when you are on the Spinning Flower to ascend
  Stopwatch   - Behind the bushes in the rear
  Coconut*    - Shake any palm tree using the Hammer
  Repel Gel   - Invisible ?-block to the right of the 1st Bellbell plant
  Mystery?    - Invisible ?-block to the left of the 2nd Bellbell plant
  Letter #7   - On the grey rock at the long beach
Star Pieces: 1 (127)
  Hit the rightmost palm tree with the hammer
Enemies:
  Jungle Fuzzy

 Upon reaching the island Kolorado leaves and goes ahead of you. Mario can 
collect some coins, Coconuts and a Stopwatch. Go to the right, collect the 
letter and notice how Kolorado is attacked by a yellow Fuzzy. Attack it (or 
Kolorado for a funny comment) to defeat it in battle. Use the Zap Tap to 
ward them off, so they can't cling on to you. You can leave Kolorado behind 
and he gets rid of the Fuzzy all by himself. Don't forget to collect the 
Star Piece from the last palm tree in this area.


--Yoshi Village--
Star Pieces: 1 (128)
 Hidden Panel in front of the stone Raven statue
Chuck Quizmo Location:
 -Lower left corner near the fat palm tree

 Talk to some of the local inhabitants to get information about Mt. 
Lavalava. The village leader tells you that it might not be possible to 
enter it at this moment so we have to check it out ourselves. To the right 
of town you find 5 baby Yoshis, some ravens up in the tree and a purple 
Cheep Cheep called Sushie. Sushie is the caretaker of the 5 younger Yoshis 
so they don't get themselves in trouble. Therefore she disallows them to 
enter the jungle, but the five kids have a plan to bypass her somehow... 
Some of the older Yoshis mention Kolorado passing by just now, he went to 
the jungle to the east of the village. You'd better go there too, he will 
most definitely get himself into trouble again.


--Jade Jungle--
Hidden Items: 1 (246)
 Jammin' Jelly - Behind the big tree on the right side
Enemies:
 Spear Guy

 Go to the right and you'll notice the archeologist who is in trouble once 
again. You can attack the Shy Guy, or just let him be. If you walk to the 
far right he will escape from the little cretin himself. To the far right 
you will meet him once again. Here the two of you seem to have struck a 
dead end, since the lava stream prohibits anybody from passing to the 
cavern's entrance. Kolorado reckons that there must be some clues around to 
find another path towards the cave and he leaves you behind. Collect your 
very first nutritious Jammin' Jelly (restores 50 FP).  Walk back to the 
left and the archeologist pulls a prank on you.


--Yoshi Village--
 Back in the village a terrible has happened! All 5 baby Yoshis are gone 
and Sushie is gone missing too. Everybody is in an uproar and requests you, 
the hero of this game, to find them and bring them back to town. Exit via 
the back path and you'll reach a new area.


--Jade Jungle (water area)--
Hidden Items: 16 (262)
 1 Coin       - Bush in lower left corner area #1
 1 Coin       - Examine the left bush at the entrance
 1 Coin       - Hammer the tree in the back
 Letter #8    - In the tree near the first Star Piece
 1 Coin(2x)   - Trees near the Super Block
 1 Coin       - Right bush near back exit in area #3
 3 Coins      - Underwater in area #3
 Thunder Rage - Invisible ?-Block next to the Bellbell plant
 1 Coin       - Bush right behind entrance of area #4
 1 Coin       - Tree on ledge in area #4
 Fright Jar   - Hit the tree in area #4
 1 Coin       - Examine any Trumpet Plant
 1 Coin       - Underwater in area #5
 1 Coin       - Tree near Raven Statue in area #5
 1 Coin       - Tree in area #6
Badges: 1 (62)
 Power Quake - in red ?-Block on center island at the entrance
Star Pieces: 2 (130)
 Area #2 in plain sight
 Area #7 submerge with Sushie near the island
Super Blocks: 1 (8)
 In the area #3 where you meet Sushie in the northeast corner
Enemies:
  Hurt Plant, M. Bush, Putrid Piranha, Spear Guy

         Map
            /¯¯¯¯¯\   /¯¯¯¯¯\   /¯¯¯¯¯\   /¯¯¯¯¯\
           (   7   )-(   4   )-(   5   )-(   6   )
            \_____/   \_ ___/   \__ __/   \_____/
                        |          |
                      /¯ ¯¯¯\   /¯¯ ¯¯\   /¯¯¯¯¯\
                     (   3   )-(   1   )-(   2   )
              Beach <-\_____/   \___ _/   \_____/
                                    ^ 
                                Entrance

 To the right of the entrance there are two Heart Plants, but the lower one 
is actually a Hurt Plant in disguise. If you examine this one no heart 
appears, but you have to do battle against some Hurt Plants instead. After 
dealing with them you can heal with the hearts from the plant in the rear. 
Walk up the bushes and examine them to reveal a secret path. In the back 
area examine the lighter colored bush to find a M. Bush hiding inside. It 
might be a very good idea to equip the "Feeling Fine" badge as many enemies 
around here can cause the Poison status on you. 

 Go to the area to the right and walk towards the center to hear a voice 
coming from the tree. It is Sushie and she got stuck up their by the doing 
of the 5 Yoshis. Hammer the tree 3 times and she's free again. Sushie will 
join your party so you can find all the missing Yoshis. Her special C-Down 
ability is using her as a boat. You can board her on any of those wooden 
platforms in the water (use C-Down in some location on the water to 
submerge). Take her out and use her to get to the distant island in the 
back. There is a Star Piece lying out in the open here, take out your 
hammer here too to find another letter. 

 Back at the entrance of the Jungle use Sushie to reach the central island 
with a lonely Spear Guy. Take him out and collect the Power Quake badge 
from the red block. Follow the water stream to the left dock at the central 
island and take out another Spear Guy to find a Super Block. Use it on 
Sushie so she becomes stronger. Use Sushie to reach to the lower left 
corner and you'll hear a Yoshi in distress. Work your way through all of 
the bushes. Some of them are M. Bush and examine the last bush at the end 
to find red hiding behind it. BTW: if you take the lower left passage here 
you'll end up back at the Whale again! Follow the path to the rear exit and 
you should be in area #4 now.

 There is coin on the Munchlesia plant, but it is a decoy causing you to 
loose HP if you try to get it. Examine then row of bushes to open a path to 
the back, hit the tree here for a free Fright Jar. Go right here, past the 
Spear Guy and hit the tree stump with the Hammer to form a new bridge 
segment. Cross it and head south to find yourself back in the first field. 
Hit the tree to the left to free the second Yoshi kid. Go down and hit the 
tree stump here too to form a bridge back to the start of the jungle, this 
can be a handy short cut sometimes.

 Retrace your steps back to the Raven Statue field and head east to get to 
the field marked by #6. A yellow baby Yoshi is held captive here and you 
have to rescue him from two Piranha Plants. They turn out to be Putrid 
Piranhas in battle (Attack them from afar with Kooper or Bombette for a 
preemptive strike). With 12 HP they are quite strong so take care when 
doing battle against them, after they are disposed of the Yellow Yoshi 
returns home only 2 more to go. 

 Return to #4 and take Sushie for a ride on water towards the smaller 
island in the back. Using the Spinning Plan with 'Z' to get up the ledge 
and attack the Spear Guy. When he is gone look at the bushes to reveal a 
hidden pipe, select Watt, enter the pipe and use her ability to find the 
path to the 3rd Yoshi. Green Yoshi will thank you for finding him and heads 
strait back to the village (1 more to go). Use Sushie once again to go left 
and before docking at the island on field #7 submerge underwater to the far 
left for a Star Piece. Get on land, create a bridge with the tree stump, 
talk to the Blue Yoshi and you've saved 5 of them. You'll hear a little 
fanfare if you got all five of them, so you know for certain that you are 
done here. 



---------------------------------------------------------------------------
2. The path to Mt. Lavalava
---------------------------------------------------------------------------

--Yoshi Village--
Hidden Items: 1 (263)
 Jade Raven

 Go to the elder and as a token of his appreciation he gives you the Jade 
Raven. Go back to area #4 of the watery jungle to find a socket to place it 
on. Enter the path leading into the dense jungle.


--Jade Jungle--
Hidden Items: 8 (271)
 Stone Cap   - Use Watt at the Bellbell plant to reveal the hidden ?-Block
 Egg         - Pull the vine of the first tree
 Volt Shroom - Invisible ?-Block in near the fountain (use Watt)
 1 Coin      - Hit tree to the left of the Volt Shroom
 Fire Flower - Pull the 2nd vine after block puzzle
 Mushroom    - Pull the rightmost vine after block puzzle
 1 Coin      - Hit the tree just before the Putrid Piranhas
 Ultra Stone - Given by Raphael the Raven
Badges: 1 (63)
 Happy Heart - Follow path outside Raphael's tree, it's past the entrance 
Star Pieces: 1 (131)
 Hidden Floor Panel between two trees in field with Putrid Piranhas
Enemies:
 Jungle Fuzzy, Putrid Piranha, Spear Guy, W Magikoopa

 At the entrance use Watt to get a Stone Cap from an invisible block, and 
pull the vine to get an egg from the tree (must have fallen out of a bird's 
nest). Examine the two bushes to the right to find the path to the next 
screen. Here you must patch up all the holes in the ground using the blue 
boxes, except for the hole near the big rock. If you did it correctly the 
spring's fountain will build up enough power to take out the rock. This 
opens the next entrance (move one block to get past the fountain).

 This section has many trees with vines growing from them. Here's want 
you'll find from left to right by pulling each distinct vine:

  Jungle Fuzzy    Fire Flower    Jungle Fuzzy    Entrance    Mushroom

In the next part use the Spin jump to uncover a Star Piece and go to the 
right to find some Putrid Piranhas. The three of them attack you (with a 
White Magikoopa in the back). So this is quite a hard regular battle, for 
the Magikoopa W can heal all enemies. So you'd better take him out first or 
use "Chill Out" or Star Storm in combination with Kooper's Power Shell. 

 When you are finished beating them up you can enter Raphael the Raven's 
tree. Enter it climb up, and go outside. Follow the branch all the way to 
the end to find a Happy Heart badge. Take a few steps back and go inside 
again, to find Raphael at the top. Talk to the master raven and he explains 
to you how to get to the cavern of Mt. Lavalava. He calls for his 
underlings and they start to build a contraption for you so Mario can reach 
the entrance of the cave. Kolorado coincidently passes by and enters the 
cave before you do walking ahead of you. Before letting you off he gives 
Mario the Ultra Stone, using this item your partners can increase their 
level from Super to Ultra Rank. If you hit a Super Block and then this 
increases their power by 1 and adds a fourth attack to the character's 
repertoire.



---------------------------------------------------------------------------
3. Treasure hunting in the Volcano
---------------------------------------------------------------------------

--Jade Jungle - continued--
 Go right, jump into the basket and jump up to the rope to the right. This 
will give you a free ride to the Volcano's entrance. There are some pretty 
mean foes in here so make sure that you have at least 1 Power Plus badge 
equipped, and the Ice Power badge also helps out quite a lot.


--Mt. Lavalava--
Hidden Items: 9 (280)
 POW Block    - Use Kooper in the room with Spike Tops on the right ledge
 1 Coin(4x)   - Hit the four lined up ?-blocks near the POW block
 Life Shroom  - Invisible ?-Block in room with the three blue boxes
 Ultra Hammer - In big chest to the in bottom left corner of the cave
 Super Shroom - ?-Block to the right of the healing block
 Maple Syrup  - same as previous
Badges: 2 (65)
 Fire Shield - drop down on a floating island from the second rope ride
 Dizzy Stomp - Behind a metal block near the ultra hammer in a chest
Star Pieces: 2 (133)
 -In room with the second Super block Spin jump on the panel to the right
 -Spin jump to the left of the healing block
Super Blocks: 2 (10)
 -To the far right are the first rope line
 -In the room to the right of the metal block (where Kolorado falls down);
  use the rope and let go the moment you are under a beam of light
Enemies:
 Lava Bubble, R Magikoopa, W Magikoopa, Putrid Piranha, Spike Top
Boss:
 Lava Piranha, Lava Bud(2x), Petit Piranha
 Continue your way down along the corridor and a Putrid Piranha appears. It 
has been spying on you and he will alert his boss, because you are an 
intruder. Kolorado appears in the following chamber and displays to you how 
you should NOT travel across the little islands. Just run and jump over to 
the right with much speed or else the instable islands descend into the 
lava itself. Watch out for the red flames with eyes, for these are Lava 
Bubbles that attack and even fry you.

 After this battle Mario needs to head on to the part with another rope 
line. Take it and travel all the way to the right. At the end of the 
corridor is a Super Block, use this to upgrade some of your members to the 
Ultra Rank. My choice would be either Goombario or Sushie. Mainly due to 
the fact that the boss here is very weak to water and Sushie is good with 
water attacks. Back in the previous room collect the POW block with Kooper 
and collect four coins from the ?-Blocks around. There are some Spike Tops 
below so have the Spike Shield badge equipped. These guys have 4 points 
defense, which means that the only way to take them out is turning them on 
their backs (DEF = 0) or use Watt on them to penetrate their defense. 

 Go down the long stairway and remember this location as there is a Metal 
block obstructing you from going to the right here. So take the second rope 
for a ride to the lower left corner. BTW: let go of the rope when you are 
under the second stair section, this will put you on a small pillar in the 
room with the Fire Shield badge in the center. Equip it to increase defense 
by 1 point against fire attacks. If you missed it, just use the Jump pad to 
the right to get back up again and retry. At the bottom you can choose to 
go either left or right. We first need to get the Ultra Hammer so go left 
first.

 After going through the corridor use Watt to reveal a hidden ?-Block with 
a Life Shroom inside. Use Parakarry to get over the stream to the left, 
push the three boxes in the stream and use Parakarry again (on the lower 
section) to find a path to the leftmost room. There is a huge chest in the 
back with our grand prize, but we need to get there first. Push one of the 
boxes into the lava again and then push the other one in to the left of the 
previous one so you have a bridge of two squares. This allows Parakarry to 
carry you to the far left. Take out the two Lava Bubbles (there are 
Magikoopas in their parties) and collect your final hammer upgrade in this 
game: the Ultra Hammer. Again, attack power raises by one and now you can 
destroy the red Metal blocks too! 

 Take the hammer out and destroy the block on your way back, carry yourself 
over the lava again, and use the new weapon to reach a room with a lonely 
Putrid Piranha & chest containing the Dizzy Stomp. Retrace your steps back 
to the room with the Jump pad and go up to meet the other mustached man. 
Kolorado tells you that you need to take out that red block here in or to 
get on moving. Go right and the archeologist comes charging in and leaves 
the scene after a very quick exit. Take the rope down, but let go the 
moment you are under a beam of light. If you do this correctly you will be 
on a high ledge with a Super Block. Use it to upgrade another Party member 
(again Sushie is recommend for the boss here). 

 After getting the items go back up with the Jump pad in the chamber to the 
left and use the rope to get to the far right this time. In the next 
corridor a spiked block will try to crush you, so quickly go down using the 
spin attack (Z button) and Mario will be in another lava room. Just work 
your way to the right to find a huge area with a spiked boulder resting 
against some metal blocks. Take out the monsters here, then travel all the 
way to the right to hear Kolorado screaming again. He gains in on you and 
tells you that this seems to be behind the dead end. Push the blue box ALL 
the way to the left again (how tedious) and smash all the metal blocks that 
prevent the spiked rock from rolling down. Quickly use the spin dash to get 
out of its way and the wall will be breached hitting Kolorado in its path.
 
 Move on and K. gains in on you once again then he leaves via the east 
path. Get the Star Piece from the hidden floor panel to the left of the 
healing block. Follow Kolorado and get the Super Shroom and Maple Syrup 
from the block in the area behind. Back again, go down the final stairs 
save and put the following badges on: Fire Shield, Ice Power and Power 
Bounce. A Putrid Piranha appears giving the player a final warning about 
the upcoming battle against a huge Piranha plant.
---------------------------------------------------------------------------
Boss: Lava Piranha & 2 Lava Buds & Petit Piranha
--------------------------------
Lava Piranha - normal     Lava Piranha - on fire
 HP:  40                   HP:  40
 ATK:  5                   ATK:  5
 DEF:  0                   DEF:  0
 SPL: 45                   SPL: 45

Lava Bud - normal         Lava Bud - on fire
 HP:  8                    HP:  8
 ATK: 4                    ATK: - (don't attack on their own)
 DEF: 0                    DEF: 0
 SPL: 0                    SPL: 0

                          Petit Piranha - on fire
                           HP:  1
                           ATK: 6
                           DEF: 0
                           SPL: 0

 This battle consists of two consecutive rounds, so don't you party just 
yet when you beat him the first time round. Personally I find it useful to 
take out the Lava Buds first, because their attacks are quite a nuisance. 
Lava Piranha itself is not that hard to beat on its own. With Fire Shield 
and the damage dodge badges on you should be able to sustain his attacks 
pretty well. Alternatively use Sushie's Water block, because is extra 
efficient against hostile fire attacks. Just before beating him the first 
time make sure to switch your partner to Sushie as the fired up version is 
a lot easier to beat with her special water attack called: Tidal Wave 
(ultra rank). This however requires 6 FP so make sure you use the Maple 
Syrup when necessary.

 After the first round with the spiced up Lava Piranha Kolorado steps in 
trying to save you, but it does nothing other than creating a comedy 
effect. The Lava buds will spawn Petit Piranhas this time round, and these 
little cretins cause 6 points damage with their kamikaze attack. Also if 
you manage to stun one of the three heads of the main plant they revive 
each self after two turns so you need to take out the entire plant. With 
Tidal wave you should be able to take out the two buds and stun the Lava 
Piranha itself. Take note that the main plant loses its fire property so in 
case you are wearing the Ice Power badge have Mario attack before Sushie. 
If you follow this method it takes no effort to beat this boss.
---------------------------------------------------------------------------
 With the enemy guardian gone Kolorado runs like mad towards the treasure 
he desires so much. A card appears from the lava and it turns out to be the 
5th Star Spirit: Misstar. But it is not yet time to sit back and relax. As 
the volcano is about to erupt! Follow the path to the right, jump up 
towards the top and meet up with the others again. Use Bombette to open the 
crack in the wall continue on to the left and there is the chest with the 
treasure Kolorado wants to have so badly. Unfortunately for him he can't 
reach it. Then just in a nick of time Misstar saves everybody from the 
volcano by flying up to the entrance of the crater. The chest is thrown out 
to and it lands near the Bub-ulb we came across much earlier.



---------------------------------------------------------------------------
Peach Intermezzo #6 - Koopa trivia quiz
---------------------------------------------------------------------------

--Peach's Room--
 Time to sneak around, so use the secret route to get outside of her room 
again. If you haven't deposited the Last Stand badge then do so now. Go 
downstairs and enter the door the elevated door on the left for a quiz.


--Quiz Room--
Hidden Items: 2 (282)
 Sneaky Parasol - Participate in the quiz; you always get this item
 Jammin' Jelly  - Win the quiz

 Inside a Koopatrol notices you, but doesn't mind it as he needs one more 
person to join in on a quiz. Your host will be Mr. Hammer the Hammer Bros 
in the 64th edition of the Koopa Corps Trivia Quiz-off. This quiz is used 
for the sole purpose of hinting the player where to go next. All the 
answers are so obvious (even if you don't know them) that this was just 
intended to help you with the next chapter. If you manage to beat the other 
two contestants, named Spiky Tom and Spiky John, you'll receive an 
additional Jammin' Jelly item. Just remember that the question where made 
up by the Koopas so some of them have an alternate good/bad meaning about 
them. For every good question you get one point and for each mistake you 
lose 2 points. The questions are quite easy, but here are the answers 
anyway:

Questions
 1: What's the name of the boss inside the volcano on Lavalava Island?
 2: Where did Master Huff N. Puff imprison the Star Spirit?
 3: What is the name of the scary round monster living in Dry Dry Ruins?
 4: How would you get to Flower Fields?
 5: What's the name of the person who King Bowser really loves?
 6: What thing is most deeply related to Flower Fields?
 7: What's the name of the most admirable, invincible, just downright cool
    guy around?
 8: What's the name for the ghosts who live in and around Forever Forest?
 9: What's the name of the area just to the south of the post office in
    Toad Town?
10: Where is Peach's Castle now? Way up in the sky, on top of Bowser's
    Castle.

Answers
 1: Lava Piranha
 2: Flower Fields
 3: Chomp
 4: Pass Flower Gate
 5: Princess Peach
 6: Flower
 7: Bowser
 8: Boo
 9: The Flower Garden
10: On Bowser's Castle

 The questions just gave you a hint where to find the next Star Spirit and 
how to enter that specific location! You get the Sneaky Parasol too, which 
allows you to change your appearance into the one you use it on. Next to 
that you can also get a Jammin' Jelly if you win the quiz (you do not need 
to get ALL 10 answers correctly). If you lose the wining Koopatrol gets the 
item and if it turns out to be a draw Mr. Hammer takes the item himself! 
After the event Bowser comes in and the show is over... You have to wait 
until after chapter 6 to use the Parasol.


--Jungle--
 Instead of being happy to be alive Kolorado is just moaning about the 
treasure he lost. Then Misstar added another segment to the Star Energy bar 
and unlocks her special power called: "Smooch". This power regenerates 20 
HP for the price of 3 bars.


--Yoshi Village--
Hidden Items: 2 (284)
 Melon*       - Give the adult Yellow Yoshi any food cooked by Tayce T.
 Magical Seed - Trade with Kolorado for the Volcano vase

Kolorado will tell you that the treasure should be around somewhere so he 
stays here until he finds it. You'd better get it now, because Kolorado has 
an yellow colored seed item you require for getting to Flower Garden.


--Water Jungle--
Hidden Items: 1 (285)
 Volcano Vase - in chest in front of the tree where you found Sushie

 From the entrance just go right one screen and you'll find the chest with 
the treasure inside. If you talk to the Bub-ulb here he tells you that he 
gave his seed to a Koopa who passed by some time ago. Indeed, that guy was 
Kolorado so give him the Vase and you'll get the last Magical Seed.


--Lavalava Island Beach--
 Talk to the tuna..., I mean Whale to get a trip back to Toad Town. On your 
way back you will see Jr. Troopa swimming across the ocean in an attempt to 
attack Mario on Lavalava Island, but Mario is just on his way back and Jr. 
has to swim all the way back to Toad Town to catch up with him. At the port 
he finally challenges Mario, but because of the exhausting swim he loses 20 
HP as denoted by his lifebar! Beware though that he has is flying and has a 
spike on the top eggshell protecting his head.
---------------------------------------------------------------------------
Boss: Jr. Troopa - Round #4
---------------------------
 HP:  20
 ATK:  6
 DEF:  1
 SPL: 59

 If you don't have the Spike Shield or the Hammer Throw badge equipped you 
will have to attack him with Watt solely, for he is the only one with a 
regular attack that can hit the aerial spiked adversary. Fortunately his HP 
is only half its normal value so, it should still be a fairly short battle. 
Again, he is quite susceptible to 'Dizzy' so use the newly acquired Dizzy 
Stomp on him to make your life even easier.
---------------------------------------------------------------------------


--Toad Town--
 Give the girly Toad in front of the flower fields the four Magical Seeds 
you acquired during your quest from:

   -Toad Town       - Near Fice T.'s guardpost
   -Mt. Rugged      - Area accessible with Parakarry after the first Cleft
   -Forever Forest  - 4th field in the center
   -Lavalava Island - Trade with Kolorado for the Volcano Vase

To open the gate to the flower fields you need to collect all four of them 
so Minh T. can plant them around the arc. Once all four are in place the 
doorway appears. Enter the newly created door and the next chapter 
commences (see Chapter 6).



---------------------------------------------------------------------------
Post Chapter 5 Events
---------------------------------------------------------------------------

 We are getting close the to the finale of the game so after this chapter 
the number of side quests decreases rapidly...


Rowf's Badge Shop
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Badges: 3 (68)
 -S. Smash Chg. @ 100 Coins 2 BP
 -Damage Dodge  @ 150 Coins 3 BP
 -Mega Quake    @ 200 Coins 3 BP

 You can get the final set of badges from Rowf's shop after chapter 5, but 
only if you gave the Volcano vase to Kolorado. These are the last new 
badges you can get from him, but they are quite expensive to buy so think 
before doing so. Once these are all gone, there is nothing left to buy 
here.


Post Office, Mario's Home & Luigi's Diary
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Four new messages have arrived after beating the Piranha plant in Mt. 
Lavalava. The first one is actually available after your reach Lavalava 
Island, so technically there are only three new messages...

      Recipient    Sender
      ---------    ----------
      Goombario    Gooma      (before piranha too)
      Bombette     Bruce
      Bow          Bootler
      Watt         Fuzzipede

 At home Luigi should have completed Diary entries for page 5 and 6, but 
there is nothing really interesting to read here. Apart from that Kolorado 
should have send you a second letter (only after you give him the Volcano 
Vase).


Koopa Koot Favors (#15 - #20)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hidden Items: 7 (292)
 1 Coin(4x) - Complete favor #15, 17, 18 & 19
 Glasses    - Found in the bushes of Koopa village during favor #15
 Package    - Get from a Boo in Gusty Gulch in favor #18
 Red Jar    - Get from Little Mouser in favor #20
Star Pieces: 6 (139)
 -Get them per sets of 3 for completing favor #16 & 20

 This time round there are 6 new tasks that Mario can complete, and afte 
doing so the Koopa Koot runs out of favors to ask. The only thing he 
requests of you is beating Bowser, but that task is a main priority to 
Mario anyway. For the final time the reader is referred to Appendix D for 
all the details on each of the favors.


Trade Event 3/3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hidden Items: 1 (293)
 Yummy Meal - Complete the last Trading event with success

 From this moment on it is possible to participate in the third and last 
trade event of the game! Listen to the radio once more in Koopa Village and 
you get to hear that Mario has to take a Coconut (shake tree on Lavalava 
island) towards Club 64 at Toad Town's port. Enter the club with the 
coconut and give it to the pink Toad. Your prize for this last event is a 
delicious Yummy Meal.


Letter Delivery Quest
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hidden Items: 2 (295)
 Letter L - Get from the red Yoshi kid upon deliving letter K
 Letter M - Get from Dane T. upon deliving letter L
Star Pieces: 2 (141)
 -Deliver Letters #7 & 8

 There are two letters to be found on Lavalava island, so you can get two 
additional Star Pieces by delivering them to Igor the Boo and Russ T. 
Finally, the letter to the red Yoshi kid can be delivered who gives you 
another one addressed to Dane T. Give it to the toad near the train station 
and Mario gets a letter to Frost T. from Starborn Valley. Again we cannot 
yet get there, but we are very close to completing the cycle.


The Kent C. Koopa Tollgate Blockade
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Upon Kolorado's return to Toad Town a strange huge Koopa appears on 
Pleasant Path. His name is Kent C. Koopa and he's blocking the road for 
everybody and you have to pay 100 Coins toll to pass him. This disables 
Kolorado to get back to his wife in Koopa Village. When you meet him you 
can opt to battle him, but his defense (6 points) is so high that it is 
very hard to damage him. If you have trouble beating this optional boss 
read Appendix D for more information about this battle. 


Visit new locations in Toad Town
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Star Pieces: 1 (142)
 -Use Sushie to reach the left island
Super Blocks: 1 (11)
 -Use Sushie to enter the green pipe in the center of the pond

 With Sushie as your new member you can finally get the lonely Star Piece 
that was on display at the beginning of the game at the main gate of Toad 
Town. Just take her out for a ride in the pond to get to it. Mario can also 
enter the green pipe in the center to find a Super Block at the end of the 
corridor.


Exploring the Sewers - part 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This time round we can use the Ultra Hammer for a Super Block and Sushie to 
reach the fourth section of the tunnels. Beware that once you go over the 
water a Super Blooper boss will appear to attack you. At the end Mario can 
meet up with Rip Cheato who sells a wide range of items for 64 Coins. You 
only need to get the first 10 items, as the others are all Dried Shrooms.

--Toad Town Tunnels - Area #4--
Hidden Items: 5 (300)
 Life Shroom, Super Shroom, Mushroom, Dried Shroom*, Odd Key
Badges: 1 (69)
 Bump Attack
Star Pieces: 3 (145)
Super Blocks: 1 (12)
Enemies:
 Dark Koopa, Spike Top
Boss:
 Super Blooper

 For a detailed description of the Toad Town Tunnel's fourth area see 
Appendix D, under "Toad Town Tunnels" and look at the fourth section for a 
precise walkthrough.



---------------------------------------------------------------------------
Chapter 6: Dark Days in Flower Fields
---------------------------------------------------------------------------
1. The Magic Bean, Fertile Soil and Magic Water
---------------------------------------------------------------------------

--Flower Field - Center (Portal)--
 Once you step through the door Mario ends up in a strange field filled 
with flowers and Bub-ulbs. The big tree serving as the portal to Toad Town 
and Flower Fields salutes you right away. His name is Wise Wisterwood and 
he explains the dire situation of this world. There appears to be a vile 
creature called: "Huff N Puff" who invaded the land and brought dark clouds 
to the sky preventing any bright sunlight for the flowers to pass. Apart 
from that Huff N Puff is also holding one of the Star Spirits captive. The 
only problem is that Mario cannot reach the evil creature located at Cloudy 
Climb as there is no way up to that place right now.

 You can get there if you manage to find a Magical Bean, Fertile Soil and 
some good water to grow the plant. You also need to bring the sun back up 
into the sky or else the plant will never grow. This is your current task, 
so let's get on with it. You first need to get the Magical Bean from 
Petunia who lives to the east. To the west there is a strange plant called 
Tolielip, if you talk to him he gives you a hint... Well, actually he tells 
you a lie, so you often need to negate/inverse what he says to find out 
what the hint is. Most of his hints are trivial to decrypt, hence if you 
get stuck just talk to him for your next step.


--Flower Field - East--
Hidden Items: 4 (304)
 Stinky Herb    - Walk past the second wallflower
 Red Berry(2x)* - Hit the tree near Petunia
 Magical Bean   - Get from Petunia for beating the Moles up
Badges: 2 (71)
 Happy Flower - Hit the Center, Right and Left Trees in this order
 Flower Saver - Throw a Blue Berry into the well
Star Pieces: 1 (146)
 -Floor panel in the lower left corner at Petunia's
Enemies:
 Bzzap!, Crazee Dayzee, Monty Mole(2)

 There are many strange creatures and events around in this bizarre 
environment. For example if you walk past the wall some of the flower leafs 
flip over, sometimes revealing a hidden item. Trees can also be hammered 
for items although some killer bees may pop up in rare occasions. If you 
hit the center, right and then the left tree in the correct order a Happy 
Flower badge will drop down the branches.
 
 The area to the right is Petunia's home. She seems to be upset as some 
strange blue Monty Moles are digging holes and biting her roots. You need 
to take all 4 of them out. You may skip the cowering Crazee Dayzee as it is 
of no interest to Petunia. This looks a bit similar to a game where you 
have to whack all the moles that pop out from the ground. The easiest way 
to get a battle against them is by hitting them with Kooper's shell (this 
also nets you a First Strike). Once they are all gone you get the Bean as a 
free gift. Hit the tree here, because you need to give a Red Berry to red 
flower later on. Doing this now saves you some backtracking. 

 At the rightmost end there is a strange well with a creature living 
inside. You can feed it Berries of any type, but only a Blue Berry will 
result in a Flower Saver badge. Any other item will yield a battle against 
two Bzzap!s. 


--Flower Fields - Southwest--
Hidden Items: 5 (309)
 Stinky Herb*      - Walk past the second wallflower
 Yellow Berry(2x)* - Hit the lonely tree in the inlet
 Fertile Soil      - Get it from Posie
 Crystal Berry     - Get from Posie after talking to Rosie
Star Pieces: 1 (147)
 -Floor panel just in front of the Yellow Berry tree
Enemies:
 Bzzap!, Ruff Puff

 Give a Red Berry to the red guardian flower to pass through the gate to 
the west. Go past the enemies and hit the tree to get at least 1 Yellow 
Berry for the yellow flower later on. Go to the far left and Mario meets up 
with Posie a flower living beneath a crystal tree. She gives you Fertile 
Soil for free.


--Flower Fields - Southeast--
Hidden Items: 9 (318)
 Stinky Herb       - Walk past the first wallflower
 Blue Berry(2x)*   - Hit the tree to the far right
 Dizzy Dial        - ?-Block in the center area
 Maple Syrup       - Invisible ?-Block center area (opposite of Dizzy Dial)
 Bubble Berry(2x)* - After raising the water level whack the tree
 Jammin' Jelly     - Hit the tree with the hammer near Lily
 Miracle Water     - Get from Lily upon returning the Water Stone
Star Pieces: 2 (149)
 -Hidden behind a small bush to the right of the Blue Berry tree
 -Spin jump on the floor panel beneath the Maple Syrup's ?-Block
Super Blocks: 1 (13)
 -From the right side of the area work your way to the left on the ledge
Enemies:
 Amazy Dayzee, Crazee Dayzee

 You give the yellow guardian the appropriate Berry you just found in order 
to continue on. Go over the bramble pit using your jumping skills and 
Parakarry. Once you are on the other side make your way to the left again 
to reach the Super Block you just saw earlier on. Upgrade a party member 
and head for the tree to the far right. Get two Blue Berries from the tree 
(one for the Flower Saver badge from the well and another for the blue 
guardian). Take note that a super duper special enemy may appear near the 
tree. This happens randomly and the creature looks like a regular Crazee 
Dayzee, but this guy is yellow and very cowardice. If you manage to fight 
one in battle it will usually run away the first chance it gets, but if you 
defeat it you end up with about 50(!) Star Points. See Appendix F for more 
information about this guy and how to effectively drain his 20 HP in 1 
round.

 To the right there is a small field with two ?-Blocks containing a Dizzy 
Dial and a Maple Syrup, but note that the second one requires Watt to see. 
To the right there is a dried out pool with Lily. Whack the tree here to 
find your very first Jammin' Jelly in the game (not counting the Oinkies). 
Get it and talk to Lily to find out what troubles her. You need to find her 
a Water Stone to fill the pool up once again. 


--Flower Fields - West--
Hidden Items: 3 (321)
 1 Coin        - Invisible ?-Block next to the jump pad
 Shooting Star - Invisible ?-Block above the normal block
 Coin Block    - Reachable after getting to the end via warp 3 (see below)
Enemies:
 Lakitu, Spiny

 We got ourselves some Blue Berries so it would make sense to pass through 
this gate as it is guarded by the blue flower. Get past it and beat up the 
Spinies, hit the 1 Coin block, jump up using the Jump pad, then jump on 
right normal block and hit another ?-Block (use Watt) above you to find a 
hidden Shooting Star item. Go left here and Mario find a huge maze, but 
before we can tackle this obstacle two Lakitus come by. They attack you in 
what seems to be a regular battle with a different BGM. Just Tattle them, 
because they are very rare. Post battle just walk around in the maze 
following the map below to find the exit to the left. Get to the center 
with the pink magenta warp pipe to reach Rosie to the west:

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            |¯¯|    |¯¯|    |¯¯|????|¯¯|            |¯¯|
            |__|    |__| 1  |__|????|__|            |__|
                |¯¯||¯¯|            |¯¯||¯¯||¯¯||¯¯|
                |__||__|            |__||__||__||__|
                    |¯¯||¯¯||¯¯||¯¯||¯¯||¯¯||¯¯|
                    |__||__||__||__||__||__||__|

 Once you are through it, Mario is confronted with a very idle character: a 
rose named Rosie. She thinks herself to be the prettiest thing in the 
world. She shows you the Water Stone, the same stone that was stolen from 
Lily. Rosie tells you that some people dropped it near her and she picked 
it up, because it is so beautiful. If you can find her anything more 
prettily than the Water Stone she will trade it for you with that item. Go 
back to Posie and ask for something pretty and she will give you a Crystal 
Berry in return. Back at Rosie exchange items and retrace all your steps 
back to Lily. Put the Water Stone in the hole and all the water returns to 
the pool and the area to the left of here. She gives you some Miracle Water 
for your troubles. In the previous area you now need Sushie to get you 
back, but make sure that you collect at least one Bubble Berry.


--Flower fields - Northwest--
Hidden Items: 1 (322)
 Stinky Herb - Walk past the first wallflower
Badges: 1 (72)
 Mega Smash - Use Bombette on the grey rock in the second area to find it
Star Pieces: 1 (150)
 -After getting over the pit walk back to the right on the upper ledge
Enemies:
 Bzzap!, GRN Magikoopa, Lakitu, Spiny
Mini Boss:
 Lakilester

 Before we can grow our plant with the water, soil and bean some sunshine 
is required or else the plant will never reach maturity. The upper left 
part of the Flower fields is where the sun should be hiding. Talk to the 
Bubble plant and feed it a Bubble Berry to get a free ride to the left. On 
the other side take out the Bzzap! and collect the Star Piece lying in the 
open. Go left, use Bombette on top of the small structure and blow the rock 
to smithereens to find the Mega Smash badge.

 To the far left there is huge tower. Before ascending it take out Bombette 
again to destroy another grey boulder in the leftmost corner. This opens 
the path to the top where you will meet 'the Sun'. The sun tells you that 
he can't ascend the skies, because of the dark clouds that are generated by 
the Puff Puff Machine. He requests you to take out the machine so he can 
flourish the Flower fields with his bright rays of light. He also tells you 
where to find the device so go back to the main area. Halfway your return a 
Lakitu with sunglasses and some personality problems comes along your path. 
Lakilester/Michael/Spike challenges you to battle, which he loses pretty 
easily.
---------------------------------------------------------------------------
Mini-boss: Spike? (Lakilester)
-----------------
 HP:  50
 ATK:  4
 DEF:  0
 SPL: 40

 He is just the same as a normal Lakitu, but with more HP. There is not 
much to say about him. Using the Dizzy Stomp on him is good. He succumbs to 
it very easily making this battle very easy.
---------------------------------------------------------------------------
 His girlfriend descends from the skies trying to protect Lakilester from 
any other danger. Lakilulu pleas to you not to hurt him any more and asks 
you to forgive him (if you don't you will have to re-answer the question so 
there is not much choice here). Then Lakilester asks you a silly question 
and no matter what you answer he will always join your group as the final 
member! You have all the friends you can get in this game so make use of 
the last new ability. Lakilester can make you hover in the air allowing you 
to reach desolate areas otherwise not reachable. This is very handy in 
lava/bramble/spike fields.


--Flower fields - Northeast--
Hidden Items: 2 (324)
 Letter       - center area hidden behind some flowers near the front
 Thunder rage - Invisible ?-block just before the Puff Puff machine
Star Pieces: 1 (151)
 -To the right of the Super Block; use Parakarry to get there. Then use
  the Spin Jump to make a Star Piece drop down under the arc.
Super Blocks: 1 (14)
 -Use Jump pad behind the fence
Enemies:
 Lakitu, Ruff Puff, Y Magikoopa

 Take out Lakilester and use his ability to reach the distant green tile. 
Then complete the following steps:

    1. Spin jump on the green ! tile
    2. Walk left
    3. Spin Jump on the purple ! tile
    4. Use Lakilester to reach left again
    5. Spin jump on the red ! tile
    6. Walk right
    7. Spin jump on the green ! tile
    8. Use Lakilester to reach the rightmost green tile
    9. Spin jump on the green ! tile
   10. Walk right
   11. Spin jump on the purple ! tile

 After completing all these steps you should be able get to the area on the 
right. There are some Ruff Puffs here and a Y Magikoopa joins the fight 
with the first one. When they are gone you can walk behind the right arc to 
the left. Here you can find a Jump pad for a bounce to the upper ledge. 
Touch the Super Block and upgrade Lakilester to the Super rank. Continue on 
to the right, collect the letter and hit the invisible ?-Block just before 
entering the area with the cloud making device to find a Thunder rage for 
free.

 On the next screen you can even talk to the Magikoopa & 3 Lakitus before 
the battle commences. Alternatively hit the Machine with the Hammer to 
attract their attention, when they are all gone just keep on hitting the 
machine (on both sides) to disassemble it. The sun raises itself up to the 
skies once again and finally the fields return to normal once again.


--Flower fields - center--
 Talk to Wise Wisterwood in order to be able to grow the plant on the brown 
circular area. Use Fertile Soil, Magical Bean and Miracle Water in this 
order to create gigantic plant. Before going up you may want to complete 
the last part of the sewers now that you have Lakilester. This allows you 
to get the Ultra Boots and another upgrade for Lakilester. I say this 
because the boss battle will be a lot easier this way. 


--Cloud Climb--
Badges: 1 (73)
 S. Jump Chg. - Atop the big cloud; hard to miss
Boss:
 Huff N. Puff & Tuff Puffs

 There is not much to do around here, just collect the Super Jump Charge 
badge located on a high cloud. It can be reached by standing on the small 
elevator cloud and then jump to the left the moment it reaches the peak of 
its ascend. Are you ready for the boss battle here? It can be a tough 
battle so get the Ultra boots from the Toad Town sewers first for some 
additional attack power. Get Lakilester out and use him in the upcoming 
battle! Go right here and follow the long path to a big brown cloud. This 
is master Huff N. Puff.
---------------------------------------------------------------------------
Boss: Huff N. Puff & Tuff Puffs
-------------------------------
Huff N. Puff
 HP:  60
 ATK:  5 - Regular
     2/7 - Exhale wind
      12 - Storm
    5/15 - Floor stomp (5 + # of Tuff Puffs on screen) 
 DEF:  0
 SPL: 80

Tuff Puff
 HP:  1
 ATK: 2
 DEF: 0
 SPL: 0

 I reckon you start up charging your jump attack to cause huge amounts of 
damage in one turn, this because each time you hit the boss he spits out 
some smaller clouds which can cause damage too. So when this happens have 
Lakilester use the Spiny Surge to take them all out. Before the Tuff Puffs 
can either retaliate against you or Huff N. Puff will swallow them 
restoring his HP and undoing most of the damage you did. There can be up to 
10 of mini clouds and they come in two variations big (2HP recovery) and 
small (1HP recovery).

 Hence when the battle starts use "S. Jump Chg." and "Cloud Nine", then 
have Lakilester use Spiny Flip. Mario has to power up several times so the 
Power Bounce will become super effective. After a Power Bounce always 
follow with Lakilester's Spiny Surge in order to take out as many Tuff 
Puffs as possible.
---------------------------------------------------------------------------
 Upon his defeat the 6th Star Spirit is freed from its prison. Touch the 
card and the next Peach Intermezzo takes place.



---------------------------------------------------------------------------
Peach Intermezzo #7 - Peach; you're going undercover
---------------------------------------------------------------------------

--Peach's Castle F2--
 Again, use the same routine to escape from your room. Outside the patrols 
are over so sneak up on a Koopatrol from behind and press 'B' to use the 
Sneaky Parasol on him. Now Peach can pass on as a Koopatrol herself. Talk 
to the characters to find out some interesting things. BTW: If you won the 
quiz put the Jammin' Jelly in the big treasure chest, it may help Mario 
quite a lot.

--Library--
Hidden Items: 1 (325)
 Shooting Star - see below

 Talk to the Hammer Bros at the end of the corridor (where you overheard 
the conversation about Tubba Blubba) to receive a Shooting Star. Then put 
it in the Treasure chest to help Mario once again.

--Peach's Castle - F3--
 Go up the stairs and past several guards. At the end there is a Koopatrol 
waiting for somebody to take over his shift. He requests 'Peachpatrol' to 
find him a Clubba who is supposed to take over in return he gives you a 
Castle Key so you can get outside to find him. Go down to the palace hall 
and use the key on the final door to get outside. Use the Sneaky Parasol on 
the sleeping Clubba to take his form (use 'B' to become Peach again, then 
use it again on the Clubba). Note that you can even talk to the Clubba as 
the princess for a same monologue (don't worry you won't get captured).

 Get your new body up to the waiting Koopatrol and he leaves the scene. 
Open the door behind him and climb all the stairs to the top of the castle. 
Walk to the left door and Kammy comes outside. After some dialogue the old 
hag smells Peach's lovely scent and uncovers her true identity. End of this 
intermezzo...


--Flower fields - Center--
 Klevar tells you that your task is nearly finished and raises Mario's Star 
Power again by one. His specialty is "Time Out" which freezes all opponents 
in for some amount of turns, when he is done Klevar leaves for Star Haven. 
Go back to Toad Town to finish some other business.


--Toad Town--
 In order to continue on with the game you have to visit Merlon again. A 
little black creature is next to him. He's a Ninji an inhabitant of 
Starborn valley as he leaves he wants you to visit him in his village so 
you need to venture out to the icy region of Shiver City and Starborn 
Valley. To get there go into the sewers via Chet Rippo's.


--Toad Town Tunnels--
Super Blocks: 1 (15)
 -In the frozen area to the far left

 Get the Ultra boots (you should have gotten them by now, see above fro 
descriptions) and the mysterious blue door should be reachable and 
unlocked. Enter the pipe behind it to find yourself in a frozen part of the 
sewers somewhere outside Toad Town. To the left of here there is a Super 
Block so upgrade somebody and take the warp to start chapter 7; the quest 
for the last Star Spirit.



---------------------------------------------------------------------------
Post Chapter 6 Events
---------------------------------------------------------------------------

 We are nearing the end of the game, so the number of additional tasks that 
can be performed is much less than before. If you left any Koopa Koot 
favors uncompleted or so, you might want to do them right now...

Post Office, Mario's Home & Luigi's Diary
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Some new letters have arrived after Huff N. Puff's defeat, note that the 
letter from Sashimie is present upon before beating him.

       Recipient   Sender
       ---------   ------------
       Sushie      Sashimie
       Kooper      Kooper's fan
       Lakilester  Lakilulu

 At home a letter from the Yoshi Kids can be found in your mailbox. 
Additionally enter the basement to find 2 new pages (7 & 8) in Luigi's 
Diary.


Letter Delivery Quest
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Star Pieces: 1 (152)
 -Deliver Letters #9

 There is one letter to be found in the Flower fields (in the north west 
area with the Lakitus). Deliver it with Parakarry to Minh T. to receive a 
traditional Star Piece as a reward.


Exploring the Sewers - Area #5 (Final)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Go to the sewer pipe that leads to Yoshi's Island, head right here, use 
Lakilester to get over the spikes to green pipe. Enter it to discover the 
last few secrets residing in the sewers.

--Toad Town Tunnels--
Hidden Items: 14 (339)
 Maple Syrup, Stop Watch, Volt Shroom, 1 Coin(8x), Ultra Boots,
 Life Shroom, Shooting Star
Enemies:
 Dark Koopa, Spike Top, Spiny

 For a detailed description of the Toad Town Tunnel's fifth and last area 
see Appendix D, under "Toad Town Tunnels" and look at the fifth section for 
a precise walkthrough.



---------------------------------------------------------------------------
Chapter 7: A Star Spirit on Ice
---------------------------------------------------------------------------
1. Mario's Backroom Penguin Murdering Mystery
---------------------------------------------------------------------------

--Shiver City--
Hidden Items: 7 (346)
 Warehouse Key - Break the pool's ice sheet and dive in with Sushie
 Iced Potato*  - Sleep at the inn
 Ultra Shroom  - Sleep at the inn after opening Shiver Mountain
 Mushroom(4x)  - Sleep at the inn after opening Shiver Mountain
Badges: 1 (74)
 Attack FX E - On the leftmost part of town enter the right house. Jump on
               the cupboard, make your way to the windows at the top level,
               open them, outside jump to the center home, enter via the
               window and open the chest
Star Pieces: 1 (153)
 -Flip the floor panel to the left of town near two shovels
Chuck Quizmo Locations:
 -In front of the item shop
 -Left side of town, in front of the rightmost home 

 Talk to the inhabitant penguins around the town to get some information. 
There is a peculiar key at the bottom of the frozen water pool to the 
right, but if you try to break the ice the officer will throw you back to 
the previous screen. Starborn valley seems to be to the east of here, but 
you can't get past the edge of town without permission of the mayor. So go 
to the leftmost home (you can get the Attack FX E badge around here) and 
enter it to meet the Mayor's wife. Go in the back room and examine the non-
moving mayor. This triggers a cut scene as the mayor appears to be dead, 
caused by a murder. His wife points Mario to be the murderer and everybody 
in town will think you did it too. There is only one way to get out of this 
situation and that is by finding the real murderer.

 Your first clue was the note on the mayor's body, it says "Herringway". 
This Herringway dude turns out to be a novel writer about penguin murdering 
mysteries. According to some of the penguins he lives in one of the homes 
to the east of town, but he usually locks himself up so he can't be 
disturbed while writing one of his novels. We better check on him to find 
out about any connection. The leftmost building is his home, but there is 
nobody to be found inside...

 Now that the green penguin officer is gone we can get the Warehouse key so 
use the tornado jump 3x in a row to shatter the thin sheet of ice. Get 
Sushie out and use her to collect the key from the near-freezing water. 
Unlock the warehouse's door, enter it, jump up the stairs and jump up 
through the roof using the Jump pad on the first floor. Outside again you 
automatically slide to the left and enter the chimney of Herringway's home.

 Inside is the big eye browed writer who is surprised to see that someone 
has managed to find him. After hearing about the mayor's demise he leaves 
for his home so follow the novelist right away. Inside they mayor's home 
enter the back room and another cut scene takes place. After some false 
accusations back and forth, the mayor actually starts to move his foot 
again and alive. Apparently the mayor wanted to get a present for 
Herringway from the shelf as he slipped and bumped his head on the floor 
knocking him unconscious. Since everything has resolved itself the guard 
goes back to his duty and the mayor gladly fulfills your request to leave 
town for Starborn valley. Before going out make sure you are well equipped 
as our comedian makes a return, you know how I mean.



---------------------------------------------------------------------------
2. A valley under the stars so blue
---------------------------------------------------------------------------

--Shiver Snowfields--
Hidden Items: 3 (349)
 Letter #10 - On the screen with 6 snowmen hammer the big tree 4 times
 Letter #11 - Behind a transparent icy rock on the third screen
 Repel Gel  - Behind a conifer tree in the area with the snowmen
Star Pieces: 1 (154)
 -Floor panel near the front edge of the area with the 6 snowmen
Enemies:
 Gulpit, Frost Piranha
Boss:
 Jr. Troopa

 After leaving town you encounter Jr. Troopa pretty soon. He has got 
himself a new weapon: a magic cane. This thing has similar properties as 
the magical attack of the Magikoopas so beware of his projectiles. BTW: he 
lost his wings and spike so you can save badge points on the Spike shield 
and use it to activate both Power Plus badges.
---------------------------------------------------------------------------
Boss: Jr. Troopa - round 5
--------------------------
 HP:  50
 ATK:  8 
 DEF:  1
 SPL: 65

 Yes, his attack power has increased quite a lot since the last encounter. 
Make this a quick battle to prevent any trouble. Either Powerbounce or use 
the Sleep Stomp to give yourself some room for error. Other than the souped 
up ATK there is not much to note about him, just keep on hitting him good.
---------------------------------------------------------------------------
 When you leave the screen Jr. Troopa will become a frozen cube, which is 
quite funny to watch as long as he remains like this (after beating the 
Crystal King the little Troopa is gone and some Gulpits will be around 
here).

 The screen to the right has 6 peculiar snowmen standing in a line before a 
big wall. The huge tree to the left here conceals a Letter. Just use the 
hammer on it three times to shake off the three layers of needles, then hit 
is again to shake the letter from the stump on the floor. BTW: there is a 
fifth Repel Gel to be found behind one of the trees here! Continue on to 
the far right, watch out for the Gulpits and Piranhas collect the last 
loose letter in the game addressed to Merlow. To the far right a horrible 
spirit appears. He tells you to leave this place if you value your life. 
You even get a chance to back out, so do what you think is right.
---------------------------------------------------------------------------
Boss: Monstar
-------------
 HP:  20 
 ATK:  1
 DEF:  0
 SPL: 45

 There is not much I can say about this battle. The attack looks pretty 
flashy, but if you have the Defense Plus badge equipped you won't take any 
damage at all. Not that you need it, as 20 HP goes down pretty fast. Just 
don't use any ailment attacks, Shooting Star items and "Star Storm" Star 
Power as Monstar is naturally completely immune to these attacks.
---------------------------------------------------------------------------
 Several young star spirits appear on the spot where the Monstar was, they 
were just trying to protect their turf from hostile intruders. Go right 
here and Mario reaches the valley of the stars.


--Starborn Valley--
Hidden Items: 1 (350)
 Scarf - Get from Merle

 Merle approaches you and tells you to follow him as he has important 
things to tell you. Using Goombario's tattle here tells you that Merle and 
the Ninjis look after the Star Kids, until they are strong enough to rise 
up to Star Haven. One of the inhabitants also tells you to find a hidden 
Star Kid in town. If you wish to meet him walk up to the right of Merle's 
house and talk to the 'line' in thin air, because he is the missing star. 
Go inside Merle's house and he tells you where you can find the last Star 
Spirit. It is hidden atop Shiver mountain inside the Crystal palace. The 
palace used to be a place to honor the stars, but nowadays nobody knows it 
location. Merle does give you an item that is supposed to help you: a plain 
and simple Scarf. He doesn't know who to use it, but it seems that you also 
need an item passed down by the generations in Shiver City. Upon your 
departure he gives you a hint about the secret of a small shrine...


--Shiver City--
Hidden Items: 1 (351)
 Bucket - Get from the mayor

 Just talk to the mayor again and he gives you the second legendary item 
you need. It is just a bucket, nothing more or less. Question remains what 
to do with it. Remember those snowmen we came across? One of them was 
missing a hat and another was missing a scarf.


--Shiver Snowfields--
 Give the scarf and bucket to the two snowman who do not have these items 
and they will speak to you. After the conversation they open up the road to 
the Crystal palace. 


--Shiver City--
 Sleep at the Inn to find an Iced Potato as usual, but also 4 Mushrooms and 
an Ultra Shroom! It seems somebody came by to send you a little present, 
coincidently the floor is wet... Perhaps the snowmen from the snowfield 
came by to help you, since you have helped them out.


--Shiver Mountain--
Hidden Items: 6 (357)
 Ultra Shroom  - Break the brown block in the first area, then Spin jump
                 on the same spot to hit a hidden ?-block
 Pebble        - Lower part of the second area
 Shooting Star - Third area; on first pedestal
 Snowman Doll  - Third area; on second pedestal
 Thunder Rage  - Third area; on third pedestal
 Star Stone    - Receive from Madam Merlar in the secret shrine
Badges: 1 (75)
 Mega Jump - After raising the ice staircase get it from the red ?-Block
Star Pieces: 1 (155)
 -Fall down the edge near the save block to the left of the 2nd set of ice
  stairs
Super Blocks: 1 (16)
 -The very last block is on second screen on the top of the mountain
Enemies:
 Duplighost, Frost Piranha, Gulpit, White Clubba

 You can save at the entrance, but if you are not interested head right 
strait away. Fall down the pit, Tornado Jump on the ice sheet to break it, 
do it again on the green switch to open the path to the right. Near the 
exit of this field you can get an Ultra Shroom from the invisible ?-Block 
above the brown block so jump here twice to get it.

 Collect or leave the pebble on the second screen and use Kooper to reach 
the distant switch. But wait, suddenly there will be two Koopers! The two 
argue and let you decide who the real Kooper is. The left Kooper calls you 
Moron, so whack him to reveal a ghost called Duplighost. If you hit the 
wrong Kooper the two of them will fight and you have to hit the correct one 
all over again. After the battle with the Duplighosts climb up the stairway 
to find a Super Block at the top, go right from here and Mario enters a 
corridor with three pedestrals. They all have nice items on display, but if 
you take one out an ice sheet pops out of the wall blocking your path. So 
exchange a weak item like the Pebble to replace it.

 The last area before the Crystal palace has a big stairway leading to a 
dead end, hence look for the path behind the stairs at the bottom or just 
walk off the edge at the top. Take out the pink girly bob-omb to force your 
way through the crack in the wall, enter the place and walk to the fake 
wall to the right. In the back room a star shaped rock is located here and 
another member from Merlon's family appears; it is madam Merlar the 
messenger of the stars and ancestor of Merlon. After she is done blabbering 
about her story the Star Stone is yours to collect. Put it in the socket 
outside and a massive staircase appears reaching out to the top of Shiver 
mountain. To the right of the first set of stairs there is a red ?-block 
with the Mega Jump badge inside. Jump up to the left, then fall down near 
the Save block and collect a Star piece. Work your way to the top, heal 
using the heart block and enter the Crystal palace.



---------------------------------------------------------------------------
3. Cold welcome in the Crystal palace
---------------------------------------------------------------------------

--Crystal Palace--
Hidden Items: 9 (366)
 Coin Block(2x) - Chamber after the cracked wall section
 Super Shroom   - ?-Block in mirror room from the first chamber
 Shooting Star  - Location is mirrored from the Blue Key chest
 Jammin' Jelly  - Tornado jump against the high invisible ?-block in the
                  mirrored room after the Duplighosts' Kooper imitation
 Maple Syrup    - Tornado jump against the high ?-block in the room after
                  the Duplighosts' Kooper imitation
 Blue Key       - In chest at the end of the first 'side'-corridor
 Red Key        - In chest at the bottom of the first 'side'-corridor
 Palace Key     - In chest
Badges: 3 (78)
 P-Down, D-Up   - In lower mirrored corridor accessible from the
                  first chamber
 Triple Dip     - Near the red switch of the rotating wall use Bombette
                  near the mirrored wall to find it in a chest
 P-Up, D-Down   - Fall down the gap near the movable rhino statue
Star Pieces: 3 (158)
 -Cavern in mirror area outside the palace
 -Hidden in floor panel below the Jammin' Jelly
 -Hidden in floor panel below the Maple Syrup
Enemies:
 Duplighost, B Magikoopa, GRY Magikoopa, R Magikoopa, Swoopula,
 White Clubba
Boss:
 Crystal King

 Watch how your mirror image moves along the screen and enter the palace 
via the main door. Inside enter the only accessible door, ignore the red 
cross on the floor, go past the Swoopulas and get the Blue key from the 
chest in the back area. Go back to the first room and hit the red swich (it 
will turn blue). Use the key on the lock and enter the next chamber.

 Break the crack with Bombette and hit the Coin Block for 10 coins at the 
dead end. Walk past the center pillars to get behind the mirror and collect 
another 10 coins from the other Coin block. Go left, use Bombette again and 
you will come across yourself in the next room. Beat the Duplighosts and 
exit the palace enter the cave to the far left to get into the nega-
world... ehm... Actually the there is nothing to do here other than 
collecting a Star Piece.

 Back inside the mirrored area of the palace and enter the door in the 
back, collect the Super Shroom from the ?-block and break the wooden panel 
to the right. Go down the gap and collect the P-Down, D-Up badge from the 
chest in the back. Once you are back up head right and collect the Shooting 
Star at the end. Retrace your steps to the red cross you found earlier on. 
It should be a gap now that you smashed the wooden panel in the mirror 
room, so go down here and blast the wall with Bombette. 5 Bombettes will 
descend from the air. The second Bombette from the right is the real one as 
she doesn't use superfluous textual marks in her speech. If you want to 
battle the Duplighosts you should attack her, if not hit the other four to 
get a compliment and a kiss from the remaining Bombette. In the room to the 
right the Red Key is waiting for you.

 Return once again to the initial chamber, hit the switch so the Red door 
reappears and use the key on it in order to continue on. There are three 
Clubbas here which you need to beat, once they are gone the statues in the 
opposite room evaporates. Go back, get past the mirror, open the door in 
the mirrored version of the corridor where you bested the Clubbas and 
denote Bombette near the wall to get to a chest with a Triple Dip. Back in 
the switch room set her off near the switch so you can reach the turning 
mirror section before the explosion.

 The following corridor shows a Mario and Kooper in the mirror displaying 
your next move. Imitate this Mario to find 4 more Koopers. Well, this 
recognition of the Duplighosts should be easy. Just hit Luigi, Kolorado, 
Goompa and Koopa Koot, unless you wish to battle some Duplighosts. Enter 
the cracked wall to find a room with three doors. Take the right one first 
and use Kooper on the blue switch so a bridge appears (the mirror Kooper 
will hit it for you). 

 Hit the high invisible ?-Block with a Tornado jump to get a Jammin' Jelly 
and this also reveals the Star piece in the loose floor panel below it. Go 
right move the statue with a small rhino to the right to discover a gap 
enter the crevice and collect a P-Up, D-Down badge in the chest. Go back 
and enter the room opposite of this one. Hit the ?-Block with a Tornado 
jump to get a Maple Syrup, this also reveals the Star piece in the loose 
floor panel below it. Go right and Mario finds the Palace Key in the last 
chest in this dungeon.

 Use Palace key on the locked door to the far right to enter a puzzle room 
with four Albino Dinos and their corresponding statues. The statues can be 
rotated by talking to the Albino Dino in the desired direction. Next to 
that statues can be pushed, but only in the direction it is facing. The 
task is to place the three statues on the marked areas. This should be a 
relatively easy thing to do. Once you are done a staircase to the final 
room before the boss. 

 Badge name       Reason
 -------------    ---------------------------------------------------------
 S. Jump Chg.  -> This will be Mario's main attack for the first turns
 Power Bounce  -> Even if you are bad at bouncing use it. With this strat
                  you only need to bounce 4 times.
 Flower Saver  -> You need to use S. Chg Badge quite a lot along 
                  Lakilester's special attacks
 Happy Flower  -> Regenerates some FP as well
 P-Down, D-Up  -> This may sound weird, but it is better to lower your ATK
                  by one point, because Mario will have to sustain all
                  damage in the first 5 rounds. Later on when it is your
                  turn to attack all the Super Charges will undo the little
                  loss of power, therefore high defense is more important.
 Feeling Fine  -> Prevents Frost (doesn't mention in the description)
 --------------------------------------------------------------------------


---------------------------------------------------------------------------
Boss: Crystal King & Crystal Bits (3x)
--------------------------------------
Crystal King
 HP:   70
 ATK:   6             - Normal (induces Frost)
        4 * # of Bits - Launches Bits
        8             - After dividing
 DEF:   2
 SPL:  85
 Other attacks:
  -Summons 3 Crystal bits
  -Regenerate 20 HP  (only when HP < 40, and up to 2 times max.)
  -Creates two fake images

Crystal Bit
 HP:  1
 ATK: n/a - only attack via the Crystal King
 DEF: 0
 SPL: 0

 If there are any Crystal bits on the scene he will try to launch them 
causing 4 HP damage for each bit. Next his normal attack will do 6 points 
damage and can induce Frost. Next to that he will start trying to 
regenerate his HP when it gets below 40, undoing most of the damage you did 
to him, but he only does this up to two times. Other than that the Crystal 
King will also try to divide into three kings. Use any multi-enemy attack 
like Multibounce, Spiny Surge and Power Shell to hit them all. When he is 
divided his attack raises by 2 more points, but he will no longer summon 
the Crystal bits. BTW: Spike Shield is NOT required even though the crown 
looks thorny.

 In battle Lakilester should attack with "Spiny Surge" in order to take out 
all the Crystal Bits / 'fake' kings in one go. For the replicate Kings you 
can also use Chill Out to find out which one is real. Mario has to use the 
Super Charge 5 or 6 times in a row (raises ATK +15). This should allow you 
to penetrate his 2 point defense, undoes the P-Down, D-Up badge and cause 
major damage with Power Bounce. If you manage to bounce at least 4 
consecutive times (50+ damage) the Crystal King should be out.
---------------------------------------------------------------------------
 After using the Super charged Powerbounce, the King goes down with great 
ease. Watch how he dissolves leaving the last Star Spirit: Kalmar out in 
the open. Collect the card to complete your task in finding all stars. Next 
target: Bowser's Castle, but first...



---------------------------------------------------------------------------
Peach Intermezzo #8 - The final preparations
---------------------------------------------------------------------------

--Peach's Room - Balcony--
 For the last time Peach and Twink are contemplating on what they have done 
and should do. Bowser comes in for the usual yadda-yadda-yadda stuff, then 
Kammy appears with an emergency message. Mario is on his way to the castle 
with all 7 Star Spirits! Bowser uses two Koopatrols to transport princess 
Peach to the top of the castle where he will prepare his final battle. 
Twink comes out of his hiding place and tries to save the princess, but to 
no avail. Bowser does away with the glittering confetti using a simple claw 
attack. Little does he know that this Star Kid will become his downfall.


--Crystal Palace - entrance--
 Kalmar increases the Star Power gauge to the maximal limit and also gives 
you "Up and Away", which turns all enemies into Star Points (instantaneous 
victory). Naturally, this attack does not always work however.


--Shooting Star Summit--
 Work you way to the summit where you met the 7 Star Spirits in the 
beginning of the game. You'll hear Eldstar's voice again and he creates a 
path using Star Way so Mario can reach Star Haven. The last safe place 
before entering Bowser's realm.


--Star Way--
Enemies:
 Ember

 Just follow the path and take out the Embers (use Fire Shield and Ice 
Power) for some easy Exp and coins. Don't worry about the replication 
process of the Embers; they grow weaker each time this happens, plus you'll 
earn even more exp! At the end of this long road is the entrance to Star 
Haven awaits you.


--Star Haven--
Chuck Quizmo Location:
 -Under the arc at the entrance of town

 There is not much to do in this tiny village. Talk to some of the stars 
for some information about the region, but there are only few of them so 
you are probably done already. The shop here however has some very 
interesting prices, make sure that you take at least 1 Life Shroom and some 
Maple Syrup along the way. It will be quite likely that you need them. Go 
right and the sanctuary of Star Haven appears. Inside the 7 Star Spirits 
grant you their final ability "Star Beam". This attack costs 0 power bars 
and it negates the effect Bowser Star Rod. So you are definitely going to 
need this one. They also create a small vehicle for you to travel to 
Bowser's Castle. Take the ride along, listen to the Toad's wishes in Toad 
Town and make your way to the final event!


---------------------------------------------------------------------------
Post Chapter 7 Events
---------------------------------------------------------------------------

Basically this is the moment where you can collect everything around the 
world. There are however still some badges and Star Pieces hidden inside 
Bowser's castle so you may need to return to here near the final saving 
point. You can complete all side quests as mentioned in Appendix D so take 
a look if you are interested.


Post Office, Mario's Home & Luigi's Diary
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The last set of letters for your partners have arrived in the post office:

   Recipient   Sender
   ---------   ----------
   Bombette    Bruce
   Watt        Mother
   Lakilester  Flight

 At home you can enjoy the letter written by the tree called Wise 
Wisterwood we met earlier on and the more two pages of Luigi's diary (9 and 
10). That's all for the mail business.


Letter Delivery Quest
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hidden Items: 1 (367)
 Letter N - Get from Frost T. upon delivering Letter M
Badges: 1 (79)
 Lucky Day - Get from Goompapa upon delivering Letter N (the last letter)
Star Pieces: 2 (160)
 Deliver Letters #10 & 11

 Give the second letter you got from Dane T. to Frost T. in Starborn 
Valley. This Toad is located on the lower part near the right edge of town. 
You'll get a reply to Goombaria's letter from him, but you should deliver 
it to Goompapa. Upon returning to Goompapa where the letter cycle began 
Mario gets the Lucky Day badge for all his efforts of delivering 14 chained 
letters.

 For the last two normal letter (both found in Shiver Snowfields) give 
them to the Mayor Penguin and Merlow respectively for a Star Piece. After 
Merlow gives it to you might as well return it by buying a badge!



---------------------------------------------------------------------------
Chapter 8: A Star-Powered Showdown
---------------------------------------------------------------------------
1. Basement & First Guard Door
---------------------------------------------------------------------------

--Bowser's Castle--
 All events take place in and around this castle so, I will not mention 
that in every paragraph heading. If I am correct you should have all Star 
Pieces, and all but 1 Badge in your inventory at this moment.


--Exterior--
Badges: 1 (80)
 Deep Focus - After stopping the lava flow in the basement go left as far
              as possible and you can reach the red ?-Block from there

 You start in the Hangar near a Save Block, go outside and you'll discover 
that the main entrance is locked. To the left there is a red ?-Block, but 
you cannot yet reach it. Follow the route to the right to find an entrance 
to the basement level.


--Basement--
Hidden Items: 1 (368)
 Castle Key - Get it by beating the Koopatrol
Enemies:
 Koopatrol

 Inside Mario comes across the first Koopatrol, these guys are pretty 
strong so be careful. Use any jump attack (with Spike Shield) to flip them 
over making the battle much easier. After his defeat he relinquishes a 
yellow Castle Key which you can use on the main entrance to get inside the 
castle.


--1F--
Enemies:
 Hammer Bros., Koopatrol

 Defeat the two Koopatrols here and also in the next corridor. At the end 
there should be a Hammer bros so take him down too. In the next room you'll 
come across the first Guard Door, who will not let you pass until you 
fulfill a specific requirement (winning a quiz or so). This Guard door 
however lets you pass by if you stand in front of him. Of course this is a 
trap, but there is no way around this so deliberately fall for it. 


--Basement--
Hidden Items: 7 (375)
 Tasty Tonic  - Break the lower left crate in prison
 Life Shroom  - Break the right crate in prison
 Mystery?     - User Kooper in the third room
 Thunder Rage - After stopping the lava flow simply jump up to it
 Life Shroom  - After stopping the lava flow go left as far as possible,
                and find it in a ?-Block
 Castle Key   - In chest accessible after stopping the lava flow
Enemies:
 Koopatrol, Magikoopa

 You end up in the same prison cell as the Toad you just came across. Break 
the crates for some items and heal up with the heart block. The cracked 
wall gives away that you should use Bombette on it. Get out of the cell and 
use your jumping skill to get over all the platforms to the right. Take 
notice that the last 5 platforms will descend into the lava so you have to 
jump across them as quick as possible. In the next room use Kooper to reach 
the distant switch (or Lakilester to get there yourself). Use the moving 
platform that is activated to get to the next section. Here you must take 
out Lakilester to reach second switch. Hammer it and use another platform 
to get to the right. After this you need to use Parakarry several times to 
exit this room. 

 In the third room take out Lakilester and float to the right using his 
special ability. Use Kooper on the elevated section to retrieve the 
Mystery? item. Further to the right use Bow on the moving platform to hide 
from the lava stream that pours down. Continue on with Parakarry and enter 
the passage over the lava stream with Lakilester. Inside this room there 
are three Koopatrols and one Magikoopa. Battle them, hit the switch and the 
lava will be gone allowing you to walk on the floor. Return to the previous 
room, collect the Thunder Rage, retrace some more steps and enter the 
doorway that was over the lava before. In the back room there is a chest 
with a Castle Key. If you want an additional Life Shroom and the Deep focus 
badge from the red ?-block go farther to the left. Eventually you'll pass 
by the jail and find a ?-Block with a Life Shroom. Back at the far right 
again use this key to enter the very dark parts of the basement.


--Blackout basement--
Hidden Items: 2 (377)
 POW Block     - ?-Block after following the backmost path in 1st room
 Shooting Star - ?-Block after following the backmost path in 2nd room
Enemies:
 Boney Beetle, Koopatrol, Magikoopa

 This area is so dark that you need to use Watt continuously. So switch to 
him and use other member only when it is absolutely necessary. Get past the 
Boney beetle and set yourself up near the upper ledge. Switch to Parakarry 
and just press C-down, once you are on the other side use Watt again. There 
are three branches here the back one leads to a POW block, the front path 
leads to a dead end with a Boney Beetle and the center is a ledge where you 
need Parakarry once again.

 Head left and Mario is in the second darkened basement chamber. There are 
some Koopatrols around here, the back path leads to a ?-Block with a 
Shooting Star, so take the center path and get carried by Parakarry in 
order to continue on. At the following junction take the back path and fall 
down the gap (the upper path is a dead end), defeat the Magikoopa and the 
entrance behind him leads back to the main floor.


--1F--
Hidden Items: 1 (378)
 Prison Key
Enemies:
 Koopatrol

 Push the block with Bowser's faced carved on it to open the entrance to 
the room with the Guard door. The door will be so very pleased to see you 
that he grants you a free passage (this time it is for real). Follow the 
path to the very right and you'll end up in a small area with a jail. 
Defeat the lonely Koopatrol to get his Prison Key. Open the locked area and 
you can talk to some of the toads here. The one on the right is running an 
improvised Toad House so you can heal yourself completely if need be. Go up 
from the central room to the left to meet a bored Spiked Goomba. He doesn't 
seem to know that you are Mario and therefore sells some items to you like 
a real shop. Take the right passage to enter the trials of the second 
floor.



---------------------------------------------------------------------------
2. Second Guard Door
---------------------------------------------------------------------------

--2F--
Hidden Items: 4 (382)
 Maple Syrup  - Use Watt to find the ?-Block just before the 2nd chain
 Maple Syrup  - Hidden ?-Block in Dry Bones room
 Super Shroom - ?-Block in Dry Bones room
 Castle Key   - In room with Hammer Bros. move the center block to the
                right to find a hidden passage
Enemies:
 B. Bill Blasters, Bombshell Bill, Boney Beetle, Hammer Bros., Koopatrol,
 Magikoopa
Optional Boss:
 Anti Guy (3x)

 In the first corridor you have to fight two Magikoopas and a Koopatrol. 
The Magikoopas are not that hard, since they are stationary enemies so you 
should be able to avoid their projectile and get a first strike on them. 
Goombario should also be able to tattle the Boney Beetle here. In the next 
room there is nothing to do yet so go right again, jump up the blue Jump 
pad and hang on to the chain to raise the water level. Go back to the left 
using Sushie. Get on to the platform, hit the blue switch for another Jump 
pad, use it and at the top right wall get Bombette to break the cracked 
wall.

 Go right, Tornado jump against the brown block to get the blue switch, hit 
it and follow the newly created path to the right. While doing so use Watt 
to find a hidden ?-Block on the center platform for some Maple Syrup. Head 
further to the right and pull the second chain to raise the water once 
again. Back in the previous room, use Sushie to collect the Castle key, 
then return to the second chain and pull it to flush the water away. Return 
to the first chain to drain all the water and then descend to the bottom 
floor to use the key on the locked door.  

 The following stairway section has an upgraded version of the Bullit Bills 
we came across much earlier (Koopa fortress). These are the golden 
Bombshell Bills. They are pretty strong so make sure that you take them out 
in one turn. At the end of each of three corridors defeat the B. Bill 
Blasters in order to proceed. Also a D-Down Pound/Stomp badge may be useful 
as the Blasters have a very high defense level.

 Again we have reached another room with Bowser blocks. There are some 
dangerous Dry Bones around here so beat them either quickly or with fire 
for huge amounts of Star Points (these guys would give you Star Points even 
after you reach level 30, hence the Bump Attack badge will NOT work on 
them). Collect the Super Shroom and Maple Syrup from the ?-Blocks (the 
Maple Syrup is obviously hidden in an invisible ?-Block). Push the 
rightmost Bowser block either to the left or right and traverse through the 
corridor behind it. Kill the Boney Beetle, follow the path behind the left 
Bowser statue (heal if you like) and take out the Hammer Brother in the 
room that follows. Instead of entering the passage push the center statue 
to the right and enter the left passage to collect the Castle Key. Retrace 
your steps and use the key on the locked door.

 The room that follows has the second Guard Door at the end. You need to 
answer 5 out of 7 questions correctly in order to get past him. If you 
don't you have to fight the Anti Guys Unit (consisting of 3 Anti Guys!). 
Personally I battled the Anti Guys on purpose, because that battle is quite 
rousing and it can be done. Next to that the Guard door will be very 
'pleased' to see that you can defeat all three of them. The comment alone 
is worth the effort. So first I will list the answers and then the optional 
battle if you want to fail the quiz anyway.

Question 1: How many Koopas were there?
Answer:     3

Question 2: Which were there three of?
Options:    Red Shy Guys

Question 3: Who came out of the middle entrance?
Options:    Red Shy Guys

Question 4: How many Goombas were there?
Options:    2

Question 5: How many arms did you see?
Options:    4

Question 6: Which were there three of?
Options:    Bob-ombs

Question 7: What color are the Koopa's shells?
Options:    Purple

---------------------------------------------------------------------------
Optional Boss: Anti Guy (3x)
----------------------------
 HP:  50
 ATK: 10 - normal
      12 - Acrobatic move
 DEF: 21
 SPL: 42 each

 These guys are exactly the same as the singleton found in the Toy Box. 
They are very vulnerable to the Paralysis status so use "Power/Mega Shock" 
to stun them all for several rounds (the success rate is remarkably high). 
After doing so start Power bouncing like mad with Mario.

 If you have some Life Shrooms in store that would be a good thing. Each 
time the Anti Guy kills Mario you will automatically be revived with 10 HP. 
Moreover if your HP drops below 5 Mario will reach the "Danger" mode and at 
1 HP he will be in "Peril", if you happen to have the Power Rush (ATK +2) 
and Peril Rush (ATK +4) your attack becomes much stronger. 

 You could also try to use Lakilester's "Cloud Nine"/Stone Caps to avoid 
most of the damage they cause. Alternatively have 3 Shooting Stars and the 
Triple Dip badge so you can cause 18 points damage in one turn!
---------------------------------------------------------------------------
 Upon beating either the quiz or the Anti Guys the door admits his defeat 
and let's you pass. You might want to heal in the previous room if you 
fought against the Anti Guys.


--Outside--
Hidden Items: 4 (386)
 Super Shroom  - ?-Block to your left at the entrance
 Maple Syrup   - ?-Block to your right at the entrance
 Super Shroom  - ?-Block to the far right
 Jammin' Jelly - Fall down against the wall half way up the stairs
Enemies:
 Dry Bones, Boney Beetle, Koopatrol, Magikoopa

 Get the items for the blocks lying around here and take out all the 
enemies (or avoid them all the same). Take note that there is a Jammin' 
Jelly to the far right of this area. You need to fall down carefully 
against the wall in order to collect it.


--2F--
Hidden Items: 1 (387)
 Prison Key
Enemies:
 Koopatrol

 Follow the path to the very left and you'll end up in a small area with a 
jail (hey, this exactly the same as last time). Defeat the lonely Koopatrol 
to get his Prison Key. Open the locked area and you can talk to some of the 
Toads here. The one on the right is running an improvised Toad House so you 
can heal yourself completely if need be. In the big room again take the 
left branch for an optional Ultra Shroom or go right right away to hunt 
down Bowser.



---------------------------------------------------------------------------
3. Third Guard Door
---------------------------------------------------------------------------

--3F - Left--
Hidden Items: 1 (388)
 Ultra Shroom
Enemies:
 Dry Bones, Magikoopa

 There is a Dry Bones here, but you don't need to fight it. Instead walk up 
the stairs and stand on the lower right ledge. Get Bombette out and let her 
walk off the left part of the platform so she explodes in front of the red 
switch down under. As her bomb is ticking, jump towards the other lowered 
platform and you can reach the back area at the top as the platform raises. 
Inside is a small heightened section where an Ultra Shroom is resting in 
the center. That is all there is to do here so go back and follow the right 
path.

--3F - Right--
Hidden Items: 1 (389)
 Castle Key - Find in the back room on the elevated section
Enemies:
 Duplighost, Hammer Bros., Koopatrol, Magikoopa
Boss:
 Jr. Troopa

 Get past the two Hammer brothers and enter the doorway on the upper ledge. 
There is a Magikoopa in the next room so take care of him and his 
projectiles. Use Bombette on the red switch to raise a bridge platform 
temporarily, but instead of walking back to the start take a few steps back 
and get a free ride to the top on the other raised section. Inside is a 
small heightened section where a Castle Key is resting in the center. The 
following room shows some flames in a particular order. The order is:
                    __________________________
                   |                          |
                   |   X           X       X  |
                   |       X   X       X      |       
                   |__________________________|

 What this means is that you will have to take the respective exits in the 
next room, which repeats itself 6 times. So at start take the stairs 
upwards, in the next chamber down and so on. At the end there is just one 
more corridor, take out the all the Koopas here and meet up with Peach?!? 
Yes, as expected this is a Duplighost, so we need to unmask it first. This 
Peach tells you to leave for home so turn back and walk on until Peach 
falls behind. Head right again to see the Duplighost, follow him to meet 
'Peach' again. Hit him three times with the hammer to fight the group of 4 
Duplighosts.

 Enter the door to find the third and last Guard Door this time you have to 
fight the all new Super Ultra Mighty Koopas Bros., but wait Jr. Troopa 
appears and takes out all the Ninja Koopas in one go. Next he challenges 
Mario so here we go for the final time. 'Ding', 'Ding':

                  Mario    VS.    Jr. Troopa
       - - - - - - - - - - - - - - - - - - - - - -
                         round #6!

---------------------------------------------------------------------------
Boss: Jr. Troopa - round #6
---------------------------
 HP:  60
 ATK:  8
 DEF:  2
 SPL: 75

 Jr. Troopa starts out without any special powers, but this will change 
during the course of the battle. After two turns he gets both his spike and 
his wings back. Finally, when the battle is nearly over the cane returns 
allowing him to use magic spells on you (he loses wings and spike however). 
He may have become somewhat stronger, but he is still not that hard to beat 
so Mario should get through this battle.

 Once he is aerial the little cretin becomes susceptible to Dizzy, hence 
Dizzy Stomp him to make the rest of the battle a breeze.
---------------------------------------------------------------------------
 The Guard Door is now confused, Jr. Troopa bested the Ninjakoopas and 
Mario beat Jr. Troopa so that would mean that Mario is stronger that the 
Ninjakoopas too. Go through the door and ascend the stairs to find a very 
familiar place.



---------------------------------------------------------------------------
4. The final encounter
---------------------------------------------------------------------------

--Peach's Castle--
Hidden Items: 3 (392)
 Ultra Shroom - invisible ?-Block near the Save spot outside the castle
 Life Shroom  - in the library (remember?)
 Star Rod     - Get for beating Bowser
Boss:
 Bowser (2)
Ultimate Boss:
 Bowser (3)

 Get the Ultra Shroom from the ?-Block close by, then enter the castle and 
go to the Toad hidden in the cupboard. Here you can sleep over the night so 
all your energy gets replenished. Work your way to the corridor where you 
were defeated by Bowser and the bad guy appears in person for a déjà vu. 
After a short chat the battle starts, but this time both of you are 
considerably stronger. Here are some tips for this battle:

Suggested Badges
- - - - - - - - -
 Fire Shield  - Protects against Flame Breath
 Feeling Fine - Protects against poison (but not Command Loss)
 Zap Tap      - Electrifies (hence prevents Command Loss by the Stomp)
 Power Bounce &
 S. Jump Chg. - These two badges are made for each other
 
---------------------------------------------------------------------------
Boss: Bowser
------------
 HP:  50
 ATK:  8/16 - Fire Breath
       6/12 - Stomp & Nail; Stomp induces Command Loss if not zapped
       8/16 - Flash; attack Mario and damage party member for 3 turns
 DEF:  1/ 4 - normal / Star Rod power up
 SPL: 50
 Other Attacks:
  -Use Star Rod to become stronger
  -Regenerate 20 HP

 This is not the final battle so don't waste all your good items on him. 
You can attack him in any way you like, but make sure that you use "Star 
Beam" when he uses the Star rod. This because any other attack is pretty 
useless on him in his energized state. Only Watt can penetrate his defense 
in this case. Also don't hoard too much ATK by charging as the effect will 
be negated if Bowser uses the Flash attack! It can be prevented by turning 
into stone or by becoming transparent.
---------------------------------------------------------------------------
 Post battle Bowser retreats to the top of Peach's castle and taunts Mario 
to follow him. You follow him and save just before the final stair case. 

     = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
      WARNING: This is the point of no-return for this game
               save here if you want to, because after you open
               the door you won't be able to go back to Toad Town.
     = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

 Open the door, walk over the bridge and into the battle arena. Bowser will 
challenge you once again! This is the final battle and as you might have 
expected his power is increased this time round. The giant Koopa Clown Car 
platform provides additional power for Bowser making him truly invincible 
under the influence of the Star Rod, so don't count on beating him this 
easily this time round. Next to that "Star Beam" doesn't work on him 
anymore.
---------------------------------------------------------------------------
Ultimate Boss: Bowser
---------------------
 HP: 99
 ATK:
    10/20 - Fire Breath
     8/16 - Stomp & Nail; Stomp induces Command Loss if not zapped
    10/20 - Flash; damage party member 3 turns
 DEF:
    1 /?? - normal / Star Rod power up (invulnerable)
 SPL: 0
 Other Attacks:
  -Use Star Rod to become stronger
  -Regenerate 30 HP

 The Nail attack will cause Poison and Stomp may cause Command Loss in this 
battle so you'd better want to equip the Feeling Fine badge to save 
yourself some trouble. After the second round he uses the Star Rod to power 
himself up, but if you try to use "Star Beam" on him it turns out to be 
futile... The battle stops for an intermezzo.
---------------------------------------------------------------------------

 Peach and Twink go into battle with Kammy. This battle is preset so there 
is nothing you can do, just watch the dialogue and have your Star Beam 
attack to be upgraded by adding Twink's power to Peach Beam. When this 
happens the battle resumes where we left off earlier on.

---------------------------------------------------------------------------
Ultimate Boss: Bowser - continued
---------------------------------
 Upon our return in the battle use Peach Beam right away to undo the Star 
Rod's power. Start beating him up as before, but his HP is the same as the 
level we left from the battle so you probably need to do much less than 99 
damage. Just don't hoard too much power or else Bowser's Flash undoes all 
your efforts. This can be prevented by avoiding it with invisibility (Repel 
Gel or Outta Sight) or the Stone Cap.

 Your best chance is to use the S. Jump Chg. two or three times and then 
attack with an all out Power Bounce attack (Use Watt just before Power 
Bouncing for another additional point). Mario should be able to cause 
something like: 13, 12, 11, 10, 9,... damage, which is easily adds up to 
over 50 points. Bowser may use Recovery (+30 HP), but he can only do this 
three times so you can get him eventually!

Alternative method (involving Hammer attacks):
- - - - - - - - - - - - - - - - - - - - - - -
 If you dislike the power bounce (or are just not too well adept with it).
Another way to do some major damage is equiping the Mega Smash with 2 Power
Plus badges. This causes Mario to do a reliable 10 HP damage. Together with
Watt's Electro Dash for 5 points you need about 7 turns to beat Bowser.
 Next to that not charging up also seems to provoke Bowser less to use the
"Flash" attack less often.
---------------------------------------------------------------------------
 Once you finally manage to beat the fiend he released the Star Rod from 
his grasp and gives it back to you. The drainage on the arena that Kammy 
used to power up Bowser was too big and so the entire thing is starting to 
explode. Kammy and Bowser are blown away, but the castle is also in danger. 
Fortunately, the Star Spirits use their power to save everybody and the 
princess' home. 



---------------------------------------------------------------------------
Epilogue: A great party at Peach's Castle
---------------------------------------------------------------------------

 After several cut scenes Parakarry delivers a letter at Mario's home and 
he and his brother are invited to come to the castle. Luigi goes ahead and 
you can control Mario once again.


--Mario's Home--
 Go back to Mario's home and check out Luigi's Diary, the last two pages 
(11 & 12) are completed for you to read. Luigi wrote about the falling star 
he saw and the wish he upon that event. At the end he writes about sealing 
the secret room off so Mario will never find out about the secret diary 
room.


--Toad Town--
You can talk to everybody you have met during your adventure in/outside the 
castle grounds. When you are done enter the castle and Peach and will 
commend everybody for their hard work. Watch the parade (day & night) as 
the credits roll by, just like in Super Mario RPG on the SNES.



          ======================================
                    GAME FINISHED!!!!

             Total hidden items / chests - 392
             Total Badges -                 80
             Total Star Pieces -           160
             Total Super Blocks -           16
             - - - - - - - - - - - - - - - - - 
             Statistics Board in Mario's Home
                        Coins Earned: variable
                    Badges Collected:   80/ 80 (See Appendix B: 6. II)
               Star Pieces Collected:  160/160 (See Appendix B: 6.  I)
                  Tayce T.'s Recipes:   50/ 50 (See Appendix B: 2    )
              Chuck Quizmo's Quizzes:   64/ 64 (See Appendix B: 5    )
                   Number of Battles: variable
                  Your First Strikes: variable
              Enemies' First Strikes: variable
                 Total Power Bounces: variable
          ======================================





===========================================================================
Appendix A: Making friends during the adventure
===========================================================================

---------------------------------------------------------------------------
The 8 Partners of Mario
---------------------------------------------------------------------------
 In this appendix all of Mario's partners are covered and treated. They all 
have their own unique ability to help Mario out in the field and in combat. 
Make sure to make the most of each partner as they can help him out of many 
situations.

 About the notation I can say that below each attack (N/S/U) meaning 
available on Normal/Super/Ultra rank appears. This is just an abbreviation 
so keep it concise. If the damage ratios different per class level 
different formulas will be shown parentheses in damage formulas: "x (+ y)" 
denote successful action commands.

Goombario - the Goomba
---------------------------------------------------------------------------
Japanese name:   Kubio (after Kuribo meaning Goomba)
Special ability: Tattle

 Your first permanent ally is a big fan of Mario and doesn't need to think 
twice, when he is asked to go along with Mario on an adventure. He lives in 
Goomba Village with his family. He seems to have an argument with his 
sister Goombaria every now and then, but they all seem to get along pretty 
well. Goombario's most important asset is tattling using C-down in the 
field. This gives you hints and advice about your environment and sometimes 
funny comments as well. In battle his Tattle can be used to inform you 
about strengths and weaknesses of your opponents. If you use tattle a 
energy bar will be displayed over your enemy so you know exactly how much 
HP it has remaining each time you encounter that enemy, which has a similar 
effect as equipping the Peekaboo badge.

 Attacks & Damage properties
 - - - - - - - - - - - - - - - - - - - - -
Headbonk   - Normal: 1 ( + 1)
(N/S/U)      Super:  2 ( + 2)
             Ultra:  3 ( + 3)
             Goombario's default attack. You cannot use Headbonk on spiked,
             fire or ceiling enemies.
 
Tattle     - FP Cost: 0
(N/S/U)      Informs you about enemy statistics; tattled enemy will show
             their HP bar permanently.

Charge     - FP Cost: 1
(S/U)        Charge up energy for the next attack (ATK +2).
             This can be done indefinitely, but wears off after attacking.
 
Multibonk  - FP Cost: 3
(U)          Ultra: 3 (+ 2 (+ 1 (+ 1 ... until missing action command)))
             Very useful on bosses in combination with Charge. Note that
             The Multibonk attack will do no damage if the first hit does
             0 damage.


Kooper - the Koopa
---------------------------------------------------------------------------
Japanese name: Kameki
Special ability: Reaching distant objects

 This Koopa lives in the peaceful town of Koopa Village at the end of 
Pleasant Path to the east of Toad Town. When you first meet him there are 
many vile creatures in the shape of Fuzzies causing an uproar in town. You 
have to find his shell in order for him to join, and after retrieving it 
from the Fuzzies Kooper is more than happy to help you out in your quest. 
His Shell Slam allows you to reach far and distant out of reach objects, so 
make use of that ability wherever possible. In combat Kooper is very good 
at taking out series of ground and/or enemies, but he cannot do anything 
against aerial & ceiling enemies.

Attacks & Damage properties
- - - - - - - - - - - - - - - - - - - - -
Shell Toss   - Normal: 1 (2)
(N/S/U)        Super:  2 (3)
               Ultra:  3 (5)
               Kooper's default attack, it seems to cause one additional
               point of damage on the Ultra rank breaking the strait
               sequence.

Power Shell  - FP Cost: 3
(N/S/U)        Normal: 1 (2)
               Super:  1 (3)
               Ultra:  1 (4)
               Make sure to get the Action Command right or else you end up 
               with a very weak attack.

Dizzy Shell  - FP Cost: 4
(S/U)          Induces "Dizzy" on all ground enemies.
               If the meter refuses to fill even by the slightest bit then
               all monsters are immune to the "Dizzy" status. If the meter
               is completely filled however the chance is 100% on inducing
               Dizzy Status.

Fire Shell   - FP Cost: 5
(U)            Ultra: 1 (6)
               Attack all ground enemies with a fire based attack.
               Therefore it will do 2 extra damage points on ice enemies
               and it can instantly kill a Dry Bones! 


Bombette - the Bob-omb
---------------------------------------------------------------------------
Japanese name: Pinki
Special ability: explosions and blasting through walls

 This pink girl Bob-omb was put into the prison of Koopa Bros. Fortress, 
because she was a treat to the fortress walls. She seems to like to blast 
those walls and the Koopa brothers didn't like that. After meeting her in 
the prison cell you can use her ability to create an explosion, which 
blasts a hole through the wall. Her Bomb ability is also handy when 
attacking enemies in the field. She may be slow, but if she manages to get 
a First strike she will do at least 5 points damage (depending on the rank) 
and it won't cost you any FP.

Attacks & Damage properties
- - - - - - - - - - - - - - - - - - - - -
Body Slam    - Normal: 1 (2)
(N/S/U)        Super:  2 (3)
               Ultra:  3 (5)
               Bombette's default attack. It's effect and behavior is
               nearly identical to Kooper's Shell Toss.

Bomb         - FP Cost: 3
(N/S/U)        Normal: 1 (5)
               Super:  1 (6)
               Ultra:  1 (7)
               This is one remarkably strong attack, but it only works on
               the front of the ground enemies. Use this attack against
               shelled enemies and they will flip (this works pretty good
               on Clefts). It has explosion as property.

Power Bomb   - FP Cost: 6
(S/U)          Super:  1 (6)
               Ultra:  1 (7)
               Very similar to the Bomb attack, but this version hits all
               enemies on the ground. Beware that it costs 6 FP, which
               isn't cheap. It has explosion as property.

Ultra Bomb   - FP Cost: 8
               Ultra:  1 (7)
               Again similar to the previous attacks, but this time round
               everybody on the screen gets hit. This attack is very costly
               in terms of FP, but it can kill nearly any regular monster.
               As with the other two special attack this one has explosion
               as property allowing you to flip certain enemies like
               clefts.


Parakarry - the Paratroopa
---------------------------------------------------------------------------
Japanese name: Paretta
Special ability: Carrying Mario over small gaps

 This postman Paratroopa is a bit clumsy, when it comes to delivering mail 
messages. He asks you to retrieve several mails on Mt. Rugged and after 
doing so Parakarry joins your troupe as you need him to get past Mt. 
Rugged's ravines. His special ability is that he can lift Mario for short 
periods allowing him to reach over distant gaps that would be too large to 
jump across.

Attacks & Damage properties
- - - - - - - - - - - - - - - - - - - - -
Sky Dive     - Normal: 1 (2)
(N/S/U)        Super:  2 (3)
               Ultra:  4 (5)
               This attack is Parakarry's main, and unlike the previous
               member he can hit any enemy on the screen using this. Apart
               from that he attacks from the side, but even then it doesn't
               work on spiked enemies...

Shell Shot   - FP Cost: 3
(N/S/U)        Normal: miss (5)
               Super:  miss (6)
               Ultra:  miss (7)
               Equally strong as Bombette's bomb attack, yet it can also
               attack any enemy on screen. However this attack is easy to
               screw up, because Parakarry cannot afford to miss the target
               or else he doesn't do any damage at all. Because Parakarry 
               retreats in his shell you can use this attack against any
               type of enemy.

Air Lift     - FP Cost: 3
(S/U)          This attack allows you to remove one enemy from the battle
               field, but you don't get any Star Points, because you did
               not defeat it. Take note that some enemies are resistant to
               this attack (size doesn't matter).

Air Raid     - FP Cost: 6
(U)            Ultra: 2 (6)
               This attack targets all enemies on the screen, and therefore
               is pretty lethal to use. It's action command is easier to
               complete than Bombette's Megabomb, but that is just my
               opinion.


Bow - the Boo
---------------------------------------------------------------------------
Japanese name: Resa
Special ability: Making objects / people invisible

 Mario meets this spooky character in chapter 3 on the top floor of Boo's 
mansion. Bow is the owner of the place and Bootler is her faithful butler. 
You help her out with the problem of the ghost eating Tubba Blubba and 
returns the captured Star Spirit called Skolar to you in return. After 
these events she decides to stay in your party, to help you out for the 
rest of the adventure. Bow's ability is called Outta sight and allows you 
to disappear from the scene, so enemies can no longer see you. 

Attacks & Damage properties
- - - - - - - - - - - - - - - - - - - - -
Smack        - Normal: 1 (+ 1 + 1 + 1)
(N/S/U)        Super:  1 (+ 1 + 1 + 1 + 1)
               Ultra:  1 (+ 1 + 1 + 1 + 1 + 1)
               This is the initial attack of Bow which can cause quite some
               damage, provided that your enemy has no defense. If it has
               one or more defense points the attack will be completely
               useless as each strike will be cancelled out.

Outta Sight  - FP Cost: 2
(N/S/U)        This attack allows Mario to become invisible so no enemy can
               hit you during that time. Very nice tactic to use if an
               enemy has charged up his power for an all out attack. The
               down side is that the attack causes Bow to become
               unavailable the next round. If you have Bow to use this
               attack before (switch with Z) then Mario will lose his turn
               as he cannot do anything will invisible.

Spook        - FP Cost: 3
(S/U)          The effects of this attack is very similar to Air-lift, but
               in this case Bow targets all enemies. If you manage to
               completely fill the guage all non-resistant enemies will be
               run away from the battlefield.

Fan Smack    - FP Cost: 5
(U)            Ultra: 2 (+ 2 + 2 + 2 + 2)
               This attack causes a whopping 10 points, but only on enemies
               that have no defense. In works similar to the Smack attack,
               but this time round the damage is 2 points instead of 1.


Watt - the Li'l Sparky
---------------------------------------------------------------------------
Japanese name: Akari
Special ability: Illuminate the scene & reveal invisible ?-Blocks

 This little creature (a Li'l Sparky from SMW) was held captive by the Big 
Lantern Ghost in Shy Guy's Toy Box. After freeing her from the lantern Watt 
teams up with you immediately. You can use her power to shed light on the 
situation. This is handy if you wish to see where you are walking in dark 
caverns. Next to that she radiates so bright that it reveals the locations 
of any invisible ?-Block (and there are many of them in this game). In 
battle her Electro Dash penetrates defense, so it is a great attack to use 
against heavily armored enemies.

Attacks & Damage properties
- - - - - - - - - - - - - - - - - - - - -
Electro Dash - Normal: 1 (3)
(N/S/U)        Super:  1 (4)
               Ultra:  1 (5)
               As mentioned just ago, this attack penetrates (pierces)
               enemy defense and therefore it will always do these amounts
               of damage. Watt can also target any enemy on screen with
               this attack.

Power Shock  - FP Cost: 2
(N/S/U)        The only attack in the game that can stun enemies "Shock"
               status. If the gauge is completely filled the enemy is
               destined to receive this ailment. If the bar doesn't fill
               the enemy is simply immune to this attack. 

Turbo Charge - FP Cost: 3
(S/U)          To increase both Hammer and Jump ATK by 1 use this attack.
               If you complete the action command three times the attack
               will last for four rounds. 1 point doesn't seem to be much,
               but it makes a hell of a difference when Power bouncing.
               Just look at this: 6,5,4,3,2,1 or 7,6,5,4,3,2 damage is
               quite a difference.

Mega Shock   - FP Cost: 5
(U)            Just a multi-target version of Power Shock. This attack is
               pretty hard to charg up correctly, but it does wonders
               against the 3 Anti Guys in Bowser's Castle!


Sushie - the Cheep Cheep
---------------------------------------------------------------------------
Japanese name: Opuku
Special ability: Swim; act as a boat

 Mother of Sashimie (we never get to see her anyway), and nanny of the 
Yoshi Kids on Lavalava Island. When the Yoshis pull a prank on her and 
scramble around in the watery parts of the Jade Jungle Sushie will help you 
out in finding the little rascals back. From that moment on you can use the 
square wooden docks located all over the world to sail across the water. In 
battle her water attacks are very useful against fire enemies like an 
Ember.

Attacks & Damage properties
- - - - - - - - - - - - - - - - - - - - -
Belly flop   - Normal: 1 (3)
(N/S/U)        Super:  2 (4)
               Ultra:  3 (5)
               Technically this is a Jump attack, but it doesn't force
               winged enemies to lose them and become ground enemies. So
               there is a difference between this attack and Mario's jump
               or Goombario's Headbonk.

Squirt       - FP Cost: 3
(N/S/U)        Normal: 3 (5)
               Super:  3 (6)
               Ultra:  3 (7)
               This is a water based attack, so it will induce 2 more
               damage points on fire enemies! Don't overflow the meter or
               the attack power degrades to the lowest level.

Water Block  - FP Cost: 3
(S/U)          Another special attack unique for Sushie. She creates a
               water barrier which lasts between 1 to 4 rounds depending on
               the amount of correct Action Commands. What the game doesn't
               mention is that the defense against fire attacks is
               increased by 2 points!

Tidal Wave   - FP Cost: 6
(U)            Normal: 0 (>10)
               I did not manage to complete max this Action Command out,
               but I know it can do at least 10 points damage and it is a
               water based attack. So another 2 points can be added if the
               target is a fire enemy. Basically, this attack kills any
               (fire) enemy if you are good at pressed the required buttons
               on screen. The only time I really used this attack was
               against the Lava Piranha as it stuns the entire plant.


Lakilester - the Lakitu
---------------------------------------------------------------------------
Japanese name: Pokopi
Special ability: Floating / Carrying Mario over spike or lava fields

 The final partner in the game is met in the Flower Fields. He has a bit of 
an identity crisis as he still has to figure out which name and attitude 
suits him best. Initially he works for Huff N. Puff, but after losing the 
duel against Mario he forfeits and turns side. With Lakilester in your team 
you have a nice addition to your group as his Spiny Surge is relatively 
cheap in Flower points, attacks all enemies and is easy to perform. Next to 
that Cloud Nine works pretty well in boss battles.

Attacks & Damage properties
- - - - - - - - - - - - - - - - - - - - -
Spiny Flip   - Normal: miss (3)
(N/S/U)        Super:  miss (4)
               Ultra:  miss (5)
               With Lakilester's main attack you cannot afford to target 
               too far off your opponent or else it doesn't do any damage 
               at all as the Spiny egg misses its target.

Spiny Surge  - FP Cost: 4
(N/S/U)        Normal: miss (2)
               Super:  miss (3)
               Ultra:  miss (4)
               This attack is not very strong, but it is cheap for an
               attack which targets everything on screen. It works very
               good in boss battles like Huff N. Puff and the Crystal King
               as it damages all opponents revealing the true enemy from
               the mirages.

Cloud Nine   - FP Cost: 4
(S/U)          Cloud Nine allows you to increase Mario's evasion quite a
               lot. The action command is identical to that of Turbo Charge
               & Water Block. As with those two attacks, the effect lasts
               for at most 4 turns.

Hurricane    - FP Cost: 5
(U)            The last special attack of Lakilester is similar to Bow's
               Spook. As Lakilester attempts to blow all enemies from the
               screen, which has the same effect as scaring them away (you
               don't get Star Points). Some enemies are very resistant to
               this attack so don't bet on getting this to work every time.





===========================================================================
Appendix B: Chart Tables
===========================================================================

-Prices of the items vary for some of the shops, hence I placed the value 
tables in a separate sheet for selling items (see). 
 
-"Ref" means the amount of money obtained with Refund badge equipped during 
a battle. This is the only exception to the rule of variable prices as you 
will receive this amount of coins always during a battle when that 
particular item is used.

-There are 9 shops throughout the Mushroom Kingdom where you can 
buy/sell/store and reclaim items. To keep the tables small and readable the 
selling values of each item have been abbreviated using the following 
convention:

   Abbr. Shop name                            Reachable in
   ----  -----------------------------------  --------------------------
      G  Toad Town Grocery                    Prologue
      K  Koopa Village                        Chapter 1
      H  Harry's Shop in Toad Town            Post Chapter 1
      L  Little Mouser's at Dry Dry Outpost   Chapter 2
      B  Boo Shop in Boo's Mansion            Chapter 3
      Y  Yoshi's Cabaña on Yoshi Island       Chapter 5
      I  Ice Shop in Shiver City              Chapter 7
      S  Star Haven                           Post Chapter 7
      C  Spiked Goomba's at Bowser's Castle   Chapter 8
   - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
      !  Others deviating from the previous (All if no others mentioned)
   ---------------------------------------------------------------------

-Most Food items need a recipe to get them from Tayce T.. These are listed 
in a separate table below. 


---------------------------------------------------------------------------
1. I Items - Attack
---------------------------------------------------------------------------

Name               ATK  Range  Ref  Selling Value  Description / notes
-----------------  ---  -----  ---  -------------  ------------------------
Mystery?             ?      ?    1   -    -    1!  Various effects*
Coconut              3      1    1   -    -    1!  -
Dusty Hammer         1      1    1   3T   4C   1!  -
Egg Missile          6      1    8   -   30C  10!  Explosion
Fire Flower          3    all    3   -    7H   4!  Fire
Pebble               1      1    1   -   20C   1!  -
POW block            2    all    3   -    5H   3!  Flip shelled enemies
Shooting Star        6    all   12  20HC 14S  15!  -
Snowman Doll         4    all    5  12L  10Y   6!  Ice
Thunder Bolt         5      1    3   -    -    4!  -
Thunder Rage         5    all    6   -   15S   8!  -

* = acts as either Dizzy Dial, Fire Flower, Mushroom, Stone Cap,
                   Super Shroom or Thunder Rage at random.


---------------------------------------------------------------------------
1. II Items - Status Ailment
---------------------------------------------------------------------------

Name               Ref  Selling Value  Description / other notes
-----------------  ---  -------------  ------------------------------------
Dizzy Dial           5   -    -    6!  "Dizzy" all enemies
Fright Jar           3   -   15C   3!  Scare all enemies away from battle
Repel Gel           12   -   30H  15!  "Transparency" on Mario
Sleep Sheep          3   -   10S   4!  "Sleep" all enemies
Stone Cap           12   -    -   15!  "Stone" Mario
Stop Watch           8 20HC  14S  10!  "Stop" all enemies
Volt Shroom          6   -    -    7!  "Electrify" Mario



---------------------------------------------------------------------------
1. III Items - Food
---------------------------------------------------------------------------

Name              HP  FP  Ref  Selling Value  Description / other notes
----------------  --  --  ---  -------------  -----------------------------
Apple              5   0    2   -    -    2!  Inside crate of Boo's Mansion
Apple Pie          5  15    8   -    -   10!  
Big Cookie         0  20    8   -    -   10!  
Bland Meal        10  10    8  12K  15I  10!  
Blue Berry         0   5    2   -    -    2!  Tree in Flower Fields - SE
Boiled Egg         8   8    8   -    -   10!
Bubble Berry       5   0    3   -    5Y   3!  Tree in Flower Fields - SE
Cake Mix           0   1    3   -    -    3!  Shy Guy's Toy box hoard
Cake               0  15    8   -   15S  10!
Coco Pop           3  15    9   -    -   12!
Deluxe Feast      40  40   45   -   70I  60!
Dried Fruit       15   0    4   -   20G   5!
Dried Pasta        3   2    3   7S   2L   4!
Dried Shroom       1   0    1   -    3GB  1!
Egg                5   0    2   -    -    2!  Mt. Rugged/Jade Jungle
Electropop        15   0   19   -    -   25!  Electrifies Mario (Zap)
Fire Pop          -1  20    3   -    -   20!  Lose 1 HP if eaten
Fried Egg         10   0    6   -    -    7!
Fried Shroom       6   2    4   -    -    5!
Frozen Fries      15   0   12   -   18I  15!
Goomnut            0   3    2   -    -    2!  Whack Goomba Village's tree
Healty Juice       0  40   19   -    -   25!
Honey Candy        0  20   12   -    -   15!
Honey Shroom       5   5    8   -   15S  10!
Honey Super       10   5   15   -    -   20!
Honey Ultra       50   5   57   -    -   75!
Honey Syrup        0   5    3   -    -    3!
Hot Shroom        15   5   12   -    -   15!  Sleep at Shiver City Inn
Iced Potato        0   5    3   -   10LY  3!
Jammin' Jelly      0  50   38   -    -   50!
Jelly Pop          0  64   75   -    -  100!
Jelly Shroom       5  50   57   -    -   75!
Jelly Super       10  50   75   -    -  100!
Jelly Ultra       50  50  113   -    -  200!
Kooky Kookie       0  15    9   -   15K  12!  Sleep/Transparent/Electrify
Koopa Leaf         0   3    1   -    -    1!
Koopa Tea          0   7    8   -    4K   3!
Koopasta           7   7    3  12K  15S  10!
Lemon              1   2    1   -    4G   1!  Whack tree in Dry Dry Oasis
Lemon Candy        5  15   12   -    -   15!
Life Shroom       10   0   15  30K  25C  20!  Revives Mario when HP is 0
Lime               0   3    1   -    4G   1!  Whack tree in Dry Dry Oasis
Lime Candy         0  20   12   -    -   15!
Maple Shroom       5  10   19   -    -   25!
Maple Super       10  10   27   -    -   35!
Maple Ultra       50  10   75   -    -  100!
Maple Syrup        0  10    8   -    -   10!
Melon             15   0    6   -   10L   7!  Trade food with yellow Yoshi
Mistake            1   1    1  5B   20B   1!
Mushroom           5   0    2   -    -    2!
Nutty Cake         0  10    5   -    -    6!
Potato Salad      10   0    5   -   10I   6!
Red Berry          5   0    2   -    -    2!  Tree in Flower Fields - E
Shroom Cake       10  10   15   -   30S  20!
Shroom Steak      30  10   34   -    -   45!
Spaghetti          6   4    6   -    -    7!
Special Shake      0  20    8  12K  15L  10!
Spicy Soup         4   4    8   -    -   10!
Stinky Herb        5   0    1   -    5B   1!  Found in Flower Fields
Strange Cake       0   0    8   -    -   10!  Sleep/Transparent/Electrify
Strange Leaf       0   5    2   -    -    2!  Found outside Boo's Mansion
Super Shroom      10   0    6   -    -    7!
Super Soda         0   5    3 5K,6L,7Y,10C,3! Cures Poison
Sweet Shroom      30  20   38   -   70S  50!
Tasty Tonic        0   0    1   -    5L   1!  Cures Poison
Ultra Shroom      50   0   38   -    -   50!
Wacka's Bump      25  25   23  64G  50H  30!  Hit the Whacka (up to 8x)
Yellow Berry       3   3   15   -    -    2!  Tree in Flower Fields - SW
Yoshi Cookie      15  15    2   -   30Y  20!
Yummy Meal        20  20   12   -   20I  15!



---------------------------------------------------------------------------
1. IV Items - Scenario objects
---------------------------------------------------------------------------

Name               Description
-----------------  --------------------------------------------------------
Artifact           Found in the Ruins; trade with Kolorado for Star Piece
Autograph (L)      Luigi's Autograph for Koopa Koot
Autograph (M)      Merluvlee's Autograph for Koopa Koot
Blue Key           First key in Crystal Palace
Boo's Portrait     In Boo's Library, required to get to the top floor
Bucket             A cold bucket for the snowman from Shiver City's mayor
Calculator         Return to Rowf from the toy box for an I Spy badge
Castle Key         Open door Bowser's / Peach's Castle (look distinct)
Cook Book          Get from Gourmet Guy in return for a cake
Crystal Ball       From Merlee to Merluvlee for KK favor #8
Crystal Berry      Give to Rosie for the Water Stone
Diamond Stone      1 of 3 special items in Dry Dry Ruins
Dictionary         Return to Russ. T from the toy box for a Star Piece
Diploma            Obtain by defeating the Master for the third time
Dolly              Shake tree near the Hammer; return to Goombaria
Empty Wallet       Find in Koopa Village bushes during Koopa Koot favor #6
Fertile Soil       Used for planting the Magic bean to Cloudy Climb
First Degree Card  Obtain by defeating Chan in the Dojo
Fortress Key       Found in several locations in the Koopa Bros. Fortress
Fourth Degree Card Obtain by defeating the Master #3 in the Dojo
Frying Pan         Return to Tayce T. from the Shy Guy's toy box
Glasses            Found in Koopa village's bushes during KK favor #15
Gold Card          Get from Koopa Koot for completing favor #10
Hammer             Found in a bush in Jr. Troopa's playground
Jade Raven         Get from the Yoshi elder, use to enter the Jade Jungle
Koopa Legends      Kolorado's wife gives it to you in KK favor #1
Kooper's Shell     Complete the Fuzzy Hide-n-Seek game three times
Letter             Return 25 letters spread of the Mushroom kingdom
Lucky Star         From Peach via Twink; use for Action Command activation
Lunar Stone        1 of 3 special items in Dry Dry Ruins
Lyrics             Get from Simon inside Club 64
Magical Seed       Plant it in the Forest Fields for a trip to Cloudy Climb
Magical Seed       Blue/Orange/Red/Yellow from the 4 Bub-ulb locations
Mailbag            Retrieve from the toy box for a Star Piece
Melody             Give Lyrics to composer in Dry Dry Ruins
Miracle Water      Get for free after returning Lily's water
Mystery Note       Show to Russ. T for a hint on the colored boxes
Mystical Key       The key to the Windy Mill (also called Yakkey)
Odd Key            Key to the home above Rip Cheato's place
Old Photo          Pictograph obtained from a Boo in KK favor #13
Package            Little parcel from a Boo in KK favor #18
Palace Key         Last key found in the Crystal Palace; open the last door
Prison Key         Several are found in Bowser's Castle to unlock prisons
Pulse Stone        From Moustafa; locates and opens the Dry Dry Ruins
Pyramid Stone      1 of 3 special items in Dry Dry Ruins
Record             Use to distract a Boo from guarding a chest
Red Jar            Special item during KK favor #20
Red Key            Second key used in the Crystal Palace
Ruins Key          One of the keys in Dry Dry Desert
Scarf              Get from Merle in Starborn Valley; use on the snowman
Second Degree Card Obtain by defeating Lee in the Dojo
Silver Card        From Koopa Koot; use it in the casino
Star Stone         Get from Madam Merlar to pass to the Crystal Palace
Storeroom Key      Found in Shy Guy's toy box; opens Harry's backroom store
Tape               From Goompa during KK favor #3
Third Degree Card  Obtain by defeating the Master #1 in the Dojo
Toy Train          In Harry's Shop backroom
Ultra stone        Get from Raphael; use upgrade partymembers to Ultra rank
Volcano Vase       Treasure from Mt. Lavalava
Warehouse Key      Key to Shiver City Warehouse
Water Stone        Get from Rosie by trading the Crystal Berry
Weight             From the record loving Boo; use to keep the door opened
Yakkey             see Mystical Key



---------------------------------------------------------------------------
2. Tayce T.'s recipes
---------------------------------------------------------------------------

 Some items have recipes that involves many similar combinations, but so 
far I only listed the cheapest and most simple formulas. Any additional 
formulas are welcome too. The Mystery? can act as a:
       -Dizzy Dial
       -Fire Flower
       -Mushroom
       -Stone Cap
       -Super Shroom
       -Thunder Rage

 Therefore any item that requires one of the above can use Mystery? to 
create it. Beware however that there is only small chance that the Mystery? 
will become the required item (effect is random) therefore you should not 
rely too much on it.

 __________________________________________________________
| Nr | Name            | Ingredient #1   | Ingredient #2   |
|----|-----------------|-----------------|-----------------|
|  1 | Apple Pie       | Apple           | Cake Mix        |
|----|-----------------|-----------------|-----------------|
|  2 | Big Cookie      | Egg             | Cake Mix        |
|    |                 | B/R/Y Berry     | Cake Mix        |
|----|-----------------|-----------------|-----------------|
|  3 | Bland Meal      | Goomnut         | Koopa Leaf      |
|    |                 | Egg             | Mushroom        |
|    |                 | Egg             | Volt Shroom     |
|----|-----------------|-----------------|-----------------|
|  4 | Boiled Egg      | Egg             | Strange Leaf    |
|    |                 | Egg             | Stinky Herb     |
|----|-----------------|-----------------|-----------------|
|  5 | Cake            | Cake Mix        |                 |
|----|-----------------|-----------------|-----------------|
|  6 | Coco Pop        | Cake Mix        | Coconut         |
|----|-----------------|-----------------|-----------------|
|  7 | Deluxe Feast    | Whacka's Bump   | Strange Leaf    |
|    |                 | Potato Salad    | Shroom Steak    |
|----|-----------------|-----------------|-----------------|
|  8 | Dizzy Dial      | Strange Leaf    | Stinky Herb     |
|----|-----------------|-----------------|-----------------|
|  9 | Electropop      | Cake Mix        | Volt Shroom     |
|----|-----------------|-----------------|-----------------|
| 10 | Egg Missile     | Egg             | Fire Flower     |
|----|-----------------|-----------------|-----------------|
| 11 | Fire Flower     | Dried Fruit     | Strange Leaf    |
|----|-----------------|-----------------|-----------------|
| 12 | Fire Pop        | Cake Mix        | Fire Flower     |
|----|-----------------|-----------------|-----------------|
| 13 | Fried Egg       | Egg             |                 |
|----|-----------------|-----------------|-----------------|
| 14 | Fried Shroom    | Dried Shroom    |                 |
|    |                 | Mushroom        |                 |
|    |                 | Dried Shroom    | Fire Flower     |
|----|-----------------|-----------------|-----------------|
| 15 | Frozen Fries    | Fire Flower     | Iced Potato     |
|----|-----------------|-----------------|-----------------|
| 16 | Healty Juice    | Dried Shroom    | Special Shake   |
|----|-----------------|-----------------|-----------------|
| 17 | Honey Candy     | Cake Mix        | Honey Syrup     |
|----|-----------------|-----------------|-----------------|
| 18 | Honey Shroom    | Honey Syrup     | Mushroom        |
|----|-----------------|-----------------|-----------------|
| 19 | Honey Super     | Honey Syrup     | Life Shroom     |
|    |                 | Honey Syrup     | Super Shroom    |
|    |                 | Honey Syrup     | Volt Shroom     |
|----|-----------------|-----------------|-----------------|
| 20 | Honey Ultra     | Honey Syrup     | Ultra Shroom    |
|----|-----------------|-----------------|-----------------|
| 21 | Hot Shroom      | Volt Shroom     |                 |
|    |                 | Mushroom        | Fire Flower     |
|    |                 | Mushroom        | Volt Shroom     |
|----|-----------------|-----------------|-----------------|
| 22 | Jelly Pop       | Cake Mix        | Jammin' Jelly   |
|----|-----------------|-----------------|-----------------|
| 23 | Jelly Shroom    | Jammin' Jelly   | Mushroom        |
|----|-----------------|-----------------|-----------------|
| 24 | Jelly Super     | Jammin' Jelly   | Life Shroom     |
|    |                 | Jammin' Jelly   | Super Shroom    |
|    |                 | Jammin' Jelly   | Volt Shroom     |
|----|-----------------|-----------------|-----------------|
| 25 | Jelly Ultra     | Jammin' Jelly   | Ultra Shroom    |
|----|-----------------|-----------------|-----------------|
| 26 | Kooky Kookie    | Cake Mix        | Koopa Leaf      |
|----|-----------------|-----------------|-----------------|
| 27 | Koopa Tea       | Koopa Leaf      |                 |
|----|-----------------|-----------------|-----------------|
| 28 | Koopasta        | Dried Pasta     | Koopa Leaf      |
|----|-----------------|-----------------|-----------------|
| 29 | Lemon Candy     | Cake Mix        | Lemon           |
|----|-----------------|-----------------|-----------------|
| 30 | Lime Candy      | Cake Mix        | Lime            |
|----|-----------------|-----------------|-----------------|
| 31 | Life Shroom     | Goomnut         | Volt Shroom     |
|    |                 | Koopa Leaf      | Volt Shroom     |
|----|-----------------|-----------------|-----------------|
| 32 | Maple Shroom    | Maple Syrup     | Mushroom        |
|----|-----------------|-----------------|-----------------|
| 33 | Maple Super     | Maple Syrup     | Life Shroom     |
|    |                 | Maple Syrup     | Super Shroom    |
|    |                 | Maple Syrup     | Volt Shroom     |
|----|-----------------|-----------------|-----------------|
| 34 | Maple Ultra     | Maple Syrup     | Ultra Shroom    |
|----|-----------------|-----------------|-----------------|
| 35 | Nutty Cake      | Goomnut         |                 |
|----|-----------------|-----------------|-----------------|
| 36 | Potato Salad    | Iced Potato     |                 |
|----|-----------------|-----------------|-----------------|
| 37 | Shroom Cake     | Cake Mix        | Mushroom        |
|    |                 | Cake Mix        | Super Shroom    |
|----|-----------------|-----------------|-----------------|
| 38 | Shroom Steak    | Ultra Shroom    |                 |
|    |                 | Life Shroom     | Dried Mushroom  |
|    |                 | Life Shroom     | Mushroom        |
|    |                 | Life Shroom     | Super Shroom    |
|----|-----------------|-----------------|-----------------|
| 39 | Sleepy Sheep    | B/R/Y Berry     | Strange Leaf    |
|----|-----------------|-----------------|-----------------|
| 40 | Spaghetti       | Dried Pasta     |                 |
|----|-----------------|-----------------|-----------------|
| 41 | Special Shake   | Melon           |                 | 
|    |                 | Melon           | Apple           |
|    |                 | Melon           | Koopa Leaf      |
|----|-----------------|-----------------|-----------------|
| 42 | Spicy Soup      | Fire Flower     |                 |
|----|-----------------|-----------------|-----------------|
| 43 | Strange Cake    | Cake Mix        | Strange Leaf    |
|----|-----------------|-----------------|-----------------|
| 44 | Super Soda      | Honey Syrup     |                 |
|    |                 | Apple           |                 |
|    |                 | B/R/Y Berry     |                 |
|    |                 | Lime            | Apple           |
|    |                 | Lime            | B/R/Y Berry     |
|----|-----------------|-----------------|-----------------|
| 45 | Sweet Shroom    | Cake Mix        | Life Shroom     |
|    |                 | Cake Mix        | Ultra Shroom    |
|----|-----------------|-----------------|-----------------|
| 46 | Tasty Tonic     | Lemon           |                 |
|    |                 | Lime            |                 |
|    |                 | Bubble Berry    |                 |
|    |                 | Coconut         |                 |
|    |                 | Honey Syrup     | Lemon           |
|    |                 | Honey Syrup     | Lime            |
|    |                 | Honey Syrup     | Coconut         |
|----|-----------------|-----------------|-----------------|
| 47 | Thunder Rage    | Dried Fruit     | Volt Shroom     |
|----|-----------------|-----------------|-----------------|
| 48 | Volt Shroom     | Dried Fruit     | Mushroom        |
|    |                 | Dried Fruit     | Super Shroom    |
|    |                 | Koopa Leaf      | Mushroom        |
|    |                 | Strange Leaf    | Mushroom        |
|----|-----------------|-----------------|-----------------|
| 49 | Yoshi Cookie    | Cake Mix        | Melon           |
|----|-----------------|-----------------|-----------------|
| 50 | Yummy Meal      | Whacka's Bump   |                 |
|    |                 | Dried Fruit     | Dried Pasta     |
|    |                 | Dried Fruit     | Iced Potato     |
|    |                 | Iced Potato     | Strange Leaf    |
|----|-----------------|-----------------|-----------------|
|  - | Mistake         | any NON mixing item / combination |
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 



---------------------------------------------------------------------------
3. Item shop pricelists
---------------------------------------------------------------------------

    G = Toad Town Grocery Shop
    H = Harry's Shop - Toad Town near the port
    K = Koopa Village Shop
    L = Little Mouser's shop in Dry Dry Outpost
    B = Shop in Boo's Mansion
    Y = Lavalava Island - Yoshi's Cabana
    I = Shop in Shiver City
    S = Shop in Star Haven
    C = Spiked Goomba Shop in Bowser's Castle

 Item name          G    H    K    L    B    Y    I    S    C
 ---------------  ---  ---  ---  ---  ---  ---  ---  ---  ---
 Dizzy Dial         -   15   10    -    -    -   15    -   25
 Dried Pasta        -    -    -    3    -    -    -    -    -
 Dried Shroom       -    -    -    2    -    -    -    -    -
 Dusty Hammer       -    -    -    2    -    -    -    -    -
 Fire Flower       10    -    8    -    -    5    -    -    -
 Fright Jar         5    -    -    -    -    -    -    -    -
 Honey Syrup       10    -    8    5    -    6    -    -    -
 Life Shroom        -    -    -    -   50    -   40   25    -
 Maple Syrup        -    -    -    -   25    -   20    -   30
 Mushroom           5    -    4    3    -    -    -   10    -
 Mystery?           -    -    -    -    1    -    -    -    5
 POW block          5    -    4    -    -    -    -    -    -
 Shooting Star      -    -    -    -    -    -   30   15   15
 Sleepy Sheep      10    -    -    -    -    -    -    -    -
 Snowman Doll       -    -    -    -   15   15    8    -    -
 Stone Cap          -   30    -    -    -    -    -    -    -
 Stop Watch         -    -    -    -   25    -    -   15    -
 Super Shroom       -    -    -    -   13   15   20   10   30
 Super Soda         -    -    -    -    -    -    -    3    -
 Tasty Tonic        -    5    -    -    -    2    -    -    -
 Thunder Bolt       -    -    -    ?    -    -    -    -    -
 Thunder Rage       -   20    -    -    -   15    -    -   30
 Volt Shroom        -   10   15    -    -    -    -    -    -
 ------------------------------------------------------------



---------------------------------------------------------------------------
4. I Monster compendium - Regular enemies
---------------------------------------------------------------------------

Name             HP ATK DEF SPL   Location
                                  Dropped Item(s) in the field
                 Properties
Tattle Log (Quote by Goombario)
--------------------------------------------------------------------------- 
Albino Dino       8   4   4   ?   ? (Unknown, presumably Ice Palace)
(Dummied Out)                     ?
                 ?
"This is an Albino Dino. Albino Dinos are the guards of this frosty place. 
Max HP: 8, Attack Power: 4, Defense Power: 4 Fire attacks won't work. Their 
defense power is huge, so let's reduce their HP steadily using our 
strongest damage-dealing attacks."


Amazy Dayzee     20  20   1 100   Flower Fields - Southeast
                                  Honey Syrup / Maple Syrup
                 Escapes
                 Attack induces 'sleep'

"This is an Amazy Dayzee. Amazy Dayzees are so rare that they're also 
called the Legendary Crazee Dayzees. Max HP: 20, Attack Power: 20, Defense 
Power: 1 These guys almost always flee at their first chance. It would be 
nice to beat one, but be careful! Their attacks pack a powerful punch."


B. Bill Blaster  10   -   4  27   Bowser's Castle
                                  ?
                 Doesn't attack directly
                 Calls "Bombshell Bill"

"This is a B. Bill Blaster. B. Bill Blasters shoot a constant stream of 
Bombshell Bills. Max HP: 10, Defense Power: 4 They won't attack you 
directly. They're pretty resilient. You have to keep attacking 'em, though, 
otherwise the air will be filled with Bombshell Bills. And nobody wants 
that."


Bandit            5   2   0  10   Dry Dry Desert
                                  Honey Syrup
                 Steals 10 coins; attack to retrieve coins
                 Escapes (only with money)

"This is a Bandit. Bandits bump into you hard and shake up your pockets. 
They can steal up to 10 coins. Max HP: 5, Attack Power: 2, Defense Power: 0 
They'll slyly approach and then slam into you all of a sudden. If you can 
damage them in an attack, you can get your stolen coins back. Let's beat 
'em before they can make off with our loot."


Bill Blaster      4   -   1  10   Koopa Bros. Fortress
                                  ?
                 Doesn't attack directly
                 calls "Bombshell Bill" each alternating turn

"This is a Bill Blaster. Bill Blasters are the cannons that shoot out 
Bullet Bills. Max HP: 4, Attack Power: 0, Defense Power: 1 They won't 
attack us directly, but they'll keep shooting out Bullet Bills as long as 
they can. It's efficient to attack 'em all at once, but you can also beat 
'em one at a time."


Bob-omb           3   1   0   6   Koopa Bros. Fortress
                                  Honey Syrup
                 Ignites if attacked
                 Self destructs upon contact while ignited (ATK: 3)

"This is a Bob-omb. Bob-ombs are pretty temperamental, and they get 
steaming mad when you attack 'em. Max HP: 3, Attack Power: 1, Defense 
Power: 0 You'd better not jump on 'em when they're angry or they'll blow up 
in your face. In fact, stay away entirely. Attack 'em from a distance with 
items like Hammers. Or you could send in other things, like shells. If they 
attack when angry, they'll charge in and explode. So you'd better take care 
of them before they blow."


Bombshell Bill    3   6   0  24   Bowser's Castle
                                  Super Shroom
                 Aerial
                 Kamikaze -> 1 turn

"This is a Bombshell Bill. Bombshell Bills have such beautiful gold 
casings! Of course, if you sit and admire 'em, you'll get hit. Max HP: 3, 
Attack Power: 6, Defense Power: 0 Pay attention to their HP, because their 
explosions get bigger as their HP drops. Let's take 'em out before they get 
near us."


Bony Beetle       8   3   4  25   Bowser's Castle
                                  Super Shroom
                 Extend spikes  -> ATK +2 & Spiked
                 Retract spikes -> ATK -2 & NON spiked
                 Jump to flip
                 Flipped -> 0 DEF for 1 turn

"It's a Bony Beetle. They're bony Buzzy Beetles. ...Hence the name. Max HP: 
8, Attack Power: 3, Defense Power: 4 It's tough to damage 'em. When their 
spikes are out, their attack power is 5. When they retract their spikes, 
take the opportunity to flip 'em over. After that, beating 'em will be a 
breeze."


Bullet Bill       2   2   0   5   Koopa Bros. Fortress
                                  ?
                 Aerial
                 Kamikaze after 1 turn

"This is a Bullet Bill, a kamikaze attacker. If you don't beat Bullet Bills 
quickly, they'll slam into you and explode. Max HP: 2, Attack Power: 2, 
Defense Power: 0 I'm serious, Mario. These guys will really make us pay if 
they manage to hit us! We have to beat 'em before they get the chance to 
strike us."


Buzzy Beetle      3   2   2   9   Dry Dry Ruins
                                  Super Soda
                 Ceiling
                 Flipped -> 0 DEF for 1 turn
                 Jump to flip

"This is a Buzzy Beetle. Buzzy Beetles are cute-- but mean. Max HP: 3, 
Attack Power: 2, Defense Power: 2 Fire attacks don't work very well against 
these hardheads. If you can flip 'em, though, their defense power falls to 
0. Keep flipping 'em, Mario! I heard that they used to flourish all over 
the place, but now they're only found in dark, shadowy places."


Bzzap!            3   6   0  19   Forever Forest / Flower Field
                                  Honey Syrup / Maple Syrup
                 Aerial
                 Attack induces 'Poison'
                 Attack induces 'Sleep'

"This is a Bzzap! Bzzaps! are monstrous bees. Max HP: 3, Attack Power: 6, 
Defense Power: 0 If they sting you, sometimes you'll be poisoned. They also 
occasionally call a swarm of small bees to attack you in a cloud. Be 
careful of those little attackers, because you'll sometimes shrink when 
stung. They don't have a lot of HP, so take care of 'em as quick as you 
can."

Cleft             2   2   2  10   Mt. Rugged
                                  ?
                 Spiked
                 Flipped -> 0 DEF for 1 turn
                 Explosion / POW block to flip

"This is a Cleft. Clefts are pretty strong, so you'd better be careful. Max 
HP: 2, Attack Power: 2, Defense Power: 2 Their specialty is pretending to 
be rocks, so watch your step on the mountain. You'll get hurt if you jump 
on the spikes on their heads. You know, there's courage in running away 
sometimes..."


Clubba            8   3   0  13   Tubba Blubba's Castle
                                  Super Shroom
                 -

"This is a Clubba. Clubbas are the main guards of Tubba Blubba's Castle. 
Max HP: 8, Attack Power: 3, Defense Power: 0 They often sleep on the job. 
If you walk very slowly, they won't wake up. They may look big, but if you 
use the action command perfectly, they're not so tough."


Crazee Dayzee     8   4   0  19   Flower Fields
                                  Honey Syrup / Maple Syrup
                 Attack induces 'Sleep'
                 Escapes

"This is a Crazee Dayzee. Crazee Dayzees look cute, but you won't think 
they're so cute after they attack you! Max HP: 8, Attack Power: 4, Defense 
Power: 0 They attack by singing a song. If you fall under the song's spell, 
you'll fall asleep. If you get their HP low enough, they'll try to run 
away. Beat 'em quickly so they can't flee."


D. Paratroopa     8   3   2  18   ? (Unknown, presumably Toad Town Tunnels)
(Dummied Out)                     ?
                 ?
"This is a D. Paratroopa. D. Paratroopas are Paratroopas who live in the 
Toad Town Tunnels. Max HP: 8, Attack Power: 3, Defense Power: 2 Hammer 
attacks won't work because they're airborne. They'll lose their wings if 
you jump on 'em. They'll become Dark Koopas when they fall, but be careful! 
They'll do a dizzy attack once they're grounded."


Dark Koopa        8   3   2  18   Toad Town Tunnels
                                  POW block
                 Flipped -> 0 DEF for 1 turn
                 Jump to flip

"This is a Dark Koopa. Dark Koopas are Koopa Troopas who live in the Toad 
Town Tunnels. They're known for causing dizziness. Max HP: 8, Attack Power: 
3, Defense Power: 2 Be extra careful when you see 'em grin, because that 
means they're getting ready to do their dizzy attack. Their defense power 
is 0 when they're turned over, so you should use Jump attacks."


Dry Bones         8   4   2  30   Bowser's Castle
                                  Super Shroom
                 Weak to fire (damage +10)
                 Immortal -> can only be defeated by fire
                 This enemy is never 'weak'

"This is a Dry Bones. Dry Bones are skeletal remains from Koopa Troopas. 
Max HP: 8, Attack Power: 4, Defense Power: 2 Just when you think they're 
beat, these guys rise back up and attack again! You're going to have to 
beat them all at once. Or you could use fire attacks. If they become ashes, 
there's no way they'll recover."


Duplighost       15   4   0  23   Shiver Mountain / Ice Palace
                                  Mystery?
                 Transforms into current party member

"This is a Duplighost. Duplighosts disguise themselves as members of our 
party. Max HP: 15, Attack Power: 4, Defense Power: 0 They love to attack in 
disguise. It seems like they're generally stronger fighters when they're 
not disguised, though."


Bombette???      20  var. 0   0   Shiver Mountain / Ice Palace
                 ATK = 2/3/5 (Normal/Super/Ultra Rank)
                 Can transform back to Lee again

"It's a Duplighost disguised as Bombette. Max HP: 15 Its disguise is pretty 
much perfect. Its attack power is exactly the same as Bombette's. You 
should be careful even though she looks cute."


Bow???           20   1   0   0   Shiver Mountain / Ice Palace
                 Can transform back to Lee again

"It's a Duplighost disguised as Bow. Max HP: 15 Its disguise is pretty much 
perfect. Its attack power is exactly the same as Bow's. Look, you've seen 
her in action. Do you really want to know what a Smack attack feels like."


Goombario???     20  var. 0   0   Shiver Mountain / Ice Palace
                 ATK = 1/2/3 (Normal/Super/Ultra Rank)
                 Can transform back to Lee again

"It's a Duplighost disguised as me. Max HP: 15 It'll do Headbonk and 
Tattle. That looks nothing like me. Does it? No! Seriously, though, does 
it? Mario? Hello? Look, I've been working out like crazy trying to get in 
shape for adventuring. There's just no way I'm that pudgy!"


Kooper???        20  var. 1   0   Shiver Mountain / Ice Palace
                 ATK = 2/3/5 (Normal/Super/Ultra Rank)
                 Jump to flip
                 Flipped -> DEF = 0 for 1 turn
                 Can transform back to Lee again

"It's a Duplighost disguised as Kooper. Max HP: 15 This imposter almost 
looks better than the original! Ha! Its disguise is pretty much perfect. 
Its attack power is exactly the same as the character it's imitating. It's 
probably not very difficult for this Duplighost to disguise itself as 
Kooper. After all, our pal is pretty unusual looking. It'll attack us with 
its shell, just like the regular Kooper. You'll have the best luck beating 
it if you flip it."


Lakilester???    20  var. 0   0   Shiver Mountain / Ice Palace
                 Aerial
                 ATK = 3/4/5 (Normal/Super/Ultra Rank)
                 Can transform back to Lee again

"It's a Duplighost disguised as Lakilester. Max HP: 15 It's hard to take 
him seriously. Its disguise is pretty much perfect. Its attack power is 
exactly the same as Lakilester's. It's tough to dodge his Spiny Flip, so 
pay attention."


Parakarry???     20  var. 0   0   Shiver Mountain / Ice Palace
                 ATK = 2/3/5 (Normal/Super/Ultra Rank)
                 Can transform back to Lee again

"It's a Duplighost disguised as Parakarry. Max HP: 15 He looks even more 
intelligent as an enemy. Its disguise is pretty much perfect. Its attack 
power is exactly the same as Parakarry's. Don't underestimate him, Mario. 
He looks pretty serious."


Sushie???        20  var. 0   0   Shiver Mountain / Ice Palace
                 ATK = 3/4/5 (Normal/Super/Ultra Rank)
                 Can transform back to Lee again

"It's a Duplighost disguised as Sushie. Max HP: 15 Its face looks even 
grouchier than the real thing! Its disguise is pretty much perfect. Its 
attack power is exactly the same as Sushie's. I'm glad we have Sushie on 
our side. She's intimidating! I wonder if this imposter is meddlesome as 
well..."


Watt???          20  var. 0   0   Shiver Mountain / Ice Palace
                 ATK = 3/4/5 (Normal/Super/Ultra Rank)
                 Electrified
                 Attack doesn't pierce Mario's defense
                 Immune to electric damage (Zap Tap)
                 Can transform back to Lee again

"It's a Duplighost disguised as Watt. Max HP: 15 Its disguise is pretty 
much perfect. Its attack power is exactly the same as the character it's 
imitating. You know how Watt is shocking? Same goes for this Duplighost."


Ember            10   4   0  24   Star Way
                                  Shooting Star
                 Aerial
                 Fire
                 Weak to ice (damage +2)
                 Divides when attacked
                 Attack party member (ATK: 2)

"This is an Ember. Embers are fiery monsters forged from uncanny blue fire. 
Max HP: 10, Attack Power: 4, Defense Power: 0 They may look frosty, but 
they're actually on fire, so fire attacks won't work. They divide 
themselves when they're attacked. Keep attacking 'em, though. You'll get 
'em eventually. They'll probably fight back. Their attacks usually deal out 
3 damage points. Water attacks will work well. Let's beat 'em before they 
get a chance to burn us."


Forest Fuzzy      6   1   0  11   Forever Forest
                                  Thunder Bolt
                 Drains 1 HP (cannot drain if electrified)
                 Calls "Forest Fuzzy"

"This is a Forest Fuzzy. Forest Fuzzies are always green. Max HP: 6, Attack 
Power: 1, Defense Power: 0 If they grab hold of you, they'll absorb your HP 
and add it to their own. The fiends! Those no good... Oh! And they 
sometimes divide. If they divide they become even stronger, so try to beat 
'em before they can split."


Frost Piranha    10   4   0  22   Shiver Snowfields
                                  ?
                 Attack induces 'Frozen'
                 Weak to fire (damage +2)

"This is a Frost Piranha. Frost Piranhas are frozen Piranha Plants. Max HP: 
10, Attack Power: 4, Defense Power: 0 They'll try to freeze you with their 
icy breath. You'll be at their mercy if they freeze you, so you'd better 
try to immobilize them right away. Ice attacks won't work-- they love ice! 
Fire attacks, though..."


Fuzzy             3   1   0   6   Behind Kooper's home
                                  ?
                 Drains 1 HP (cannot drain if electrified)

"This is a Fuzzy. Why do Fuzzies always jump up and down? They need to 
chill out! Max HP: 3, Attack Power: 1, Defense Power: 0 The problem with 
Fuzzies is their quickness. It's really tough to time their attacks. If 
they latch on to you, watch out! They'll absorb your HP."


Gloomba           7   2   0  11   Toad Town Tunnels
                                  Dizzy Dial, Sleepy Sheep
                 -

"This is a Gloomba. Gloombas are nasty Goombas who live in the Toad Town 
Tunnels. Max HP: 7, Attack Power: 2, Defense Power: 0 They're stronger than 
ordinary Goombas, but you can take 'em.."


Goomba            2   1   0   5   Goomba Road
                                  Mushroom
                 -
"This is a Goomba. Goombas are what you'd call "small fries." Actually, 
they're pretty much the smallest fries. 4...Hey, wait! I'm one of 'em! Max 
HP: 2, Attack Power: 1 Defense Power: 0 You can jump on them or whack 'em 
with the Hammer. These guys are old school. They've been around since you 
were in Super Mario Bros.."


Goomnut Tree      - 2/3   -   -   Goomba Road 
                                  -
                 Appears in Goomba King battle only
                 1st attack the tree drops a nut on Mario (ATK: 2)
                 2nd attack the tree drops a nut on Goomba King (ATK: 3)

"This is a Goomnut Tree. Spiky Goomnuts will fall down if you hit this 
tree. They'll definitely hurt if they hit us, but it may be worth it to use 
them against the enemy."


GRN Magikoopa    11   3   0  21   Flower Fields
                                  -
                 Aerial (Broom)
                 Jump to remove broom
                 Increases DEF +1 of an enemy
                 Escapes (only when alone)

"This is a Green Magikoopa. He's one of the magicians in the Koopa clan. I 
have to admit, I like those green robes. Very cool! Max HP: 11, Attack 
Power: 3, Defense Power: 0 He can magically increase the defense power of 
others. He looks pretty surly."


Groove Guy        7   2   0  15   Shy Guy's Toy Box
                                  Fright Jar, Mystery?
                 Attack induces 'Dizzy'
                 Calls for "Shy Guy"

"This is a Groove Guy. Groove Guys wear weird clothes. They're probably 
stage clothes. Pssh... You know performers... Max HP: 7, Attack Power: 2, 
Defense Power: 0 They shake their booties to call in reinforcements. They 
also spin around in front of you and make you feel dizzy. These rock 'n' 
rollers are a drag, so let's ditch 'em as fast as we can."


GRY Magikoopa    10   3   0  21   Crystal Palace
                                  -
                 Aerial (Broom)
                 Jump to remove broom
                 Induce "Transparency" on an enemy
                 Escapes (only when alone)

"This is a Gray Magikoopa. He's one of the magicians in the Koopa clan. 
Those gray robes aren't very flashy, but they're kind of cool. Max HP: 11, 
Attack Power: 3, Defense Power: 0 He can use magic to make his companions 
transparent. We can't attack enemies that are transparent. Let's try to 
beat 'em before that becomes an issue, what do you say."


Gulpit           12   2   0  22   Shiver Snowfields
                                  Pebble, Super Shroom
                 Throws a small rock from the stack (ATK: 5)
                 Throws a big rock from the stack (ATK: 7)

"This is a Gulpit. Whoa! Gulpits look pretty burly, don't they? Max HP: 12, 
Attack Power: 2, Defense Power: 0 Gulpits attack by picking rocks up in 
their mouths and then spitting 'em back out. The bigger the rock they spit, 
the more damage you'll take. Big rocks take 7 HP in damage, and small ones 
take 5 HP. They can't do much damage without ammo, so you should 
concentrate on the rocks first."


Gulpit's Rocks     -   -   -   -  Shiver Snowfields (only with Gulpit)
                                  -
                  5 Rocks; 2 big & 3 small are used by Gulpit to attack
                  Jump / Hammer attack will remove one rock from stack
 
"These are Gulpits' Rocks. Gulpits gulp them and then spit 'em at people. 
There are two sizes of rocks. The big rocks do more damage than the small 
rocks do. ...Big surprise, huh."


Hammer Bros.     12   5   1  26   Shy Guy's Toy Box / Bower's Castle
                                  Super Shroom
                 when HP low -> 5 fold attack (ATK: 2,2,2,2,2)

"These are the Hammer Bros. You've seen these punks before, haven't you?
Max HP: 12, Attack Power: 5, Defense Power: 1 Be careful of that hammer! 
If it hits you, you'll get shrunk in a wink. When the Hammer Bros. get 
desperate, they'll hurl a ton of hammers, so watch it. These guys have been 
a pain for ages, so let's give 'em an old-fashioned whopping. As always, 
they're not to be underestimated.


Hurt Plant        8   2   0  16   Jade Jungle
                                  Super Soda, Tasty Tonic
                 Pretends to be a Heart Plant in the field
                 Cannot get First Strike on it
                 Attack induces 'Poison'

"This is a Hurt Plant. Hurt Plants pretend to be Heart Plants, which give 
you a Heart when you touch them. Max HP: 8, Attack Power: 2, Defense Power: 
0 If a Hurt Plant bites you, you'll be poisoned. Then your HP will slowly 
fall with each turn. We'd better beat 'em as quickly as possible. Unless 
you can frequently restore your HP, you'll find yourself in trouble pretty 
fast."


Hyper Cleft       4   3   3  15   Gusty Gulch
                                  ?
                 Spiked
                 Explosion / POW block to flip
                 Flipped -> 1 DEF for 3 turns
                 Charges Power (ATK +8)

"This is a Hyper Cleft. Hyper Clefts have more defense power than normal 
Clefts. Max HP: 4, Attack Power: 3, Defense Power: 3 They sometimes charge 
their power before attacking. That charged attack will take away 8 HP, so 
watch out when they start to glow. It'll miss you if you can become 
transparent. Their defense power will fall to 1 if you use an explosion to 
flip 'em over. And in case you hadn't noticed, they have spikes up top! 
It'll hurt if you jump on 'em."


Hyper Goomba      7   1   0  12   Gusty Gulch
                                  Dried Shroom
                 Charges Power (ATK +8)

"This is a Hyper Goomba. Hyper Goombas are crazy, uncivilized Goombas 
living in Gusty Gulch. Max HP: 7, Attack Power: 1, Defense Power: 0 They 
sometimes charge their power before attacking. That charged attack will 
take away 8 HP, so watch out when they start to glow. It's a good idea to 
use Bow or an item to become transparent. The attack will miss for sure."


Hyper Paragoomba  7   1   0   7   Gusty Gulch
                                  Dried Shroom
                 Aerial (wings)
                 Jump to remove wings
                 Charges Power (ATK +8)

"This is a Hyper Paragoomba. Hyper Paragoombas are Hyper Goombas with 
wings. Max HP: 7, Attack Power: 1, Defense Power: 0 They sometimes charge 
their power before attacking. That charged attack will take away 8 HP, so 
watch out when they start to glow. It'll miss you if you can become 
transparent. Except for that, they're no different from normal Paragoombas, 
so use a Jump attack to defeat 'em."


Jungle Fuzzy      7   2   0  16   Lavalava Island Beach
                                  Dizzy Dial, Volt Shroom
                 Drain HP continuously (cannot drain if Electified) 
                 Calls for "Jungle Fuzzy"

"This is a Jungle Fuzzy. Jungle Fuzzies are very similar to other Fuzzies, 
but they live in the jungle, so... ...that's their name. Max HP: 7, Attack 
Power: 2, Defense Power: 0 They cling to you, suck out your HP and add it 
to their own. What a sleazy move! They won't stop clinging to you unless 
you tear 'em off with the action command. They also occasionally divide, so 
let's beat 'em before they get the chance."


Koopa Troopa      4   1   1   6   Pleasant Path
                                  Koopa Leaf, POW Block
                 Jump to flip
                 Flipped -> 0 DEF 2 turns

"This is a Koopa Troopa. Everybody knows Koopa Troopas. They're Bowser's 
followers. Max HP: 4, Attack Power: 1, Defense Power: 1 Their shells are 
hard. If you can flip 'em over, their defense power will fall to 0 and it 
will become much easier for you to defeat 'em. You can flip 'em with a POW 
Block or a Jump attack.."


Koopatrol         8   4   3  25   Shy Guy's Toy Box / Bowser's Castle
                                  Super Shroom
                 Spiked
                 Calls for "Koopatrol"
                 Jump to flip
                 Flipped -> 0 DEF 1 turn
                 Charges Power (ATK +10)

"This is a Koopatrol. They're elite Koopa soldiers. These are the highest-
ranked guards of Bowser's Castle. Max HP: 8, Attack Power: 4, Defense 
Power: 3 In case you hadn't noticed, they're fitted with spikes. Don't jump 
on 'em. When their HP drops low, they'll charge up power for one last-ditch 
attack. The power of this desperate attack is 10. They've also been known 
to call in reinforcements when they're in trouble. Don't underestimate 
these nasty Koopas, Mario."


Lakitu           12   3   0  19    Flower Fields
                                   Honey Syrup, Stop Watch, Thunder Rage
                 Use Tornado Jump to attack in field
                 Aerial
                 Calls "Spiny"

"This is a Lakitu. Lakitus are strange Koopas that can ride clouds. Max HP: 
12, Attack Power: 3, Defense Power: 0 They toss down Spiny Eggs, and these 
sometimes turn into crawling Spinies. We'd better deal with them quickly or 
else we'll be surrounded by Spinies. It seems like these Lakitus have been 
hassling you for your entire career, Mario."


Lava Bubble       9   4   0  17    Mt. Lavalava
                                   Super Shroom
                 Aerial
                 Fire
                 Weak to Ice
                 Attacks Mario & Partner (ATK: 2)

"This is a Lava Bubble, a fire ball monster. Lava Bubbles live near lava. 
Max HP: 9, Attack Power: 4, Defense Power: 0 They are obviously pretty hot, 
so you'll get hurt if you try to jump on 'em. They sometimes attack your 
friends (like me!), too. The power of that attack is 2. Because of their 
fiery nature, they fear snow and water."


M. Bush           8   3   0  16    Lavalava Jungle
                                   Tasty Tonic
                 Pretends to be a real bush in the field
                 Cannot get a First Strike on it
                 Attack induces 'Poison'

"This is an M. Bush. M. Bushes pretend to be bushes and wait for unwary 
prey. Max HP: 8, Attack Power: 3, Defense Power: 0 Their bites are 
sometimes poisonous, so be careful. If you get poisoned, your HP will 
gradually fall. Your situation could become critical unless you restore 
your HP as soon as possible. Let's clear 'em out quickly, OK? Use your most 
powerful attack, why don't you."


Magikoopa        11   6   0  25    Bowser's Castle
                                   ?
                 Aerial (Broom)
                 Jump to remove broom
                 Induce "Electricity" on an enemy
                 Induce "Transparency" on an enemy
                 Increases ATK +1 on an enemy
                 Increases DEF +1 on an enemy
                 Heals one enemy 5 HP / all enemies 3 HP
                 Escapes (only when alone)

"This is a Magikoopa. Magikoopas are the elite magicians of the Koopa clan. 
Max HP: 11, Attack Power: 6, Defense Power: 0 Tread carefully, Mario! Their 
magical attacks pack a serious punch! They know many nasty spells. We'd 
better beat them before they can do anything crazy."


Magikoopa         -   -   -   -    Bowser's Castle
 (Duplicate)                       -
                 Same properties as Magikoopa who created it
                 Attacking it removes the mirage

"This is a deceptive duplicate of a Magikoopa. There's no use attacking 
'em. The real Magikoopa's power is: Max HP: 11, Attack Power: 6, Defense 
Power: 0."


Medi Guy          7   1   0  14    Shy Guy's Toy Box
                                   -
                 Aerial
                 Heals one enemy 3 HP

"This is a Medi Guy. Medi Guys are the emergency workers of the Shy Guy 
clan. Max HP: 7, Attack Power: 1, Defense Power: 0 They have the power to 
heal their wounded companions. Of course, they also attack. We'd better 
hurry up and take them out of the mix. It's a pain if they keep fixing all 
the damage we do."


Monty Mole        3   2   0   8    Mt. Rugged
                                   Honey Syrup
                 -

"This is a Monty Mole. Monty Moles are rock-throwing moles, big time 
mischief-makers. Max HP: 3, Attack Power: 2, Defense Power: 0 Ugh. They 
have kind of scary looking faces. They're pretty weak, though. Maybe they 
wear sunglasses because they have really sensitive eyes. Or maybe they're 
just hip."


Monty Mole(2)    12   3   0  19    Flower Fields
                                   ?
                 -

"This is a Monty Mole. You remember Monty Moles from Mt. Rugged, don't you? 
Max HP: 12, Attack Power: 3, Defense Power: 0 They're vicious rock-
throwers. They may look intimidating but they're not very strong."


Paragloomba       7   2   0  12    Toad Town Tunnels
                                   Dizzy Dial
                 Aerial (Wings)
                 Jump to remove Wings -> becomes Gloomba

"This is a Paragloomba. Paragloombas are nasty winged Gloombas who make 
their home in the Toad Town Tunnels. Max HP: 7, Attack Power: 2, Defense 
Power: 0 Just like Paragoombas, Paragloombas lose their wings when 
attacked, then they fall and become Gloombas."


Paragoomba        2   1   0   6    Road to Toad Town
                                   ?
                 Aerial (Wings)
                 Jump to remove Wings -> becomes Goomba

"Obviously, Paragoombas are Goombas with wings. Max Hp: 2, Attack Power: 1, 
Defense Power: 0 You can't hit 'em with the Hammer while they're airborne. 
If you damage 'em, they'll fall to the ground and become ordinary Goombas."


Paratroopa        4   1   1   6    Koopa Bros. Fortress
                                   ?
                 Aerial (Wings)
                 Jump to remove Wings -> becomes Koopa Troopa
                 Double jump to remove wings and flip

"This is a Paratroopa. No surprise here--Paratroopas are Koopa Troopas with 
wings. Max HP: 4, Attack Power: 1, Defense Power: 1 When you jump on 'em or 
use a POW Block, their wings fall off and they become normal Koopa Troopas. 
It's easy to beat 'em once they're normal Koopa Troopas. Give 'em another 
Jump attack! They think they're pretty cool because they wear sunglasses, 
but they're not that tough."


Piranha Plant     5   3   0  11    Forever Forest
                                   Fire Flower
                 Spiked

"This is a Piranha Plant. Piranha Plants pop out of the ground at 
unexpected moments, so be on your guard. Max HP: 5, Attack Power: 3, 
Defense Power: 0 You've seen 'em in every one of your adventures, so I 
imagine you know 'em pretty well. Their sharp jaws point upward, so you'll 
get bitten if you try to jump on 'em. They smile after biting people. That 
smug smile...it makes me hopping mad."


Pokey             4   2   0   9    Dry Dry Desert
                                   Dried Fruit. Tasty Tonic
                 Spiked
                 Calls for "Pokey"

"This is Pokey, an evil cactus. Pokeys attack by throwing parts of their 
bodies or by coming up close and falling on you. Max HP: 4, Attack Power: 
2, Defense Power: 0 Be careful fighting them! It'll hurt if you jump on 
their spiky heads! They also have an annoying habit of calling in 
reinforcements. Let's beat 'em quickly."


Pokey Mummy       4   2   0   9    Dry Dry Ruins
                                   Tasty Tonic
                 Spiked
                 Attack induces 'Poison'
                 Calls for "Pokey Mummy"

"This is a Pokey Mummy. Pokey Mummies are Pokeys that dried out and 
became mummies then went to live in the ruins. Max HP: 4, Attack Power: 2,
 Defense Power: 0 Careful! They have spikes on their heads! *Trust me--
it'll hurt if youjump on 'em. The mummification also made 'em poisonous. 
If you get poisoned when they attack you, you'll take damage for a while. 
What do you say we beat 'em before they can poison us?!"


Putrid Piranha   12   3   0  17    Mt. Lavalava
                                   ?
                 Poison breath induces 'Poison' (ATK: 2)

"This is a Putrid Piranha. Max HP: 12, Attack Power: 3, Defense Power: 0 
Putrid Piranhas sometimes bite, but the truly scary thing is their nasty, 
poisonous breath. The power of their bad breath is 2, but your HP will 
begin to fall if you get poisoned. You should try to recover as quickly as 
possible if you get poisoned."


Pyro Guy          7   4   0  16    Shy Guy's Toy Box
                                   Fire Flower
                 Fire
                 Weak to ice (damage +2)

"This is a Pyro Guy. Pyro Guys are on fire, so any contact with them will 
cause damage. Max HP: 7, Attack Power: 4, Defense Power: 0 They're tough 
opponents, mainly because their attack power is so high. Any attacks that 
involve water or snow are our best bet because...well...you know."


R Magikoopa      11   3   0  21    Mt. Lavalava
                                   -
                 Aerial (Broom)
                 Jump to remove broom
                 Increases ATK +1 on an enemy

"This is a Red Magikoopa. He's one of the magicians in the Koopa clan. 
Snappy red robes, huh? Max HP: 11, Attack Power: 3, Defense Power: 0 He can 
magically increase the attack power of others. Take care of him before he 
can pump up his companions."


Ruff Puff        10   4   0  19    Flower Fields
                                   Thunder Rage
                 -

"This is a Ruff Puff. Ruff Puffs are nasty little cloud henchmen of Huff N. 
Puff. Max HP: 10, Attack Power: 4, Defense Power: 0 Ruff Puffs float in the 
air, so a Jump attack or something similar may be best. Of course, I'd be 
more than happy to give 'em a Headbonk! It's your call, Mario."


Shy Guy           7   2   0  14    Shy Guy's Toy Box
                                   Dizzy Dial, Fright Jar, POW Block
                 Acrobatic Attack (ATK +1)

"This is a Shy Guy. They're ne'er-do-wells. Big time rascals. No good... 
Max HP: 7, Attack Power: 2, Defense Power: 0 They occasionally do acrobatic 
attacks that have an attack power of 3. Who knows what lies in the hearts 
of these troublemakers? I guess they're dangerous, but they're pretty small 
time."


Sky Guy           7   3   0  15    Shy Guy's Toy Box
                                   ?
                 Aerial (Balloons)
                 Jump to pop balloons -> becomes Shy Guy

"This is a Sky Guy. Sky Guys are master balloonists. Max HP: 7, Attack 
Power: 3, Defense Power: 0 We can attack the balloon, too. Once they fall, 
they're just like normal Shy Guys. I wish I had a balloon so I could 
float... That looks awesome."


Spear Guy         7   3   0  16    Jade Jungle
                                   Sleepy Sheep
                 Calls for "Spear Guy"
                 Throws spear -> becomes Shy Guy

"This is a Spear Guy. Spear Guys are relatives of Shy Guys. They live in 
the jungle. Max HP: 7, Attack Power: 3, Defense Power: 0 You'll get hurt if 
you attack with the Hammer while they're pointing the spear at you. You'll 
also get hurt if you try to jump on 'em when the spear's pointing upward. 
Pay attention to the position of their spears when we attack. Oh yeah, they 
also sometimes call in reinforcements. After they throw their spears, they 
become ordinary Shy Guys."


Spike Top         4   3   4  17    Mt. Lavalava
                                   Super Soda
                 Immune to fire
                 Jump to flip
                 Flipped -> 0 DEF 1 turn

"This is Spike Top. Spike Tops have spikes on top. Duh! Max HP: 4, Attack 
Power: 3, Defense Power: 4 They're tough, just like Buzzy Beetles, and fire 
attacks don't affect 'em at all. But their defense power drops if you can 
flip 'em over."


Spiked Gloomba    7   3   0  12    Toad Town Tunnels
                                   Dizzy Dial, Sleepy Sheep
                 Spiked

"This is a Spiked Gloomba. They're Spiked Goombas who live in the Toad Town 
Tunnels. Max HP: 7, Attack Power: 3, Defense Power: 0 Be careful of the 
spiked hats they wear. It'll definitely hurt if you jump on 'em."


Spiked Goomba     2   2   0   6    Goomba Road
                                   Mushroom
                 Jump on spike without "Spike Shield" induces 'Paralysis'

"This is a Spiked Goomba. Spiked Goombas are Goombas with spikes on their 
heads. Max HP: 2, Attack Power: 2, Defense Power: 0 Whatever you do, don't 
jump on their spikes or you'll get hurt or even paralyzed."


Spiny             5   4   3  19    Flower Fields             
                                   -
                 Jump to flip
                 Flipped -> 0 DEF 1 turn

"This is a Spiny. Spinies have spikes on their shells that are pretty 
sharp. Max HP: 5, Attack Power: 4, Defense Power: 3 They'll roll into Spiny 
Eggs and slam into you. It'll be much easier to fight them if you can flip 
them over. Their defense power falls to 0."


Spy Guy           7   2   0  15    Shy Guy's Toy Box
                                   ?
                 Attack alternates between Hammer / Slingshot
                 Hammer attack disables 1 of Mario's abilities

"This is a Spy Guy. Spy Guys look like they're ready for war in their 
spiffy camouflage gear! Max HP: 7, Attack Power: 2, Defense Power: 0 They 
change their weapons each time they're attacked. You'd best try to avoid 
their hammer attack! Every time you're hit by it, you'll lose one of your 
commands."


Stone Chomp       4   3   1  14    Dry Dry Ruins
                                   ?
                 -

"This is a Stone Chomp, who guards the treasure in this room. He's made of 
stone. Duh! Max HP: 4, Attack Power: 3, Defense Power: 1 His jaws can 
supposedly crush a Coconut. I don't know about you, but I don't want to 
become a snack."


Swooper           4   2   0   9    Dry Dry Ruins
                                   -
                 Ceiling
                 Aerial
                 Drains 1 HP (Cannot drain if electrified)

"This is a Swooper, a ghost bat. Swoopers got their name because they swoop 
down out of the shadows. Max HP: 4, Attack Power: 2, Defense Power: 0 Even 
Jump attacks can't reach 'em when they're hanging on the ceiling, but earth 
tremors will knock 'em loose. Parakarry can also knock 'em loose with one 
of his moves. You can attack 'em however you choose once they're hovering 
in the air."


Swoopula          8   2   0  22    Crystal Palace
                                   Volt Shroom
                 Ceiling
                 Aerial
                 Drains ? HP (cannot drain if electrified)

"This is a Swoopula. Swoopulas attack from the air and cling to you to suck 
your HP. Max HP: 8, Attack Power: 2, Defense Power: 0 Hit (A) repeatedly to 
fight it off or else it'll keep sucking your HP. You can't jump high enough 
to attack them while they're hanging from the ceiling. An earthquake attack 
ought to work, though. Flying party members, like Bow or Parakarry, can 
also attack them with ease. If they fall and begin to flap around, you can 
attack them by jumping as well."


White Clubba     12   5   0  22    Shiver Mountain
                                   ?
                 Multi attack (ATK: 2,2,2)

"This is a White Clubba. They live in cold climates. Who knows why they 
moved here... Max HP: 12, Attack Power: 5, Defense Power: 0 They sometimes 
attack consecutively. They're pretty powerful. It's tough to swing such big 
clubs! Ice attacks won't work on them, so break out fire if you have it."


W Magikoopa      11   3   0  21    Jade Jungle
                                   -
                 Aerial (Broom)
                 Jump to remove broom
                 Heals one enemy 5 HP / all enemies 3 HP

"This is a White Magikoopa. He's one of the magicians in the Koopa clan. 
White robes, huh? How does he keep 'em clean? Max HP: 11, Attack Power: 3, 
Defense Power: 0 He's a healer. When he magically heals one companion it 
recovers 5 HP, and when he heals all of his companions at once, they all 
recover 3 HP. You'd better take care of this guy but fast."


Y Magikoopa      11   3   0  21    Flower Fields
                                   -
                 Aerial (Broom)
                 Jump to remove broom
                 Induce "electrify" on an enemy

"This is a Yellow Magikoopa. He's one of the magicians in the Koopa clan. 
Yellow is the new black, didn't you know? Max HP: 11, Attack Power: 3, 
Defense Power: 0 He can use magic to give his companions an electric 
charge. While his cohorts are electrified, don't attack them directly or 
you'll be in for a shocking surprise."

---------------------------------------------------------------------------


---------------------------------------------------------------------------
4. II Monster Compendium - Bosses
---------------------------------------------------------------------------

Name             HP ATK DEF SPL   Location
                 Properties
--------------------------------------------------------------------------- 
Anti Guy         50  10   0  42   Shy Guy's Toy Box / Bowser's Castle
                 Acrobatic Attack (ATK +2)

"This is an Anti Guy. His attacks are so intense that he's also called 
Deadly Guy. Max HP: 50, Attack Power: 10, Defense Power: 0 His attack power 
is 12 when he does an acrobatic attack, so dodge it! This guy is for real, 
so we'd better take him seriously."


B Ninjakoopa      5   1   1  17   Koopa Fortress
                 Jump to flip
                 Flipped -> 0 DEF 2 turns

"This is Black Ninjakoopa. Black is pretty fashionable... Max HP: 5, Attack 
Power: 1, Defense Power: 1 He has a little bit of defense power, but you 
can flip him over by jumping on him, just like a normal Koopa Troopa. Let's 
flip him over quick! Otherwise, the Bros. may form a tower and do their 
famous spinning attack!."


Big Lant. Ghost  40   5   0  42   Shy Guy's Toy Box
                 Extinguishes lantern
                 Flash; hit both Mario & Partner (ATK: 2)

"This is a Big Lantern Ghost. He avoids attacks by hiding in the dark. Max 
HP: 40, Attack Power: 5, Defense Power: 0 Your friends, like (ahem) me, 
will also be damaged when he does the flash attack. The flash attack's 
power is 2. Hit the Lantern many times to make it brighter, then you'll be 
able to attack him. As soon as you can see, hit him right in the head."


Blooper          30   3   0  44   Toad Town Tunnels
                 -

"This is a Blooper. Bloopers lurk in the dank pools of Toad Town Tunnels. 
Max HP: 30, Attack Power: 3, Defense Power: 0 They seem pretty 
unremarkable. Although... You have to wonder how they float in the air like 
that..."


Blooper Baby      6   2   0   0   Toad Town Tunnels
                 Drains ? HP (cannot drain if 'Electrified')

"This is a Blooper Baby. Super Blooper spits 'em out and they come to drain 
you. Max HP: 6, Attack Power: 2, Defense Power: 0 We need to beat 'em 
quickly so they can't drain us dry. They're so cute, though!"


Blue Goomba       6   1   0  20   Goomba Road
                 -

"This is Blue Goomba. He's the younger of the two notorious Goomba Bros. 
Max HP: 6, Attack Power: 1, Defense Power: 0 As you heard in his little 
speech, he's one of the Goomba King's men. He doesn't look that healthy. 
He's weaker than his brother."


Blue Goomba       3   1   0   5   Goomba King's Fortress
                 -

"This is Blue Goomba. He's the younger of the two notorious Goomba Bros. 
Max HP: 6, Attack Power: 1, Defense Power: 0 As you heard in his little 
speech, he's one of the Goomba King's men. He doesn't look that healthy. 
He's weaker than his brother."


Bowser           10   1   0   0   Peach's Castle
                 Fire breath (fire, ATK: 10)
                 Use Star Rod -> ATK +2 & DEF +1

- (No Tattle log available; Goombario cannot enter this battle)


Bowser (2)       50 var.  1 100   Peach's Castle
                 Nail        (ATK: 6)
                 Stomp       (ATK: 6)
                 Fire breath (fire, ATK: 8)
                 Use Star Rod -> ATK *2 & DEF +3
                 Flash; hit both Mario and Partner (negates status, ATK: 2)
                 Recover 20 HP

"It's the Evil King Bowser! Finally, after all this time! Max HP: 50, 
Defense Power: 1 He has a huge arsenal of attacks, from blowing clouds of 
fire to jumping on us. Fire Attack: 8, Stamp Attack/Nail Attack: 6 I'm sure 
he has other attacks that I don't know. Boy, does he look nasty! He's 
strong enough as it is, but I'm sure he can use that Star Rod to increase 
his power until he's nearly invincible. Princess Peach needs us! Let's take 
him, Mario!"


Bowser (3)       99 var.  1   0   Koopa Clown Car Arena
                 Nail        (ATK: 8)
                 Stomp       (ATK: 8)
                 Fire breath (fire, ATK: 10)
                 Use Star Rod -> ATK *2 & Impenetrable defense
                 Flash; hit both Mario and Partner (negates status, ATK: 2)
                 Recover 20 HP

Before Peach / Twink Intermezzo (Star Beam):
"It's the Evil King Bowser! Uh... I think he got bigger. That's not a good 
sign... Max HP: 99, Defense Power: 2 He has a huge arsenal of attacks, from 
blowing clouds of fire to jumping on us. Fire Attack: 10, Stamp Attack/Nail 
Attack: 8 I'm sure he has other attacks that I don't know. Kammy Koopa's 
mysterious device has somehow beefed up his power even more. That's hardly 
fair! You should use that Star Beam whenever he uses the Star Rod to 
increase his power. Oh, you already knew that?"

After Peach / Twink Intermezzo (Peach Beam):
"It's the evil King Bowser! No more messing around! Max HP: 99, Defense
Power: 2. He has a huge arsenal of attacks, from blowing clouds of fire to
jumping on us. Fire Attack: 10, Stamp Attack/Nail Attack: 8. I'm sure he has
other attacks that I don't know. When he increases his power with the Star
Rod, our attacks will be totally useless. When that happens, you must use
our ultimate weapon, the Peach Beam! It has the power of everyone's wishes!
This is our time, Mario! Let's take this chump! We're coming, Princess!"


Bowser???        10   1   0   0   Koopa Fortress
                 -

"Bowser...? But he looks kind of...lame. I mean, he's lame anyway, but... 
Max HP: 10, Attack Power: 1, Defense Power: 1 Does Bowser really look like 
this? I always imagined him looking, well, a lot scarier."


Buzzar           40   3   0  35   Mt. Rugged
                 Death Plunge:  1 / 4 Damage
                 Breath Attack: 1 / 3 Damage (hits partner too)

"This is Buzzar. He guards Mt. Rugged. Wow! That's one big bird! Max HP: 
40, Attack Power: 3, Defense Power: 0 If you get caught in the clutches of 
his sharp claws, you'll lose 4 HP! Try to wriggle out of his grip. His 
special attack is flapping his wings to create wind. This attack damages 
your party members, too. But he was hatching eggs, wasn't he? Is it 
possible that he's really a she? I wonder..."


Chan             15   2   2   0   Dojo
                 Jump to flip
                 Flipped -> 0 DEF 1 turn

"This is Chan, of the Dojo. He's training under The Master and is happy to 
fight us. Max HP: 15, Attack Power: 2, Defense Power: 2 Hammer attacks 
don't work well, but you can turn him over with Jump attacks. Once he's 
flipped over, he's easy. No mercy, Mario."


Chomp             4   3   3  14   Dry Dry Ruins
                 -

"It's a Chomp. You've heard about Chomps before, I'm sure. Max HP: 4, 
Attack Power: 3, Defense Power: 3 They're made of such hard stuff that most 
of your attacks won't even faze them. I heard a rumor that the Chomps are a 
little peeved at Tutankoopa because he works them so hard."


Crystal Bit       1   -   0   0   Crystal Palace
                 Attacks you via Crystal King

"This is a Crystal Bit. Basically, Crystal Bits are just pieces of the 
Crystal King. You can drop 'em with ease. Their Max HP is 1 and they're 
only dangerous when the Crystal King spews 'em out. Their defense power is 
0. These guys are pretty weak. They'll keep coming, though, until you've 
finally beaten the Crystal King."


Crystal King     70   6   2  85   Crystal Palace
                 Attack induces 'Frost'
                 Multiattack (# of Crystal bits, ATK: 4,4,4)
                 Summon 3 Crystal Bits
                 Create 2 Duplicates
                 Recover 20 HP

"This is the Crystal King. He's one of Bowser's main guys. I don't know how 
he managed to take over this palace, but... Max HP: 70, Attack Power: 6, 
Defense Power: 2 He'll attack you by summoning and launching Crystal Bits. 
The power of each attack is 4. The number of times he attacks equals the 
number of Crystal Bits he's deployed. He'll also try to freeze you whenever 
he can. When his HP gets low, he may try to divide and conquer. The power 
of this attack is 8. You can hurt him only by attacking his real body. If 
you don't know which one's the main body, you should attack all of them. 
Pretty brilliant, eh?"


Crystal King      -   -   -   -   Crystal Palace
 (Duplicate)     Attacking the duplicate removes mirage

"I think this is a deceptive duplicate of the Crystal King. Since it's just 
an illusion, all of your attacks will just go through it. Max HP: 70, 
Attack Power: 5, Defense Power: 0 Just a reminder, Mario... You must damage 
the real one."


Electro Blooper  25   4   0  50   Toad Town Sewers
                 Charges Power (electrifies, ATK +4)
                 Hit while charged to negate charge & electrify statuses

"This is an Electro Blooper. Electro Bloopers are electro-charged. Max HP: 
50, Attack Power: 4, Defense Power: 0 A bit of advice: When they're 
emitting electricity, it'd be a smart move to avoid contact with 'em. If 
you can manage to damage 'em while they're emitting electricity, they'll go 
back to normal. Their attack power when they're emitting electricity is 6. 
Let's try to be careful, what do you say."


Fuzzipede        15   3   0  43   Whale's belly
                 Ceiling

- (No Tattle log available; Goombario cannot tattle him)


G Ninjakoopa      5   1   1  16   Koopa Fortress
                 Jump to flip
                 Flipped -> 0 DEF 2 turns

"This is Green Ninjakoopa. He looks exactly the same as a normal Koopa 
Troopa. Max HP: 5, Attack Power: 1, Defense Power: 1 He has a little bit of 
defense power, but you can turn him over by jumping on him, just like a 
normal Koopa Troopa. Let's flip him over quick! Otherwise, the Bros. may 
form a tower and do their famous spinning attack."


General Guy      30   4   2  72   Shy Guy's Toy Box
                 Appears in group of 3 enemies
                 Flash; attack Mario & Partner (ATK: 2, only with bulb)

"This is General Guy in his tank. The tank seems to be dangerous even 
though it's a toy. Max HP: 30, Attack Power: 4, Defense Power: 2 Not only 
does the General give commands from the tank, but he also throws bombs and 
uses electric attacks. The power of his electric attack is 5, and your 
party member takes 2 damage points, so defend yourself carefully. He'll 
lose the electric attack if we break the light bulb. Normal fighting styles 
seem ineffective because the tank is well fortified."


Goomba King      10   1   0  49   Goomba King's Fortress
                 Stomp causes a bramble to fall (ATK: 2)

"This is the Goomba King. He's really big. I mean, look at him! He looks 
really powerful. Max HP: 10, Attack Power: 1, Defense Power: 0 He's the 
boss of Red Goomba and Blue Goomba. Who cares if he's strong? You're much 
stronger. Gee, I wonder what he ate to become so big? I'd like to be a bit 
bigger, too."


Huff N. Puff     60   5   0  80   Cloudy Climb
                 Can charge up & electrifies
                 Lightning does 6 damage
                 Charged Lightning does 12 damage
                 Wind Breath does between 3 / 7 damage
                 Body Slam ATK = 5 + # Tuff Puffs around him
                 Immune to electric damage (Watt's electro dash)
                 Splits off up to 10 Tuff Puffs when hit
                 Recovers HP via Tuff Puffs

"This is Huff N. Puff. He's a giant cloud monster. Max HP: 60, Attack 
Power: 5, Defense Power: 0 His thunder attack is very dangerous. If you 
don't defend, you'll take massive damage. When you attack Huff N. Puff, 
little clouds called Tuff Puffs come out. Their number is based on the 
amount of damage you do. If you leave the Tuff Puffs, Huff N. Puff will 
swallow them up and restore his HP. You need to use smart tactics to beat 
this guy, Mario."


Jr. Troopa #1     5   1   0  41   Goomba Village
                 Charges Power (ATK +1) when HP is one

- (No Tattle Log available; Goombario cannot enter this battle)


Jr. Troopa #2    15   2   1  44   Pleasant Path
                 -

"What was his name? Jr. Troopa? I don't remember exactly... ...Just joking, 
kid! Max HP: 15, Attack Power: 2, Defense Power: 1 He looks so adorable 
hiding in his egg, doesn't he? So cute! It should be a snap to beat him 
now. ...I think."


Jr. Troopa #3    40   5   1  52   Forever Forest
                 Aerial

"It's Jr. Troopa. I can't get enough of this guy! Waa ha ha ha! Did the 
little guy get lost in the big, bad forest? Max HP: 40, Attack Power: 5, 
Defense Power: 1 Apparently he's grown wings, so he can fly now. You'll 
have to jump to reach him. He's a bit stronger, so it may be worth it to 
use any items you have to attack him."


Jr. Troopa #4    20   6   1  59   Toad Town - Harbor
                 Jr. loses 20 HP at the start of the battle
                 Aerial
                 Spiked

"It's Jr. Troopa! He swam all the way after us! This kid...he's got guts! 
Max HP: 40, Attack Power: 6, Defense Power: 1 He still flies but now he has 
a spike on his head. It'll hurt if you jump on him. He seems tougher this 
time... Luckily for us, he also looks pretty tuckered out. Well, he should 
be tired. The little guy swam to Lavalava Island and back! It seems better 
to attack from a distance with an item or something, rather than attacking 
him directly."


Jr. Troopa #5    50   8   1  65   Shiver Road
                 -

"It's Jr. Troopa! I'm stunned! Really! This guy just will not quit! Max HP: 
50, Attack Power: 8, Defense Power: 1 He's obviously been training. It 
seems he can use magic now. Sigh... Let's get this over with."


Jr. Troopa #6    60   8   2  75   Bowser's Castle
                 Aerial (until HP < 30)
                 Spiked (until HP < 30)

"It's Jr. Troopa again! My man! The little guy still has some egg shell 
left on his body! Aww! Max HP: 60, Attack Power: 8, Defense Power: 2 Whoa! 
He's been working out! He looks as though he may be able to change his 
shape, too. You've got to love this guy's effort, Mario. To follow us all 
the way here? What dedication! Come to think of it, how do you think he got 
here, anyway?"


Kent C. Koopa    70  10   6  55   Pleasant Path (Post Chapter 5)
                 Can be flipped (requires 2 jumps)
                 Flipped -> 3 DEF on shell, 0 DEF on tail for 1 turn
                 Very susceptible to "Sleep" status
                 Shell attack hits both Mario and Partner (ATK: 3)

"This is Kent C. Koopa. He seems pretty greedy for such a large Koopa. Max 
HP: 70, Attack Power: 10, Defense Power: 6 He sometimes does a stamp attack 
with his shell. That attack has a power of 3. His shell attack also damages 
party members (like me!), so be sure to defend! As with all Koopas, your 
chances will greatly improve if you can flip him over. His defense power 
will drop. Watch it, though! He'll attack as soon as he's back on his feet. 
And by the way, is he not THE HUGEST KOOPA EVER!?! Somebody told me that he 
used to live in Koopa Village..."


Koopa Bros.       -  var. -   -   Koopa Bros. Fortress
                 ATK = # of Koopa Bros. on the stack
                 Stack collapses with 2 Jump attacks or 1 explosion

"The Koopa Bros. have formed a tall Koopa tower! Max HP: ?, Attack Power: 
?, Defense Power: ? I'm not sure about this... They do a spinning attack 
with the whole gang piled high atop one another. Hit 'em with a Hammer or 
something to make 'em unstable. After that, any attack should knock 'em 
down. If you use an explosion, you can make 'em fall down at once. If you 
flip 'em over, the battle will nearly be ours! Beat 'em one by one!"


Lakilester         50   4   0  40   Flower Fields - Northwest
                 -

"He said his name is Spike. He seems to be a Lakitu, but he's the weirdest 
one I've seen. Max HP: 50, Attack Power: 4, Defense Power: 0 He throws 
Spiny Eggs. Is it just me, or did he call himself Spike, Michael and 
Lakilester? What an odd guy... ...I have to wonder just what his real name 
is..."


Lava Bud (1)      8   4   0   0   Mt. Lavalava
                 Fire based attack

"This is a Lava Bud. Lava Buds are little flowers branching out from the 
main stem of the Lava Piranha. They love it in the lava. Hey, if you were a 
fiery plant, you'd love it in there, too. Max HP: 8, Defense Power: 0 They 
blow small seeds or other projectiles to attack. The small Lava Buds' 
attack power is 4."


Lava Bud (2)      8   -   0   0   Mt. Lavalava
                 Fire
                 Attack with Ice/Water stuns it for 2 turns
                 Doesn't attack directly
                 Calls "Petit Piranha" 

"This is a Lava Bud. Lava Buds are little flowers branching out from the 
main stem of the Lava Piranha. They love it in the lava. Hey, if you were a 
fiery plant, you'd love it in there, too. Max HP: 8, Defense Power: 0 They 
blow out Petit Piranhas. The Lava Buds' stems themselves won't attack you."


Lava Piranha (1) 40   5   0  45   Mt. Lavalava
                 Fire based attack

"This is a Lava Piranha. Lava Piranhas are plants that can somehow survive 
in lava. Max HP: 40, Attack Power: 5, Defense Power: 0 They blow out huge 
balls of fire to attack. That is one big flower! Wow."


Lava Piranha (2) 40   5   0  45   Mt. Lavalava
                 Fire
                 Fire based attack
                 Attack with Ice/Water stuns it for 2 turns

"This is a Lava Piranha. Lava Piranhas are plants that can somehow survive 
in lava. Max HP: 40, Attack Power: 5, Defense Power: 0 Since their bodies 
are on fire, you'll take damage if you step on 'em. Don't worry if you're 
fireproof. They'll try to burn you with their fire breath. They're 
creatures born of fire, so water attacks will work extremely well against 
them."


Lee              20   5   0   0   Dojo - Toad Town
                 Transforms into your current party member

"This is Lee, of the Dojo. He's training under The Master and is happy to 
fight us. Max HP: 20, Attack Power: 5, Defense Power: 0 He has mastered the 
art of disguise, so don't let it faze you when he suddenly mirrors us. 
Remember, he can't stay disguised forever. Don't let his strange tactics 
throw you off guard, no matter how many times he transforms."


Bombette???      20  var. 0   0   Dojo - Toad Town
                 ATK = 2/3/5 (Normal/Super/Ultra Rank)
                 Can transform back to Lee again
                 
"This is Lee disguised as Bombette. His Max HP is 20. Lee has disguised 
himself as Bombette perfectly, so his attack power is the same as 
Bombette's usual power. Sure, he looks cute as Bombette, but he packs a 
punch."


Bow???           20   1   0   0   Dojo - Toad Town
                 Can transform back to Lee again

"This is Lee disguised as Bow. His Max HP is 20. Lee has disguised himself 
as Bow perfectly, so his attack power is the same as Bow's usual power. 
That Smack attack is brutal! So cruel!"


Goombario???     20  var. 0   0   Dojo - Toad Town
                 ATK = 1/2/3 (Normal/Super/Ultra Rank)
                 Can transform back to Lee again

"It's Lee disguised as me. His Max HP is 20. Do I really look like that? No 
way... He'll use Headbonk and Tattle. He has the same skills as me. Of 
course, I'm much better looking and more debonair. And I hope that I'm 
stronger."


Kooper???        20  var. 1   0   Dojo - Toad Town
                 ATK = 2/3/5 (Normal/Super/Ultra Rank)
                 Jump to flip
                 Flipped -> DEF = 0 for 1 turn
                 Can transform back to Lee again

"This is Lee disguised as Kooper. His Max HP is 20. Lee has disguised 
himself as Kooper perfectly, so his attack power is the same as Kooper's 
usual power. Just like Kooper, he attacks with his shell. If you flip him 
over, you'll beat him with ease. Incidentally, Lee's red scarf and 
wristband look cooler than Kooper's. ...Don't tell Kooper I said that, 
though."


Lakilester???    20  var. 0   0   Dojo - Toad Town
                 Aerial
                 ATK = 3/4/5 (Normal/Super/Ultra Rank)
                 Can transform back to Lee again

"This is Lee disguised as Lakilester. His Max HP is 20. If I remember our 
battle with the real Lakilester correctly, this one seems to be weaker. Lee 
has disguised himself as Lakilester perfectly, so his attack power is the 
same as Lakilester's usual power. Dodging that Spiny Flip is tough, so pay 
attention."


Parakarry???     20  var. 0   0   Dojo - Toad Town
                 ATK = 2/3/5 (Normal/Super/Ultra Rank)
                 Can transform back to Lee again

"This is Lee disguised as Parakarry. His Max HP is 20. Lee has disguised 
himself as Parakarry perfectly, so his attack power is the same as 
Parakarry's usual power. He's usually slow, but once he's in battle, he's a 
whirlwind of feet and feathers. He's a sight to behold in the heat of 
battle. To tell the truth, I think he's the most intimidating one on our 
team."


Sushie???        20  var. 0   0   Dojo - Toad Town
                 ATK = 3/4/5 (Normal/Super/Ultra Rank)
                 Can transform back to Lee again

"This is Lee disguised as Sushie. His Max HP is 20. Sushie looks tough! 
Think she'd be mad if she heard that? Lee has disguised himself as Sushie 
perfectly, so his attack power is the same as Sushie's usual power. I'm not 
too thrilled to have to fight Sushie. She's strong."


Watt???          20  var. 0   0   Dojo - Toad Town
                 ATK = 3/4/5 (Normal/Super/Ultra Rank)
                 Electrified
                 Attack doesn't pierce Mario's defense
                 Immune to electric damage (Zap Tap)
                 Can transform back to Lee again

"This is Lee disguised as Watt. His Max HP is 20, so you should be serious 
even though he looks as adorable as Watt. Lee has disguised himself as Watt 
perfectly, so his attack power is the same as Watt's usual power. Remember, 
don't stomp on him! You'll get a massive electric charge if you do."


Magikoopa         8   3   0  16   Shooting Star Summit
                 Aerial

"This is a Magikoopa. Magikoopas use magical rods. Max HP: 8, Attack Power: 
3, Defense Power: 0 Magic attacks are no joke, Mario. You'd better take 
these guys seriously."


Mario           var. var. var. ?   anywhere
                This is Lee tattling Mario in his Goombario disguise

"It's Mario, silly! He's here to save Princess Peach, who was kidnapped by 
Bowser. Remember? He fights until the bitter end, no matter what enemies 
attack.


Master(1)        50   6   0   0   Dojo - Toad Town
                 -

"This is The Master. He owns the Dojo-- and he's the strongest member. Max 
HP: 50, Attack Power: 6, Defense Power: 0 If he's the best in the Dojo, he 
must be pretty tough."


Master(2)        75   8   0   0   Dojo - Toad Town
                 Combo Attack: 5,6

"This is The Master. He owns the Dojo-- and he's the strongest member. Max 
HP: 75, Attack Power: 8, Defense Power: 0 He knows both normal and advanced 
methods of attack. You'd better concentrate, Mario! This guy doesn't mess 
around at all!"


Master(3)        99  10   1   0   Dojo - Toad Town
                 Double Combo (ATK: 6,7)
                 Triple Combo (ATK: 5,6,7)

"He is The Master. He owns the Dojo-- and he's the strongest member. Max 
HP: 99, Attack Power: 10, Defense Power: 1 He may well know a few moves 
I've never heard of... We can't expect mercy from this guy, so let's take 
the fight to him."


Monstar          20   1   0  45   Shiver Snowfields
                 -

"This monster... Even I don't know what it is! I don't know why, but it 
looks really terrifying. ...I get the funny feeling I had a nightmare about 
it... Max HP: 20, Defense Power: 0 I don't know its attack power, but it 
must be very powerful, judging by its looks."


Petit Piranha     1   6   0   0   Mt. Lavalava
                 Fire
                 Kamikaze attack after 1 turn

"This is a Petit Piranha. Petit Piranhas spew from Lava Buds. Max HP: 1, 
Attack Power: 6, Defense Power: 0 These things can do some serious damage, 
so watch it!"


R Ninjakoopa      5   1   1  17   Koopa Fortress
                 Jump to flip
                 Flipped -> 0 DEF 2 turns

"This is Red Ninjakoopa. He's the Koopa Bros. leader. He's pretty much just 
a normal Koopa Troopa, though. Max HP: 5, Attack Power: 1, Defense Power: 1 
He has a little bit of defense power, but you can flip him over by jumping 
on him, just like a normal Koopa Troopa. Let's flip him over quick! 
Otherwise, the Bros. may form a tower and do their famous spinning attack."


Red Goomba (1)    7   1   0  20   Goomba Road
                 -

"This is Red Goomba. He's the older of the two notorious Goomba Bros. Max 
HP: 7, Attack Power: 1, Defense Power: 0 The Goomba King ordered him to try 
to stop you. You can take this guy, no prob. He has just a little more HP 
than an ordinary Goomba."


Red Goomba (2)    3   1   0   5   Goomba King's Fortress
                 -

"This is Red Goomba. He's the older of the two notorious Goomba Bros. Max 
HP: 7, Attack Power: 1, Defense Power: 0 The Goomba King ordered him to try 
to stop you. You can take this guy, no prob. He has just a little more HP 
than an ordinary Goomba."


Shy Squad        15   1   0   0   Shy Guy's Toy Box
                 Each Shy Guy is 1 HP
                 Damage = # of Shy Guys in the group
                 If HP < 3, then the Shy Guys run away

"This is the Shy Squad. It'll attack us with all its members at once. Max 
HP: 15, Attack Power: 1, Defense Power: 0 The number of times we're 
attacked will equal the number of Shy Guys in the Squad. Its attack power 
is huge when there are many Guys, but it drops for each one that falls. 
Let's use an attack that does tons of damage so we can decrease their 
numbers and increase our chances."


Shy Stack        10   1   0   0   Shy Guy's Toy Box
                 Four Shy Guys stack atop each other
                 Damage = 1 * # of Shy Guys on stack
                 Spin Hammer removes a Guy

"This is a Shy Stack. Whoa, this pile has an incredible sense of balance! 
Look at that stack! Max HP: 10, Attack Power: 1, Defense Power: 0 Its 
attack power equals the number of Guys in the stack. It will be 4 if there 
are four Shy Guys stacked up. If you have the Spin Hammer ability, you can 
knock 'em off one by one. Obviously, their attack power decreases when 
there are fewer of 'em in the stack."


Stilt Guy         7   4   0   0   Shy Guy's Toy Box
                 Jump to remove Stilts -> becomes Shy Guy

"This is Stilt Guy. Yes, as the name suggests, Stilt Guys are Shy Guys on 
Stilts. I mean, it seems pretty obvious to me... Max HP: 7, Attack Power: 
4, Defense Power: 0 If you attack 'em by shaking the ground, they'll fall 
off their stilts and become normal Shy Guys."


Super Blooper    70   5   0  32   Toad Town Tunnels
                 Calls "Blooper Baby" 2x
                 Charges up (ATK *2)

"This is a Super Blooper. Whoa! It's huge! Easily the biggest Blooper ever! 
Max HP: 70, Attack Power: 5, Defense Power: 0 Trust me, its size doesn't 
lie. It's pretty powerful. When it gets mad, it turns red and its power 
goes way up. And sometimes it spawns Blooper Babies. Buckle down, Mario! 
We're in for a fight."


Tubba Blubba(1)  10   4   ?   0   Tubba Blubba's Castle
                 Hip attack (ATK: 6)
                 Invincible; cannot be damaged

"This is Tubba Blubba. He is one of Bowser's toughest followers and he's 
the master of this cursed castle. Max HP: 10, Attack Power: 4, Defense 
Power: ? Hip Attack Power : 6 I don't know his defense power. Everyone says 
he's invincible because he has never been hurt. I'd say it's a good idea to 
run from immortal enemies! If you get in deep trouble, Bow can hide you 
from him."


Tubba Blubba(2)  10   4   0  70   Windy Mill
                 Hip attack (ATK: 6)

"This is Tubba Blubba, now reunited with his heart. This is finally his 
true self. Max HP: 10, Attack Power: 4, Defense Power: 0 ...probably. His 
Hip Attack causes 6 points worth of damage. Be careful, because I'm not 
exactly sure what his other attacks can do. ...But... I think he's 
definitely weaker than before..."


Tubba's Heart    50   6   0   0   Windy Mill
                 Charges up (ATK: *2)

"This is Tubba's Heart. You might say it's the "heart" of Tubba's secret. 
Ha! OK, that wasn't funny. Max HP: 50, Attack Power: 6, Defense Power: 0 He 
has a terrible attack, so hide when he tells you he's about to unleash it. 
This attack will take away 12 HP! Whoa! Try to beat him before he can do 
his huge attack again. Trust me, it's dangerous. This is Bow's turn to 
shine."


Tuff Puff         1   2   0   0   Cloudy Climb
                 Can be up to 10 on the screen
                 Huff N. Puff recovers HP from them
                 Attack together in a group

"These are the Tuff Puffs that break off when you damage Huff N. Puff. Max 
HP: 1, Attack Power: 2, Defense Power: 0 Tuff Puffs will fly over and 
attack you directly. You have to shake them off you using the action 
command or they'll keep on damaging you. Huff N. Puff will swallow the Tuff 
Puffs to restore his HP, so think carefully when attacking. You can beat 
the Tuff Puffs easily by attacking all enemies."


Tutankoopa       30   3   0  55   Dry Dry Ruins
                 Cannot be reached with Hammer attacks
                 Calls "Chomp"
                 Magic Song; attacks both (ATK: 2)
                 Magic Song; attacks himself! (ATK: 2)

"This is Tutankoopa. He's one of Bowser's followers and he's been assigned 
to guard one of the Star Spirits. I've heard that he has sort of a pharaoh 
complex. Max HP: 30, Attack Power: 3, Defense Power: 0 He attacks by 
throwing shells from that high perch. Try to dodge when he uses magic: its 
attack power is 2 and it'll sting for sure. And he also summons Chomps, his 
loyal subjects. Those Chomps have some serious attack power. Think hard 
about who to attack first, Tutankoopa or Chomp."


Y Ninjakoopa      5   1   1  16   Koopa Fortress
                 Jump to flip
                 Flipped -> 0 DEF for 2 turns

"This is Yellow Ninjakoopa. Yellow reminds me of curry. Isn't that a weird 
thing to think of in the middle of a battle? Max HP: 5, Attack Power: 1, 
Defense Power: 1 He has a little bit of defense power, but you can flip him 
over by jumping on him, just like a normal Koopa Troopa. Let's flip him 
over quick! Otherwise, the Bros. may form a tower and do their famous 
spinning attack."
---------------------------------------------------------------------------




---------------------------------------------------------------------------
5. Chuck Quizmo Questions
---------------------------------------------------------------------------

A set of 64 Star Pieces listed comes from the traveling quizmaster called: 
Chuck Quizmo. You get a Piece for every of his 64 question, upon answering 
them correctly. After you reach Toad Town he will appear randomly in each 
of the following locations:

     -Goomba Village
     -Toad Town (2x)
     -Koopa Village (2x)
     -Dry Dry Outpost (2x)
     -Yoshi Village
     -Shiver City (2x)
     -Star Haven

 The easiest way of getting many pieces of him is by going to the Toad Town 
Tunnels and using the three warp pipes on the left to travel between, 
Goomba / Koopa Village & Dry Dry Outpost. This seems to be the fastest 
method of getting all Star Pieces from him, because you will probably have 
completed all side quests before getting even half the amount of pieces 
from him. Answers marked with '->' are of course the correct ones you 
should enter if you wish to win the Star Piece.

 1. What is the name of Goombario's younger sister?
      Goombette
      Goombalina
   -> Goombaria

 2. What is the color of the block you can break with the first Hammer
    you got?
      Red
   -> Yellow
      Gray

 3. What ability does Goombario frequently use?
      Jump
   -> Tattle
      Dive

 4. What color of pants was the Goomba King wearing?
      Blue and White
      Red and Blue
   -> Red and White

 5. Which of Mario's battle commands is on the far left?
      Jump
      Item
   -> Strategies

 6. How many windows does the Goomba House in Goomba Village have?
   -> One
      Two
      Three

 7. What's the name of the leader of the Red and Blue Goomba Bros.?
      Dr. Goomba
      Big Goom
   -> Goomba King

 8. What color are Luigi's pants?
   -> Blue   (just like Mario)
      Green
      Yellow

 9. How many members are there in Goombario's family?
      Four
      Five
   -> Six   (Goompa, Gooma, Goompapa, Goomama, Goombaria, Goombario)

10. What will you receive when you get the right answer in a quiz?
      It's me
   -> Star Piece
      Mushroom

11. What is the name of the smart Toad living in Toad Town?
   -> Russ T.
      Smarr T.
      Toace T.

12. How many buildings are there in Koopa Village?
      Four
      Five
   -> Six

13. Of the following, who is NOT a member of the Koopa Bros.?
      Red Ninjakoopa
   -> Blue Ninjakoopa
      Black Ninjakoopa

14. How many coins are needed to buy a Mushroom at the shop in
    Koopa Village?
      2 coins
   -> 4 coins
      8 coins

15. Where does Merluvlee, who tells fortunes about special things, live?
   -> Shooting Star Summit
      Toad Town
      Bowser's Castle

16. What is the name of the character who joined you at the Koopa
    Bros. Fortress?
      Goombario
      Kooper
   -> Bombette

17. What color is Bowser's hair?
   -> Red
      Green
      Yellow (I believe it was this color in SMB)

18. How many Star Spirits do you have to save?
      One
      Five
   -> Seven

19. What's the name of the elderly Koopa Troopa who always asks for errands
    to be run?
      Koopa Krab
   -> Koopa Koot
      Old Koop

20. How many Bob-ombs besides Bombette were imprisoned in the jail at the
    Koopa Bros. Fortress?
   -> Four
      Eight
      Twelve

21. Where is the house of the explorer, Kolorado?
   -> Koopa Village
      Toad Town
      Goomba Village

22. What is the destination of the train which departs from Toad Town
    station?
      Goomba Village
      Koopa Village
   -> Mt. Rugged

23. What is the name of the fellow who sells Badges in Toad Town?
      Merlow
   -> Rowf
      Kolorado

24. What treasure did Bowser steal from Star Haven?
   -> Star Rod
      Twink
      Princess Peach

25. What is the color of the roof of the house in Koopa Village where you
    can listen to a radio?
      Red
      Yellow
   -> Blue

26. Who does Kooper idolize?
      Mario
   -> Kolorado
      Koopa Koot

27. What does Merlee of Dry Dry Outpost specialize in?
      Fortune-telling
   -> Casting spells
      Cooking

28. Who hides inside a coffin in Dry Dry Ruins?
      Mummy Man
      Moustafa
   -> Pokey Mummy

29. What can you get when you take Star Pieces to Merlow at Shooting
    Star Summit?
      Cards
      Coins
   -> Badges

30. Who knew the location of Dry Dry Ruins in Dry Dry Desert?
      Kolorado
   -> Moustafa
      Goombario

31. When you want Tayce T., who loves cooking, to make Lemon Candy, what do
    you have to give her besides a Lemon?
      Star Piece
   -> Cake Mix
      Mushroom

32. Who among the following lives in Forever Forest?
      Jr. Troopa
   -> Oaklie
      Cleft

33. What are Boos, exactly?
   -> Ghosts
      Thieves
      Sheets 

34. What appears when you hit the Whacka living on Mt. Rugged?
      Heart
      Mushroom
   -> Bump

35. Other than Lemons, what fruit drops when you hit a tree in the desert
    oasis?
      Coconut
      Apple
   -> Lime

36. What is the name of the strange person in Toad Town who can increase
    Mario's status?
      Rat Cheepa
      Diz Onnest
   -> Chet Rippo

37. What ability does Bombette frequently use?
      Sing
      Dance
   -> Bomb

38. What does Gourmet Guy like?
   -> Cake
      Mushrooms
      Kooper

39. Who was the second companion to join your team?
      Bombette
   -> Kooper
      Parakarry

40. Who tried to steal coins from you in the desert? 
      Pokey
   -> Bandit
      Nomadimouse

41. What is the name of the Star Spirit who can use Star Storm?
      Eldstar
      Muskular
   -> Skolar

42. What are addressed to your companions and sent to the post office?
      Parcels
   -> Letters
      Handbills
 
43. Among the following, which building is NOT in Toad Town?
      Shop
      Station
   -> Mayor's House

44. What kind of book did Gourmet Guy drop?
      Gardening
   -> Cooking
      Fishing

45. Who am I? (Bruce Lee :P)
      Sir Quizzby
      I. Q. Testa
   -> Chuck Quizmo

46. Where do I show up?
   -> In towns and villages
      On the street
      In the jail (this is a family oriented game...)

47. What is the name of the plant that grows in Jade Jungle and blows
    out stars?
   -> Trumpet Plant
      Hurt Plant
      Bellbell Plant

48. What color was the leader of Yoshi's Village?
      Blue
   -> Green
      Pink

49. What is the name of the elderly man who tells fortunes in Toad Town?
      Merlow
   -> Merlon
      Merluvlee

50. How many colors of Yoshis did you see in Yoshi's Village?
   -> Six
      Eight
      Ten

51. How would the Yoshi Kids in Yoshi's Village describe Sushie?
      Easygoing
   -> Bossy
      Sleepy

52. What building is across from the Toad Town post office?
      Shop
      Station
   -> Merlon's house

53. What kind of card do you get when you defeat Lee at the Dojo in
    Toad Town?
      First-Degree
   -> Second-Degree
      Third-Degree

54. What color is the brooch that Princess Peach wears?
   -> Blue
      Red
      Pink

55. Who gave you Miracle Water in Flower Fields?
      Posie
      Rosie
   -> Lily

56. What is the name of Lakilester's girlfriend?
      Landolaki
      Lakitofu
   -> Lakilulu

57. How do you make the Pipe leading to the Toad Town Playroom come out?
      Jump
   -> Hit a tree
      Hit a switch

58. Among the following, who is inside Club 64?
      Dancer
      Composer
   -> Pop Diva

59. Which of the following do Shy Guys never do?
   -> Sing
      Dance
      Run

60. What best describes the relationship between Mario and Luigi?
      Neighbors
      Friends
   -> Brothers

61. Among the following, who is found in Starborn Valley?
      Penguin
      Lakitu
   -> Ninji
 
62. How many companions do you travel with?
      Seven
   -> Eight
      Nine

63. What is the name of the Star Kid who's always with Princess Peach?
      Gleem
   -> Twink
      Glo
 
64. How many Star Spirits have you saved in total?
      Five
   -> Seven
      Ten


---------------------------------------------------------------------------
6. I Special Objects - Star Pieces
---------------------------------------------------------------------------

 There are 160 Star Pieces in this game. You can get 64 from Chuck Quizmo's 
Quizzes (see the list above), 11 for delivering the letters (not counting 
the 14 letters from the Letter Cycle for the Lucky Day badge), 5 sets of 3 
Star Pieces from Koopa Koot Favors:

       64 Chuck Quizmo
       11 Letter delivery
       15 Koopa Koot (in sets of 3 - complete 4, 8, 12, 16 & 20 favors)
      --- +
       90

 The remaining 160 - 90 = 70 Pieces can be obtained by finding hidden floor 
panels and looking carefully in the field. I've also included Merluvlee's 
hint for each one of them, but note that pieces held by people cannot be 
located and therefore there are some gaps here and there.


 1. Goomba Village
---------------------------------------------------------------------------
Description:  Return the Dolly fallen from the tree at Jr. Troopa's
              Playground to Goombaria
Requirements: Hammer / Have Dolly
Merluvlee:    - (Star Piece possessed by a person)


 2. Goomba Village
---------------------------------------------------------------------------
Description:  On a high ledge in the area to the left
Requirements: -
Merluvlee:    "Between Goomba Village and the back forest the path splits.
               One route goes up, the other straight ahead. You take the 
               one that goes up. After you pass a tree, you descend a few 
               steps and find the piece on the ground."


 3. Goomba Village
---------------------------------------------------------------------------
Description:  Floor Panel in the center of the clearing
Requirements: Super Boots (Ultra Boots will work too of course)
Merluvlee:    "Near Goomba Village there is a peaceful clearing. It was
               here that you landed when you fell from the sky. You shake 
               the ground up and find a hidden chamber. The piece rises
               from below."


 4. Goomba Village
---------------------------------------------------------------------------
Description:  Floor Panel in front of the Stone block (west side)
Requirements: Super Hammer (Ultra Hammer will work too)
Merluvlee:    "You go to an open space near the steps behind Goomba
               Village. A secret hole hides between a jump pad and a stone
               block. You Spin Jump on the grass and find the hidden panel.
               The piece flies out of the hole."


 5. Goomba Road
---------------------------------------------------------------------------
Description:  Smash the tree to the left of King Goomba's Fortress
Requirements: Hammer
Merluvlee:    "Between Goomba Village and Toad Town, there is a stone
               bridge where Goombas make their home. A tree grows on the
               near side of the bridge, hiding what you seek in its
               branches. You smash the tree."


 6. Goomba Road
---------------------------------------------------------------------------
Description:  Floor Panel to the east of Goomba King's Fortress
Requirements: Super Boots
Merluvlee:    "Just beyond the bridge where you defeated the Goomba King
               is an open area with a hill that can't be climbed. You
               Spin Jump in front of the hillside, causing a hidden panel
               to shudder."


 7. Toad Town - Main Gate
---------------------------------------------------------------------------
Description:  Take Sushie out for a ride over the pond
Requirements: Sushie
Merluvlee:    "It rests by a waterfront house in Toad Town, near the gate
               that leads to Goomba Village. You cross the pond and easily
               pick it up."


 8. Toad Town - Main Gate
---------------------------------------------------------------------------
Description:  Floor Panel in front of the Dojo
Requirements: Super Boots
Merluvlee:    "You cross the road in front of the Dojo in Toad Town and
               see three sisters. You Spin Jump beside them and find a
               hidden chamber. The piece you seek hides there."


 9. Toad Town - Center
---------------------------------------------------------------------------
Description:  Smash the tree next to Merlon's House
Requirements: Hammer
Merluvlee:    "You smash the tree beside the bulletin board near the house
               with the spinning roof. The piece tumbles down to you."


10. Toad Town - South
---------------------------------------------------------------------------
Description:  Floor Panel at Fice T.'s near Forever Forest
Requirements: Super Boots
Merluvlee:    "There is a lush lawn in front of the forest guard's cabin
               in Toad Town. You Spin Jump in the grass to make a hidden
               panel appear. The piece hides below."


11. Toad Town - Train Station
---------------------------------------------------------------------------
Description:  Floor Panel to the far right of the train
Requirements: Super Boots
Merluvlee:    "There is a brown path that borders the railroad. You walk
               on it toward Mt. Rugged. You Spin Jump around the area and
               find a hidden chamber. The piece you seek is there."


12. Toad Town - Port
---------------------------------------------------------------------------
Description:  Floor Panel in front of Club 64
Requirements: Super Boots
Merluvlee:    "You go left from the Club 64 entrance and stop before you
               reach the lamppost. You Spin Jump in the open space between
               the docks and the club and find a hidden panel. The piece
               comes to you."


13. Shooting Star Summit
---------------------------------------------------------------------------
Description:  Floor Panel near the branch to Merluvlee's
Requirements: Super Boots
Merluvlee:    "You cross a small bridge just before you begin the climb to
               Shooting Star Summit. You Spin Jump around there and find
               unstable ground. The piece springs up to you."


14. Shooting Star Summit
---------------------------------------------------------------------------
Description:  In the open to the west before the actual summit
Requirements: -
Merluvlee:    "You don't go up the steps when you enter Shooting Star
               Summit. Instead, you go left."


15. Shooting Star Summit
---------------------------------------------------------------------------
Description:  Floor Panel on first level of the summit itself
Requirements: -
Merluvlee:    "It is in the middle of the wide platform that is exactly
               one step up from the entrance to Shooting Star Summit. You
               Spin Jump around there and find a hidden chamber. Inside it
               is the piece you seek."


16. Shooting Star Summit
---------------------------------------------------------------------------
Description:  Floor Panel in front of Merluvlee's home
Requirements: Super Boots
Merluvlee:    "To the right of the door to this house is a lovely display
               of potted flowers. You Spin Jump in front of them and find
               a hidden panel. Beneath it lies the piece."


17. Toad Town Tunnel
---------------------------------------------------------------------------
Description:  At the entrance go west (use Super Hammer) then, one level
              down and east again. Use Parakarry at the dead end to get it.
Requirements: Super Hammer, Parakarry
Merluvlee:    "In the gloom below Toad Town, you walk across platforms that 
               sink if you step on them. In the next room, you ride up to
               the high ledges and a Paratroopa totes you to the platform
               on the far right. You find the piece there."


18. Pleasant Path
---------------------------------------------------------------------------
Description:  Use Kooper on the lower ledge of the second area
Requirements: Kooper
Merluvlee:    "You cross the first bridge between Toad Town and Koopa
               Village, which appears when you press a switch. You go down
               the steps after crossing the bridge. Soon enough, you
               glimpse the piece on a small island. A Koopa Troopa pal
               helps you reach it."


19. Pleasant Path
---------------------------------------------------------------------------
Description:  Floor Panel east of the rotating Candy Cane
Requirements: Super Boots
Merluvlee:    "As you walk along Pleasant Path, you find an area with three
               blue Candy Canes. You Spin Jump between them and find a
               hidden chamber. The piece leaps up to meet you."


20. Koopa Village
---------------------------------------------------------------------------
Description:  Floor Panel near the bottom of the west avenue
Requirements: Super Boots
Merluvlee:    "In Koopa Village, there is a section of grass between a
               block and several Bob-ombs. You Spin Jump around the area
               and manage to find a hidden panel in the grass. The piece
               lies below it."


21. Koopa Village
---------------------------------------------------------------------------
Description:  After getting Kooper in your team, break the floating rock
              with a Star Piece lying on top.
Requirements: Kooper
Merluvlee:    "There is a movable block in front of Koopa Koot's house in
               Koopa Village. You see the piece on the brick block there."


22. Fortress Grounds (Pleasant Path to the east of Koopa Village)
---------------------------------------------------------------------------
Description:  Floor Panel on the spot with the five coins and the hidden
              Koopa Troopa
Requirements: Super Boots
Merluvlee:    "As you walk along Pleasant Path, you find a grassy area with
               coins on the ground. You Spin Jump around there and find a
               secret chamber. That's where you find the piece."


23. Fortress Grounds (Pleasant Path to the east of Koopa Village)
---------------------------------------------------------------------------
Description:  Hammer the tree near the Stone arc
Requirements: Hammer
Merluvlee:    "As you walk along Pleasant Path, you draw near the Koopa
               Bros. Fortress. You smash the tree that grows by the first
               stone arch you see."


24. Mt. Rugged
---------------------------------------------------------------------------
Description:  At the screen with the first Clefts ascend to the top, then 
              go left and as you pass some openings let yourself fall down
              on a lower ledge with the Piece.
Requirements: -
Merluvlee:    "You jump from the upper path on Mt. Rugged and find the
               piece on a wooden platform."


25. Mt. Rugged
---------------------------------------------------------------------------
Description:  Floor Panel, at the end of the slide near the Quake Hammer
              badge
Requirements: Super Boots
Merluvlee:    "At the base of a short slide on Mt. Rugged, you see an area
               beneath an overhanging cliff. You Spin Jump around there and
               find a hidden chamber. The piece springs from below."


26. Mt. Rugged
---------------------------------------------------------------------------
Description:  Use Parakarry on the left ledge in the area with the 3rd
              letter. It's very close to the chest with the Damage Dodge
              badge.
Requirements: Parakarry
Merluvlee:    "On Mt. Rugged... you return to the jump pad you used to
               find a letter. The piece lies across a short gap, surrounded
               by coins. Only a Paratroopa can help you across."


27. Dry Dry Desert
---------------------------------------------------------------------------
Description:  Floor Panel, In sector 4D just in front of the Stone Cactus
Requirements: Super Boots
Merluvlee:    "It is beside the path in the desert, to the south of the
               stone cactus. You Spin Jump around there and find a hidden
               panel. The piece lies below it."


28. Dry Dry Desert
---------------------------------------------------------------------------
Description:  After finding the Artifact in the Dry Dry Ruins, give it to
              Kolorado to receive a Star Piece in return.
Requirements: Have Artifact
Merluvlee:    - (Star Piece is possessed by a person)

29. Dry Dry Outpost
---------------------------------------------------------------------------
Description:  Floor Panel, On the east side of town in the flat roof on
              the right
Requirements: Super Boots
Merluvlee:    "It is in the city of Dry Dry Outpost. You climb to the
               rooftops and find a roof that resembles an "L". You Spin
               Jump on the roof and find a secret chamber. The piece
               launches up to you."


30. Dry Dry Desert
---------------------------------------------------------------------------
Description:  First sand switch room, appears after the sand is drained
Requirements: -
Merluvlee:    "There is a room filled with loads of sand in the ruins
               hidden in the desert. You press a switch to empty it. When
               all the sand is gone, you instantly see the piece."


31. Boo's Mansion
---------------------------------------------------------------------------
Description:  Floor Panel, in tapestry near the Spring jump couch
Requirements: Super Boots
Merluvlee:    "You walk on the rug in front of the sofa in Boo's Mansion.
               You Spin Jump upon it and find a hidden chamber. The piece
               rises from within it."


32. Boo's Mansion
---------------------------------------------------------------------------
Description:  Floor Panel, In front of the big clock on the basement floor
Requirements: Super Boots
Merluvlee:    "Behind the glass cabinet in Boo's Mansion there is a door.
               You enter it and walk down the stairs. You notice a clock.
               You Spin Jump in front of it and find a hidden panel. The
               piece rests in peace there."


33. Boo's Mansion
---------------------------------------------------------------------------
Description:  Floor Panel, lower left corner in room to the east of the
              previous Piece
Requirements: Super Boots (hey, they are in this room!)
Merluvlee:    "In the room where you found the Boots in Boo's Mansion, a
               Boo appears in the back-left corner. You speak to it. You 
               then walk between the Boo and the vanished door. You Spin
               Jump around there and discover a hidden chamber. There you
               find your piece."


34. Boo's Mansion
---------------------------------------------------------------------------
Description:  Floor Panel, in tapestry in the center room of the 2nd floor
Requirements: Super Boots
Merluvlee:    "It hides upstairs in Boo's Mansion, in the room where you
               found a record. You Spin Jump on the rug and find a hidden
               floor panel. The piece jumps out at you."


35. Boo's Mansion
---------------------------------------------------------------------------
Description:  In the library get ontop of the stack of wooden blocks. Break
              both of them to find the piece at the bottom.
Requirements: Super Boots
Merluvlee:    "You break the wooden boxes in the basement library of Boo's
               Mansion. You leap off the top of the bookshelves and Spin
               Jump."


36. Gusty Gulch
---------------------------------------------------------------------------
Description:  Floor Panel, at the entrance of the Gulch
Requirements: Super Boots
Merluvlee:    "Behind Boo's Mansion, a back gate leads to the wasteland
               known as Gusty Gulch. Immediately after you pass through the
               gate, you stand on a sandy open space. You Spin Jump around
               the area and find a hidden chamber. The piece is inside it."


37. Gusty Gulch
---------------------------------------------------------------------------
Description:  Hidden behind the rocks in the just before Tubba Blubba's
              castle entrance
Requirements: -
Merluvlee:    "As you go east from Boo's village in Gusty Gulch, you see
               a ? Block and a brick block near some rocks. Between the
               blocks you see a dead tree and two boulders. The piece is
               behind them."


38. Tubba Blubba's Castle
---------------------------------------------------------------------------
Description:  In the left corridor take the leftmost small door. In the
              back room jump up the boxes, chair and table to get to the
              Piece.
Requirements: -
Merluvlee:    "When you enter Tubba Blubba's Castle, you walk through the
               left door and into a small door at the end of the corridor.
               You instantly spot the piece on a table inside the room. You
               use wooden boxes and a chair to jump up to it."


39. Tubba Blubba's Castle
---------------------------------------------------------------------------
Description:  Reach the second floor and fall down from above in the room
              with the gap
Requirements: -
Merluvlee:    "You enter Tubba Blubba's Castle, turn left and keep walking
               until you find a room with a big table. The piece rests atop
               the table, but you can't get up there to retrieve it.
               Instead, you jump down from the upper floor to claim it."


40. Shy Guy's Toy Box - Blue Station
---------------------------------------------------------------------------
Description:  After climbing up the structure in the right corridor use
              Parakarry to reach the left building
Requirements: Parakarry
Merluvlee:    "Just after you enter the Toy Box, you go right. You
               eventually climb up onto blue buildings. A Paratroopa hoists
               you over to the left. The piece awaits you there."


41. Shy Guy's Toy Box - Blue Station
---------------------------------------------------------------------------
Description:  In the right corridor look carefully behind the yellowish
              hexagon block
Requirements: -
Merluvlee:    "Just after you enter the Toy Box, you go right. The piece is
               hiding behind a building block that rests beside a light
               blue box."


42. Shy Guy's Toy Box - Blue Station
---------------------------------------------------------------------------
Description:  Floor Panel, in front of the station itself
Requirements: Super Boots
Merluvlee:    "In the Toy Box, there is a worker standing in front of the
               Blue Station. You Spin Jump in front of him and find a loose
               panel. The piece lies beneath it."


43. Shy Guy's Toy Box - Pink Station
---------------------------------------------------------------------------
Description:  Floor Panel, in front of the station itself
Requirements: Super Boots
Merluvlee:    "In the Toy Box, there is a worker standing in front of the
               Pink Station. You Spin Jump in front of him and find a loose
               panel. The piece lies beneath it."


44. Shy Guy's Toy Box - Green Station
---------------------------------------------------------------------------
Description:  Floor Panel, in front of the station itself
Requirements: Super Boots
Merluvlee:    "In the Toy Box, there is a worker standing in front of the
               Green Station. You Spin Jump in front of him and find a
               loose panel. The piece lies beneath it."


45. Shy Guy's Toy Box - Green Station
---------------------------------------------------------------------------
Description:  Below the "Pokey/Koopatrol/Super Soda", to get there use gap
              in the wall in the section with the moving blocks.
Requirements: -
Merluvlee:    "You go right from the green station in the Toy Box. You go
               over the elevator blocks and through the lower entrance of
               the far building. The piece awaits, surrounded by coins."


46. Shy Guy's Toy Box - Red Station
---------------------------------------------------------------------------
Description:  Floor Panel, in front of the station itself (how original,
              isn't it...)
Requirements: Super Boots
Merluvlee:    "In the Toy Box, there is a worker standing in front of the
               Red Station. You Spin Jump in front of him and find a loose
               panel. The piece lies beneath it."


47. Toad Town
---------------------------------------------------------------------------
Description:   Return the mailbag to the post office
Requirements:  Have Mailbag (chest at the Toy Box's Pink Station)
Merluvlee:     - (Star Piece is possessed by a person)


48. Toad Town
---------------------------------------------------------------------------
Description:   Return the Dictionary to Russ T.
Requirements:  Have Dictionary (chest at the Toy Box's Green Station)
Merluvlee:     - (Star Piece is possessed by a person)


49. Yoshi Island - Beach
---------------------------------------------------------------------------
Description:  Smack the rightmost tree
Requirements: Hammer
Merluvlee:    "After arriving on Lavalava Island, you make your way across
               a sandy beach, passing palm trees as you go. You smash a
               tree on the right side of the spinning flower, and a piece
               drops down to you."


50. Yoshi Village
---------------------------------------------------------------------------
Description:  Floor Panel, in front of the Raven statue
Requirements: Super Boots
Merluvlee:    "After journeying to Yoshi's Village on Lavalava Island, you
               approach the Raven statue, which sits in the middle of a
               small island. You Spin Jump in front of it and find a hidden
               chamber. The piece pops out from there."


51. Jade Jungle (Watery Jungle)
---------------------------------------------------------------------------
Description:  Use Sushie, right after finding her to sail to the island in
              the upper east corner
Requirements: Sushie
Merluvlee:    "You enter the jungle from Yoshi's Village, part the bushes
               and go right. You sail to the isle where the piece lies."


52. Jade Jungle (Watery Jungle)
---------------------------------------------------------------------------
Description:  In the top west area, use Sushie behind the dock to find a
              Piece submerged at the bottom. Dive with your fishy pal to
              get it.
Requirements: Sushie
Merluvlee:    "In the depths of the jungle you find a spinning flower. When
               you see it, you sail on the water to the left. Instead of
               jumping onto the dock, you continue to sail to the left. You
               dive deep to grab the piece."


53. Jade Jungle (Thick Jungle)
---------------------------------------------------------------------------
Description:  Floor Panel, area just before the fight with the 3 Putrid
              Piranhas and single W Magikoopa.
Requirements: Super Boots
Merluvlee:    "After passing behind the Raven statue, you continue trekking
               deep into the jungle. Eventually you come to a place where
               many vines hang. You pull one and continue. You notice two
               Heart Plants growing and an open area to the right. You Spin
               Jump in this area and find a hidden panel. Beneath it is the
               piece."


54. Mt. Lavalava
---------------------------------------------------------------------------
Description:  Floor Panel, bottom of the rightmost room (there is a Super
              Block on the high level). 
Requirements: Super Boots
Merluvlee:    "Inside a volcano, you come to a trapeze that goes to the
               right. Instead of jumping on, you fall off the platform and
               walk right. You Spin Jump at the dead end on the right and
               find a hidden panel in the floor. The piece is hidden
               below."


55. Mt. Lavalava
---------------------------------------------------------------------------
Description:  Floor Panel, to the left of the Healing block just before the
              fight with the Lava Piranha boss.
Requirements: Super Boots
Merluvlee:    "Far inside the volcano, a spiked ball rolls and smashes
               through a wall. Once you go through the opening, you find an
               open space between the recovery block and the stairs leading
               down. You Spin Jump around there and find a secret chamber.
               It contains the piece you seek."


56. Toad Town Tunnels
---------------------------------------------------------------------------
Description:  Buy from Rip Cheato for 64 Coins - 1st item
Requirements: Sushie (to get to Rip's place)
Merluvlee:    - (Star Piece is possessed by a person)


57. Toad Town Tunnels
---------------------------------------------------------------------------
Description:  Buy from Rip Cheato for 64 Coins - 5th item
Requirements: Sushie (to get to Rip's place)
Merluvlee:    - (Star Piece is possessed by a person)


58. Toad Town Tunnels
---------------------------------------------------------------------------
Description:  Buy from Rip Cheato for 64 Coins - 10th item
Requirements: Sushie (to get to Rip's place)
Merluvlee:    - (Star Piece is possessed by a person)


59. Flower Fields - East
---------------------------------------------------------------------------
Description:  Floor Panel, in lower left corner near Petunia
Requirements: Super Boots
Merluvlee:    "It is where the flower spirit, Petunia, is growing. To the
               left of Petunia is a tree, which drops berries, and an open
               grassy area. You Spin Jump in the grass between the tree and
               a green bush to find a hidden panel. The piece lies below."


60. Flower Fields - Southwest
---------------------------------------------------------------------------
Description:  Floor Panel, in front of the Yellow Berry tree
Requirements: Super Boots
Merluvlee:    "Once you pass the red gatekeeper in Flower Fields, you see a
               tree. You Spin Jump in front of it and find a hidden
               chamber. Within it lies the piece."


61. Flower Fields - Southeast
---------------------------------------------------------------------------
Description:  Hidden in the flowers to the right of the Blue Berry tree
              (Amazy Dayzee appears here too)
Requirements: -
Merluvlee:    "You pass the yellow gatekeeper in Flower Fields and cross
               over the thorny patch. A patch of pink flowers grows to the
               right of the tree that drops berries. The piece is nestled
               amid the tall flowers."


62. Flower Fields - Southeast
---------------------------------------------------------------------------
Description:  Floor Panel in the area before Lily on the far right
Requirements: Super Boots
Merluvlee:    "You pass the yellow gatekeeper and come to a spring where a
               bubble tree lives. On the other side of the spring, you see
               pink flowers growing by the white fence. You Spin Jump in
               front of the flowers and find a hidden panel. The piece is
               below it."


63. Flower Fields - Northwest
---------------------------------------------------------------------------
Description:  After passing the thorny field with the Bubble Plant's help
              go right again using the upper ledge. There is a Star Piece
              lying in the open here.
Requirements: -
Merluvlee:    "You take the path to the left of the Wise Wisterwood in
               Flower Fields. You spot it on a platform above the bubble
               plant but cannot quite reach it. Once you cross the thorny
               patch you cross over to it."


64. Flower Fields - Northeast
---------------------------------------------------------------------------
Description:  After solving the mini puzzle with the ! Blocks, use the Jump
              pad to reach a Super Block. Go right here (jump over the gap) 
              to find yourself over an arc. Use the Spin jump to make a
              Star Piece drop down from the arc below!
Requirements: Super Boots
Merluvlee:    "You walk on the path to the right of the Wise Wisterwood in
              Flower Fields. You and a Lakitu solve the platform puzzle,
              then you find a jump pad hidden behind a gate. You jump to
              the upper level and a Paratroopa totes you over to the right.
              You slam the bushes with a Spin Jump to find the piece. The
              Hammer finds other pieces, but it doesn't work here.


65. Shiver City - West side
---------------------------------------------------------------------------
Description:  Floor Panel, just aside the leftmost home
Requirements: Super Boots
Merluvlee:    "You see penguins gossiping next to the house of Mayor
               Penguin in Shiver City. You Spin Jump around there and find
               a hidden panel. The piece waits below."


66. Shiver Snowfields
---------------------------------------------------------------------------
Description:  Floor Panel, near the front end of the screen
Requirements: Super Boots
Merluvlee:    "Between Shiver City and Starborn Valley six snowmen stand in
               a line. They are looking toward a short tree. You Spin Jump
               to the left of the tree and discover a hidden chamber. The
               piece is inside."


67. Shiver Mountain
---------------------------------------------------------------------------
Description:  Fall down near the Save block at the Crystal Palace's
              entrance
Requirements: -
Merluvlee:    "You climb a very cold mountain and ascend stairs toward the
               Crystal Palace. You turn left and jump from the Save Block
               on the stairs. You land next to the piece."


68. Crystal Palace
---------------------------------------------------------------------------
Description:  Cavern in outside the mirrored entrance of the palace
Requirements: -
Merluvlee:    "It's in the cave that you see behind the glass at the
               entrance to the Crystal Palace. You reach the cave by
               walking around inside the palace and backtracking outside.
               You think it is impossible to reach? Trust me."


69. Crystal Palace
---------------------------------------------------------------------------
Description:  Floor Panel, below the invisible ?-Block with Jammin' Jelly
Requirements: Super Boots
Merluvlee:    "There is a small statue of an Albino Dino in a back room in
               Crystal Palace. You Spin Jump in front of the wall on the
               left side of the room to find a hidden area. The piece is
               inside."


70. Crystal Palace
---------------------------------------------------------------------------
Description:  Floor Panel, below the ?-Block with Maple Syrup
Requirements: Super Boots
Merluvlee:    "There is a giant statue of an Albino Dino in a room in the
               back of the Crystal Palace. There is a ? Block near the door
               of this room. You Spin Jump under the block and find a
               hidden panel. The piece is just below."




---------------------------------------------------------------------------
4. II Special Objects - Badges
---------------------------------------------------------------------------

-Some of the special attack badges formulas require us to look deeper into 
the damage calculation system. Mario's ATK and damage dealt with standard 
Hammer/Jump attacks is:

   Hammer/Boot ATK
   - - - - - - - -
   default ATK power of the equipment
   (e.g. 1 = normal, 2 = Super, 3 = Ultra).

   H/J charge ATK
   - - - - - - - -
   total ATK induced by Hammer / Jump Charging
   (e.g. (S.) Smash Chg. and (S.) Jump Chg. respectively)

   add. ATK
   - - - - -
   Total ATK induced by other additional factors
   (e.g. Watt's Turbo Charge, Merlee's spell, Power Plus, and other badges)
                           
   Critical
   - - - - -
   either 1 or 0; used to ignore enemy defense, when a defense penetrating
   attack is used. Commonly known in RPGs as a critical hit. Normally this
   value is always 1, but it is 0 for some special attack.
   (e.g. Power Quake, D-Down Jump)


Hammer / Jump Attack - Normal
- - - - - - - - - - - - - - -
   ATK    =  Hammer/Boot ATK + Badge ATK + H/J charge ATK + add. ATK
   damage =  ATK - enemy DEF * critical

Jump Attack - Action Command
- - - - - - - - - - - - - - -
   ATK    =  Boot ATK + J charge ATK + add. ATK
   damage =  (ATK - enemy DEF * critical)  *  2  <- two jumps

Hammer Attack - Action Command
- - - - - - - - - - - - - - - -
   ATK    = (2 * Hammer ATK) + H charge ATK + add. ATK
   Damage = ATK - enemy DEF * critical

 Some of the attack like Quake Hammer ignore the strength of the Hammer, 
yet it does take into account the additional power from the badges and 
charging. Therefore those formulas are specified separately in the 
description of the badge's effect.

-If there in no difference in damage with a standard jump/hammer attack 
this will be referred to as an regular attack.

-In the cases where Action Commands are possible, I will do a case analysis 
reviewing both 'normal' (untimed) attack and the 'AC' (successful Action 
Command) attack. The formula for the damage of a standard hammer/jump 
attack goes as mentioned in the first item.


1. All or Nothing
---------------------------------------------------------------------------
Location:     Toad Town - Badge Shop for 100 Coins (Post chapter 4)
BP Cost:      4
FP Cost:      -
Description:  If Action Command succeeds ATK +1, else attack creates a
              MISS (ATK = 0). Basically this is the Power Plus which costs
              only 4 BP instead of 6, but requires you to do your timing
              correct.
Merluvlee:    "It is for sale at the open-air shop in the plaza outside the
               castle gate."


2. Attack FX A
---------------------------------------------------------------------------
Location:     Shooting Star Summit - Trade with Merlow for 1 Star Pieces
BP Cost:      0
FP Cost:      -
Description:  Hammer / Jump attack produces a special sound effect. It 
              seems to be some sort of whistle...
Merluvlee:    "There is a child upstairs in the fortune-teller's house on
               Shooting Star Summit. Hey! I'm that fortune-teller! Anyway,
               the child is my brother, Merlow. He will trade Star Pieces
               for Badges. Head upstairs to see him!"


3. Attack FX B
---------------------------------------------------------------------------
Location:     Pleasant Path - Hit three boxes left, right then center
BP Cost:      0
FP Cost:      -
Description:  Hammer / Jump attack produces a special sound effect. It
              seems to be a sound similar to jumping.
Merluvlee:    "Halfway along Pleasant Path you see three Candy Canes. You
               go down the path to the three brick blocks near the fence.
               You smash the left, then the right and then the middle,
               making a red ? Block appear. You smash the block and claim
               your prize."


4. Attack FX C
---------------------------------------------------------------------------
Location:     Dry Dry Desert - Sector 1B, hidden ?-Block on the center rock
BP Cost:      0
FP Cost:      -
Description:  Hammer / Jump attack produces a special sound effect. It
              seems to be saying "ouch" in a really strange pitch...
Merluvlee:    "It is hidden in the desert... From the stone cactus by the
               path, you move three south and two west. You find a rock
               and jump on top of it. The Badge appears out of a hidden
               block."


5. Attack FX D
---------------------------------------------------------------------------
Location:     Club 64 - Complete sub quest for Chanterelle the Pop diva
BP Cost:      0
FP Cost:      -
Description:  Hammer / Jump attack produces a special sound effect. It
              is the same sound heard when hammering a Bellbell plant
Merluvlee:    "You pay a visit to Club 64 at the Toad Town port. The Pop
               Diva there can sing no longer. You take her a new song that
               restores her ability. You are rewarded with the Badge."


6. Attack FX E
---------------------------------------------------------------------------
Location:     Shiver City - Enter left home with no door via the window
BP Cost:      0
FP Cost:      -
Description:  Hammer / Jump attack produces a special sound effect. Is
              is the sound from Super Mario World, when Mario starts riding
              Yoshi. This SFX is often used as his trademark too.
Merluvlee:    "It rests in the house with no door, near Mayor Penguin's
               home in Shiver City. To enter the house, you jump from the
               eaves of the house next door."


7. Bump Attack
---------------------------------------------------------------------------
Location:     Toad Town Tunnels - Buy from Rip Cheato (third item)
BP Cost:      5
FP Cost:      -
Description:  Allows Mario to beat a "Weak" enemy in the field by touching
              it. Warning Projectiles do not count!
Merluvlee:    "I can see a shady man living in the tunnels under Toad Town.
               He sells many things, but you don't know what you will get
               until you give him the money. The price is always the same,
               whatever you buy. Sooner or later, he sells you the Badge
               you seek."


8. Chill Out
---------------------------------------------------------------------------
Location:     Shooting Star Summit - Trade with Merlow for 3 Star Pieces
BP Cost:      2
FP Cost:      -
Description:  Enemies cannot get a First Strike against you
Merluvlee:    "There is a child upstairs in the fortune-teller's house on
               Shooting Star Summit. Hey! I'm that fortune-teller! Anyway,
               the child is my brother, Merlow. He will trade Star Pieces
               for Badges. Head upstairs to see him!"


9. Close Call
---------------------------------------------------------------------------
Location:     Goomba Road - In a red ?-Block
BP Cost:      1
FP Cost:      -
Description:  Increases chances that enemy's attack miss, while in "Danger"
              mode (Lucky)
Merluvlee:    "Near the signboard located on the path from Goomba Village
               to Toad Town, you see a red ? Block. When you smash it from
               below, the Badge appears."


10. D-Down Jump
---------------------------------------------------------------------------
Location:     Tubba Blubba's Castle drop to 1F via gap, then use Parakarry 
BP Cost:      2
FP Cost:      2
Description:  Regular jump attack, but ignores enemy DEF (Critical = 1).
              Very useful against enemies with high defense.
Merluvlee:    "In Tubba Blubba's Castle in Gusty Gulch, you enter the left
               door in the foyer and go in the next door you see. The Badge
               lies on a big table in the small room. You can't reach it
               with the jump pad! Instead, you blast into the room above.
               Inside the hidden room, you smash through the floor and a
               Paratroopa flies you over the table."


11. D-Down Pound
---------------------------------------------------------------------------
Location:     Toad Town - Badge Shop for 75 Coins (Post chapter 1)
BP Cost:      2
FP Cost:      2
Description:  Normal hammer attack, but ignores/penetrates enemy's
              defense (Critical = 1).
Merluvlee:    "It is for sale at the open-air shop in the plaza outside
               the castle gate."


12. Damage Dodge (I)
---------------------------------------------------------------------------
Location:     Mt. Rugged - area with 3rd letter walk behind the west wall
BP Cost:      3
FP Cost:      -
Description:  Decreases damage by 1, when Action Command succeeds
              (can be stacked)
Merluvlee:    "It's on Mt. Rugged, in the direction opposite the desert.
               You can see the treasure chest but don't know how to reach
               it. You enter the small cave and walk to the left up a
               hidden, sloped path. At the top of the slope is the treasure
               chest you seek."


13. Damage Dodge (II)
---------------------------------------------------------------------------
Location:     Toad Town - Badge Shop for 150 Coins (Post chapter 5)
BP Cost:      3
FP Cost:      -
Description:  Decreases damage by 1, when Action Command succeeds
              (can be stacked)
Merluvlee:    "It is for sale at the open-air shop in the plaza outside the
               castle gate."


14. Deep Focus (I)
---------------------------------------------------------------------------
Location:     Peach's Castle - Put in treasure chest to get it sooner
BP Cost:      1
FP Cost:      -
Description:  Increases effectiveness of "Focus" with 50%
              (additional badges stack up)
Merluvlee:    "It's near a big, beautiful treasure chest in Princess
               Peach's Castle, way up in the sky. The Badge is lying in
               front of a fallen chair near the chest."


15. Deep Focus (II)
---------------------------------------------------------------------------
Location:     Shy Guy's toy box - room west of Watt in hidden red ?-block
BP Cost:      1
FP Cost:      -
Description:  Increases effectiveness of "Focus" with 50%
              (additional badges stack up)
Merluvlee:    "It is in the Toy Box, in a room with a Ferris wheel and many
               platforms that move up and down. You smash an invisible
               block between the two ? Blocks in front of the 3 and 4 toy
               blocks to find it."


16. Deep Focus (III)
---------------------------------------------------------------------------
Location:     Bowser's Castle - drain the moat from lava; follow left path
BP Cost:      1
FP Cost:      -
Description:  Increases effectiveness of "Focus" with 50%
              (additional badges stack up)
Merluvlee:    "It is outside Bowser's Castle, near the outer wall. There is
               a cliff you normally cannot reach, but... You somehow cool 
               off the lava stream so you can walk there. The Badge is in
               the red ? block."


17. Defense Plus
---------------------------------------------------------------------------
Location:     Shy Guy's toy box - Pink station, go left when in back area
BP Cost:      6
FP Cost:      -
Description:  Decreases sustained damage by 1
Merluvlee:    "It's in the Toy Box. You go to the right at the pink station
               and jump on the first jack-in-the-box. You go all the way to
               the left and find it tucked away inside a treasure chest."


18. Dizzy Attack
---------------------------------------------------------------------------
Location:     Pleasant Path - from a red ?-block out in the open
BP Cost:      2
FP Cost:      -
Description:  If you manage to hit an enemy in the field with the Spin
              attack, it gets "dizzy" status for one turn during beginning
              of the fight.
Merluvlee:    "On the path from Toad Town to Koopa Village, before you
               cross the first bridge, you see a red ? Block floating in
               the air. You jump and hit it, and the Badge falls from
               above."

19. Dizzy Stomp
---------------------------------------------------------------------------
Location:     Mt. Lavalava - room to the east of the Ultra Hammer
BP Cost:      1
FP Cost:      2
Description:  Regular jump attack, second strike may induce "Dizzyness" on
              the target
Merluvlee:    "Inside a volcano, close to where a strong Hammer hides, the
               lava flow has been slowed. From there, you descend the
               stairs to find a metal block in your way. You smash the
               block with your new Hammer and enter the room beyond. There
               lies the Badge."


20. Dodge Master
---------------------------------------------------------------------------
Location:     Toad Town - Badge Shop for 100 Coins (Post chapter 2)
BP Cost:      2
FP Cost:      -
Description:  Makes it easier to perform Action Commands
Merluvlee:    "It is for sale at the open-air shop in the plaza outside the
               castle gate."


21. Double Dip
---------------------------------------------------------------------------
Location:     Toad Town - Badge Shop for 100 Coins (Post chapter 2)
BP Cost:      1
FP Cost:      3
Description:  Use two items in one turn during a battle for 3 FP
Merluvlee:    "It is for sale at the open-air shop in the plaza outside the
               castle gate."


22. Feeling Fine
---------------------------------------------------------------------------
Location:     Shooting Star Summit - Trade with Merlow for 5 Star Pieces
BP Cost:      3
FP Cost:      -
Description:  Prevents ALL status ailments on Mario (not just dizzy and
              poison)!
Merluvlee:    "There is a child upstairs in the fortune-teller's house on
               Shooting Star Summit. Hey! I'm that fortune-teller! Anyway,
               the child is my brother, Merlow. He will trade Star Pieces
               for Badges. Head upstairs to see him!"


23. Fire Shield
---------------------------------------------------------------------------
Location:     Mt. Lavalava - In room with first Jump pad on a high island
BP Cost:      2
FP Cost:      -
Description:  Decreases damage done by fire attacks by 1
Merluvlee:    "As you ride the trapeze down inside of the volcano, you let
               go halfway down and jump onto a rock shelf. The Badge is
               yours!"


24. First Attack
---------------------------------------------------------------------------
Location:     Toad Town - Badge Shop for 100 Coins (Post chapter 1)
BP Cost:      1
FP Cost:      -
Description:  Allows Mario to beat a "Weak" enemy in the field with a First
              Strike
Merluvlee:    "It is for sale at the open-air shop in the plaza outside the
               castle gate."


25. Flower Finder
---------------------------------------------------------------------------
Location:     Shooting Star Summit - Trade with Merlow for 12 Star Pieces
BP Cost:      3
FP Cost:      -
Description:  Find more recovery flowers after defeating a field enemy
Merluvlee:    "There is a child upstairs in the fortune-teller's house on
               Shooting Star Summit. Hey! I'm that fortune-teller! Anyway,
               the child is my brother, Merlow. He will trade Star Pieces
               for Badges. Head upstairs to see him!"


26. Flower Saver (I)
---------------------------------------------------------------------------
Location:     Shooting Star summit - Trade with Merlow for 25 Star Pieces
BP Cost:      6
FP Cost:      -
Description:  Reduces FP cost of ALL Mario's & partner's attacks by one
              (can be stacked)
Merluvlee:    "There is a child upstairs in the fortune-teller's house on
               Shooting Star Summit. Hey! I'm that fortune-teller! Anyway,
               the child is my brother, Merlow. He will trade Star Pieces
               for Badges. Head upstairs to see him!"


27. Flower Saver (II)
---------------------------------------------------------------------------
Location:     Flower Fields east - Drop a Blue berry in the well
BP Cost:      6
FP Cost:      -
Description:  Reduces FP cost of ALL Mario's & partner's attacks by one
              (can be stacked)
Merluvlee:    "You throw a blue-colored berry into the deserted well in
               Flower Fields, and something throws the Badge to you."


28. FP Plus (I)
---------------------------------------------------------------------------
Location:     Outside Koopa Bros. Fortress - Use Bombette near the pipe
BP Cost:      3
FP Cost:      -
Description:  Increases FP with 5 points, and can be stacked. Effectively
              has same effect as choosing FP instead of BP at level-up.
              Allows Mario to extend maximum FP to 65 points instead of 50.
Merluvlee:    "It is outside the Koopa Bros. Fortress... ...on a high tower
               that's connected to another. The Badge is in a treasure
               chest that cannot be seen from the ground below. You reach
               it by blowing up a wall near the castle entrance and
               entering the pipe. Once you are up top, you cross the
               platform for the Badge."


29. FP Plus (II)
---------------------------------------------------------------------------
Location:     Forever Forest - hidden area; right turn Boo's Mansion exit
BP Cost:      3
FP Cost:      -
Description:  Increases FP with 5 points, and can be stacked. Effectively
              has same effect as choosing FP instead of BP at level-up.
              Allows Mario to extend maximum FP to 65 points instead of 50.
Merluvlee:    "Deep within Forever Forest, you take the path in front of a
               laughing rock. A red ? Block is waiting in the forest
               clearing."


30. FP Plus (III)
---------------------------------------------------------------------------
Location:     Toad Town - Badge Shop for 150 Coins (Post chapter 4)
BP Cost:      3
FP Cost:      -
Description:  Increases FP with 5 points, and can be stacked. Effectively
              has same effect as choosing FP instead of BP at level-up.
              Allows Mario to extend maximum FP to 65 points instead of 50.
Merluvlee:    "It is for sale at the open-air shop in the plaza outside the
               castle gate."


31. Hammer Throw
---------------------------------------------------------------------------
Location:     Goomba Road, just before entering Toad Town use the Jump pad
BP Cost:      2
FP Cost:      2
Description:  Hit any target on screen with a normal Hammer attack
Merluvlee:    "It lies in a treasure chest atop the gate you pass under
               when entering Toad Town from Goomba Village. You notice a
               jump pad hidden in the tree near the gate. You knock it down
               and leap on it."


32. Happy Flower (I)
---------------------------------------------------------------------------
Location:     Shooting Star summit - Trade with Merlow for 8 Star Pieces
BP Cost:      3
FP Cost:      -
Description:  Regenerates 1 FP after Mario's turn sometimes
              (can be stacked)
Merluvlee:    "There is a child upstairs in the fortune-teller's house on
               Shooting Star Summit. Hey! I'm that fortune-teller! Anyway,
               the child is my brother, Merlow. He will trade Star Pieces
               for Badges. Head upstairs to see him!"


33. Happy Flower (II)
---------------------------------------------------------------------------
Location:     Flower Fields east - Hit the center, right then left trees
BP Cost:      3
FP Cost:      -
Description:  Regenerates 1 FP after Mario's turn sometimes
              (can be stacked)
Merluvlee:    "You hit the three pink trees that are standing together in
               Flower Fields. You first hit the middle, then the right and
               then the left. The Badge falls like a leaf."


34. Happy Heart (I)
---------------------------------------------------------------------------
Location:     Shooting Star summit - Trade with Merlow for 8 Star Pieces
BP Cost:      3
FP Cost:      -
Description:  Regenerates 1 HP after Mario's turn sometimes
              (can be stacked)
Merluvlee:    "There is a child upstairs in the fortune-teller's house on
               Shooting Star Summit. Hey! I'm that fortune-teller! Anyway,
               the child is my brother, Merlow. He will trade Star Pieces
               for Badges. Head upstairs to see him!"


35. Happy Heart (II)
---------------------------------------------------------------------------
Location:     Jade Jungle - Raphael's tree follow the vine past the exit
BP Cost:      3
FP Cost:      -
Description:  Regenerates 1 HP after Mario's turn sometimes
              (can be stacked)
Merluvlee:    "In the depths of the jungle, there is a tree atop which
               Raphael the Raven is said to make his home. A huge vine
               winds around it, and when you walk to its end, you'll find
               the Badge."


36. Heart Finder
---------------------------------------------------------------------------
Location:     Shooting Star Summit - Trade with Merlow for 12 Star Pieces
BP Cost:      3
FP Cost:      -
Description:  Find more recovery hearts after defeating a field enemy
Merluvlee:    "There is a child upstairs in the fortune-teller's house on
               Shooting Star Summit. Hey! I'm that fortune-teller! Anyway,
               the child is my brother, Merlow. He will trade Star Pieces
               for Badges. Head upstairs to see him!"


37. HP Drain
---------------------------------------------------------------------------
Location:     Shooting Star summit - Trade with Merlow for 15 Star Pieces
BP Cost:      3
FP Cost:      -
Description:  Decreases ATK by 1, but regenerates 1 HP each turn
Merluvlee:    "There is a child upstairs in the fortune-teller's house on
               Shooting Star Summit. Hey! I'm that fortune-teller! Anyway,
               the child is my brother, Merlow. He will trade Star Pieces
               for Badges. Head upstairs to see him!"


38. HP Plus (I)
---------------------------------------------------------------------------
Location:     Koopa Village - behind Kooper's home (use Kooper to get it)
BP Cost:      3
FP Cost:      -
Description:  Increases HP with 5 points, and can be stacked. Effectively
              has same effect as choosing HP instead of BP at level-up.
              Allows Mario to extend maximum HP to 65 points instead of 50.
Merluvlee:    "On the path to the Fuzzies' forest from Koopa Village, you
               see a few stumps. The Badge lies atop one of them. You reach
               it by using a Koopa Troopa's skills."


39. HP Plus (II)
---------------------------------------------------------------------------
Location:     Forever Forest - hidden area; opposite of entrance to area #6
BP Cost:      3
FP Cost:      -
Description:  Increases HP with 5 points, and can be stacked. Effectively
              has same effect as choosing HP instead of BP at level-up.
              Allows Mario to extend maximum HP to 65 points instead of 50.
Merluvlee:    "In Forever Forest, you take the path opposite the one where
               the most toadstools are glowing spookily. You know you're in
               the right place because you see a big honeycomb. You head
               for a clearing in the center. A red ? Block is waiting for
               you in the darkness."


40. HP Plus (III)
---------------------------------------------------------------------------
Location:     Toad Town - Badge Shop for 150 Coins (Post chapter 4)
BP Cost:      3
FP Cost:      -
Description:  Increases HP with 5 points, and can be stacked. Effectively
              has same effect as choosing HP instead of BP at level-up.
              Allows Mario to extend maximum HP to 65 points instead of 50.
Merluvlee:    "It is for sale at the open-air shop in the plaza outside the
               castle gate.


41. Group Focus
---------------------------------------------------------------------------
Location:     Toad Town - Badge Shop for 100 Coins (Post chapter 3)
BP Cost:      2
FP Cost:      -
Description:  Lets your party member use "Focus" during a battle. Deep
              Focus badges have no effect on partners however!
Merluvlee:    "It is for sale at the open-air shop in the plaza outside the
               castle gate."


42. I Spy
---------------------------------------------------------------------------
Location:     Toad Town - Badge Shop, return Rowf's calculator in Chapter 4
BP Cost:      1
FP Cost:      -
Description:  Produces a sound/image upon entering a field with a floor
              panel Star Piece
Merluvlee:    "I see you handing something to a merchant who cannot open
               his shop without the tools of his trade. You find what was
               stolen from him and he gives you the Badge."


43. Ice Power
---------------------------------------------------------------------------
Location:     Shy Guy's toy box - near the guarded chest
BP Cost:      2
FP Cost:      -
Description:  Increases damage to fire enemies by 2, doesn't decrease
              damage against ice enemies oddly enough.
Merluvlee:    "After heading to the right from the pink station in the Toy
               Box, you come to an impasse. You can see the treasure chest
               but a glass barricade prevents you from reaching it. You
               keep your patience and the Shy Guys show you the way."


44. Jump Charge
---------------------------------------------------------------------------
Location:     Toad Town - Badge Shop for 100 Coins (Post chapter 3)
BP Cost:      2
FP Cost:      1
Description:  Charges the next jump attack with ATK +2
Merluvlee:    "It is for sale at the open-air shop in the plaza outside the
               castle gate."


45. Last Stand
---------------------------------------------------------------------------
Location:     Peach's Castle - Hiding Toad room in a chest
BP Cost:      1
FP Cost:      -
Description:  Divides the amount of damage Mario receives by 2, when he is
              in "Danger" mode (HP below 5)
Merluvlee:    "In Peach's Castle, way up in the sky, there's a room with a
               wardrobe. Inside it is the treasure chest with the Badge."


46. Lucky Day
---------------------------------------------------------------------------
Location:     Goomba Village - give letter from Frost T. to Goompapa
BP Cost:      7
FP Cost:      -
Description:  Enemy attack miss quite frequently (Lucky)
Merluvlee:    "You are asked to deliver letters by many people and you
               receive the Badge when you complete your last delivery."


47. Mega Jump
---------------------------------------------------------------------------
Location:     Shiver Mountain
BP Cost:      3
FP Cost:      6
Description:  Single jump attack with base ATK +4:
               -Normal:     boot ATK + badge/charge ATK + 4
               -AC:     2 * boot ATK + badge/charge ATK + 4
Merluvlee:    "You are ascending a frozen mountainside, climbing icy stairs
               to the Crystal Palace. At a flat platform, you continue
               forward and find a red ? Block floating in air. You smash it
               and the Badge becomes yours."


48. Mega Quake
---------------------------------------------------------------------------
Location:     Toad Town - Badge Shop for 200 Coins (Post chapter 5)
BP Cost:      3
FP Cost:      7
Description:  Hit all ground and ceiling enemies with ATK: 3 regardless
              of Hammer strength, but ignores enemy DEF (Critical = 1).
              Power can only be increased by badges/charging:
               -Normal: badge/charge ATK + 3
               -AC:     badge/charge ATK + 6
Merluvlee:    "It is for sale at the open-air shop in the plaza outside the
               castle gate."


49. Mega Rush
---------------------------------------------------------------------------
Location:     Tubba Blubba's Castle
BP Cost:      1
FP Cost:      -
Description:  Increases Mario's ATK +4, when he is in "Peril" mode (HP = 1)
Merluvlee:    "It's inside a hidden room on the second floor of Tubba
              Blubba's Castle. You push aside a large clock and go in the
              hole. Inside, you pull out a drawer on the right dresser. You
              climb up and a Paratroopa carries you to the bed. You then
              climb up to the top shelf. From there you find your way into
              the hidden room."


50. Mega Smash
---------------------------------------------------------------------------
Location:     Flower Fields - Northwest area, use Bombette on the rock
BP Cost:      3
FP Cost:      6
Description:  Normal hammer attack with ATK +4
Merluvlee:    "You see it on the road to the Sun Tower in Flower Fields.
               You ascend the stairs then use a friend to blast the rock.
               The way to the Badge opens."


51. Money Money
---------------------------------------------------------------------------
Location:     Shooting Star Summit - Trade with Merlow for 20 Star Pieces
BP Cost:      7
FP Cost:      -
Description:  Find more Coins after defeating a field enemy 
Merluvlee:    "There is a child upstairs in the fortune-teller's house on
               Shooting Star Summit. Hey! I'm that fortune-teller! Anyway,
               the child is my brother, Merlow. He will trade Star Pieces
               for Badges. Head upstairs to see him!"


52. Multibounce
---------------------------------------------------------------------------
Location:     Toad Town - Badge Shop for 75 Coins (Post chapter 1)
BP Cost:      1
FP Cost:      2
Description:  Jump on all (except ceiling) enemies consecutively with
              normal ATK
Merluvlee:    "It is for sale at the open-air shop in the plaza outside the
               castle gate."


53. P-down, D-up
---------------------------------------------------------------------------
Location:     Crystal Palace - chest in lower corridor on the mirror side
BP Cost:      2
FP Cost:      -
Description:  Attack reduced by 1 point, Defense increased by 1 point
              (ATK -1, DEF +1)
Merluvlee:    "In the Crystal Palace lobby, you can see a similar room on
               the other side of the glass. You go in the door in that room
               and break the floor. You then follow the path to the right
               to find the treasure chest. The Badge, of course, is inside.


54. P-up, D-down
---------------------------------------------------------------------------
Location:     Crystal Palace - chest in lower corridor on the mirror side
BP Cost:      2
FP Cost:      -
Description:  Attack increased by 1 point, Defense reduced by 1 point
              (ATK +1, DEF -1)
Merluvlee:    "You move a small Albino Dino statue in Crystal Palace.
               Underneath it you find a path leading to the right. You
               follow that to the back room where you find a treasure chest
               with the Badge inside it."


55. Pay-Off
---------------------------------------------------------------------------
Location:     Shooting Star Summit - Trade with Merlow for 1 Star Piece
BP Cost:      2
FP Cost:      -
Description:  Receive more coins depending on the amount of damage Mario
              takes in battle
Merluvlee:    "There is a child upstairs in the fortune-teller's house on
               Shooting Star Summit. Hey! I'm that fortune-teller! Anyway,
               the child is my brother, Merlow. He will trade Star Pieces
               for Badges. Head upstairs to see him!"


56. Peekaboo
---------------------------------------------------------------------------
Location:     Shooting Star Summit - Trade with Merlow for 10 Star Pieces
BP Cost:      
FP Cost:      -
Description:  See enemy's HP in battle, even if you did not "Tattle" it yet
Merluvlee:    "There is a child upstairs in the fortune-teller's house on
               Shooting Star Summit. Hey! I'm that fortune-teller! Anyway,
               the child is my brother, Merlow. He will trade Star Pieces
               for Badges. Head upstairs to see him!"


57. Power Bounce
---------------------------------------------------------------------------
Location:     Koopa Bros. Fortress - Use Bombette on the crack in corridor
BP Cost:      2
FP Cost:      3
Description:  Keep on jumping indefinitely on one enemy, until you miss the
              action command. Start with current jump ATK, but drops by 1
              point each following jump until it is 1. If first hit doesn't
              deal any damage, then consecutive jumps won't hit as well.
              This attack can become very powerful, when charged up several
              times with (Super) Jump Charge!
Merluvlee:    "It lies inside a cage in the Koopa Bros. Fortress. You sneak
               through an opening in the back to reach it."


58. Power Jump
---------------------------------------------------------------------------
Location:     Goomba Village - Get from Goompa after finding the Hammer
BP Cost:      1
FP Cost:      2
Description:  Single jump attack with ATK +2:
               -normal:      boot ATK + badge/charge ATK + 2   
               -AC:      2 * boot ATK + badge/charge ATK + 2
Merluvlee:    - (There is no hint; you get it before meeting her!)


59. Power Plus (I)
---------------------------------------------------------------------------
Location:     Shooting Star summit - Trade with Merlow for 25 Star Pieces
BP Cost:      6
FP Cost:      -
Description:  Increases ATK of all Mario's Jump & Hammer attacks by 1
              (can be stacked)
Merluvlee:    "There is a child upstairs in the fortune-teller's house on
               Shooting Star Summit. Hey! I'm that fortune-teller! Anyway,
               the child is my brother, Merlow. He will trade Star Pieces
               for Badges. Head upstairs to see him!"


60. Power Plus (II)
---------------------------------------------------------------------------
Location:     Shy Guy's toy box - guarded by Anti Guy (fight or feed him)
BP Cost:      6
FP Cost:      -
Description:  Increases ATK of all Mario's Jump & Hammer attacks by 1
              (can be stacked)
Merluvlee:    "It is in the treasure chest protected by the Anti Guy in the
               Toy Box. He may be too strong for you to fight. He loves
               Lemon Candy. When you give it to him, he disappears."


61. Power Quake
---------------------------------------------------------------------------
Location:     Jade Jungle, Watery area to the west of the main entrance
BP Cost:      2
FP Cost:      4
Description:  Hit all ground and ceiling enemies with ATK: 2 regardless
              of Hammer strength, but ignores enemy DEF (Critical = 1).
              Power can only be increased by badges/charging:
               -Normal: badge/charge ATK + 2
               -AC:     badge/charge ATK + 4
Merluvlee:    "You enter the jungle from Yoshi's Village and sail to the
               nearby island. A spear-toting enemy awaits you beneath a red
               ? Block. You defeat him. The Badge hides in the ? Block."


62. Power Rush
---------------------------------------------------------------------------
Location:     Peach's Castle - Library (put in treasure chest to get early)
BP Cost:      1
FP Cost:      -
Description:  Increases Mario's ATK +2, when he is in "Danger" mode
              (HP below 5)
Merluvlee:    "In Peach's Castle, way up in the sky, there's a room with
               bookshelves. The Badge is on the floor between the shelves."


63. Power Smash
---------------------------------------------------------------------------
Location:     Toad Town Tunnels - dead end on the left (need Super Hammer)
BP Cost:      1
FP Cost:      2
Description:  Normal hammer attack with ATK +2
Merluvlee:    "You enter the Private pipe in Toad Town and head left,
               smashing blocks as you go. You enter a pipe and continue
               left once you emerge. After breaking a block to make a jump
               pad fall, you leap up to the Badge's resting place."


64. Pretty Lucky
---------------------------------------------------------------------------
Location:     Shooting Star Summit - Trade with Merlow for 5 Star Pieces
BP Cost:      3
FP Cost:      -
Description:  Enemy attacks sometimes miss (Lucky)
Merluvlee:    "There is a child upstairs in the fortune-teller's house on
               Shooting Star Summit. Hey! I'm that fortune-teller! Anyway,
               the child is my brother, Merlow. He will trade Star Pieces
               for Badges. Head upstairs to see him!"


65. Quake Hammer
---------------------------------------------------------------------------
Location:     Mt Rugged - Use Parakarry near the location of the 1st letter
BP Cost:      1
FP Cost:      2
Description:  Hit all ground and ceiling enemies with ATK: 1 regardless
              of Hammer strength, but ignores enemy DEF (Critical = 1).
              Power can only be increased by badges/charging:
               -Normal: badge/charge ATK + 1
               -AC:     badge/charge ATK + 2
Merluvlee:    "You spot it on a ledge above a cliff road on Mt. Rugged. A
               Paratroopa gives you a lift from the ledge where you
               retrieved one of his letters."


66. Quick Change
---------------------------------------------------------------------------
Location:     Merlon's Home - Spin Jump 3 times inside (Post Chapter 3)
BP Cost:      4
FP Cost:      -
Description:  Allows you to exchange partners without losing a turn.
              Effectively this means that you can use all their attacks
              during a battle.
Merluvlee:    "It is on a house with a spinning roof, near the Palace in
               Toad Town. I cannot quite see how to get it down... Oh,
               that's my grandpa's house! If he is outside, talk to him and 
               he'll help you further."


67. Refund
---------------------------------------------------------------------------
Location:     Koopa Bros. Fortress - Bomb most eastern wall
BP Cost:      1
FP Cost:      -
Description:  You receive a refund of approximately 75% for each item used
              in battle
Merluvlee:    "It's on the far side of the Koopa Bros. Fortress. Use a Bomb
               to blow a hole in a wall, then go outside to find a part of
               the castle that juts out into the water. The treasure chest
               rests there, and the Badge lies within it."


68. Runaway Pay
---------------------------------------------------------------------------
Location:     Dry Dry Desert - section 5E jump up in tree triangle
BP Cost:      2
FP Cost:      -
Description:  Get Star Points even when you run away from a battle
Merluvlee:    "Somewhere around the center of the desert, which is to the
               north of the path, you see three palm trees. You jump in the
               middle of the trio to make a hidden block give up the
               Badge."


69. S. Jump Chg. (Super Jump Charge)
---------------------------------------------------------------------------
Location:     Cloudy Climb - on the lonely cloud
BP Cost:      2
FP Cost:      4
Description:  Charges the next jump attack with ATK +3
Merluvlee:    "You climb up the Beanstalk into the Flower Fields sky and
               ride on a small cloud floating at the top. You jump across
               to a bigger cloud and find your prize."


70. S. Smash Chg. (Super Smash Charge)
---------------------------------------------------------------------------
Location:     Toad Town - Badge Shop for 100 Coins (Post chapter 5)
BP Cost:      2
FP Cost:      4
Description:  Charges next hammer attack with ATK +3
Merluvlee:    "It is for sale at the open-air shop in the plaza outside the
               castle gate."


71. Shrink Stomp
---------------------------------------------------------------------------
Location:     Toad Town Tunnels - far east end (beat Blooper)
BP Cost:      1
FP Cost:      2
Description:  Regular jump attack, second strike may induce "Shrink" on the
              target
Merluvlee:    "You descend into the Private pipe in Toad Town, then head
               right on the underground path. You break a block and
               continue. You find a treasure chest containing the Badge.
               But beware! For I see a nasty enemy protecting the chest.
               You must defeat this dreaded creature to reach the Badge."


72. Sleep Stomp
---------------------------------------------------------------------------
Location:     Toad Town - Badge Shop for 75 Coins (Post chapter 2)
BP Cost:      1
FP Cost:      2
Description:  Regular jump attack, second strike may induce "Sleep" on the
              target
Merluvlee:    "It is for sale at the open-air shop in the plaza outside the
               castle gate."


73. Slow Go
---------------------------------------------------------------------------
Location:     Dry Dry Ruins - lower ledge above the chest with Super Hammer
BP Cost:      0
FP Cost:      -
Description:  Prevents Mario from running... Not that useful, I guess.
              Perhaps some impatient people find it handier to sneak by the
              Clubbas in TB's castle with this badge on.
Merluvlee:    "In the far depths of the ruins, there's a hidden room beyond
               where the Hammer lies. You climb up high, then land on the
               upper edge of the Hammer room. You walk carefully around to
               find the hidden chest."


74. Smash Charge
---------------------------------------------------------------------------
Location:     Koopa Bros. Fortress - Up the ramp just before going outside
BP Cost:      1
FP Cost:      1
Description:  Charges next hammer attack with ATK +2
Merluvlee:    "It's high up in the fortress of the Koopa Bros. You climb
               the stairs that rise from the water and continue up the
               ramp. A Bob-omb will try to keep you from taking it."


75. Speedy Spin
---------------------------------------------------------------------------
Location:     Toad Town - Badge Shop for 50 Coins (Post chapter 1)
BP Cost:      1
FP Cost:      -
Description:  Allows Mario to perform the Spin Attack (Z trigger) with
              more speed
Merluvlee:    "It is for sale at the open-air shop in the plaza outside the
               castle gate."


76. Spike Shield
---------------------------------------------------------------------------
Location:     Dry Dry Ruins - In second Pokey Mummy coffin
BP Cost:      2
FP Cost:      -
Description:  Makes Mario invulnerable to enemy's spikes
Merluvlee:    "Right after you enter the ruin, you see three coffins
               aligned in a room. The Badge is in the middle coffin."


77. Spin Attack
---------------------------------------------------------------------------
Location:     Dry Dry Desert - Sector 3F, uses Twister in 2E to get there
BP Cost:      2
FP Cost:      -
Description:  Allows Mario to beat a "Weak" enemy in the field with the
              Spin dash
Merluvlee:    "In the lonely desert, you are blown by a whirlwind and land
               on a rock platform. The whirlwind by the blue cactus will
               take you there. The Badge awaits."


78. Spin Smash
---------------------------------------------------------------------------
Location:     Toad Town - Badge Shop for 75 Coins (Post chapter 3)
BP Cost:      1
FP Cost:      2
Description:  Horizontal hammer attack on first ground enemy with normal
              ATK. All ground enemies behind get hit for 1 damage by the
              front enemy.
Merluvlee:    "It is for sale at the open-air shop in the plaza outside the
               castle gate."


79. Triple Dip
---------------------------------------------------------------------------
Location:     Crystal Palace - Use Bombette on back right at rotating wall
BP Cost:      3
FP Cost:      6
Description:  Use three items in one turn during a battle
Merluvlee:    "It lies inside Crystal Palace, beyond a puzzling blockade of
               White Clubba statues. You spy a treasure chest through a
               transparent wall. The Badge lies inside it. To reach it, you
               break a wall in the room that has a  transparent revolving
               door. Blast the wall with a Bob-omb."


80. Zap Tap
---------------------------------------------------------------------------
Location:     Shooting Star Summit - Trade with Merlow for 10 Star Pieces
BP Cost:      4
FP Cost:      -
Description:  Permanently inflict "Electrify" status on Mario
Merluvlee:    "There is a child upstairs in the fortune-teller's house on
               Shooting Star Summit. Hey! I'm that fortune-teller! Anyway,
               the child is my brother, Merlow. He will trade Star Pieces
               for Badges. Head upstairs to see him!"





---------------------------------------------------------------------------
4. III Special Objects - Super Blocks
---------------------------------------------------------------------------

1. Oasis of the Dry Dry Desert (sector 3G)
---------------------------------------------------------------------------
Requirements:
 -
Merluvlee's Hint:
 In a place of rest in the cruel desert, is a lush oasis unknown to most 
wanderers. You find the block along the edge of the refreshing, life-giving 
waters.


2. Dry Dry Ruins
---------------------------------------------------------------------------
Requirements:
 -
Merluvlee's Hint:
 You find a jump pad in the dusty depths of the hidden ruins in the desert. 
The block lies beside it.


3. Mt. Rugged at the Station
---------------------------------------------------------------------------
Requirements:
 Super Hammer
Merluvlee's Hint:
 You climb the mountain just above Mt. Rugged station, and you break the 
big block on the left side. You walk forward and find what you seek.


4. Toad Town Tunnels - west side
---------------------------------------------------------------------------
Requirements:
 Super Hammer
Merluvlee's Hint:
 You descend below Toad Town and head left through several blocks and a 
pipe. You go right after the pipe until you can ride a platform up through 
the ceiling. You walk right and fall through the floor to find the block.


5. Tubba Blubba's Castle - Basement
---------------------------------------------------------------------------
Requirements:
 Super Boots
Merluvlee's Hint:
You climb to the upper level of Tubba Blubba's Castle and keep going left. 
When you reach the bottom of the stairs, you find it near the door.


6. Toad Town Tunnels - Basement west area
---------------------------------------------------------------------------
Requirements:
 Super Boots
Merluvlee's Hint:
 Deep down under Toad Town, you break the floor, fall, and then go left. 
Beyond the Dark Koopas' gate, you stand on a movable block and jump to find 
hidden blocks. You cross them for the prize.

7. Shy Guy's toy box - Red Station near the Big Lantern Ghost's room
---------------------------------------------------------------------------
Requirements:
 -
Merluvlee's Hint:
 It is in the Toy Box in the room that has a Ferris wheel and platforms 
that move up and down. You jump to the highest green block to find it 
waiting.

8. Jade Jungle - watery area east of the entrance
---------------------------------------------------------------------------
Requirements:
 Sushie
Merluvlee's Hint:
 In a jungle you navigate the water on the back of a fishy friend. You find 
the block on an island across a bridge.

9. Mt. Lavalava - east room on the main floor
---------------------------------------------------------------------------
Requirements:
 -
Merluvlee's Hint:
 You ride down a trapeze in the volcano and go right into a room with fire 
bars. You avoid touching the rotating arms of flame. Your reward is a Super 
Block.


10. Mt. Lavalava - bottom east room
---------------------------------------------------------------------------
Requirements:
 Ultra Hammer
Merluvlee's Hint:
 Deep inside the volcano, when you see the second rope, you turn right and 
see another one. You ride that rope instead. When the rock wall pales 
behind you, you let go. The block's on a rock platform.


11. Toad Town Main Gate - enter the green pipe with Sushie
---------------------------------------------------------------------------
Requirements:
 Sushie
Merluvlee's Hint:
 You ride over the water to the island in the Toad Town pond and climb into 
the pipe. In a secluded chamber beneath the water, you find the block. 


12. Toad Town Tunnels - Use the hammer to break the metal blocks
---------------------------------------------------------------------------
Requirements:
 Ultra Hammer
Merluvlee's Hint:
 In the dark below Toad Town, under the platform that sinks if you step on 
it, is a pipe leading farther down. Powerful metal blocks stop your 
progress, but with a powerful Hammer, you smash them to get through.


13. Flower Fields - On the ledge near the Amazy Dayzee
---------------------------------------------------------------------------
Requirements:
 Ultra Hammer
Merluvlee's Hint:
 There is a yellow gatekeeper in Flower Fields. You go through its gate, 
over the thorny patch then up the stairs to the left. You fight your way 
left to find the block.


14. Flower Fields - Northeast area, just after the ! stomping puzzle 
---------------------------------------------------------------------------
Requirements:
 Lakilester
Merluvlee's Hint:
 You explore Flower Fields to the right of the big tree that grows at the 
entrance. You move ! platforms by jumping on them, so with Spin Jumps and 
hovering help, you continue. You use a jump step hidden on the roadside and 
find the block up above.


15. Toad Town Tunnels - Shiver City warp pipe room
---------------------------------------------------------------------------
Requirements:
 Meet Ninji at Merlon's place
Merluvlee's Hint:
 In the tunnels below Toad Town, in a frozen room on the path leading to a 
very cold, frostbitten city... You move to the right and find the pipe to 
the town above. You move to the left first and find the block waiting.


16. Shiver Mountain - On a small mountain before the giant ice staircase
---------------------------------------------------------------------------
Requirements:
 -
Merluvlee's Hint:
 On Shiver Mountain you see stairs going up to the left as you climb to the 
palace. The Super Block waits in the cold for you.


---------------------------------------------------------------------------
7. Star Power
---------------------------------------------------------------------------

Name        Given by  SE   Description
----------  --------  ---  ------------------------------------------------
Focus       Eldstar     0  Restore Star Energy bar*
Refresh     Eldstar     1  Restore 5 HP & 5 FP
Lullaby     Mamar       1  Attempts to induce "Sleep" on all enemies
Star Storm  Skolar      2  Attack all enemies ATK: 7 (penetrates defense)
Chill Out   Muskular    2  Lowers enemies' ATK by 3 points for 4 turns
Smooch      Misstar     3  Recover 20 HP
Time Out    Klevar      2  Attempts to induce "Stop" on all enemies
Up & Away   Kalmar      2  Instant victory, but you get no Star Points
Star Beam   all 7       0  Eliminate any boost & undo Star Rod's effect
Peach Beam  all 7       0  Upgrade Star Beam; used for the last battle only

SE = Star Energy level required to use

*  = For Mario:   Restore 0.5 + 0.25 * # of Deep Focus badges
     For Partner: Restore 0.5 (Deep Focus has no effect on them)


---------------------------------------------------------------------------
8. Star Point Experience
---------------------------------------------------------------------------

 It is well known that the enemies in this game do not give a fixed amount 
of Star Points, so how does the game know when to give you more or less 
Star Points (SP) during a battle? The solution is rather simple the amount 
of SP for an enemy is calculated using the SPL (Star Point Level) of that 
enemy and subtracting Mario's level from it and then it is divided by two.

 However you'd end up with a broken number, but monsters cannot give 0.5 or 
so Star Points. Furthermore the amount enemy targets at the beginning of 
the battle also adds a certain factor to the number of given Star Points. 
This factor is 10% of the original SP value multiplied by either 0 (1 or 2 
targets), 1 (3 targets), or 3 (4 targets). This explains why Crystal King 
and Gulpit yield so many Star Points. So in formula one would get:

  level   - Mario's current level
  SPL     - Star Point Level of target
  #enemy  - # of targets at battle start

  factor  = max(0, #enemy * 2 - 5)
  Base SP = SPL - level / 2
  SP      = round(base SP + base SP / 10 * factor) 

 Where SP is the given amount of Star Points during the battle. If you 
don't want to do the math on this you can just look at SPL of the enemy and 
use the table below to find out, which level is associated with the enemy. 
Here is the complete chart list starting at SPL 100 (there are no monsters 
with a level >100). Just take the SPL of the monster required and look at 
that number, then cut out the part of the table between that SPL and (SPL - 
27) for the entire table of that particular enemy. Replace the SPL column 
by a list of 27 down to 1 to get a nicer layout. Suppose you beat 4 Amazy 
Dayzees (SPL = 100) one battle on level 1, you'd get 64 * 4 = 256 Star 
Points (too bad the counter is capped off at 99 points).

 ---------------------------------------------
      |# enemies at the start of the battle
      |---------------------------------------
  SPL |    1-2         3         4 (or more)
  --- |  -----     -----     -----
  100 |     50        54        64
   99 |     49        54        64
   98 |     49        53        63
   97 |     48        53        62
   96 |     48        52        62
   95 |     47        52        61
   94 |     47        51        60
   93 |     46        51        60
   92 |     46        50        59
   91 |     45        50        59
   90 |     45        49        58
   89 |     44        48        57
   88 |     44        48        57
   87 |     43        47        56
   86 |     43        47        55
   85 |     42        46        55
   84 |     42        46        54
   83 |     41        45        53
   82 |     41        45        53
   81 |     40        44        52
   80 |     40        43        51
   79 |     39        43        51
   78 |     39        42        50
   77 |     38        42        49
   76 |     38        41        49
   75 |     37        41        48
   74 |     37        40        47
   73 |     36        40        47
   72 |     36        39        46
   71 |     35        39        46
   70 |     35        38        45
   69 |     34        37        44
   68 |     34        37        44
   67 |     33        36        43
   66 |     33        36        42
   65 |     32        35        42
   64 |     32        35        41
   63 |     31        34        40
   62 |     31        34        40
   61 |     30        33        39
   60 |     30        32        38
   59 |     29        32        38
   58 |     29        31        37
   57 |     28        31        36
   56 |     28        30        36
   55 |     27        30        35
   54 |     27        29        34
   53 |     26        29        34
   52 |     26        28        33
   51 |     25        28        33
   50 |     25        27        32
   49 |     24        26        31
   48 |     24        26        31
   47 |     23        25        30
   46 |     23        25        29
   45 |     22        24        29
   44 |     22        24        28
   43 |     21        23        27
   42 |     21        23        27
   41 |     20        22        26
   40 |     20        21        25
   39 |     19        21        25
   38 |     19        20        24
   37 |     18        20        23
   36 |     18        19        23
   35 |     17        19        22
   34 |     17        18        21
   33 |     16        18        21
   32 |     16        17        20
   31 |     15        17        20
   30 |     15        16        19
   29 |     14        15        18
   28 |     14        15        18
   27 |     13        14        17
   26 |     13        14        16
   25 |     12        13        16
   24 |     12        13        15
   23 |     11        12        14
   22 |     11        12        14
   21 |     10        11        13
   20 |     10        10        12
   19 |      9        10        12
   18 |      9         9        11
   17 |      8         9        10
   16 |      8         8        10
   15 |      7         8         9
   14 |      7         7         8
   13 |      6         7         8
   12 |      6         6         7
   11 |      5         6         7
   10 |      5         5         6
    9 |      4         4         5
    8 |      4         4         5
    7 |      3         3         4
    6 |      3         3         3
    5 |      2         2         3
    4 |      2         2         2
    3 |      1         1         1
    2 |      1         1         1
    1 |      0         0         0
---------------------------------------------------------------------------





===========================================================================
Appendix C: Badge Setups
===========================================================================

Introduction
---------------------------------------------------------------------------
The section about Badge set ups is far from complete. For now we have this 
overview of Badge Setups which work out pretty well. You can use your own 
setups, but that is up to you to choose.

1. General 30 BP Setup
---------------------------------------------------------------------------
 This is a setup which seems to be suitable. Even with 30 Badge points it 
can be hard to have a good setup. So I tried my best and this seems to work 
out pretty good in most standard situations. It has Spike Shield and Zap 
Tap badges to prevent some types of damage and I used Damage Dodge and P-
up, D-down to raise power.

         Badge           BP
         --------------  --
         Multibounce      1
         Shrink Stomp     2
         Quick Change     4
         Dodge Master     2
         Power Plus       6
         Damage Dodge     3
         All or Nothing   4
         Spike Shield     2
         Flower Finder    3
         Refund           1
         Chill Out /      2
         Dizzy Attack
         Speedy Spin      1


2. "Danger" Mario
---------------------------------------------------------------------------
This setup is widely known by many people, but for those of you who don't 
know about it here is the deal. Danger Mario makes use of the fact that it 
is possible to have Mario permanently in Danger mode. This can be done by 
visiting Chet Rippo and asking him to increase either FP or BP, this will 
cause the amount of HP to degrade. If you had only 10 HP (starting value) 
than it will be lowered to 5. With a Max HP of 5 Mario will constantly be 
in danger and therefore the following setup works out reasonably good, but 
it has its merits. Just makes sure you have one or two Life Shrooms in your 
inventory to give yourself some room for error.
 
         Badge           BP
         --------------  --
         Defense Plus     6
         Damage Dodge     3
         Damage Dodge     3
         P-down, D-Up     2
         Last Stand       1

         Deep Focus       1
         Deep Focus       1
         Dodge Master     2
         Happy Heart      3
         Happy Heart      3
         Close Call       1
         Power Rush       1
         Happy Flower /   3
         Flower Finder

The first five badges are the only real necessary ones. As long as he 
blocks Danger Mario will be immune to attacks of strength 6 or less, 
because the divisor (Last Stand) is applied after the subtractions. Partial 
damage points are rounded down:

   ATK of your opponent's attack:    dmg = enemy ATK
   Action Command (2 Damage Dodges): dmg = dmg - 3
   Defense Plus & P-Down, D-Up:      dmg = dmg - 2
   Last Stand:                       dmg = floor( dmg / 2 )

 If he is in a Chill Out/Focus/Focus/Focus cycle, then he is forever immune 
to all attacks of strength 9 or lower. This should be sufficient to deal 
with most of your enemies.

 The other 8 badges are supplemental. The Deep Focuses allow Mario to use a 
cycle of Chill Out/Focus/Focus/whatever. The Dodge Master is there because 
the success relies heavily on blocking. The Happy Hearts and Close Call 
help to counter any times you mess up blocking. Power rush is for whenever 
Mario has a chance to attack. Happy Flower is to help your partners, as 
they will be doing most of the fighting. Flower Finder works too, and 
depending on the situation gives more or less FP than the other.



3. Jump & Hammer Mario
---------------------------------------------------------------------------
 If you like Jump attacks better than Hammer attacks (or vice versa) you 
may want to use either of the following 2 setups named after the Jump man 
and Hammer man badges from Paper Mario's sequel. Both of them have a Flower 
finder badge equipped, because most of the attacks are huge drains on the 
FP meter:

         Jump Man                   Hammer Man
         ------------------         ------------------
         Badge           BP         Badge           BP
         --------------  --         --------------  --
         Mega Jump        3         Mega Smash       3
         Multibounce      1         S. Smash Chg.    2
         S. Jump Chg.     2         Mega Quake       3
         Power Bounce     2         Hammer Throw     2
         Quick Change     4         Quick Change     4
         Dodge Master     2         Dodge Master     2
         Power Plus       6         Power Plus       6
         Ice Power        2         Ice Power        2
         Spike Shield     2         Flower Finder    3
         Flower Finder    3         Chill Out /      2
         Chill Out /      2         Dizzy Attack
         Dizzy Attack               Speedy Spin      1
         Speedy Spin      1


4. Single boss fights
---------------------------------------------------------------------------
 Bosses often come as single enemies and therefore you may want to focus 
your BP on specific attacks. For some of the later bosses you can use 
Lakilester with Spiny Surge to take out all of the additional bits that 
appear (e.g. Huff N. Puff or Crystal King).

         Badge           BP
         --------------  --
         S. Jump Chg.     2
         Shrink Stomp     1
         D-Down Jump      2
         Power Bounce     2
         Quick Change     4
         Dodge Master     2
         Flower Saver     6
         P-Down, D-Up     2
         Spike Shield     2
         Feeling Fine     3
         Zap Tap          4

 This setup uses the P-Down, D-Up badge as it is a cheap way to reduce 
damage. Using the S. Jump Chg. to increase ATK the negative "P-Down" part 
of the badge gets negated. Many bosses can induce status ailments, hence 
Feeling Fine is good badge here. You probably need many Flower points, so 
the Flower Saver badge might be good idea here. Alternatively you can use a 
Double/Triple Dip and Happy Flower badge if you have good healing items in 
your inventory.

 Another Badge setup possibility was created by Bruno P. Ferreira and it
goes like this:

      Undisposable                   Good but Disposable
      ---------------------------    ------------------------------
      Mega Quake                     S. Jump Chg.
      Power Plus (1 or 2 of them)    S. Smash Chg.
      All or Nothing                 D-Down Jump 
      Mega Rush                      D-Down Pound
      Last Stand                     Peekaboo
      Power Rush                     Happy Heart (1 or 2 of them)
      Close Call                     Happy Flower (1 or 2 of them)
      Fire Shield                    Flower Saver (1 or 2 of them)
      Feeling Fine                   Lucky Day
      Zap Tap                        Master Dodge

As commentary he wrote: "Trust me, if you use the undisposable Badges
listed here, it'll sure be easy to fight bosses like Bowser. I tried it
and I saved a lot of healing items with that strategy." I can see that
most badges fit this description, but I wonder about the effectiveness
of the Mega Quake. It's strong, but only really useful if there are
many enemies around.



5. Low BP level setup
---------------------------------------------------------------------------
 For most of the game you probably do not have all 30 BP at your disposal, 
so here is a setup that will work for the earlier parts of the game. These 
badges should all be reachable in chapter 3. That is before half way 
through the game, hence this setup will use only 15 BP.

         Badge           BP
         --------------  --
         Multibounce      1
         Shrink Stomp     2
         D-Down Jump      2
         Quake Hammer     1
         Dodge Master     2
         Damage Dodge     3
         Spike Shield     2
         Pay-Off          2
         Speedy Spin      1





===========================================================================
Appendix D: Side Quests & Optional Events
===========================================================================

 Here all of the individual side quests and optional tasks will be handled, 
which I'd like to point out to the reader.

---------------------------------------------------------------------------
 1. Trade Quest Events
---------------------------------------------------------------------------

 This special feature of the game doesn't yield any dazzling prizes, but it 
is nice to compete for the heck of it. There are three tradings in the 
game. Each one of them is triggered after a certain moment in time, but you 
can only participate in the latter ones after completing (either 
accomplishing/failing) the previous tasks. There is a time limit to each 
event so you have to do them right away. Don't worry about running, if you 
know what needs to be done you can complete them in a leisurely pace.

 To start the event listen to the black radio in the rightmost home of the 
left screen in Koopa Village. Keep on changing the channel, until you hear 
the "Information Station". Then you get a message about which item you need 
to take to a particular location. From this moment on a distinct Pink Toad 
will appear on the aforementioned place, but only for a predetermined 
amount of time. Here is a table of all the important properties of each 
event:

  When        Req. item    Location                 Reward
  ----------  ----------   -----------------------  -----------
   Chapter 1  Koopa Leaf   Toad Town Main Gate      Maple Syrup
  Post Ch. 3  Nutty Cake   Dry Dry Ruins entrance   Maple Super
  Post Ch. 5  Coconut      Club 64                  Yummy Meal

 As you can see the rewards are not that spectacular, but then again it is 
just a side quest introduced for fun.



---------------------------------------------------------------------------
 2. Old Koopa Koot favors
---------------------------------------------------------------------------

 In Koopa Village there lives a very old Koopa who goes by the name of: 
"Koopa Koot". He resides in the rightmost shell home of the little village. 
When you talk to him he requests a favor of you. In return you get a 
default reward of 1 Coin for your efforts. There are however some good 
rewards popping out every now and then. Each time you complete a chapter 
some new favors can be completed. Here's a table with all 20 favors listed 
and their rewards:

       Favor  Chapter  Reward
       -----  -------  -----------------
           1        1  1 Coin
           2        1  Silver Card
           3   Post 1  1 Coin
           4   Post 1  3 Star Pieces
           5   Post 1  1 Coin
           6   Post 2  1 Coin
           7   Post 2  1 Coin
           8   Post 2  3 Star Pieces
           9   Post 3  1 Coin
          10   Post 3  1 Coin + Gold Card
          11   Post 3  1 Coin
          12   Post 4  3 Star Pieces
          13   Post 4  1 Coin
          14   Post 4  1 Coin
          15   Post 5  1 Coin
          16   Post 5  3 Star Pieces
          17   Post 5  1 Coin
          18   Post 5  1 Coin
          19   Post 5  1 Coin
          20   Post 5  3 Star Pieces

 It turns out to be that the favors can be completed out of order. Here's 
how it can be done. After accepting a task, continuously ask him to repeat 
it, and eventually he will give you the option of temporarily skipping it 
and moving onto the next one. The rewards however are based on the number 
of completed tasks, hence you must still do them all to get all the Star 
Pieces!

 Below are all the descriptions of each favor. Some of them are very simple 
to complete, while others may cost you much more time to accomplish. I 
would strongly recommend that you complete as much of the Toad Town Tunnels 
in advance so Mario can warp to all the locations on the map instead of 
walking. When you finish all 20 of them you should have gotten 15 Star 
Pieces from him.

1. Borrow the book "Koopa Legends" from Kolorado
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Just go to Kolorado's home (the left home with the yellow roof) and talk to 
his wife to get the book. Return it to the Koot and you're done. It appears 
to be a book to get firmer shells in 30 days. 

2. Get a Sleepy Sheep
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
You may have one of these in your inventory already, but if not you can 
find one on Pleasant Path or buy it for 10 Coins in Toad Town's shop. Give 
it to the spring chicken and you get your reward.

3. Retrieve the "Tape" from Goompa
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 He doesn't tell what is on the tape, and I wonder if you even want to know 
it.

4. Cooking exercise for Koopa Tea
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Get a Koopa Leaf from one of the bushes in this town and take it to Tayce 
T. let her cook it for you and you'll get Koopa Tea in return. Give this to 
the old crank and you're done.

5. Autograph hunt - Your famous brother
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
To find Luigi you need to get back to your home using the Warp Pipe in Toad 
Town near the gate. Luigi's location may differ from chapter to chapter, 
but if you go there right before Chapter 2 you can find him on a cracked 
boulder. Use Bombette to bring him down and obtain the autograph. Give it 
to the coot and you're done.

6. Lost my Wallet
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This time you have to find his wallet, which he lost near the town's only 
shop. Just examine all the bushes on the left avenue and you'll find it 
eventually. Return it to him for a reward.

7. A tonic for a good taste
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
KK wants something nice to drink so he asks you to get him a Tasty Tonic 
which can be bought in Harry's shop in Toad Town for 5 Coins.

8. Autograph hunt 2 - Merluvlee of Shooting Star Summit
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The old geezer heard through the grapevine that there is this lovely woman 
living up the Shooting Star Summit so he asks you to collect her autograph. 
While you are in the process of doing so you might as well get the items 
Peach put in the chest near her crystal ball. 
 Merluvlee on the other hand also requests a favor of you in return of the 
autograph! You have to obtain her Crystal Ball from Merlee (the fortune 
teller hiding in Dry Dry Outpost). Use the shortcut via the warp pipes in 
the Sewer to get there quickly.
 After giving her the Crystal Ball you can get the Autograph for free. 
Return it to the Koot and this favor is completed.

9. Read the message board and gossip
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Koopa Koot will ask you to inform him about the current activities in the 
world and therefore wants you to read the Message board in front of 
Merlon's home. Furthermore he also wants to hear the juicy gossip written 
on the back of the board. So go to Toad Town, read both sides of the board 
and return to report KK of your findings.

10. Life Shroom Emergency
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Because of his above average age the old guy asks you to get him a Life 
Shroom just in case of an emergency. You can buy one in Boo's Haunted 
Mansion for 50 Coins. There are cheaper alternatives of course.

11. Cooking up a Nutty Cake
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
To get the item Koopa Koot requested this time you need to go back to 
Goomba Village and collect a Goomnut from the only tree in the area. Give 
it to Tayce T. and she'll use it in a recipe for a Nutty Cake. Once you're 
back give the item to him and you're done.

12. Problem Solver
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Koopa Koot complains about all the noise coming from the neighbors and it 
is your job to calm things down. If you talk to the Bom-ombs in the home to 
the left Mario finds out that the right one is exploding all the time, 
because he is in love with Bombette. So, bring out Bombette and she'll tell 
them to calm down in her 'polite' way of expressing things. Go back to KK 
and the task is completed.

13. Get the photo back from a Boo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Cranky is not to specific about this assignment, but you need to recover a 
picture of him that is held by one of the boos at the Mansion. Talk to 
Franky (the first Boo you come across in the Mansion's hall to get it back. 
It seems to be a picture of him and the old guy from the time that he 
traveled quite a lot. Return to Old Photo and this mission is accomplished.

14. Some special spaghetti with a twist of Koopa Leaf
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 You need to produce a special treat for Koopa Koot this time. Take some 
Dried Pasta and a Koopa Leaf to Tayce T. and she cooks the Koopasta for 
you. Give this to the Koopa in question.

15. Where did my glasses go?
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 You need to find him his glasses this time round. It is in one of the left 
bushes on the left avenue. Just return his ancient spectacles to complete 
this task.

16. The other fruit from the desert oasis
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Remember where you got the Lemon from? That is the same location where you 
can find the fruit which Koopa Koot wants so badly. Go to the oasis in the 
Dry Dry desert to collect one Lime and return it for 3 Star Pieces.

17. A Kooky snack
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 You have use Tayce T.'s cooking to get him a Kooky Cookie. Just mix a 
Koopa Leaf and some Cake Mix. The result is the Kooky Cookie. Return this 
for another 1-coin profit.

18. Package delivery man
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Koopa Koot has a friend in Gusty Gulch who has a package. You are his 
delivery man so fetch it for him. The Boo in question is the second Boo you 
come across in the village so he should be easy to find. The Boo however 
tells you that you need to wait, because he doesn't know where he left it. 
Exit and reenter the area and he found it (that was quick). Give it to the 
old timer to complete this one as well.

19. Tropical snack
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 This time he wants a special item that he heard so much about; it is a 
Coconut. You probably know where to find one of these, do you? Just whack 
any palm tree on Lavalava Island to get the hard shelled item. Give it to 
the Koot and you can proceed on to the last event. 

20. Koopa Koot calls it quits
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Finally, the last request this man can think of is not the easiest one. 
You need to get him a Red Jar from Dry Dry Outpost's shop. You have to buy 
the following items:

          Dusty Hammer
          Dried Pasta
          Dusty Hammer
          Dried Shroom

If you buy all four of them in the correct order Little Mouser jumps 
towards you and tells you about the secret routine. He then gives you the 
Red vase which you can return to KK. For you final reward you receive his 
last 3 Star Pieces. Notice that you can buy the Red Vase any time during 
the game, just get these four items in this order from little Mouser's 
shop.



---------------------------------------------------------------------------
 3. My Li'l Oinky
---------------------------------------------------------------------------

 After completing Chapter 1 the debris near the south entrance is cleared 
allowing you to reach the station area to the far south. Here you can find 
a small pen with a Toad standing in front of it. He will teach you 
everything about his favorite pets: the Li'l-Oinks. According to the Toad 
these creatures are best described to by shy and timid, hence Oinks tend to 
run away very easily if you walk up to them. If you open the pen any Oink 
inside gets scared and they will all leave the scene.

 You can walk up to the machine to his left and jump to generate an Oink 
egg for the cost of 10 Coins. If you smash the egg with the Hammer a Oink 
hatches from it and jumps into the pen. Oinks just jump around aimingless 
in the little field doing nothing at all. So why bother with hatching them? 
The purpose of the Oinks becomes clear after then 11th Oink appears in the 
pen, because then the 1st one leaves the scene dropping an item that 
corresponds to his color pattern.

  Li'l Oink Type   Dropped Item     Rarity (1 - rare, 5 - common)
  ---------------  ---------------- ------
  Flashy Gold      Ultra Shroom     1
  Flashy Silver    Jammin' Jelly    2
  Question Mark    Repel Gel        2
  Shroom           Life Shroom      3
  Star             Shooting Star    3
  Flower           Maple Syrup      4
  White            Super Shroom     4
  Tiger            Thunder Rage     4
  Pink             Fire Flower      5
  Black            Dried Shroom     5

 When the item is dropped you have about 6 seconds to claim it from the 
pen, which is not much. You must enter the pen to get the item so Mario 
automatically scares away all the Oinks in it. Therefore be sure to only go 
for the most special items as it will cost you at least 100 Coins before 
the first one drops his item.

 If you happen to be very quick you can hatch a second Oink in between 
allowing you to collect two items simultaneously, but this can be hard to 
do in practice. The only real advantage of the Oinks is that they have an 
infinite supply of Ultra Shroom / Jammin' Jelly / Repel Gel items, which 
are otherwise limited to 4 or 5 of these in the normal game.



---------------------------------------------------------------------------
 4. Casino gaming alley
---------------------------------------------------------------------------

 This hidden area can only be found by whacking the tree to the west of the 
Li'l Oink farm. If you do this a green pipe will appear and you can descend 
into the lobby of the gaming alley. There are two games to be played here, 
but you need the Silver to play the Jump Attack game and the Gold to play 
Smash attack. The only way to get these cards is by completing Koopa Koot 
favors #2 and #10 respectively.

Jump Game
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
Cost:        10 Coins per play
Biggest win: 950 Coins
   Hit the block in the following order in an 9 Hit game:
     -4x 1 Coin + 3x 5 Coins       = 4 * 1 + 3 * 5 = 19
     -2x 5* multipliers            = 19 * 5 * 5    = 475
     -2* complete 11 Hit Challenge = 475 * 2       = 950

 The rules of this game are very simple you get to see 11 Blocks and 
depending on the difficulty setting you have to jump up against either 5, 7 
or 9 blocks to find out what is inside. It doesn't matter which difficulty 
you play as an attempt will always cost 10 Coins. The blocks always contain 
the following panels in random order:

         4 blocks with 1 Coin
         5 blocks with 5 Coins
         2 blocks with 5* multiplier
         2 blocks with Bowser's face (game over; lose all coins)

 As you can see there are 2 Bowser's in the game, hence a 11 Block 
challenge is very hard to complete as you have to hit all blocks except 
those two. As visible above the best combination is obtained, when the 
multipliers are hit last. This can be very hard to do in practice, and I 
can say that there has been only 1 occasion so far where I completed the 11 
Block game. Fortunately your money gets doubled afterwards if you play this 
type.


Smash Game
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
Cost:        10 Coins per play
Biggest Win: >50 Coins

 The smash game is more of an action based mini-game, then a gambling game. 
You need to find 10 Peach panels hidden in several blocks within the set 
time limit of 30 seconds. Next to Peach there are also Bom-ombs and Fuzzies 
hiding in the blocks. If you hit one of those you are immobilized for some 
time (Fuzzies require you to tap 'A' in order to remove them). There are 35 
Blocks in total, so this can be somewhat difficult to find 10 Peach cards. 
Take note however that during the game the contents becomes briefly visible 
every now and then. So pay attention and stay in the center front at the 
beginning to get best overview.

 For every 0.1 seconds left on the counter you receive a coin. It is 
difficult to tell how good the biggest win could be, but I suspect that 
getting more than 50 Coins is fairly good.



---------------------------------------------------------------------------
 5. Luigi's diary
---------------------------------------------------------------------------

--Mario's Home--
 Early on in the game you may notice the peculiar square tile inside 
Mario's home located next to the Mailbox. After chapter 2 some musical 
notes appear from under the floor and Luigi is nowhere to be found. This 
leads the player to the conclusion that there is a hidden basement below 
the bedroom.

 If you get the Super Boots from Boo's Mansion and you return to this room 
BEFORE defeating Tubba Blubba, then Mario can find Luigi in the basement by 
using the Spin jump on the tile. This scares Luigi and he takes a book from 
the table disallowing you to read the diary for the rest of the game. If 
you go into the basement after completing Chapter 2, Luigi will be outside 
the house and you can safely enter to read the first two entries in his 
diary. After each consecutive chapter two additional pages will be written 
by Luigi. There are some interesting (but useless) notes in them, check 
them out below if you are too lazy to visit the secret home.


Page 1 - (Post Chapter 3)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
"Once again, my brother went on an exciting journey. Once again, he went 
alone. It's so unfair! I remember the carefree days when we played Golf and 
Tennis and had Parties. I remodeled the house and made a secret basement. 
My brother has no idea! It's the perfect place to write in you, my secret 
diary. I heard that a ghost appeared in Toad Town today. It was big, really 
big. And it had red eyes, a giant, gaping mouth and a mustache."

Page 2 - (Post Chapter 3)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
"..........Because you're my secret diary, I'll tell the truth: Yaaaah! I 
hate ghosts!! What will I do if it appears at night! Come back, Mario! I'm 
scared! Yikes! I can feel something behind me. Ahhh! I'm sure it's there, 
but I can't look back! No! No! Get away! I think I'll be safe if I don't 
freeze with fear. I'll just shut my eyes and take five steps back, and then 
I'll jump and dash into bed. Here I go!"

Page 3 - (Post Chapter 4)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
"A Shy Guy appeared at my house the other day. I found it asleep in my bed! 
Can you believe it? I ran after him, but he was way too fast for me. I 
heard that a lot of Shy Guys also appeared in Toad Town. Supposedly, they 
came from Shy Guy's Toy Box. It must be somewhere in town. A Toy Box... I 
wouldn't mind seeing that. Maybe they have a Nintendo 64!"

Page 4 - (Post Chapter 4)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
"The whole Goomba family visited me today. They said that Goombario is in 
the care of my brother, then they gave me a souvenir! It was a Goomnut, a 
special treat from Goomba Village. It looked so yummy I ate it without 
telling my brother! My FP increased by 3. .........You think he'll notice?"

Page 5 - (Post Chapter 5)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
"I heard that my brother went to Lavalava Island on a tuna. Unbelievable! 
So unfair!! I... I... I wanna ride on a tuna, too!"

Page 6 - (Post Chapter 5)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
"I heard that some Yoshi kids on Lavalava Island got lost and my brother 
saved them. I bet Yoshi kids are just about the cutest things around. I'm a 
bit jealous of my brother."

Page 7 - (Post Chapter 6)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
"I heard a rumor that I actually have lots of fans. Wow! What great news! 
To live up to their expectations, I want to play the lead in an adventure! 
Of course, my name would have to be in the title. That'd be sweet... But I 
know it'll never happen..."

Page 8 - (Post Chapter 6)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
"I heard that a door appeared in Toad Town. They say it leads to Flower 
Fields. I guess lots of Flower Spirits live in that flowery place. Flower 
Spirits... I bet their souls are as beautiful as the prettiest flowers..." 

Page 9 - (Post Chapter 7)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
"Somebody said to me that a way will open when you use a scarf and 
bucket... What? A scarf for a snowman? Wouldn't it melt him?"

Page 10 - (Post Chapter 7)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
"Yesterday, I got stuck in the trapdoor when I was  entering my secret 
room... Have I been using it too much? Or am I putting on weight? I'd 
better oil it to make it open easier."

Page 11 - (Post Chapter 8 - only readable before entering Peach's Castle)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
"When I looked up at the sky tonight, I saw a shooting star arcing across 
the sky toward Princess Peach's Castle. I made a wish to the Stars right 
away, but I wonder if it will really be granted... What I wished 
was............. .............................. I can't write it even 
though this is a secret diary. Aargh! You can see it even though I erased 
it! My wish is to sleep in the top bunk bed."

Page 12 - (Post Chapter 8 - only readable before entering Peach's Castle)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
"I heard that my brother finally saved Princess Peach! Bowser increased his 
power with the Star Rod, but my brilliant brother beat him anyway! I guess 
he'll be coming back home pretty soon. I'm looking forward to listening to 
the story of his adventure. Anyway, I'm going to finish this diary for now. 
I have to seal this room off before he notices that I remodeled without 
telling him. Now I'm going to go prepare a dinner to celebrate Mario's 
return!   Luigi"



---------------------------------------------------------------------------
 6. Master the Dojo
---------------------------------------------------------------------------

--Toad Town - Main Gate--
 Near the east entrance of the Main gate area there is a small dojo where, 
Lee, Chan (I bet their first names are Bruce and Jacky) and The Master are 
practicing. Before chapter 1 the Master is out and you cannot do anything 
around here, but after The Master's return from the field Mario and can 
complete five battles in the dojo. The first three battles are just a warm 
up for the last two, as the difficulty increases in an order of magnitude. 
Therefore you probably cannot defeat the Master on the highest difficulty 
before reaching a higher level. I haven't tried to find out the lowest 
difficulty, but with the following set up you should be able to beat all 5 
rounds without too much difficulty.

 Each time you successfully complete a battle Mario gains higher grade 
ranking from 1 to 4 stars and ultimately the Diploma. This item is a chore 
and has no use in the game. In each town there is an inhabitant who will 
give different remarks depending on your ranking. Naturally, they will all 
be amazed if you have a Diploma.

Toad: Toad Town - Main Gate
---------------------------
no Degree:  You don't have it? The Degree, Mario. The Degree shows how
            strong you are. Ha ha ha... I have it. I fought at the Dojo
            over there and got it from The Master. I am one bad Toad!!

1st Degree: Hey, that's... a First-Degree Card! I have one, too. See? A
            First-Degree Card!! That means I'm as strong as you! Cool! I'm
            bad! Yeah!!

2nd Degree: Hey, that's... a Second-Degree Card? Whoa! Cool! You fought
            your way to a Second-Degree Card? Mario, you're awesome!!

3rd Degree: Hey, that's... a Third-Degree Card? Whoa! Wow! Whoop! I knew
            you were strong!!

4th Degree: Hey, that's... a Fourth-Degree Card! Whoa! Amazing! You rule,
            Mario! You must be crazy strong!!

Diploma:    Whoa! Can it be? That's... a Diploma??? Whooooopeee! It's real,
            isn't it? You defeated The Master! Wow! You're the best,
            Mario!! Aargh!


Toad: Dry Dry Outpost
---------------------
No Degree:  Are you aware that there's a Dojo in Toad Town? There is! A
            while ago I took one of the Dojo challenges and did pretty 
            well, I must say. I got a Second-Degree Card. You look pretty
            strong, so... Huh? You haven't earned any Cards?!

1st Degree: Sayyyyy... Is that... ...a First-Degree Card? Hee hee! It just
            so happens, that I have in my possession a Second-Degree Card! 
            Know what that means? I'm stronger than Mario! Yeah!!

2nd Degree: Sayyyyy... Is that... ...a Second-Degree Card? Hey, I have
            Second-Degree Card, too! Oh, awesome! I can't believe that I'm
            as strong as you are, Mario!!

3rd Degree: Sayyyyy... Is that... ...a Third-Degree Card? Whooa! That's
            great! Seriously, that's great, Mario. You must be a
            powerhouse!!

4th Degree: Sayyyyy... Is that... ...a Fourth-Degree Card? Whooa! I
            wouldn't want to tangle with you, Mario!!

Diploma:    Sayyyyy... Is that... ...a Diploma...!? Whoa! WHOOOAAA! You
            defeated The Master!! That's unbelievable, Mario! Great!
            Seriously great! I mean, really great!!!


Penguin - Shiver City (near the warp pipe)
------------------------------------------
No Degree:  Mariooooo!!! Did you know that there's a Dojo in Toad Town? I
            go there all the time. I finally got my Third-Degree Card the
            other day. I'm sure you have a much higher ranking than I do,
            though. What? You don't have anything?!

1st Degree: Hey... You have... ...a First-Degree Card! Heh heh heh. A
            beginner, huh? I've got a Third-Degree Card. Looks like I'm
            stronger than you.!

2nd Degree: Hey... You have... ...a Second-Degree Card! Heh heh heh. It's a
            start. I've got a Third-Degree Card. I must be tougher than
            you.!

3rd Degree: Hey... You have... ...a Third-Degree Card! I've got a Third-
            Degree Card, too!! Cool! We have the same ranking! We're
            equals!!

4th Degree: Hey... You have... ...a Fourth-Degree Card! Wow, you're strong!
            I wish I were that strong... I'd better train harder!!

Diploma:    Hey... You have... ...a Diploma... Wooow! I mean, woooooow! You
            beat The Master!! How'd you manage that? You're the strongest
            guy ever!!


 That's all for the given comments. Here are descriptions for all of the 
five battles.
---------------------------------------------------------------------------
Optional Boss: Chan
-------------------
 HP: 15
 ATK: 2
 DEF: 2
 SPL: 0

 This battle is pretty easy even on low levels. Just use Mario's Jump 
attack to flip Chan over on his back. Once you have done this Goombario or 
any of the other partners can cause damage on Chan as his defense is 0, 
while flipped over.

 The only difference with Koopa Troopas is that Chan stands up strait after 
1 turn instead of 2. So you need to keep on jumping on him. In any case he 
will fall without any trouble provided that you keep on using the jump 
attacks.

---------------------------------------------------------------------------
Optional Boss: Lee
------------------
 HP: 20
 ATK: 5
 DEF: 0
 SPL: 0

 This battle is probably the easiest to complete when you set Kooper to 
your partner before the battle. Lee will mimic your current partner at the 
beginning of the battle becoming a perfect replica. If you have Kooper out, 
then Mario can simply flip him over with a Jump attack allowing you to beat 
him in a similar fashion as Chan.

 Take note however that he may return to his normal self sometimes, but 
still 20 HP goes down pretty quickly with a nice Power bounce. Then again 
you do need to look out for his attack, as he is pretty strong.

---------------------------------------------------------------------------
Optional Boss: The Master (1)
-----------------------------
 HP: 50
 ATK: 6
 DEF: 0
 SPL: 0

 This battle may be too difficult to beat before learning some new moves. 
So you'd probably need to complete the first 2 (or 3) chapters before 
taking him on. Repel Gel would surely help if you have one of these items, 
but you might want to save it for the last battle. This version of the 
Master is quite susceptible to Shrink so use the Shrink Stomp to make his 
attacks cause only half damage, then again Shrink only works for 1 turn on 
him... If you have a Life Shroom in store you should be able to get past 
this battle without that much trouble. The Stone Cap however works wonders 
here as the Master can only target Mario.

---------------------------------------------------------------------------
Optional Boss: The Master (2)
-----------------------------
 HP: 75
 ATK: 8
      5, 6 - Combo attack
 DEF: 0
 SPL: 0

 Ouch, here is where it starts to get difficult. The Master will don some 
new clothes and stands up strait this time round. If you got the Power Rush 
badge make sure to equip it, as you will reach "danger" mode very quickly 
in this battle. Next to that get Repel Gel out to make yourself transparent 
once you are in Danger so the effect lasts much longer. Alternatively use 
Zap Tap badge to electrify yourself. This will prevent the Master from 
unleashing his fury with his combo attack as the electricity will prevent 
him from hitting you a second time. Again, the Stone Cap is a cheap method 
to beat the Master using your partner.

---------------------------------------------------------------------------
Optional Boss: The Master (3)
-----------------------------
 HP:  99
 ATK: 10
       6, 7    - Double Combo
       5, 6, 7 - Triple Combo
 DEF:  1
 SPL:  0

 This time the master turns himself on fire displaying his powerful aura. 
Ailments hardly work on him now and his attacks are even more severe than 
before. Zap Tap is really recommended to cause a C-C-C-combo breaker 
preventing the Master from using the devastating Double and Triple combos 
on you. He doesn't induce any ailments so you don't need to worry about the 
Feeling Fine badge.

Danger method:
- - - - - - - -
 if you wish to beat him on a low level the following strategy might work. 
Get the Mega Rush badge from Tubba Blubba's castle. Next fight a really 
weak monster (a Goomba or Koopa Troopa preferably) and let him take all but 
1 point of your HP bar. Beat him and save the game. Put one or two Repel 
Gels in your inventory and make sure to equip both Power Rush and Mega Rush 
badges. Mario's HP is only 1, hence Peril mode will kick in boosting your 
attack will by 6 points with those two badges on.

 Enter the battle and use Repel Gel during the first turn. From this moment 
on start doing some good Power Bounces, while The Master cannot hit you. 
With the Super Boots and 1 additional Power Plus badge you should have an 
attack power of 9 (his defense is 1 so you may need to subtract 1 point). 
This allows you to do Power Bounces of 8,7,6,5,4,... damage, which adds up 
to >30 points in one turn. With some good Multi Bonk attacks Mario and 
Goombario can finish the Master before Repel Gel wears off!

Alternative method:
- - - - - - - - - -
 The Master can be bested on extremely low levels, by getting an inventory 
full of Stone Caps and having Goombario on the Super rank. Enter the battle 
and keep on powering Goombario up, until his ATK is 50 or greater (24 
charges) and have Mario continuously under the Stone Cap's influence. With 
a Happy Flower badge enough FP can be regenerated to beat the Master with 
Mario on really low levels using the Super Block from the Dry Dry Desert 
Oasis on Goombario. BTW: with the Super Hammer from the Dry Dry Ruins you 
can get a Repel Gel at Jr. Troopa's playground (this is much more efficient 
than a Stone Cap and it is for free).

Second alternative method (by one of the readers):
- - - - - - - - - - - - - - - - - - - - - - - - -
 Another way to beat him very early, albeit being very hard, with the 
following:

  Mario:   ~30 HP, 10 FP, 3 BP
  Partner: Bombette (level 1 will do)
  Items:   7-9 Mushrooms + at least 1 Super Shroom
  Badges:  Power Bounce

The idea is simple, power bounce like mad and use charged attacks with 
Bombette. You must make sure to block all of the Master's moves so they
only do 5 instead of 6 damage. Use Star Energy to recover 5 HP/FP, when
needed. Keep bouncing until Mario's HP is <7.

 Now, use the (Super) Mushrooms and continue attacking with Bombette. 
It should be possible if you get all action commands to get the Master's 
HP down to 5 before Mario's HP is completely depleted. Next finish it off
with another Power Bounce or Bombette's Bomb attack.


---------------------------------------------------------------------------
 That's all for the Dojo. Once you beat the Master on the highest level he 
gives you the Diploma and you're done.



---------------------------------------------------------------------------
 7. You've got mail!
---------------------------------------------------------------------------

--Mario's Home & Post Office--
 During his quest Mario and his partners receive mail messages from many 
people. Mario can check out his own private letter box in the bedroom of 
his house. After each chapter (or certain events) a letter will be 
delivered at your house and Luigi puts it in Mario's letterbox. For your 
partners there is a similar system, but for their mail you need to visit 
the post office opposite of Merlon's Home in Toad Town. Reading all the 
mail messages gives you nothing (returning the mail bag in Chapter 4 does 
give a Star Piece), but if you're interested in the background of each 
character this might be a nice chore.

Mario's Mail
---------------------------------------------------------------------------

       Sender            Chapter / Event
       ---------------   ---------------------------------------------
       Little T.         Post Prologue
       Vanna T.          Participate in Chuck Quizmo's Quiz
       Koopa Bros.       Post Chapter 1
       Koopa Troopas     Post Chapter 2
       Moustafa          Post Chapter 3
       Kolorado          Post Chapter 3
       Goombaria         Post Chapter 4
       Tayce T.          Post Chapter 4
       Kolorado          Give him the Volcano vase from Mt. Lavalava
       The Yoshi Kids    Post Chapter 6
       Rowf              Buy over 10(?) Badges at his shop
       Wise Wisterwood   Post Chapter 7


"Dear Mario, How do you do? I'm Little T. I'm just a little Toad. I live in 
Toad Town. I've been training at the Dojo so I can save Princess Peach! 
I'll write to you again later. Bye!"
  Little T.

"Hello, Mario. I'm Vanna T., Chuck Quizmo's lovely assistant. Thanks for 
participating in our quiz show. Our ratings are through the roof! Are those 
Star Pieces helping you? Please keep coming back until you answer the last 
question! I'll cheer you on!"
  Vanna T.

"You rat, Mario! How dare you embarrass us! I'll never forget what you did!
Red - Hey! Watch your back when you walk at night!
Black - I'm gonna make you cry!!
Green - You'd better sleep with one eye open, pal!
Yellow - We shall return!!"
  Koopa Bros.

"Dear Mario, Thank you so much for taking care of our Fuzzy problem. We, 
the Koopa Troopas in the village, really appreciate what you've done for 
us. We must apologize for not rewarding you with anything. We are but 
simple Koopas... Please drop by the village whenever you like. Anytime. 
It'd be our honor. Best of luck from all of us! Sincerely,"
  Koopa Troopas at Koopa Village

"Hey, wanderer! I have heard many stories about your deeds. People speak 
very well of you. It comforts me to know that Bowser's creatures no longer 
loot the ancient ruins. Unfortunately, some relics are missing. This is a 
shame. I've heard that a Koopa was wandering around the ruins... That 
sounds very suspicious. You should be careful if you meet any suspicious 
types. Anyway, I must go! I look forward to hearing great tales of your 
adventures!"
  Moustafa

"How are you, dear boy? I've just finished my exhausting research of the 
ruins found by 'my unwavering efforts. Sadly, I did not find any treasures 
as valuable as I had hoped. I will press on, though, old chap! There are 
treasures hidden all over the world! I hear them calling my famous name, 
asking me to dig them up!"
  Kolorado

"To Mario, Are you and Goombario doing OK? I'm fine. Oh! This is Goombaria, 
by the way. Are you having an exciting adventure? Is Goombario being a 
hero? Or is he just goofing off? You know... I sometimes go shopping in 
Toad Town with Mom. Maybe we'll see you there. I'd really like to hear some 
of your exciting stories. I can't wait! Really! You can beat up Bowser-- I 
know it!"
  Goombaria

"Hi there, Mario. Are you eating regularly? You know, breakfast is the most 
important meal of the day! The Cookbook you gave me really comes in handy. 
I already knew a lot of recipes, but with this book, I can cook a world of 
new dishes! I want to tell you about the latest dish I've been cooking. 
It's unique! It takes a Fire Flower and an Egg to fix it. When I first made 
it, it blew me away! It might help you on your adventures. Please come 
visit and bring those ingredients!"
  Tayce T.

"How are you, old bean? Smashing, I trust. I'd just like to thank you for 
helping with that nasty volcano business. Of course, I'm sure you're well 
aware of my own heroic role in the final fracas. I've lately worried about 
my dear wife. How she must worry about me as I brave danger! Perhaps it's 
time I returned home for a while. Feel free to stop by for a spot of tea!"
  Kolorado

"Dear Mario, The volcano stopped erupting! Please come back and visit! The 
village leader wants to see you, too. Everyone does! And we want to play 
with you! We bet you've been on all kinds of wild adventures! Remember to 
bring your stories!"
  The Yoshi Kids

"Hey, big guy! How're you doing? Rowf of the Badge Shop here. Thanks a 
bunch for shopping at my place. You're a cool customer! To show my 
gratitude, I'll be waiting for you with all my stock 0% off!"
  Rowf

"Dear Mario, How are you holding up? It's so sunny in Flower Fields. Peace 
has returned here. Lily's in her own little world, as usual. Rosie is 
spreading a rumor that you're interested in her. I hear that Petunia is 
singing your praises across the land. As you know, I can't move from this 
spot, but I'm content to watch the Bub-ulbs frolic. Good luck to you, 
Mario. All of Flower Fields is wishing to the Stars that your dreams will 
come true."
  Wise Wisterwood


Partners' Mail
---------------------------------------------------------------------------

  Recipient    Sender              Chapter
  -----------  ------------------  -------------------------------------
  Goombario    Red & Blue Goombas  Post Prologue
               Goompa              Post Chapter 4
               Gooma               After reaching Lavalava island
  Kooper       Kolorado's Wife     Post Chapter 1
               Koover              Post Chapter 3 (return mailbag first)
               Kooper's Fan        Post Chapter 7
  Bombette     Dry Dry Railroads   Post Chapter 2
               Bruce               Post Chapter 6
               Bruce               Post Chapter 7
  Parakarry    Frost T.            Post Chapter 3 (return mailbag first)
  Bow          Boos                Post Chapter 4
               Bootler             Post Chapter 5
  Watt         Fuzzipede           Post Chapter 5
               Mother              Post Chapter 7
  Sushie       Sashimie            Post Chapter 6
  Lakilester   Lakilulu            Post Chapter 6
               Flight              Post Chapter 7


Goombario
=========

Red & Blue Goombas
------------------
"Goombario, You were a lot stronger than you looked. We figured you were 
just some punk Goomba hanging around with Mario. Anyway, you proved 
yourself to us. And you showed us that being good is as important as being 
strong. So... When you come back, do you think maybe we could be...friends? 
Please say yes! We'll be waiting!"

Goompa
------       
"Dear Goombario, How goes the adventure with Mario? Is it fun? Are you 
being a brave Goomba? Remember to relish your time out in the wide world. 
Grow wise from your travels. I wish to the Stars that your adventure will 
prove to be a fruitful one. If you can, drop in on us old folks now and 
again. Gooma misses you terribly. I'm looking forward to seeing you as a 
grown-up."

Gooma
-----
"Dear Goombario, How are you, my cute Goombario? We're all doing fine here. 
I hope your Tattle ability has finally become useful. Stop by whenever you 
get the chance. We all miss you. Good luck, my little Goomnut! I'll be 
thinking of you."


Kooper
======

Kolorado's Wife
---------------
"Kooper, how are you doing? Your mother dropped by for a visit the other 
day. We had a really nice talk over some Koopa Tea. She did seem a touch 
disappointed that you were still on the road. She said that she's going to 
cook a delicious dinner when you come back, so you have something to look 
forward to. Oh yes! If you happen to see my wayward husband, please tell 
him to come home more often. Take care."

Koover
------
"Dear Kooper, How goes the adventure? I can't believe you're hanging with 
Mario! I'm so jealous! Koopa Village is the same. Kolorado's wife is 
impatiently awaiting Kolorado's return. You and Kolorado... You guys have 
so much excitement in your lives. You're so lucky! Anyway, good luck, 
buddy!"

Kooper's Fan (unspecified who it is)
------------------------------------
"Dear Mr. Kooper, I must apologize for sending a letter out of the blue. 
But I had to! I saw you walking in Toad Town with Mario. You seemed so 
strong and brave. So dashing... If it's OK, I'd really love to have a talk 
with you. (Oh How embarrassing) I'll write to you again soon. Good luck, 
brave Koopa!"


Bombette
========

Dry Dry Railroad
----------------
"Dear Miss Bombette, We write this letter as a humble request to you, the 
most worthy and explosive of all Bob-ombs. It's still a long time off, but 
later this year we will be staging an opening event for a new Dry Dry 
Railroad route. We feel the event would be a gala bash if we could enlist 
your bomb-bursting help. Crowds love fireworks! Anyway, we'll get in touch 
with you after your adventure ends to confirm the dates."

Bruce (I)
---------
"Bombeeeeette!! You must return to me, oh fair and combustible Bob-omb! My 
heart awaits you in Koopa Village. It burns like a fuse! I will love you 
forever! Even if you reject me, my love will endure! If I don't see you 
soon, I'll surely explode, so please hurry! You've ignited my passion! Come 
back to me, my love!"

Bruce (II)
----------
"Bombeeeeette!!
I love you. I love you. I love you. I love you. I love you. I love you. 
I love you. I love you. I love you. I love you. I love you. I love you. 
I love you. I love you. I love you. I love you. I love you. I love you. 
I love you. I love you. I love you. Please understand how I feel! I love 
you!"


Parakarry
=========

Frost T.
--------
"Dear Parakarry, Thank you for always delivering my mail, despite snow and 
ice. Because I live in this cold valley so far from my family, the letters 
I receive are my greatest pleasure in life. Kind words from my wife and 
daughter give me the strength to continue my work. My heart leaps with joy 
every time I hear the sound of your wings. May you never molt!"

Whacka
------
"Whaack-oo! This is Whacka! Mr. Parakarry, from my place in the shadows, I 
always see you flying above Mt. Rugged. It looks like so much fun, flying 
on a sunny day! Tell me about it sometime. My wish to the Stars is that you 
never fall from the sky!"


Bow
===

Bootler
-------
"To Lady Bow, Please return as quickly as possible. I cannot shake the 
image of you in some sort of danger. It so worries me that I can no longer 
sleep. When you went with Mario, you told me not to go with you... But now 
I regret my obedience! I should have gone anyway and protected you from 
harm! Now all I can do is wish to the Stars with the other Boos that you 
return safely. Please take care.

Boos
----
"Dear Lady Bow, Thank you for rescuing us from that horrible Tubba Blubba 
up on Gusty Gulch. We'd never dreamed we'd meet a Boo of your stature! The 
sight of you alone would have been enough to keep us going, but you went 
ahead and defeated Tubba Blubba too! We thought that our friends were done 
for when they were eaten, but they've all returned. Many thanks! When 
you're done with your quest, we're throwing you a party. Please come! Oh! 
And please say "Hi" to everyone at Boo's Mansion!"


Watt
====

Mother
------
"Watt, thank the Stars that you're safe! I was so worried! When you first 
disappeared, we were completely baffled. Nobody would help us and we 
couldn't find a clue! Then we went to Toad Town and heard about the Toy 
Box. I was pretty sure you'd be OK in there for a while, but... ...I was 
still worried! Please give my deepest thanks to those who saved you! Come 
home soon!"

Fuzzipede (typos are deliberate)
---------
"Dear Watt, Well, I'm still kickin'. I ain't gonna be bait no more. I 
reckon I 'preciate the help of you and your buddies. This here letter'll be 
my thanks, so we're even, all righty? Anyhoo, good luck doing what y'all 
do. And don't be botherin' me if we meet up agin."


Sushie
======

Sashimie
--------
"Dear Mom, First I heard you were lost in the jungle, then I heard you were 
traveling with Mario! Don't do anything dangerous. Come back as quickly as 
you can. I'm waiting for you. You're gonna be a grandCheep! I want you to 
see the small fry!"

Raphael the Raven
-----------------
"Dear Sushie, You followed Mario, didn't you? How are you doing? I never 
expected you'd go with him. I want to hear about you, Mario and everything 
else, so why don't you come to see me when you finish traveling? If you 
have a hard time climbing the tree, I'll come down for you.

P.S. Is there anything you want to eat? I'll make anything."


Lakilester
==========

Lakilulu
--------
"Dear Lakilester, Where are you? You'd better be a good Lakitu and return 
soon. I'll be faithfully waiting for you near the Wise Wisterwood. If you 
don't come back, I'll search for you 'til the end of time. I'll give you 
such a Spiny Storm you'll... I'm sorry, love... I get mad when I worry..."

Flight
------
"Dear Spike, You turncoat!! You're hanging around with Mario! I'll never 
forgive you, you big traitor! I heard that your real name is Lakilester, 
too! I never heard such a silly name! I'm gonna call you Lakilester from 
now on. The only way you could earn my respect now would be to beat... Lord 
Bowser! Yeah, right! Do that and I'll forgive you."



---------------------------------------------------------------------------
 8. Letter Delivery Quest
---------------------------------------------------------------------------

 There are 26 letters Mario can locate and deliver during the game. You can 
find 12 letters hidden in various areas of the Mushroom Kingdom; 11 of them 
yield a Star Piece, when they are returned to the correct recipients. The 
other letter (called letter A) starts a chain cycle of 14 letters, which 
will result in obtaining the Lucky Day badge at the end.

 Below I listed the locations, recipients, rewards and the topic of the 
letter in short summaries. The number of the letters is the same as in the 
walkthrough, so it should be easier for the reader to find the item in the 
main text.


Normal letters (Reward: 11x Star Piece)
---------------------------------------------------------------------------
Letter  #1
----------
Location:  Mt. Rugged - Use Kooper to collect it near the Save Block
Recipient: Merlon - Toad Town
Reward:    Star Piece
Topic:     Merlee, started out in family business

Letter  #2
----------
Location:  Mt. Rugged - Upper left ledge in the area after the big slide
Recipient: Kolorado - location variable:
            Dry Dry Desert/Lavalava Island/Koopa Village
Reward:    Star Piece
Topic:     Wife

Letter  #3
----------
Location:  Dry Dry Desert - In a tree near entrance to Dry Dry Outpost
Recipient: Mort T. - Toad running the inn at Koopa Village
Reward:    Star Piece
Topic:     From wife

Letter  #4
----------
Location:  Dry Dry Outpost - On the rooftops near Moustafa's place
Recipient: Traveling Nomadimouse - Along the path in Dry Dry Desert
Reward:    Star Piece
Topic:     Moustafa

Letter  #5
----------
Location:  Dry Dry Desert - In tree at Kolorado's excavation site
Recipient: Goompa
Reward:    Star Piece
Topic:     Koopa Koot, possible gossip

Letter  #6
----------
Location:  Gusty Gulch - in front of a tree branch (hard to miss)
Recipient: Fice T. - Guard Toad at the entrance of Forever Forest
Reward:    Star Piece
Topic:     Bootler, scaring the little toad

Letter  #7
----------
Location:  Lavalava Island - on a huge grey rock on the beach
Recipient: Igor - Owner of the Shop in Boo's Mansion
Reward:    Star Piece
Topic:     Boo to you with a smile; order
   
Letter  #8
----------
Location:  Lavalava Island - northeast island where you meet Sushie
Recipient: Russ T. - upper left home near the entrance of Toad Town
Reward:    Star Piece
Topic:     Question from a kid on Lavalava Island

Letter  #9
----------
Location:  Flower Fields - Northeast
Recipient: Minh T.
Reward:    Star Piece
Topic:     Wise Wisterwood; appreciation for caring for flowers

Letter #10
----------
Location:  Shiver Snowfield - Hit the big tree 4 times
Recipient: Mayor penguin - Shiver city (leftmost home)
Reward:    Star Piece
Topic:     message from someone on Yoshi's island

Letter #11
----------
Location:  Shiver Road - behind an icy rock just before Monstar
Recipient: Merlow - Shooting Star Summit (Merluvlee's home)
Reward:    Star Piece
Topic:     News from father Merle


Chain letter cycle
---------------------------------------------------------------------------
 Starting with the obligatory letter, which you need to find for Parakarry 
on mount Rugged a cycle of fourteen letters must be completed. Upon doing 
so you return to Goompapa who gives you the Lucky Day Badge for all your 
efforts. You may need to be patient with this cycle as Yoshi's Island 
(chapter 6) and Starborn Valley (chapter 7) can only be reached once you 
have progressed sufficiently far in the game.

Letter A
--------
Location:  Mt. Rugged - At bottom the right most area of the mountain
Recipient: Goompapa - Near the gate in Goomba Village
Reward:    Letter B
Topic:     Fishing with a 'friend'

Letter B
--------
Recipient: Muss T. - Peach's Palace Garden
Reward:    Letter C
Topic:     not mentioned

Letter C
--------
Recipient: Koover - Koopa closest to Koopa Village's entrance (near Inn)
Reward:    Letter D
Topic:     Fishing

Letter D
--------
Recipient: Fishmael - Toad Town Port
Reward:    Letter E
Topic:     Fishing

Letter E
--------
Recipient: Koover - Koopa closest to Koopa Village's entrance (near Inn)
Reward:    Letter F
Topic:     not mentioned

Letter F
--------
Recipient: Mr. E - Dry Dry Outpost in front of the inn (has blue turban)
Reward:    Letter G
Topic:     Order information

Letter G
--------
Recipient: Miss T. - Yellow girly Toad in front of the Dojo
Reward:    Letter H
Topic:     Doesn't know recipient

Letter H
--------
Recipient: Little Mouser - Shop owner of Dry Dry Outpost
Reward:    Letter I
Topic:     Order info

Letter I
--------
Recipient: Franky - Boo living in main hall of Boo's Mansion
           (appears only after Bow joins)
Reward:    Letter J
Topic:     Guy with deals on useful items

Letter J
--------
Recipient: Dane T. - red mini Toad at the train station of Toad Town
Reward:    Letter K
Topic:     Invitation to haunted mansion

Letter K
--------
Recipient: Red Yoshi Kid - walking around in Yoshi Village
Reward:    Letter L
Topic:     Game with friend

Letter L
--------
Recipient: Dane T. - red mini Toad at the train station of Toad Town
Reward:    Letter M
Topic:     Playing a game with pen pal

Letter M
--------
Recipient: Frost T. - Green toad resident of Starborn Valley
Reward:    Letter N
Topic:     message from Dane T. and Mini T.

Letter N
--------
Recipient: Goompapa - At the gate in Goomba Village
Reward:    Lucky Day badge
Topic:     reply to Goombaria's letter
---------------------------------------------------------------------------



---------------------------------------------------------------------------
 9. Toad Town Tunnels
---------------------------------------------------------------------------

 There is a pipe to the south of locked house and Tayce T.'s home, which 
Mario can reach once the debris is cleared (after completing Chapter 1). 
The sign next to it reads "private", but you can enter all the same. Inside 
the initial room leads to various locations, but new areas can only be 
explored after finding stronger equipment or new partners. The main room 
looks like this:

           Entrance / Exit Pipe
               __||_____________________                S = Save Block
              |  ||                     |               Y = Yellow Block
              |  ||                S    |               G = Grey Block
      Area #2 |  ||_                    | Area #1       F = wooden tile
           <- G  |__|                   Y ->            w = Water
              |    ___                  |               s = spikes
               ¯¯¯¯ b ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                p = pipe to Area #5
                    | Lower Basement                    b = breakable floor
              |¯¯¯¯ | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|          |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  Rip
      Area #3 |     |                |  Area #4 |          _p_    | Cheato
           <---------               ------------->  ssssss|   |   --->
              |___________       ____|          |_________________|
                           wwwwww

 In the beginning you can only get to the Save Block and smash the yellow 
block next to it opening the path to the first area. The other areas can 
only be reached after getting the following items/partners:

     Required Item/Partner   Area
     ---------------------   ---------------------------
     Hammer                  Area #1
     Super Hammer            Area #2
     Super Boots             Lower basement & Area #3
     Sushie                  Area #4
     Ultra Hammer            Super Block in Area #3
     Lakilester              Area #5

 In what follows the descriptions of each individual location is described, 
conform the references made in the walkthrough. Take note however that I 
combined the sections of Sushie and the Ultra Hammer into one as the Super 
Block is just a single item and you get both of them relatively quick after 
each other.


Toad Town Tunnels - Area #1
---------------------------------------------------------------------------
Hidden Items: 2 (2)
 Coin Block   - Hit the third left Block in the area with the Gloomba
 Super Shroom - Hit the invisible Block that is left as a gap in the
                line of Blocks
Badges: 1 (1)
 -Shrink Stomp - Open the chest behind the Blooper boss
Enemies:
 Gloomba, Spiked Gloomba
Boss: 
 Blooper

 Walk up to the Save Block on the right and take out the huge Yellow Block 
with the Hammer. In the room behind it are some dark Goombas called: 
Gloombas. These guys are much stronger than their over world cousins so 
don't underestimate them, for an ordinary Gloomba has 7 HP and an ATK of 2. 
Use "Refresh" if you are feeling down, because your HP can drop very 
quickly when you miss the Action Command too often. Take note that there is 
a Spiked Gloomba hidden in the second rightmost Block around here. Walk to 
the next room and exchange your partner for Goombario. If you cross the 
green bridge a Blooper will drop by forcing you into a Boss Battle! You'd 
better be prepared.
---------------------------------------------------------------------------
Boss Battle: Blooper
--------------------
 HP:  30
 ATK:  3 - Ink
       3 - Screw
 DEF:  0
 SPL: 44

 It has an attack of 3, which can be devastating on these lower levels. Use 
some of the stronger items to heal (like that Super Shroom you just found) 
and use the Thunder Bolt item to hit him good.

 Mario is at his best using long series of Power Bounce attacks. Stick to 
Goombario and have him use Headbonks all the time. Tattle him if you like 
to find out how much HP it has left, but that is not necessary. This 
adversary uses two attacks, but the are equally strong so it doesn't make 
much difference. The Ink Attack is harder guard against with the Action 
Command.
---------------------------------------------------------------------------
 When you take it out the Blooper will return to the depths from which it 
came and Mario can claim the Shrink Stomp badge from the chest to his 
right. That's all we can do around here, until we get a new hammer.


Toad Town Tunnels - Area #2
---------------------------------------------------------------------------
Hidden Items: 3 (5)
 1 Coin(2x)   - Hit the ?-Block west of Electro Blooper's room
 Snowman Doll - Inside the third ?-Block west of Electro Blooper
Badges: 1 (2)
 Power Smash  - Leftmost dead end of the sewers
Star Pieces: 1 (1)
 -Go right in the area with the two balanced platforms, then use
  Parakarry on the higher ledge
Super Blocks: 1 (1)
 -From the Star Piece go up the elevator (through the ceiling) and 
  let yourself drop down through the gap on the right
Enemies:
 Buzzy Beetle, Paragloomba, Spiked Gloomba
Boss: 
 Electro Blooper
 
 Entering the Sewers with the Super Hammer allows you to traverse through 
the left corridor. Beware however that another Blooper boss will fight you 
instantaneously so be prepared! Have the Hammer Throw in the Active Badge 
list.
---------------------------------------------------------------------------
Boss: Electro Blooper
---------------------
 HP:  50
 ATK:  4 - Uncharged
       6 - Charged (electrifies during the process)
 DEF:  0
 SPL: 50

 This Blooper can create an electrical force field increasing his attack 
power dramatically. I suggest that you take this guy out quickly, because 
you won't withstand a long battle against him. When he is charged up use 
distant attacks like the Hammer Throw or else you get zapped.

 For the rest he uses the same attacks as the previous Blooper so I do not 
need to specify them here as they are just stronger versions. Sleep status 
doesn't affect him too well, so don't waste FP on the Sleep Stomp badge and 
neither use "Lullaby".
---------------------------------------------------------------------------
 Your prize for beating him is a switch. You may wonder what it is for so 
press it right away. It turns out to be a switch to trigger the blue Warp 
Pipes which allow you to reach Goomba Village, Koopa Village and Dry Dry 
Outpost in an instant rather than having to travel their on foot.

 Further on to the left you can smash another grey block. You can collect 
some coins and a Snowman Doll here. Follow the path to the left as far as 
possible taking out the Spiked Gloombas along it. Hit the brown block to 
lower the Jump pad. Use that to get to the chest with the Power Smash 
badge. Back in the room with the green pipe leading up follow the right 
path to a Star Piece and use the elevator platforms (through the ceiling) 
to reach a Super Block. That's all for now.


Toad Town Tunnels - Area #3
---------------------------------------------------------------------------
Hidden Items: 3 (8)
 1 Coin(3x) - Hit the hidden invisible Blocks
Super Blocks: 1 (2)
 -Use the three single coin blocks to reach it in the leftmost room
Enemies:
 Dark Koopa

 With the Super Boots you can take out the wooden panel in the first room. 
Go down and then go right to meet up with some scary Dark Koopas. Take care 
that these guys get back up in 1 turn so they recover much faster when they 
are lying on their backs. Other than that they can also use attacks to 
cause Dizziness. You'd better use a POW block, Star Storm or Multibounce to 
make sure no Koopa can attack you. There are only three of these fiends in 
the area and their parties consist of 2, 3 and 4 Dark Koopas.

 When you are done beating them all up a switch falls down, when it is 
triggered the warp pipe to Boo's Mansion is created. Follow the path to the 
left and use the blue moveable block to find some hidden ?-Blocks in the 
air. They are hidden in a strait line and if you find all three of them you 
can use them as a stepping stone to find the Super Block on the left upper 
ledge.


Toad Town Tunnels - Area #4
---------------------------------------------------------------------------
Hidden Items: 5 (13)
 Life Shroom   -Get from Rip Cheato for 64 Coins
 Super Shroom  -id. previous
 Mushroom      -id. previous
 Dried Shroom* -id. previous
 Odd Key       -Behind Rip Cheato's room
Badges: 1 (3)
 Bump Attack - Get from Rip Cheato for 64 Coins
Star Pieces: 3 (4)
 -Get from Rip Cheato for 64 Coins(3x)
Super Blocks: 1 (3)
 -Behind a metal block to the far west of the sewers (Area #3)
Enemies:
 Dark Koopa, Spike Top
Boss:
 Super Blooper

 Enter the tunnels, then go left past the three blue warp pipes, proceed to 
the area with the weight platforms (they move only when you stand on them) 
and enter the pipe in the lower right corner. Smash the metal block(s) with 
the Ultra Hammer and touch the Super Block to upgrade another member to the 
Ultra Rank. Back at the start, go down one floor and use Sushie on the 
second basement level to reach the right side of the water. At the end a 
Super Blooper appears!
---------------------------------------------------------------------------
Boss: Super Blooper 
-------------------
Super Blooper
 HP:  70
 ATK:  5 - normal
      10 - charged up
 DEF:  0
 SPL: 65

Blooper Baby
 HP:   6
 ATK:  2
 DEF:  0
 SPL:  0

 Paralysis seems to work on him, so get Watt out and use his Power Shock to 
stun the Super Blooper for two turns. This is a good thing, because after 
several turns the Super Blooper will churn out two baby bloopers, making 
this battle somewhat harder. If you have Zap Tap equipped they won't bother 
you as they cannot drain Mario when he is electrically charged. After 
creating the babies it will take two more attacks to have him charge up 
(Blooper turns red when this happens). I suggest you take Bow out as his 
next attack will do twice the amount of damage.
---------------------------------------------------------------------------
 This was the last Blooper and you will no longer have to fight these guys 
again. When he is gone the pipe to Lavalava Island appears and you can use 
it to create a shortcut to the tropical paradise. Continue on to the right 
screen, take out the Dark Koopas and enter the pipe in the rightmost area, 
because you cannot hit the blocks with your current boots. Here there will 
be a dead end, but then use Bombette's explosion to find a hidden area 
behind. This is Rip Cheato's place and he has some stuff to sell to you. 
Here's a short list of all the items he sells to you for 64 Coins a piece.

      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

 After buying some items go right and you'll be inside a strange shack 
called Odd House. Pick up the Odd Key and open the door to find out that it 
was the blue home next to Tayce T.'s place.


Toad Town Tunnels - Area #5
---------------------------------------------------------------------------
Hidden Items: 14 (27)
 Maple Syrup   - Hidden ?-Block in the watery area
 Stop Watch    - id. Previous
 Volt Shroom   - id. Previous
 1 Coin        - ?-Block next to the Volt Shroom
 Ultra Boots   - big chest found to the far left of the last area
 1 Coin(2x)    - Use tornado jump on high ?-Blocks near the ultra boots
 Life Shroom   - Use tornado jump on hidden ?-Block between the two 1 coins
 Shooting Star - Tornado jump ?-Block to the right of the spike field
 1 Coin(5x)    - ?-blocks (four of them are hidden) near the blue door
Enemies:
 Dark Koopa, Spike Top, Spiny

 With Lakilester in your team you can complete the last part of the sewers. 
This watery area has many hidden items so uncover them with Watt. There is 
some Maple Syrup, Stop Watch, Volt Shroom and 1 Coin. Smash the grey block, 
get past the Dark Koopas (you cannot yet get the blocks high in the air and 
take out the metal block. Use the Jump pad and open the last big chest for 
your latest boots.

 With the Ultra boots your equipment should be complete and totally 
optimized. Next to that your new boots allow Mario to use the Tornado jump. 
With this attack Mario can jump one block higher than he normally could. Go 
back, collect the coins and Life Shroom, then follow the right path once 
you are over the spikes again to a high ?-block. Touching it reveals a 
Shooting Star item. Head on further to the right and touch all the ?-Blocks 
(4 of them are hidden) to reveal a path to a blue door. This door leads to 
Shiver City, but you cannot pass it until you completed chapter 5 AND met 
up with Merlon afterwards. This is all there is to the sewer system of the 
vibrant city.



---------------------------------------------------------------------------
10. The Kent C. Koopa blockade
---------------------------------------------------------------------------

--Pleasant Path--
 After finding the 5th Star Spirit a gigantic Koopa will block Pleasant 
path so that you have to pay 100 Coins in order to pass him. Kolorado will 
be standing near the east exit of Toad Town, waiting for somebody to clear 
the road so he can return to his wife and home... Mario can beat him, but 
he is quite strong. The Koopas in Koopa Village hint Mario about the fact 
that Kent is a sleepy head, will fall asleep very easily and is incredibly 
difficult to wake up. With this information in mind make sure to equip the 
following Badges: 0 (3)

   Badge             Reasoning
   ---------------   ---------------------------------------------------
   Sleep Stomp       To put K.C. to sleep of course
   Power Bounce      Power Bounce on Kent's tail for maximum damage
   Feeling Fine      You may want to protect against his "dizzy" attack
   Happy Flower OR   This battle is a big drain on your FP
    Flower Saver
   Power Plus        More effective Power Bounces
   Jump Charge       This will also work

---------------------------------------------------------------------------
Optional Boss: Kent C. Koopa
----------------------------
 HP:  70 
 ATK: 10 - normal
       3 - Shell Toss 
 DEF:  6 - While standing
       3 - Flipped (target Shell)
       0 - Flipped (target Tail)
 SP:  55

 You need to jump on him 2 times in order to flip him over and degrade his 
defense of his shell to 3, but this is probably still too high to cause any 
good damage. Beside this con Kent will retaliate the next turn with an 
attack that hits both Mario and his partner in the turn that follows. So 
instead flip him over with Goombario and use the Sleep Stomp on his tail to 
cause damage and to get a good chance of putting the "sleep" status on him. 
This status is very effective on him and he sleeps for 4 turns, which is 
quite a lot.

 After succeeding in putting him to sleep, start charging with Goombario 2 
or 3 rounds. Have Mario use Power Bounces or the Jump Charge, until Kent is 
in his last turn of the "sleep" status. Now you can either use another 
Sleep Stomp or Power Bounce on his tail and have Goombario use the multi-
charged Multibonk to deplete all of his remaining HP.
---------------------------------------------------------------------------
 When he is defeated in combat he starts crying and backs off being 
obliterated by Mario's unexpected strength. After doing so Kolorado returns 
to his home in Koopa Village, but other than that nothing happens in 
particular.

 I learned about a little trick about stealing some of Kent's coins. The 
trick is to use the Spin Hammer attack on him, when he is flipped over. If 
you do this correctly you will earn a coin for each damage point dealt 
(maximum = 6 Coins per attack). Unfortunately, you can collect only up to 
20 Coins this way.





===========================================================================
Appendix F: Extra
===========================================================================

---------------------------------------------------------------------------
Glitches
---------------------------------------------------------------------------

 Here I usually describe the glitches to be found in this game, but with 
Nintendo as the developers there are often only very few oversights. Here 
are the thing(s) I found so far:

Red becomes Yellow
---------------------------------------------------------------------------
 On the location where you can find a Deep Focus badge in the Shy Guy's Toy 
Box a Red block appears the moment you hit it as normal. But when you leave 
and reenter the room that block has mysteriously become yellow. Usually red 
?-Blocks remain red even after their contents are taken, but this one 
doesn't for some reason.

Bowser doesn't admit defeat
---------------------------------------------------------------------------
 If by some fluke you manage to deplete Bowser's HP during the first half 
of the last battle (before using the Star Rod) he will keep on fighting 
even though he doesn't have any HP left. If you do this and complete the 
intermezzo with Peach and Twink the battle continues, with Bowser having 1 
HP. The reason you cannot beat him in the first half is that the 
programmers wanted to force the user to go through the cutscene and beat 
Bowser afterwards. Still, I think it is pretty strange that this is 
possible. I believe a similar strategy can be applied in the last battle 
against the Shadow Queen in PM:tTYD.



---------------------------------------------------------------------------
Stuff
---------------------------------------------------------------------------

?-Blocks Restoration
---------------------------------------------------------------------------
 Ever encountered the situation where you had 10 items in your possession 
and you triggered a ?-Block with some really good contents. You can prevent 
loss of this item by simply not collecting it! That is, if you jump into a 
?-Block, it releases an item, then if you leave it be and exit the field 
the ?-Block will reset the next time you enter allowing you to recollect 
the item whenever you like. Just make sure you don't touch the item, 
because, after doing so this trick will no longer work!


Power Bounce Record
---------------------------------------------------------------------------
 As you may have noticed on the blackboard in Mario's home the highest 
amount of Power Bounces is recorded along your travels. I can remember that 
this was also the case in Super Mario RPG: Legend of the 7 Stars. In that 
game Mario would get a very powerful piece of armor if he managed to do 100 
consecutive Power Bounces. I don't think anything will happen if you get 
all 100 hits, but I haven't verified this of course. The best I did so far 
was in the low 40s. If you want to beat the record make sure you have the 
Dodge Master equipped and fight a really weak enemy (stronger enemies seem 
to be harder to Power Bounce!). 


Old School 8-Bit Mario
---------------------------------------------------------------------------
 This is a small Easter egg hidden in the game, which allows you to walk 
around as the NES version of Mario in the original Super Mario Brothers 
with the accompanying SFX and BGM. To become 8-Bit Mario go to Boo's 
Mansion, enter the right room on the main floor, jump on top of the crates 
to the left and enter the vase. Mario will jump out in the clothes he wore 
around 1980! Unfortunately if you leave the room he will return to his 
normal self so you can only see his 8-Bit incarnation in that particular 
room.


The Boo Record - Super Mario Music
---------------------------------------------------------------------------
 In Boo's Mansion you have to play a record on a very old music player. The 
music that is played appears to be one of the tunes used in SMB 
coincidently...


Chapter Introduction Screen - More Super Mario Music
---------------------------------------------------------------------------
 At each Chapter screen you can see the name of the chapter and its number. 
Most people press a button rather quickly to get on with the game, but if 
you wait for about 10 seconds as the introductory fanfare fades out the 
original SMB tune is played! Again, a reference to Mario's roots.


FM Shroom radio - Even More Super Mario Music
---------------------------------------------------------------------------
 If you listen to the radio in Koopa Village and switch the channels you 
can hear various tunes. There are station four stations to listen to in 
total. Take note that the Hot Hits station only occurs very rarely, but it 
is always between the Golden Oldies and the Information station. You can 
get various comments from the lazy Koopa depending on the station you tuned 
into.

   Tune the radio to            What to hear
   --------------------------   ---------------------------------------
   1. Island Sounds Station     some tropical tune
   2. Golden Oldies Station     Super Mario World's ending theme (IIRC)
   3. Hot Hits Music Station    Pop Diva's song
   4. Information Station       -, speaks about the Trade Event
   --------------------------------------------------------------------


The bump of the last living Whacka
---------------------------------------------------------------------------
 On Mount Rugged's first screen (near the ?-Block with the Sleepy Sheep) 
there is a strange blue creature adoring the beautiful sunny day. It looks 
like a blue 'Diglet' from pokémon although there is absolutely no 
connection. This friendly creature does you no harm and even greets you 
when you talk to him. If you attack it with the hammer it gets a bump on 
the head, which falls off on lands on the ground.

 If you pick it up a food item called Whacka's Bump is added to Mario's 
inventory. The item replenishes 25 HP & FP, which makes it a very good item 
to use in battle! The only thing is that the Whacka gets hurt each time you 
do this. In fact if you do this 8 times the Whacka dies and you cannot get 
any new Bumps. Personally I'd only take two bumps to create a Deluxe Feast 
and a Yummy Meal by having Tayce T. cook this item. But if you feel like 
being a bully you can kill it, if that makes you happy and satisfied... in 
a dark demonic way. If you hit the Whacka using Bombette's special ability 
the poor fella drops two bumps in one go (that must hurt).


Defeat the rotating fire bars
---------------------------------------------------------------------------
 You may have seen those rotating flames in Koopa Bros. Fortress and Mt. 
Lavalava and went past by them without paying much attention to them. These 
flames can be destroyed, but you cannot touch the flames. So how to do it? 
Just stand in one place within the radius of the rotating flame and jump 
over the flames each time they pass by. If you do this several times the 
flames will speed up and eventually they go so fast that the fire will be 
extinguished! Mario needs to jump 12 times over the flames to defeat them 
and they leave 9 Coins behind each time you defeat them. If you reenter the 
room with the flames they will regenerate so you can get quite a lot of 
Coins early on in the game with this method. 


Listen to Russ T.'s Hints & Advice
---------------------------------------------------------------------------
 In Toad Town's main gate area there is a small home next to the warp pipe 
to Mario's place. Talking to him gives you some advice or (unintentional) 
hints to several secrets of the game. After each chapter some new hints 
become available for you to hear. Here is a shortened list with the 
summaries of each hint:

 1. Introduction to Star Spirits & Star Haven
 2. Controller functions (slightly pressing control stick to sneak around)
 3. Merluvlee & Merlow's function in the game
 4. Reading both sides of the message board in front of Merlon's home
 5. The rotating Candy Cane on Pleasant Path (yields recovery hearts)
 6. Koopa Koot and his favors
 7. Hitting the three blocks on Pleasant Path for an Attack FX B badge
 8. Vague hint to the fact that fire bars can be defeated (see above)
 9. Radio Station - FM Shroom
10. Chet Rippo's rip off
11. Hidden blocks in sector 5A of the Dry Dry Desert
12. Merlee's hiding place in Dry Dry Outpost
13. Whacka on Mt Rugged (see above)
14. Casino gaming alley playroom & its membership card location
15. Twin Treasure chest in Peach's Castle & Merluvlee's place
16. Finding the right path in Forever Forest
17. Hidden floor panels and the I Spy badge
18. Anti-Guy and his weakness for Lemon Candy
19. Defend with party members in battle
20. First Attack hints (use Spin Jump, Kooper & Bombette for more damage)
21. Symbols above enemies' heads
22. Variation in selling prices between shop for more profit
23. The use of the Li'l-Oinks
24. Koopasta recipe (Koopa Leaf + Dried Pasta)
25. Show Yellow Yoshi some delicacies for a good item (Melon)
26. About Kolorado and Lavalava Island's past
27. Kent C. Koopa's weakness is known by the Koopa Village residents
28. Location of the Amazy Dayzee
29. Yoshi Cookie recipe (Melon + Cake Mix)
30. Rip Cheato's item bargain / rip-off
31. Sell cold items in warm places and vice versa for more coins
32. Sell items with a Koopa Leaf in it in Koopa Village for greater profit
33. Recommendation to use Spike Shield badge when going to Bowser's Castle
34. Goompa the famous fighter; he seems to have taught the Dojo's Master!
35. Background story of the Crystal Palace
36. A novel with a very familiar story in it...


The fortuneteller family
---------------------------------------------------------------------------
 If you played the game you probably noticed an entire family of fortune 
teller who all behave and look very similar. Here's a short description of 
each member of the family and his/her use to Mario in the game. The family 
tree looks like this, although there are many gaps as Merlon and Merle 
don't seem to have a wife and Merlar is only vague ancestor of the rest...

                   Madam Merlar          (Ancient ancestor)
                        |
                      Merlon             (Grandfather)
                        |
                      Merle              (Father)
              __________|__________
             |          |          |
          Merlow    Merluvlee    Merlee  (Siblings)

Madam Merlar
------------
 You can only meet her spirit once in the small hidden sanctuary on Shiver 
Mountain. She gives you a special item called: Star Stone. This item is 
required to open the path to the Crystal Palace.

Merlon
------
 The grandfather of three siblings lives in the home with the spinning roof 
in Toad Town just opposite of the Post Office. Merlon's main deal is that 
he can give you hints about your next objective for a mere 5 Coins fee. Try 
him if you are stuck and don't know where to go. Other than this he also 
hints you to the location of the Quick Change badge.

Merle
-----
 This guy lives in Starborn Valley far away from the rest of the of the 
living family together with the newly born Star Kids. He watches over them 
together with the Ninji for as long as they require to ascend to Star 
Haven. Merle's real use is that he gives Mario the Scarf item required to 
open the path to Shiver Mountain. 

Merlow
------
 Son of Merle and grandson of Merlon lives upstairs in the home of his 
older sister Merluvlee. Unlike the others he doesn't do fortune telling, 
but he collects so-called Star Pieces. If you show him your Star Piece he 
is willing to trade them with you for very valuable badges. There are 160 
Star Pieces in all, so in the end you can get all of his badges.

Merluvlee
---------
 She lives in her small home near Shooting Star Summit together with her 
brother Merlow. Merluvlee's gift is to foresee where special items are 
hidden such as Star Pieces (5 Coins), Badges (20 Coins) and Super Blocks 
(30 Coins). You can consult her for the required amount of coins about any 
of these item. She will try to track one of them down, which you haven't 
found. If she fails to find any of the required object type she is nice 
enough to give you a complete refund.

Merlee
------
 The last member of the family is the sister of Merluvlee and therefore 
also the daughter of Merle. Merlee lives in the eastern part of Dry Dry 
Outpost. To find her you need to walk into the tight alley next to the Toad 
House, then jump on the boxes in the back to reach a hidden area. Merlee 
appears here and she can put a spell on you which has a positive effect in 
battle, but it occurs completely random. There are four things that could 
happen during the battle:
 
 1. ATK is temporarily raised by +3 for 1 turn
 2. DEF is temporarily raised by +3 for 1 turn
 3. Number of Star Points gets doubled (99 Star Points is the limit)
 4. Number of Coins after the battle is doubled

The type of spell you choose doesn't increase the power, but it determines 
how long the effect lasts until it wears of.

   Spell Type      Cost        Duration
   --------------  ---------   --------------
   Petit Course      5 Coins   Lasts  3 times
   Normal Course    20 Coins   Lasts  5 times 
   Special Course   50 Coins   Lasts 10 times

As you may notice, the effect of the higher level spells is not that 
dramatic, but they don't require you to back track to Merlee constantly. I 
mean the 5 coin course works three times, but then you have to walk back to 
her to active it again, and again, and again.


Amazy Dayzee make my day
---------------------------------------------------------------------------
 In the Flower fields a very rare enemy appears every now and then who 
looks similar to the Crayzee Dayzee you meet all over the place. It has a 
golden glow all over it and is called: Amazy Dayzee. This enemy drops 
gigantic amounts of experience! This may sound great to get to level 27 
very quickly, but they are very hard to beat in combat. The reason for this 
is that they have 20 HP and run away after the first turn, making it very 
hard for you to beat this creature using only that single turn. Even worse 
if it doesn't run it attacks you using a devastating song with an attack 
power of 20!

 If you wish to get some easy experience you first you need to find one 
before you can fight it in battle. The only location where this enemy 
appears is the southeastern area next to the Blue Berry tree in the Flower 
fields. If it doesn't show up simply exit via the right exit and reenter 
the field (just do NOT beat the 2 Crazee Dayzees around here). Look for the 
Amazy Dayzee, if not present exit and reenter, when it is there read the 
strategy below to beat this enemy with relative ease.
---------------------------------------------------------------------------
Special Battle: Amazy Dayzee
----------------------------
 HP:  20
 ATK: 20
 DEF:  1
 SPL: 50

 Here's an extremely simple strategy, which allows you to beat the Amazy 
Dayzee with very little effort. Amazingly you only need the Dizzy Attack 
badge! Just use the spin-attack against the Dayzee in the field with this 
badge on and you get two rounds to deplete its 20 HP. The Ultra ranked Watt 
(5 + 5) and two normal Ultra Hammer attacks (5 + 5) are exactly enough to 
get the job done without any effort.

 When the Dayzee is gone, it will relinquish between 50 and 37 Star Points, 
depending on Mario's Level. In all you never need more than 3 battles for a 
level-up. BTW: if Merlee's spell is active you just might get even more 
experience from this battle, so make sure to activate her spell before 
entering the battle.
---------------------------------------------------------------------------


Chet Rippo & Rip Cheato
---------------------------------------------------------------------------
 These two vague and shady characters appear near Harry's Shop and at the 
eastern end of the Toad Town Tunnels respectively. Chet and Rip are as you 
may notice by their names not the nicest creatures, but they can 'help' 
Mario.

 -Chet only appears if none of your statistics are on the lowest level and 
if Mario's level is below 27. He tells you that he can upgrade one of your 
statistics for a very special prize of 39 Coins. If you comply to this 
demand you can upgrade one of your statistics, but in return another 
statistic may be dropped so it might not be a good idea. Basically what 
happens is that Chet increases 1 statistic by two levels and degrades the 
other 2 by 1 level (e.g. FP goes up by 10 and HP goes down by 5 and BP goes 
down by 3). The only time you need his abilities is if you want to have a 
permanent "Danger" mode. As max HP can be lowered 5 points.

 -Rip Cheato resides in a section of the sewers only accessible after 
finding Sushie. Once you find him he tells you to buy an item for 64 Coins. 
He sells you the following 10 items in this order:

    Star Piece,     Life Shroom,     Bump Attack badge, Repel Gel,
    Star Piece,     Super Shroom,    Mushroom,          Dried Shroom,
    Dried Shroom,   Star Piece

 After getting the third Star Piece from him any consecutive item gives you 
a Dried Shroom, which is a bad sale for 64 Coins. So, only buy the first 10 
items, if you really want all the Star Pieces.


In-game References
---------------------------------------------------------------------------
 There are many in-game references to other Nintendo games and other 
trivia. Here I will list some of the most obvious ones, only 'insiders' may 
notice during gameplay:

1. Golf, Tennis & Parties
-------------------------
 On the first page of the diary he mentions playing Golf, Tennis and having 
Parties with Mario. This is clearly a reference to the N64 games: Mario 
Golf, Mario Tennis and all the Mario Party games.

2. The names of Lee & Chan
--------------------------
 Those two assistant of The Master in the Dojo are obvious references to 
Jacky Chan and Bruce Lee. Both of them two martial arts specialists in real 
life, although Mr. Lee has passed away.

3. The Teenage Mutant Ninja/Hero Turtles
----------------------------------------
 Remember that old cartoon series from the 80's? It featured four mutated 
Turtles who became humanoid to some degree because of a chemical incident. 
The quartet of the Ninja Koopas from this game, are very likely to be wink 
at these four characters.

4. A familiar game console
--------------------------
 The third page of Luigi's Diary describes Luigi pondering about the 
contents of the Shy Guy's Toy Box he heard about in Toad Town. He mentions 
that the Shy Guys may have a "Nintendo 64"... What kind of machine is that?

5. The Giant who had no heart in his body
-----------------------------------------
 It seems to be that the Chapter about Tubba Blubba is based on a 
Scandinavian fairy tale. In the tale there existed an evil giant who was 
invulnerable, because his heart was not in his body. The prince who had to 
safe the princess (captured by the giant) had to find out what his weakness 
was. When he found out about his secret and located the heart he squeezed 
it to make the giant churn in pain and misery. In a friendlier adaptation 
of the story the giant was allowed to leave with his heart back in his 
body, swearing that he would never take it out again. This all sounds very 
familiar to the events in Gusty Gulch...

6. Luigi's Game
---------------
 On page 7 of his diary Luigi thinks about his own game with his name on it 
and all of that, but he realizes that it will probably never happen. By the 
time this game was completed "Luigi's Mansion" was very far in progress, so 
I guess that this remark was put in deliberately.

7. Tutan...who?
---------------
Tutankhamen, the famous mummy of Egypt is parodied by Tutankoopa in the Dry 
Dry Ruins. As Goombario tells you in his tattle: "This is Tutankoopa. He's 
one of Bowser's followers and he's been assigned to guard one of the Star 
Spirits. I've heard that he has sort of a pharaoh complex.". This guy is 
just an ordinary Koopa with an obsession for pharaohs.


Additional dialogues
---------------------------------------------------------------------------
 This game if full of dialogue, but not every player finds out about the 
small secrets in this game. Here are some of the optional dialogues that 
take place if you trigger certain events under certain circumstances.

Bombette rescues Watt
- - - - - - - - - - -
 After beating the Big Lantern Ghost in the toy box he leaves his lantern 
behind. If you free him using Bombette's explosion an additional sentence 
is heard: "Did ya have to, um, blow it up to get me out?".

Parakarry talks to Kolorado
- - - - - - - - - - - - - -
 If you return Kolorado's letter to him, while he is in misery in Mt. 
Lavalava (on several locations). You get to hear Parakarry say: "Pardon me 
for interrupting your work, but... You're Kolorado, correct?" The rest of 
the dialogue is the same.

Mario's temporary exile
- - - - - - - - - - - -
 After getting the Crystal Berry hit the Crystal tree many times and Posie 
will banish you from the area. If you keep on coming back sufficient times, 
she gives up and allows you back in.





Rare Item Locations
---------------------------------------------------------------------------
 There are several items that are considered to be rare as they can only be 
obtained in limit numbers, because they cannot be bought or found on the 
same location (like regenerating items such as Goomnut/Koopa Leaf). For 
Paper Mario these are the Ultra Shroom, Jammin' Jelly and Repel Gel. They 
can be produced by the Li'l Oinkies, but are still very rare to reproduce 
yourself. Here's a list of these special items for you to find in the 
Mushroom Kingdom:

Ultra Shroom
= = = = = = =
1. Dry Dry Desert    -Hit the block in sector 5A 100 times in a row
2. Shiver Mountain   -Before the big stairway, break the mid-air block,
                      then use the Tornado Jump to reveal a hidden ?-Block
                      above it
3. Shiver City Inn   -Sleep at the inn after opening the path to Shiver
                      Mountain. An Iced Potato, 4 Mushrooms and a Ultra
                      Shroom will mysteriously appear. The Innkeeper tells
                      you that the floor is all wet. It seems to be that
                      the snowmen from Shiver Snowfield left you a present.
4. Bowser's Castle   -On a pedestral in the open at a left branch on 2F
5. Peach's Castle    -Outside the entrance (invisible ?-Block; use Watt)


Jammin' Jelly
= = = = = = =
1. Jade Jungle       -Behind the big tree near the volcano entrance
2. Peach's Castle    -Win the Trivia Quiz during Peach Intermezzo #6
3. Flower Fields     -Hit the tree to the east of Lily
4. Crystal Palace    -Tornado jump against the high invisible ?-block in
                      the mirrored room after the Duplighosts' Kooper
                      imitation
5. Bowser's Castle   -Outside on a ledge after the 2nd Guard Door


Repel Gel
= = = = =
1. Goomba Village    -After getting the Super Hammer smash the grey block
                      near Jr. Troopa's play ground. Jump up on that spot
                      to trigger a hidden ?-Block
2. Gusty Gulch       -?-Block on the second screen
3. Lavalava Island   -On beach in a hidden ?-Block near Bellbell plant
4. Toad Town Tunnels -Rip Cheato's fourth item
5. Shiver Snowfields -Behind a conifer tree in the area with the Snowmen
---------------------------------------------------------------------------




===========================================================================
Credits
===========================================================================

The credits go to:

Intelligent Systems & Nintendo Co. Ltd:
 For creating this unique type of RPG on the Nintendo 64

Gamefaqs.com:
 For putting this up their website.

You:
 For reading this FAQ.

Me:
 As I enjoyed making this FAQ.

Floogal:
Special thanks for all of your efforts! He did found out about the 
following things and even more than this:
 -Provided valuable information such as the "refund" values for using
  items in battle.
 -Using the Spin Hammer on Kent C. Koopa method for getting Coins
  originates from him
 -Some additional dropped items, that were unknown to me
 -Strategy using 10 Stone Caps to beat the Master on incredibly low levels
 -Corrected the information on Chet Rippo
 -Mentioning the refund of Merluvlee if she can't find an item
 -A money making tip to buy Volt Shrooms and selling them as Hot Shrooms
 -Correcting effects of various ailments (I messed them up with PM:tTYD)
 -Found several spelling errors
 -Better Strategies for Stone Chomp, Tutankoopa, General Guy, Buzzar,
  Anti Guy, Bill Blasters, Koopa Bros., Jr. Troopa & Amazy Dayzee
 -Shooting Star item from the Hammer Bros. in Peach Intermezzo #7
 -Additional information on the Slot Machine; Hitting it in battle to win
  Coins
 -Badge Setup suggestions and improved "Danger" Mario setup
 -Pointed out that Monstar is immune to Shooting Star, "Star Storm" and all
  ailments
 -Getting the Power Bounce badge without Bombette
 -Cleared up the mystery about the sender of the Ultra Shroom in Shiver Inn
 -Found some additional stuff, like delivering a letter to Kolorado while
  he is in pain or hitting Posie's tree to get banished.
 -And probably many more suggestions and corrections.
 
Spilman:
 -Another hint on using the Stone Cap in certain battles.

Prunon:
 -Found the missing 5th Repel Gel in the game.

Bruno P. Ferreira:
 -Told me about the Bowser(3) Tattle log error. I accidently reused the
  same message twice. ^_~"
 -Suggested a different badge setup for the bosses. I haven't tried it,
  but it looks like it can be effective against some of the later bosses.
 -Found an error on the 20th Chuck Quizmo question.

Wildgoosespeeder
 -Pointed out that I missed the "Dizzy Dial" in the recipes.
 -Notified me about the origin of the Hot Hits Music Station song

Tomas =]
 -Found an error where I typed Shell Toss instead of Electro Dash

Christopher Adams
 -Noticed that I gave the wrong answer to question 9, even though my
  explanation was correct. ^_^"

Miguel Angel De Avila Bula
 -Corrected my miscounting in Star Pieces between piece #120 and #154

That one girl
 -Noticed the incorrect recipe for a Life Shroom (it was a Volt Shroom)

Jpscrazy
 -Found my typo on Maple Ultra (it heals only 10 FP not 50)

~JalYt-Xil-VimesCarrot~
 -Pointed out some mistakes in the monster list

Kigsz
 -A second alternative for the Master battle early on in the game

HenryJr
 -Alternative Hammer method for Bowser

Rich Svec
 -For target locations of the 2 twisters in the Dry Dry Desert

jdaster64
 -Correcting the number of hits in the Jump mini-game

Red Death Stalking
 -Found a missing 10 Coin block in sector 5F of the Dry Dry Desert

Kaitlin Holmes
 -Corrected the Chet Rippo's statistic swap costs 3 BP instead of 5.





===========================================================================
Copyrights
===========================================================================

Iron Knuckle 2006 - 2010 (c)
 Nothing out of this walkthrough may be copied for use on own websites, or 
own profit. The following link is the only website on which my FAQ / 
walkthrough is available, if you wish to upload the FAQ to your own website 
please notify me before doing so. If I am interested enough I will grant 
permission for an additional upload.



-----------------
Website locations
-----------------
 http://www.gamefaqs.com
 http://www.neoseekers.com
 http://www.mycheats.com



-------------------------
Total GameFAQ productions
-------------------------
 Donkey Kong Country                       Speed Guide
 Donkey Kong Country 2: Diddy's Kong Quest Speed Guide
 Dungeon Keeper                            FAQ/Walkthrough
 Golden Sun                                FAQ/Walkthrough
 Golden Sun: the Lost Age                  FAQ/Walkthrough
 Jet Force Gemini                          In-depth Guide; Capacity Crates 
 Lufia 2: Rise of the Sinistrals           FAQ/Walkthrough
 Lufia 2: Rise of the Sinistrals           World Map 
 Monkey Island 3: Curse of Monkey Island   FAQ/Walkthrough
 Paper Mario                               FAQ/Walkthrough
 Perfect Dark                              FAQ/Walkthrough
 Secret of Evermore                        FAQ/Walkthrough
 Terranigma                                FAQ/Walkthrough





===========================================================================
E-mail, Questions and Contributions
===========================================================================

If you want to ask / contribute / correct anything about this Walkthrough / 
FAQ about Paper Mario, mail to knuckle_iron(at)hotmail(dot)com . Only send 
mail that has to do with this game. ALL OTHER MAIL WILL BE IGNORED. I don't 
mean to be rude, but this is a Gamefaq. I almost forgot, but don't submit 
anything that has been done already in this FAQ. In the section below this 
you can see a list with examples of things that are incomplete.





===========================================================================
Unfinished business
===========================================================================

  -Any useful Badges Combinations for Appendix C.



                                    -
                                  -===-
                                -= END =-