Super Mario RPG: Legend of the Seven Stars
------------------------------------------

Copyright 2005-2006 Brian McPhee

Author: Brian McPhee (Kirby021591)
E-mail: Kirby0215@aol.com
Most Recent Update: April 30, 2006
Originally Created: April 24, 2005
Version 1.0

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

Introduction*
Navigation*
Storyline*
Battle Basics*

Section 2*

Blue Star*
Green Star*
Orange Star*
Purple Star*
Marine Star*
Red Star*
Yellow Star*

Section 3*

Level-Ups*
Moves and Attacks*
Enemy List*
Psychopath Quotes*
Surprise Boxes*
Frog Coins*
Melody Bay Cards*
Item List*
Yoshi Cookie Items*
Secrets and Side Quests*
FAQ*

Section 4*

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

And we’re back!  Well, it’s been quite the break since my last guide.  
Let’s see…  I started this guide on the third of April, and I finished 
my last guide on the twenty-fifth of March.  Whoa!  That’s a nine-day 
break.  Anyways, enough about me taking rest periods.  This is a guide 
for Super Mario RPG, for any of you who clicked on the guide randomly 
to see what geeks do in their spare time.  Released in 1996, never in 
Europe, for the SNES, this was the first ever RPG (“Role-Playing Game”) 
for Mario, and it came in the twilight years of the Super Nintendo.

As a result (also complimented by its non-European release), this game 
was not hyped up that much (in comparison to other games of this sort), 
which is a shame.  This is one of the best games ever made of any 
category of any system.  In my opinion, it is the best Mario game for 
the SNES.  For a long time, this awesome game stood alone.  It got a 
sequel five years later in Paper Mario, which now boasts two games, and 
both Paper Mario games are not only hugely successful but also 
extremely fun.  To the point, Super Mario RPG, as I shall call it from 
now on (leaving out the Legend of the Seven Stars part), is the basis 
of all Mario RPG games, and it does not disappoint.

Like any Mario RPG game, this one features Mario as the main character.  
Mario is off rescuing Princess Toadstool in his usual manner from 
Bowser when a gigantic sword falls into Bowser’s Keep, knocking Mario, 
Bowser, and Toadstool into the far reaches of the Mushroom Kingdom.  
Now Mario must find Toadstool, but as he does so he learns of a 
mysterious new threat, the master of that giant sword...  Mario’s up 
against a new enemy, although Bowser plays a very active role in the 
game, and tons of new characters and items come together to make a 
highly memorable experience.  Mario picks up friends to be in his party 
as the game progresses, and he can fight with up to two partners at a 
time.  He collects items and accessories, as well as gaining experience 
points from turn-based battles.

Unfortunately, Square Enix, a company involved in the making of the 
game, owns the rights to many of the characters, and therefore they 
can’t make appearances in other games without Square’s consent, which 
must be difficult to gain.  Still, this game stands alone in the RPG 
world, and, even if you dislike RPG-style games, I seriously recommend 
buying this game.  Nowadays it would be pretty cheap, too.  But please, 
a moment of silence for all those poor Europeans out there who need 
adapters to play this game…  So sad…

By the by, if you should happen to see this guide on any site other 
than GameFaqs.com or any affiliated websites, please send me an e-mail 
telling me about it.  With your help, we can stop plagiarism to this 
and other walkthroughs.  Thanks for the help, everybody.

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

You may be wondering about those funny little asterisks (*) I have by 
the names of the sections.  Well, they are for navigation purposes.  
That is, press CTRL and F (that’s Apple and F if you have a Mac) to 
bring up a search box.  Then type in the name of the section you need, 
asterisk and all, and click Find/Search.  This brings you first to the 
Table of Contents, and then to the next place where I have that text 
(namely, the beginning of the section you’re after).  It’s a real 
lifesaver in navigating this guide.

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

The storyline isn’t spectacular in this game, but it is not bad for a 
Mario game.  Believe it or not, we aren’t rescuing the princess for the 
entire game this time around!  Now, I’ll summarize it and list the 
characters below.  Yeah, there are spoilers here (it’s a guide, what do 
you expect?).

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

As shown in a 3D cinema (the 3D in this game is quite nice for Super 
Nintendo), Princess Toadstool was outside carelessly when Bowser 
abducted her in his air ride (a la Super Mario World).  Mario headed 
for Bowser’s Keep and fought Bowser to get her back, which ended in a 
gargantuan sword falling from the heavens right into Bowser’s castle.  
Mario, Bowser, and Toadstool are sent flying in all directions.  What 
does that mysterious sword mean?  Will Mario be able to find and save 
Princess Toadstool?  Is Luigi in this game?  You’ll have to wait and 
see.

Gasp!  I was on the edge of my seat.  Ok, calm down.  Anyways, below is 
a list of important characters.  I’ll say as much as I can without 
giving away too much about them.

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

---------------------------------Mario---------------------------------

If you don’t know who this guy is, then either you’ve been in a coma 
for the last twenty years, you have severe amnesia, or you live on a 
deserted island.  Mario is the mascot of Nintendo (sometimes called Mr. 
Nintendo), and he appeared in their first successful game as the hero.  
This was also Mario’s first game, in which he was called Jumpman due to 
his jumping prowess, and it is the arcade classic.  Of course, I refer 
to Donkey Kong.

Jumpman became an overnight sensation thanks to his arcade appearances, 
and he quickly gained an identity.  First, he was named Mario because 
he bore resemblance to the landlord of the Nintendo of America building, 
also named Mario.  He was originally depicted as a carpenter, and he 
had red overalls and a blue shirt in Donkey Kong.  When he came to 
Nintendo’s revolutionary home console, the NES, Mario swapped his 
clothes’ colors and gained a brother (well, technically Luigi first 
appeared in Mario Bros., another arcade game), named Luigi, as well as 
a new background.  This game was called Super Mario Bros., and is the 
father of all platform games.

Anyways, because Mario used warp pipes for transportation, he became a 
plumber.  Secondly, Mario was said to be an Italian-American from 
Brooklyn, New York.  In fact, Mario and Luigi’s two-player battles were 
in the sewers of Brooklyn in Super Mario Bros. 3.  Later, though (in 
Super Mario World 2 to be exact), Mario changed his birthplace from 
Brooklyn to the Mushroom Kingdom.  Personally, I’m glad he did this, 
because it makes his games more imaginary.  Anyways, Mario is famous 
for his jump, and he uses it to thwart his many enemies (among the big 
ones are the following: Bowser, Wart, Wario, King Boo, Cackletta, 
Grodus, Smithy, Bowser Jr., Donkey Kong, Donkey Kong Jr., and a few 
others, Bowser being his most prominent).  Now, I shall stop talking 
about Mario.  There’s just too much to say.

--------------------------Princess Toadstool---------------------------

In Donkey Kong, Mario rescued his girlfriend by the name of Pauline, a 
popular movie-era name for damsels in distress, from the giant ape 
Donkey Kong.  But alas, Mario and Pauline were not to be, and they 
broke up as soon as Mario hit the NES.  In his debut NES game, Super 
Mario Bros., Mario and brother Luigi took to rescuing the kidnapped 
Princess Toadstool of the Mushroom Kingdom from Bowser.  Although Mario 
strayed from her side once to rescue Daisy, the princess of Sarasaland, 
Mario is Toadstool’s constant knight in shining armor.

Some speculate that Mario and Toadstool are more than just friends, but 
there is no proof.  However, they have vacationed with each other 
several times, each time resulting in Toadstool getting abducted, and 
Mario frequently visits Toadstool’s home, the Mushroom Castle, for cake.  
It was on such a visit that Mario and Toadstool became far friendlier 
(Super Mario 64), when Toadstool started using her first name, Peach.  
All and all, they’re just the cutest couple ever.  What?

--------------------------------Bowser---------------------------------

King Bowser has been causing Mario trouble ever since he was a baby.  
Bowser first appeared, along with Toadstool and Luigi, in Super Mario 
Bros., in which Bowser was a turtle/dragon creature that kidnapped 
Princess Toadstool to unleash his awful Koopa magic on Mushroom Kingdom, 
transforming the residents into blocks and coins.  Bowser is the leader 
of the Koopa Troop, Bowser being the King of Koopas, and as such he 
commands a powerful army.

It is unknown exactly why Bowser kidnaps Toadstool, although as of late 
it has come to surface that he may be a secret admirer of hers, but he 
does it all the time.  He also has several children (which proves that 
Koopas can reproduce asexually, ‘cause Bowser certainly has no wife).  
The Koopalings, his first eight children, were bosses in Super Mario 
Bros. 3 and again in Super Mario World.

Fortunately, they died (I hope) or something else happened to them, 
because they were really stinking up the Mario scene.  Bowser has one 
additional son named Bowser Jr., not to be confused with Baby Bowser 
(Bowser’s name when he was an infant) or with Koopa Kid (tiny Bowser 
clones that run amuck in Mario Party games).  All and all, Bowser is 
Mario’s most repeat enemy, and he and Mario have a lot of interaction 
in this game.

--------------------------------Mallow---------------------------------

This is a new Mario character, exclusive to this game.  Mallow is a 
tadpole, although he hardly looks it, and he joins Mario when Croco, a 
thief, steals one of his Frog Coins.  Mallow joins Mario to retrieve 
the Frog Coin, but he ends up helping Mario throughout the rest of his 
adventure.  I don’t know, though…  Mallow does seem awfully not-like-a-
tadpole.  Most tadpoles I’ve seen aren’t white puff balls that can 
float and summon lightning…

---------------------------------Geno----------------------------------

Guardian of Star Road, this spirit was sent down to the Mushroom 
Kingdom when the seven Stars fell into it.  These Stars have awesome 
powers that can grant any wish that the possessor desires, and he wants 
to retrieve them before they’re used for evil.  He assumes the body of 
a doll (err, action figure), who he chose because it looked the coolest.  
Although his name isn’t actually Geno (it’s actually a bunch of notes 
and symbols strung together), he goes by that name because it is the 
name of the doll whose body he inhabits.  He knows lots of magic spells, 
and he is the best partner in the game, in my opinion, because one of 
his attacks can instantly kill any normal enemy if used correctly.

---------------------------------Croco---------------------------------

Croco is a thief who Mario encounters several times.  Croco steals 
items all the time, and he’s the first hard enemy in the game.  Most 
notably, he stole Mallow’s Frog Coin, which is why Mallow joins your 
party.  However, he does pester you later on and for other reasons.

--------------------------------Smithy---------------------------------

The leader of the Smithy Gang, which the sword in Bowser’s Keep spoke 
of, is a creature named Smithy.  Who is he, what is he, and why, or 
what, has he to do with the strange appearance of this sword in the 
keep?

And that’s all I can say without revealing any major plotlines.  Now 
then, toward the walkthrough!

=======================================================================
============================Battle Basics*=============================
=======================================================================

And not quite there yet!  In this section, I hope to cover all the in 
and outs of stats and fighting.  This being an RPG, the fighting is all 
turn-based, but a lot goes into it.  First, I’ll explain what all the 
stats mean.  You know, those funny numbers that appear on the Status 
screen of the Menu.  After that, I discuss the battling process, and 
after that I talk about extra things in battle.

                            +-------------+
                            |    Stats    |
                            +-------------+

Note: There are six different point values that are kept track of 
constantly by the game.  Each but one has a bearing on battles, 
although all of them are battle-related.  Here’s the low-down.

Speed – This, although seemingly pointless, has everything to do with 
battling.  First, your speed decides turn order in battle.  The fastest 
fighter, even if it’s your opponent, gets to go first, and the second 
is the second-fastest, and so on.  Also, when running away from battle, 
the faster you are, the more likely you are to succeed.

Attack – Perhaps the most important stat there is, attack is your 
offensive ability.  To win battles, you’re going to have attack enemies, 
and this is your basic attack power (A).  To determine how much damage 
is dealt to a target, use the formula Damage = Your Attack – Their 
Defense.  Of course, if you’re too weak to do damage, they don’t gain 
HP.

Defense – Also quite important, your defense points reduce the damage 
you take from normal enemy attacks.  Without this, you’d lose a ton of 
HP each time you’re attacked, so learn to love it.

Magic (Mg.) Attack – This is the attack strength of your special 
attacks (Y).  It acts just like normal attack points do, but this 
category only deals with specials.

Magic (Mg.) Defense – Just like your normal defense, but this shields 
you from special attack done by enemies.  Like Magic Attack, Magic 
Defense tends to be lower than normal defense.

Experience (Exp.) Points – This is also of major importance.  Every 
time you beat a particular enemy in battle, you get a fixed number of 
Experience Points for doing so.  When you get enough, you level-up.  At 
this time, you raise all other stats, but you can choose one area to 
give an extra boost to.  The number of Experience Points required to 
level-up changes from level-to-level, but it rises as your desired 
level rises.

                      +------------------------+
                      |    Points in Battle    |
                      +------------------------+

Heart Points (HP) – This is your number one most important point value.  
I say this because if you, and your other partners, run all out of HP, 
then you get a Game Over.  It is imperative to keep this high by using 
your Defense points and by healing yourself with items or at Inns 
whenever needed.  Your partners also have a set of Heart Points.

Flower Points (FP) – This is your gauge for special attacks.  As the 
game progresses, better special, or magic, attacks cost more FP, and 
you use FP accordingly.  To raise FP, you must find Flowers in the 
course of the game.

Level (LV) – This is a display of your relative strength.  Also, your 
current level determines how many experience points you need to reach 
the next level.  To level-up, you need to get a specified number of 
experience points (see Status in the Menu for the exact number).  Each 
time you level-up, all stats will be raised.  You’ll then be asked to 
upgrade one area (Attack, HP, or Special, which is defense, both 
magical and normal) in particular.

                          +-----------------+
                          |    Equipment    |
                          +-----------------+

Note: Equipment is very important.  Each time you progress to a new 
“world” in the game, there will be a new set of weapons and armor 
available to you at shops, and possibly in chests or other hidden areas.  
Any character in your party can have three equipment items equipped at 
a time, one of each type.

Weapon – Different weapons can only be equipped to certain characters.  
Without weapons, characters use a weak Unarmed attack.  Weapons enhance 
your natural attack points (A).

Armor – Like weapons, certain armor goes to certain characters.  They 
enhance your natural defensive abilities a lot.  Without them, you are 
liable to take heavy damage from common enemies when you could be 
taking very low, if any, amounts of damage.

Accessory – These have various effects, sometimes raising stats, 
sometimes preventing certain conditions, and sometimes having other 
stranger ones.

                      +-------------------------+
                      |    Battle Conditions    |
                      +-------------------------+

Note: Some enemies can inflict battle conditions on you, which affect 
your abilities and stats during that particular battle only.  
Conditions have to be bad to make this list, although some conditions 
(like that of Red Essence) are actually helpful.  Also, some items YOU 
use can do this.  These are only things that can happen to you, but 
enemies can have conditions, too, like confusion and vigor.

Fear – Very common, this makes your character shake.  It’s also very 
bad, as it halves both your attack and defense.

Mushroom – This turns you into a Mushroom.  You cannot do anything, but 
you do heal HP every turn, as well as raise your defense considerably.  
The point is to keep you from attacking.

Poison – This deals damage to you as the battle goes on, racking up 
into larger amounts. In this, your character turns to a murky purple 
color.

Scarecrow – This turns you into a scarecrow, letting you only use B 
(Options) and Y (Specials).

Silence – A cross over your mouth indicates that you cannot use the Y 
Button (Specials).

Sleep – You’re character is completely inactive (you can do nothing 
with them) until they are snap out of it via items or by waiting a 
little while.

                       +-----------------------+
                       |    Battle Commands    |
                       +-----------------------+

Note: In battle, you control all the moves of Mario and his partners, 
unless a condition forbids you to use one.  Here’s the list of commands.

A – This is the attack button.  It is your basic attack, either Unarmed 
or with your equipped weapon, and you’ll use it most often.

B – This is the Options button.  You can choose to defend (raise your 
defense, bracing for the next attack, which is wise sometimes if you’re 
a scarecrow), or to run away.  If you do try to run away from battle, 
you will randomly either be allowed to or let you escape.  The greater 
your Speed points, the more likely it is that you’re escape battle.  
You cannot run from bosses and certain other enemies.

X – This is your Item button.  Press it to use an item in battle, 
either to attack, heal HP or FP, or induce another effect, such as 
curing conditions.  Usually, you’ll want your weakest character to use 
this as not to waste the attack of a stronger character.

Y – This lets you use a special attack, usually stronger than normal 
attacks, at the price of some of your FP.  You can also use Specials 
from the Menu outside of battle if they heal someone.

                    +-----------------------------+
                    |    Timed Hits and Blocks    |
                    +-----------------------------+

Timed Hits – When attacking normally, press A right before you hit or 
at another strategic time to do extra damage.  The same goes for 
special attacks, except you press Y instead of A.

Timed Blocks – Press B or A or another button to raise your defense 
before you’re hit (you’re officially hit when the damage numbers appear 
below your character).  This is hard to do at times, but it’ll help you 
a lot in combat.

                       +----------------------+
                       |    Battle Bonuses    |
                       +----------------------+

Note: Sometimes, you’ll receive a special bonus for either using an 
item (in the case of Freebie) or by defeating an enemy (in the case of 
all others).  There are several, and they can really change the tides 
of battle.

Attack Up – This raises your attack for the rest of the battle.

Defense Up – This increases your defense for the remainder of the 
battle.

Freebie – When you use an item, this may let you use its effect but 
still keep the item in your inventory.  Basically, it’s letting you use 
but still keep the item for another use or sale at a shop.

HP Max – This restores all of your HP, making it very nice to get.

Lucky – This lets you play the Egg Game at the end of the battle.  
After a fight, you’ll be asked if you want to play a game to possibly 
double the coins you receive.  Really, though, it’s a gamble.  An Egg 
with Yoshi inside is shifted around and you must pick him out from one 
of three eggs.  Pick Yoshi to double your coins.  Pick the bird and get 
a tie, losing none of the coins you’re gambling.  Pick the black blob 
to reduce the coins you get to zero.  You can also get this by using 
certain items or attacks (Lucky Jewel, Lucky Hammer).  Do it if you’re 
good at the game, but I wouldn’t risk it for bosses.  You have a 33 % 
chance of losing it all.  Note that, some times, you’ll be asked to 
double your Experience Points, which is an even bigger risk.

Once Again – After an attack that defeats an enemy, this lets you 
attack again with the same character, whereas normally you can only 
attack once.

                        +--------------------+
                        |    After Battle    |
                        +--------------------+

After battle, four different things can happen.  First, you will 
receive a certain number of Experience Points based on what enemy you 
defeated.  Second, you may receive coins for beating enemies.  Third, 
you may receive an item for defeating a particular type of enemy.  
Fourth, you may play the Egg Game if you got the Lucky bonus in battle.  
It then ends.  If one character fainted in battle (has 0 HP), and you 
win the battle with them fainted, they get 1 HP to still be alive but 
weak.

And there you have them!  That’s everything general you should know 
about the combat system of Super Mario RPG.  However, in the guide I’ll 
give specific strategies for the tougher enemies.  Speaking of the 
guide... onto the walkthrough!
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=======================================================================
==============================Blue Star*===============================
=======================================================================

                        +---------------------+
                        |    Bowser’s Keep    |
                        +---------------------+

Enemies: Terrapin (10 HP)

You start off by watching a cinema.  Toadstool is abducted by Bowser 
when visiting Mario at his house, and, naturally, Mario heads for 
Bowser’s castle, his keep.  After running in, you take control.  Nice 
3D for SNES, huh?  Go forward and open the large red door, 
characteristic of Bowser castles since Super Mario World.  Ahead is 
your first enemy, a Terrapin.  Touch it to engage it in battle.

You start out with 20 HP, and each Terrapin has 10 HP.  This is how 
battle works.  First, you can press A to attack.  X is items (you have 
none right now).  Y is a list of specials.  For 3 FP (you have ten.  
Consider them your magic points.  It stands for Flower Points) you can 
use Jump, but you don’t need to.  B is your options.  Attack the 
Terrapins with Unarmed, since you have no weapon.  Mario naturally does 
twelve damage to each, letting you beat one per turn.

To avoid them, you can walk quickly by holding Y as you walk.  At the 
end, you’ll have to face four guarding a door.  Just use Unarmed each 
time.  They only do one damage, so you’d have to be really bad to 
actually lose against them.  Note that, if you press A at the right 
time, you can attack twice or 1.5 times, which does twenty-
four/eighteen damage.  Pretty linear right now…

In this room is a bridge.  Podoboos are jumping out of the lava, but 
they are just for effect.  Cross the bridge and take the door (the 
bridge collapses before you do).  Here, walk forward and Mario will 
look up.  Toadstool is dangling from a rope!  Amazingly, Mario is able 
to jump all the way up to the chandelier Bowser is on.

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

You’re totally healed if the Terrapins did hurt you.  You can either 
attack Bowser of Kinklink, the chain of the chandelier.  It has 60 HP, 
while Bowser has an unknown amount of HP, and you won’t be able to beat 
him.  He does barely any damage each time he attacks.  If you do keep 
attacking Bowser, he’ll eventually raise his defense so high that you 
can do nothing to him.  Attack Kinklink and it will eventually let go 
(if you notice, the chain is actually a Chain Chomp holding the 
chandelier in place).

When he falls, Bowser decides to take you down, too, and he throws two 
hammers to hit your chain, causing your chandelier to fall as well.  As 
you fall, Bowser lunges at you, but Mario jumps on his shell, somehow 
bouncing up to Toadstool.  However, the castle then starts to quake!  
Up, far above the keep, a giant star splits into seven, and the pieces 
hover around a huge sword that falls into Bowser’s Keep.  Then the 
words “Super Mario RPG” come on the screen, and the Stars scatter.  
Mario is launched right back to his house.

                         +------------------+
                         |    Vista Hill    |
                         +------------------+

Mario falls into the warp pipe above his house and Toad rushes in to 
greet you.  Press B twice (the jump button) to bring Mario back to his 
wits.  In his house, Mario has a mushroom lamp.  Hit it with A and 
Mario will snooze, restoring him back to good health.  Now, let’s go 
back to Bowser’s Keep to take him down!  Exit Mario’s house.  To the 
left is a Save Block.  Jump on these (B) and you can save your game 
progress.  Now, go right a screen via the pathway there.  This takes 
you to the World Map.  Go up on it to Bowser’s Keep selection.

Go there and press A to enter.  When Mario goes, he sees the giant 
sword, which then speaks to him.  It says that the castle now belongs 
to the Smithy Gang.  It is their first step toward conquering the world.  
To ward you off, it shakes the foundations of the castle to collapse 
the bridge.  Now the castle is unreachable, and we can now only go as 
far as Vista Hill.  Return to Mario’s Pad on the World Map…

                         +-------------------+
                         |    Mario’s Pad    |
                         +-------------------+

How depressing!  If only Mario could fly like in Super Mario Bros. 3, 
Super Mario Land 2, Super Mario World, and other games...  At your pad, 
enter the house and talk to Toad.  After reenacting the events that 
just occurred, Toad decides that you must inform the Chancellor 
immediately.  Follow Toad out of the house and then go right (which is 
actually more like southeast due to the isometric view).  When you do, 
he comes back and bumps into you.  Ouch!  That reduced your HP, and 
Toad makes up for it by giving you a Mushroom.  He then asks if you 
know how to use items.

If you need an explanation, first press X, which opens the Menu.  Here, 
you can see your stats, your equipment, attacks, and your coin count.  
For the purpose of his explanation, select Item.  The box in the lower-
left corner shows the item’s description.  Mushrooms restore 30 HP, 
which is more than you even have right now.  He then makes you follow 
his instructions and waste a perfectly good Mushroom when we just 
could’ve slept it off.  Anyways, now that that’s over, he needs to tell 
you that Mushroom Way, the path to the Chancellor, is swarming with 
enemies.

A Goomba comes out to affirm this.  The Goomba here will be your 
practice.  First, push A.  Then, push A again right before Mario 
extends his arm to punch.  If successful, the attack changes and does 
more damage.  Also, you can press A before damage is done to you to 
duck, reducing damage done.  Now, let’s practice using Timed Hits with 
Jump, our specialty.  It costs 3 FP, and we have 10.  Press Y right 
before you land on the enemy when using Jump to do extra damage (stars 
indicate that you did more damage than normal).  Hooray!  Now Toad 
gives you three more Mushrooms before leaving for the Chancellor.  
Follow him east.

                        +--------------------+
                        |    Mushroom Way    |
                        +--------------------+

Enemies: Goomba (16 HP), Sky Troopa (10 HP), Spikey (20 HP)

Welcome to Mushroom Way, the path to the Mushroom Kingdom city.  As you 
go, you’ll see Goombas coming down the path.  They follow a set path, 
and you don’t have to engage them if you don’t want.  Beating enemies 
earns you experience points.  Every time you get a certain number (see 
Status on the Menu for this), you gain a level.  More on this later.  
Also, you get coins and items (possibly) from beating enemies.  In the 
area are Goombas (16 HP) and Sky Troopas (10 HP).

Go down the first path to find a ? Block, called chests in this game.  
Hit this one for coins.  Now continue forward to find another one, 
which you should also hit.  Notice Toad.  He’s trapped.  Fight the 
Goomba harassing him (just used Unarmed repeatedly).  If you win, Toad 
rewards you with a Honey Syrup.  These items restore 10 Flower Points.  
Now go north.  Here, you can rescue Toad again in two battles minimum.  
First, be wary of Goombas that charge you from their hiding places.  
Attack the Goomba on the flower and beat it to use its flower.  Stand 
on it and press B when facing the right way to launch yourself to any 
of the ledges.  The one to the right is the one you want.  From there, 
jump to the Sky Troopa.  Two Unarmed attacks (or one Jump) will beat it.

This time, Toad gives you a Flower Tab as your reward.  These are great.  
Really, use it to raise your FP to 11, and completely restore it.  Now 
get on the flower and go to the ledge to the left.  Hit the chest here 
for a second Flower Tab, raising your FP to 12.  With them, go right 
again.  Be sure to hit the chest before going, as this restores your HP 
completely.  Now go right.  Here you’ll find two new enemies.  First, 
on the ground are Spikeys (20 HP), which are immune to Jumps.  Fight a 
few of them and you’ll certainly gain a level.  At Level 2, you’ll have 
the decision as to which stat to boost.  With POW, you’ll get more 
attack.  With HP, you’ll get more health.  Special will upgrade your 
special abilities.  I suggest Special.  Leveled up, go right to see 
Toad has ran into one final road block…

                         +-------------------+
                         |    Hammer Bros    |
                         +-------------------+

Walk up to the guy and it engages you in battle.  You fight two, and 
each has 54 HP.  Welcome to your second boss fight ever!  Bowser was 
your first.  First, use Jump on each Hammer Bros. to beat them in two 
hits, assuming you do the timed hit.  The Hammer Bros. themselves have 
the best attack so far.  Their normal attacks do four damage (without 
guard), but their special, Hammer Time, does eight.  Also, they might 
use Valor Up to increase their stats.  Beat them quickly and guard 
against their attacks to win in no time.  When you win, you get Flower 
Jar and some experience points.  Afterward, their Hammer is left behind.  
Toad brings it to you to let you use it.  You got the Hammer!  First, 
use Flower Jar to raise your Flower Point maximum by three.  Then go to 
Equip and place for your Weapon Hammer.  Huzzah!  Now go right, onto 
the World Map, and to Mushroom Kingdom.

                       +----------------------+
                       |    The Chancellor    |
                       +----------------------+

Mushroom Kingdom, Mushroom Kingdom is the city where the Chancellor 
lives.  Go to the castle and follow the Toad there to the green Toad, 
the Chancellor.  Mario then reacts the event, even shape-shifting to do 
so!  He should be an actor.  So, he requests that you save the Princess.  
Try to leave and he gives you the Map.  Try again and he tells you to 
see the Vault Guard.  He can assist you.  Leave and go down once into 
the first room.  Now go right.

Here, talk to the Toad, who somehow already knows that you’re to be let 
through.  He takes you down to the cellar, which you may raid.  Hit the 
rightmost one for a Mushroom.  It restores your HP (Hit Points) and FP 
(Flower Points).  The middle one has a Flower.  It adds one Flower 
Point to your total, which is always a good thing.  The leftmost one is 
a Coin.  The small ones are worth one, while large ones are worth ten.  
This one’s a large one.  Now exit the castle.

                           +--------------+
                           |    Mallow    |
                           +--------------+

You’ll see a cinema in which a puffball comes out chasing a purple 
crocodile.  The crocodile escapes him, and the puffball starts to cry, 
causing it to rain.  By the way, the house by him is an Inn.  It has a 
star sign by it.  You can save and rest there (for a fee) if you need 
to.  In any event, talk to the puffball at this time.  The rain stops!  
Hooray!  Apparently, his grandpa asked him to buy something here for 
him, but that reptile stopped him.  He stole his coin, and he just 
couldn’t catch up with him.  As you talk, a Toad person asks you to 
jump (press B).  This makes him realize that you’re Mario!  He then 
introduces himself as Mallow of Tadpole Pond.

He’s a, err, frog.  Actually, I take that back, the graphics in this 
game aren’t that good if that thing is supposed to be a frog or a 
tadpole.  Then he asks you to assist him catching that filthy thief.  
Either “Sure thing” or “I’m a little busy.”  Take the latter and he 
cries and asks the question again, and you must answer the first 
eventually.  Mallow joins your party!

Oh, come on!  The game even says he doesn’t look like a frog (“The 
young frog, Mallow, who doesn’t look AT ALL like a frog, joins Mario in 
his quest”).  Now we have a partner.  They can fight alongside you in 
battle, using your items, as well as specials and regular attacks, or 
run away with B.  As it turns out, Mallow’s special is Thunderbolt, 
which costs 2 FP, he’s at Level 2, has 20 HP, and various attack and 
defense stats.  Welcome to the family, Mallow.

                        +--------------------+
                        |    Preparations    |
                        +--------------------+

Head right of the castle to see Toad.  He left his bazooka at home 
(sorry), and he couldn’t stop the croc.  Then he comes back.  It’s 
Croco!  It runs right past you!  First, enter the item shop (mushroom 
tokens mean it’s an item shop) and go down the steps to the right.  
Talk to the guy and go through his process to end up with plus one FP.  
Now head back up and talk to the storeowner.  He gives you a Pick Me Up 
for free.  Now that you have the power of two in your party, if one 
member faints, then you can revive the other with this item.  Now talk 
to him.  Buy the Jump Shoes, which allow you to jump on any enemy, and 
then buy as many Pick Me Ups from it as you can afterwards.  The other 
items aren’t really that good, and we won’t be needing them.  Now equip 
the Jump Shoes to Mario.  Now, save and be healed, ‘cause we have a 
hard fight ahead of us even so early in the game as this.

                        +--------------------+
                        |    Bandit’s Way    |
                        +--------------------+

Enemies: Frogog (80 HP), Goomba (16 HP), K-9 (30 HP), Sky Troopa (10 
HP), Spiky (20 HP)

Now take the path by Toad.  Go to Bandit’s Way on the World Map.  We’ll 
have to catch that croc if we want to get Mallow’s coin back!  He runs 
off into the distance.  Go down along here and take the right path.  
It’s that gator!  Get on the flower and jump from it to the ledge.  Now 
jump the switches.  If you fail, you’ll be forced into a fight with 
enemies called K-9’s (30 HP).  Just beware their Howl attack.  This can 
frighten you, which halves all your stats.  Now go up again, finding 
Croco in his last stage.  Among many Spinies and Goombas, chase Croco 
right to the next screen.  Here, you’re going to want to get the chest.

Do so by jumping on the switches in air.  When you can, jump to hit the 
chest.  It’s a Starman!  With these, you become invincible, letting you 
touch any enemy and defeat them instantly.  Beat the K-9’s quickly and 
all the rest that come.  I got two level-ups in one sitting here.  In 
my opinion, to get the best stats (although all are increased each time 
you level-up, one is increased the most, which is the one you choose), 
go in the following pattern each level: Special, Attack, HP, and so on.  
Also, note that Mario learns Fire Orb, a new special, at this time.  
Mallow learns HP Rain, which heals your partner when used in combat.  
Give him the same pattern of level-ups, starting with Attack.  Also, 
use the switches to reach the second chest, which contains a Flower Tab 
in it.

Note that, if you do have to face the K-9’s in that screen, they were 
accompanied by new enemies called Frogogs, which have a whopping 80 HP.  
Save your Jumps for them.  When you’re ready to continue, go down the 
path and right a screen.  Now that Croco is hiding, you must sneak up 
behind him and catch him.  First, run to the chest and hit it for a 
Mushroom.  Aside from a fleet of Sky Troopas, you’ll also find Goombas 
hiding in the plants.  These are good distractions when chasing Croco…  
You might want to return to town now and save (plus buy all the Pick Me 
Ups you can afford again).

Anyways, see where Croco is and then sneak up on him from behind.  Each 
time it is done successfully, he says something (like “Ha!  Your eyes 
are much faster than you feet!  At this rate it’ll take ya……  100 more 
years to catch me!”).  You need to surprise him, though (he’ll go “eek” 
when you touch him), because he sometimes talks to you anyways.  After 
he gives the 50-mile line, sneak up on him again.  Mallow corners him, 
and he has to fight his way out of it.  How reptilian of him…

                            +-------------+
                            |    Croco    |
                            +-------------+

For the record, Croco has 320 HP, 25 attack, 25 defense, and 30 and 18 
in Magic Attack and Magic Defense, respectively.  Yeah, he’s way 
tougher than you, and he isn’t afraid to show his fangs.  Start the 
battle off by using Fire Orb.  Croco has lower magic defense than 
actual defense, which makes it a good idea to focus on using magic 
attacks.  I think that Thunderbolt is a waste of time, so let Mallow 
use recovery items or let him use Unarmed (although it will do hardly 
nothing against Croco’s large defense and with Mallow’s low attack).

When you’ve weakened Croco enough, he’ll heal himself by 60 HP with a 
Weird Mushroom.  Make him feel it, ‘cause he just wasted his turn.  Let 
Mallow use Honey Syrups to restore your FP, and then sock it to Croco 
with Fire Orb.  To perform Fire Orb, simply press Y as much as you can.  
With this strategy, you’ll beat Croco in four turns, if you’re good 
with timed hits.  However, Croco can be extremely tough.  One attack he 
has – where he throws a bomb at one party member – can kill you in one 
turn if your HP is low enough.  Make sure to always revive your partner 
if they are KO’d, because Croco is a strong enemy.  Fire Orb may also 
stun Croco for a turn (he’s “dousing a tail fire”), which is the 
perfect way to spend your FP.  In this way, Croco can be beaten quite 
easily.

Upon victory, Mallow rushes the weakened punk and gives him a good 
punch, knocking out his Frog Coin.  After swearing to take revenge, he 
vamooses.  Adios amigos!

                +------------------------------------+
                |    Shysters in Mushroom Kingdom    |
                +------------------------------------+

Enemies: Shyster (30 HP)

You get a Flower Tab from your fight with Croco; use it.  Also, Croco 
leaves behind a Wallet.  After your victory, a giant jump pad, which I 
might call springs in the course of the guide, falls down.  Jump on it 
to be launched to the Save Block near the entrance of Bandit’s Way.  
Let us now return to Mushroom Kingdom.  What in blue blazes?  It would 
seem that the city is dark and overtaken by strange bouncing creatures…  
that resemble Shy Guys.  Touch one to fight it.  Shysters have 30 HP.  
They are essentially K-9’s with better attack and defense stats.  Avoid 
bouts with them and go to the Inn.  Rest and save.  Now go outside.

It’s time to save the world, err, Mushroom Kingdom!  Left of the Inn is 
a Shyster tormenting a Toad person.  Beat it (Thunderbolt is a good way 
to do this quickly) and, well, nothing happens.  Moving on.  Go down 
the stairs to see a Shyster walloping the wall.  Fight and beat it (can 
you say Thunderbolt) to do nothing.  Man!  No one rewards a good deed 
these days!  Go right and fight the Shyster here tailing the man.  Talk 
to him after the battle and he’ll take your Wallet to give you a Flower 
Tab.  Use it!  Alternately, you can sell the Wallet for 123 coins.

Now go up the stairs and fight off the Shyster tailing poor Toad.  He 
gives you ten coins for your good deed.  Now go enter the first house 
in town.  First, fight off the Shysters in the kitchen.  Then go 
upstairs to fight another duo of Shysters.  They reward you with a 
Flower Tab (use it at this time).  It feels good to help out our 
adoring fans…  Now, go to the Inn and heal if you’re very cautious (I 
say that because we’re going to heal at Mushroom chests soon).  Also, 
stock up on Pick Me Ups if you’re low.  Now, go to the castle entrance.  
Wait for a Shyster to come out and then go in.

                     +---------------------------+
                     |    Shyster Infestation    |
                     +---------------------------+

Enemies: Shyster (30 HP)

Upon entering, go right a room.  Fight the two Shysters here (don’t 
worry about running low on FP and HP).  Now go up one room.  Talk to 
the Toad in the corner here and he’ll give you a Wake Up Pin.  It 
prevents mute and sleep attacks.  Equip it to Mallow, as the Jump Shoes 
are better for Mario to wear.  Now go down two rooms into the cellar.  
Hit the chests to recover all lost HP, gain one FP point to your total, 
and get coins.  Now, if you would, return to the main room and defeat 
the Shyster following the Toad.  He tells you that everyone is hiding 
in the princess’s bedroom.  Follow him left.  Defeat both Shysters here 
and go up the stairs.

You’ll fight two Shysters here (which would’ve been more effective if 
they fought separately) before opening the door.  Inside, the Toads 
give you a Flower Tab and tell you that the Chancellor is still in the 
throne room.  Use the tab and save at the Save Block in here.  Talk to 
the black-hat Toad to heal yourself completely.  Now return to the 
first room, going through the upper door, of course.  You’ll have to 
fight another Shyster to get past, though.

After all the battles I’ve put you through, you’ll probably level-up 
pretty soon.  Here, either take the door or fight the Shysters.  Either 
way, you’ll end up in the throne room sooner of later.  Six Shysters 
are talking with each other.  According to them, they’ve found a new 
home.  Go forward and you’ll see a giant knife... thing.  It’s Mack, 
leader of the Shysters, member of the Smithy Gang!

                            +------------+
                            |    Mack    |
                            +------------+

The first Star-guarding boss is Mack, and this fight will decide the 
fate of Mushroom Kingdom.  Mack has 480 HP, 22/15 attack/magic attack, 
and 25/20 defense/magic defense points.  Each Bodyguard is basically a 
re-named Shysters.  If you defeat all four, four more come to take its 
place.  Therefore, to really make the battle easier for you, defeat 
three of the Shysters.  This way, you have to deal with the minimum 
number of Bodyguards as possible.  When you’ve taken out three of them, 
focus all your efforts on Mack.  Each of Mario’s turns, use Jump.  It 
is cheaper than Fire Orb but still does good damage to him, sometimes 
more than Fire Orb.

You see, Mack is a fire-type enemy, and he has several fire-based 
attacks and defenses.  Flame is a hard-to-block but relatively weak 
attack, dealing at least below 10 damage.  More damaging is Flame Wall, 
which is essentially a Flame attack that hits both characters, equally 
hard to block.  Always, if you fall below 15 HP, have your partner of 
yourself heal you.  And, if one faints, always heal the other.  
Mallow’s turns can be used to replenish your HP or FP with items or HP 
Rain.  Also, Mack has pretty low FP for a boss monster, and he’ll stop 
using specials shortly into your fight.  For these reasons, Mack will 
be an easy enemy to beat.  When you do beat him, either by wearing him 
down or using repetitive Jump attacks, beat the remaining Shyster.  Yes!  
In your face, Mack!

Out from behind the throne comes a blue Star!  Huzzah!  What is it, and 
what does it do?  Now your Star Piece count goes up to one.  As a side 
note, in the Paper Mario games, Star Pieces are also present.  They may 
be tiny fragments of the large Star that exploded at the beginning of 
the game.  After the battle, the two remaining Shysters run off to 
their boss to report the mustachioed one with the hammer and plumber 
tools of might (okay, I added a few words…).  Now go talk to the 
Chancellor.  He was roughing them up before you came, you see, or 
otherwise you’d never victor.  The Toads return, and then the game 
fast-forwards through the Chancellor’s lecture.  Mallow suggests you 
ask his grandpa for help.  After all, he knows EVERYTHING.  Will do…

“Could Mack, the sword-like monster who crashed into Mushroom Kingdom, 
have anything to do with the Star Piece that Mario found...?  Our 
heroes move on towards the Kero Sewers...”

=======================================================================
==============================Green Star*==============================
=======================================================================

                         +-------------------+
                         |    Kero Sewers    |
                         +-------------------+

Enemies: Goby (40 HP), Hobgoblin (50 HP), Pandorite (300 HP), Rat Funk 
(32 HP), Shadow (85 HP), The Big Boo (43 HP)

Let’s exit the castle and then Mushroom Kingdom, Mushroom Kingdom.  On 
the World Map, go east to Kero Sewers.  Mallow says that the pipe here 
is the entrance.  Also, his grandpa warns to watch out for Belome, 
whoever that is.  Take the pipe down and welcome to Bowser’s Keep!  Oh, 
I’m sorry; it’s just a miserable dank place.  Swim across the water and 
take the warp pipe here.  See the pipe to the right?  Drop in and take 
it.  Now follow this hallway to an enemy.

This enemy, a The Big Boo, is accompanied by a Shadow and Hobgoblin.  
They have 43, 85, and 50 HP, respectively.  I’d take out the Hobgoblin, 
then The Big Boo, and finish off with Shadow.  It has very low defense, 
which makes it easy to beat.  In fact, none of them have great 
defenses…  At the end of the passage, take the warp pipe.  Here, drop 
off the ledge to the bottom of the room.  Go right, around the corner, 
to find a treasure chest.  Heal before hitting it, and then give it a 
hit.

This is a disguised enemy, a Pandorite (named for Pandora’s Box).  It 
has 300 HP (youch!).  However, it’s quite easy to beat.  Let Mario use 
Jump.  A well timed jump can do 100 + damage to this beast.  It has 
several odd attacks, such as Flame Wall, but you’ll beat it quickly, 
anyways.  When you do win, you’ll get a Flower Jar and a Trueform Pin 
from the chest.  Use the former and then equip the latter to Mario.  It 
lowers Mario’s magic attack stat, but it increases his defense and 
magic defense.  It also prevents you from turning into Mushrooms or 
Scarecrows, which some sewer enemies can do to you.

Go back down the passage and take the pipe.  You may encounter a Rat 
Funk along the way (32 HP).  Thunderbolt is the way to go here.  You 
may get the item Pure Water, which defeats ghost enemies in a wink.  
Now drop into the water.  These Cheep Cheep-like enemies are called 
Gobies (40 HP).  They aren’t menacing, and you’ll have an easy time 
with them.  Now, go north and swim in between the two pipes to a new 
waterlogged hallway.  Continue swimming down it until you reach a dead-
end.

Jump out of the water and take the lower pipe.  Go around the corner 
and take that pipe.  Remember this room?  Jump up from the pipe to the 
stairs and take the warp pipe at the end.  Mario was made for this 
place (he’s a plumber)!  When you emerge, hit the chest to the right 
for a Starman.  Hoo-hah!  Jump down to the Rat Funk meeting and beat 
them all, and then go up to defeat a hiding The Big Boo.  Afterwards, 
hop up the stairs and take the left pipe.  Here, hug the left wall and 
take it down, defeating a few Rat Funks as you go.  Stop at the warp 
pipe and use it to reach a pipe.  Take it down and jump to the upper 
edge against the wall north of you from where you emerge.  Defeat or 
jump over the Rat Funk guard here to a pipe, which you should take.

Here, go left and up the stairs.  Dodge all of these pesky The Big Boos 
to reach a green ! Switch.  Press it to drain all the water in the 
sewers (and to think...  Mario swam in that stuff...).  Do not hit the 
jump pad to the left, though.  Drop to the pipe below and take it.  Now, 
drop to the formerly water-filled passage and go south.  Take the pipe 
to a ledge above a previous room.  In it, go forward, hitting the chest 
for a Mushroom to heal everyone, and then save at the Save Block.  Now 
take the pipe to the right.  Hmm, this is like a dream I once had…

                           +--------------+
                           |    Belome    |
                           +--------------+

Go up and touch the dog-looking creature.  This must be Belome!  He 
wants to eat you…  Belome has 500 HP.  If you’re Level 6 with Mario, 
you have Super Jump, which is perfect for hitting him.  It may take you 
time to practice and perfect it, but you can jump multiple times on 
Belome to deal lots of damage with it.  Keep whaling on the beast until 
you reach…  Mallow is swallowed some time into the battle!  Now you 
can’t use Mallow for a few turns!  Also, he has one attack called 
S’Crow Funk where he turns Mario into a scarecrow.  I hope you have the 
Trueform Pin equipped, which we got in Kero Sewers, ‘cause you’ll want 
it right around then.  However, you can knock Mallow out with a few 
hammer attacks.  Before Belome disappears, he warns you of the flood.  
It’s like his revenge for WHOOPING him, I suppose.  Water comes gushing 
in, despite Mallow and Mario’s best efforts to stop it, and they are 
washed straight into Midas River!

                         +-------------------+
                         |    Midas River    |
                         +-------------------+

Now’s your chance to collect Frog Coins at Midas River!  Don’t worry, 
though, there are an unlimited number of Frog Coins possible to get, so 
losing them is no big deal.  When you reach the fork in the road, go 
left.  At the next fork, go right.  You can get a total of four Frog 
Coins (the green ones) from this.  Afterward, you’ll reach a barrel 
section, in which you run down a rolling barrel in the river.  Now, 
I’ll name the different lanes L and R, L being the left one, R being 
the right one.  Take this path for optimum coinage:

               R, R, R, L, R, R, L (C), R, R, R, L, R, R

The C represents a Cheep Cheep that will try to hit you as you go.  You 
can direct your direction by either hitting or jumping the barrels.  If 
you just want to get it done as easily as possible, stick to the right.  
There are only regular coins on the path, mind you.  Jump Cheep Cheeps 
or you lose coins.  At the end, the man tallies up how many coins you 
got.  If you have sixty or more, you can exchange them for Frog Coins.  
The price of Frog Coins rises as the game goes on.  You can play this 
mini-game again by paying the man here thirty coins and bouncing on the 
trampoline.  Also, the man gives you a new weapon, the NokNok Shell (if 
you do well enough).

If I may, the name has an interesting origin in Mario games.  Terrapins 
you fought earlier are Koopa Troopas, some of Mario’s oldest enemies, 
and their Japanese name is Nokonoko.  So, reminiscent of Super Mario 
Bros. Mario kicking shells around, Mario uses them as a weapon in this 
game.  In terms of attack, the NokNok Shell is superior to the Hammer; 
switch them out.  Besides, those Hammer Bros we got it from have their 
insignia in it, and who would want that?  But really, you might want to 
stick with the Hammer if you are really awful.  The NokNok Shell has a 
harder timed hit.  To do it, press A when Mario kicks the shell, which 
is how he attacks.

                      +------------------------+
                      |    Cricket Pie Stop    |
                      +------------------------+

Now!  Exit this place to return to Mushroom Kingdom.  There, sell all 
your Pure Waters for 75 coins a pop.  Also, while there, you’ll pick up 
Cricket Pie with Mallow’s Frog Coin we retrieved from Croco.  Now 
THAT’S easy money.  If ever you’re running low on coins, stop at Kero 
Sewers and beat the daylights out of a few enemies there for Pure Water.  
With your extra coins, exit Mushroom Kingdom and go to Tadpole Pond, 
the newest place on the World Map.

                         +------------------+
                         |    Frogfucius    |
                         +------------------+

Go forward and jump on the switch here.  A bunch of tadpoles come to 
see if you’re the real deal.  Give them a jump and Mallow’s grandpa 
calls to him.  It is Frogfucius, and he “floats,” with some help from a 
Lakitu, to Mario.  At his word, the tadpoles line up for Mario to jump 
across them.  Do so and presto!  You hit land again.  He affirms that 
it was Smithy, the leader of the gang of the same name, who appeared at 
Bowser’s Keep.  Frogfucius then drops a verbal bomb…  Toadstool is no 
longer at Bowser’s Keep!  Egad!  Luckily, Frogfucius will be retelling 
the tale to us.  Apparently, a giant sword crashed into the castle just 
as Mario was about to rescue Toadstool.

The crash sent the three in flight.  Bowser and Toadstool are still 
somewhere out there...  Anyways, Frogfucius warns against just rescuing 
the princess.  Smithy and his underlings are wreaking havoc in this 
world!  Mack, the one we just recently defeated, was one of them.  
Mallow then tells him about the Star Piece we found.  Frogfucius thinks 
that these Star Pieces are the key to beating Smithy.  If you want a 
summarized version of that, he can give you the gist of it by request.

Afterward, Mallow makes a comment at how dire the situation seems.  
When asked to keep helping Mario, Mallow gasps.  After all, he’s but a 
simple tadpole.  Frogfucius then drops yet another verbal bomb.  This 
one’s a nuke.  Mallow’s... not a tadpole!  It was long ago, in a galaxy 
far, far away (erase that last part), when Frogfucius was munching on 
crickets.  He saw a basket floating down from the falls of Midas River, 
and it had inside it a little puff thing, with “Mallow” written on the 
side.  Frogfucius felt sorry for it (who wouldn’t?), and he adopted it 
as one of his own tadpole grandchildren.

But, Mallow had powerful magic, and Frogfucius wondered what land he 
hailed from.  Mallow starts to cry, but Frogfucius stops him.  No 
crying!  Yes, sir!  If he ever wants to find his real family, Mallow 
must accompany Mario on his adventure.  He will see the world, and find 
his parents.  Then it’s settled.  Mallow’s magic is ours, and we’re 
headed for Rose Town next.  Before you leave, talk to Frogfucius again 
to give him the Cricket Pie.  For helping him, he gives you the staff 
that he used when he was Mallow’s age.  It’s called the Froggie Stick, 
and it’s a major improvement to Mallow’s low attack stat.  Equip it now!  
Its timed hit is just like that of the Hammer.  So, with new items in 
hand, exit Tadpole Pond through the entrance you entered by and go to 
Rose Way on the World Map.

                          +----------------+
                          |    Rose Way    |
                          +----------------+

Enemies: Arachne (82 HP), Crook (38 HP), Shy Guy (78 HP), Snapdragon 
(90 HP), Starslap (62 HP)

As soon as you enter, read the note to learn that you can jump on these 
and ride them to different places when they’re blue.  Do this to get 
Mushrooms, a Flower, and then to go to the left exit.  There, defeat 
the Shy Guys on the switches and ride the switch up to the chest 
containing a Frog Coin.  Now exit through the way you can and ride the 
switch to the northern exit of this screen.  Here, run around the path, 
avoiding the Crooks and Shy Guys, to reach another path.  Take it to a 
path leading right.  Here, hit the chests to take their insides and 
knock down Shy Guys.

They are relatively weak, having 78 HP and rather low defense.  Watch 
out for one attack they have, though, called Doom Reverb.  As for 
Snapdragons, they have exceedingly low HP, and you’ll beat them very 
quickly.  Then you have Crooks, basically Bandits from other Mario 
games.  They run away on the first turn for the most part, and you 
shouldn’t be concerned with them.  Starslaps are easily beaten with the 
NokNok Shell, and should be targeted first.  By far, Arachnes are the 
toughest.  They’re named for Arachne, a knitter in Greek mythology who 
claimed she was better than Athena, the goddess of wisdom, at weaving.  
She was turned into a spider after losing a weaving contest to the 
enraged divine.

Anyways, Arachnes have the best defense of your enemies, and pretty 
good attack.  So, now that you’ve experienced all the enemies and hit 
all the chests, go right a screen.  Gee golly gosh!  It’s the Koopa 
Troop!  Get close enough to see five Goombas, five Terrapins, and five 
Magikoopas, Bowser’s elite who escaped the castle.  After snapping, 
Bowser moves off with his friends.  Bowser is headed for Bowser’s Keep, 
as it is his castle, after all.  Follow them into Rose Town.

                       +-----------------------+
                       |    Rose Town’s Inn    |
                       +-----------------------+

What a dump!  As the first motionless man here tells you, arrows are 
flying in from the forest that freeze you; get hit by an arrow and 
you’ve can’t move.  Let’s get inside!  Head left into the Inn.  Hey 
look!  A little kid playing with Mario, Bowser, and Toadstool dolls to 
the beat of the Super Mario World first level theme.  After using the 
Super Jump Attack, Mario is knocked back!  Ouch!  When he turns around 
to move his Princess Toadstool action figure, he sees…  Oh my gosh!  
It’s M-m-m-Mario!  Jump to prove your identity and Gaz, the boy, offers 
for you to play with him.  His mother prevents him, though, and he lets 
you be Bowser.  He’ll be his other favorite action figure, Geno.

Geno finishes Bowser off with his custom, patented, one and only... 
Super Star Shot!  He hits Mario instead, and knocks him cold.  Later 
that night…  A mysterious starlight enters the room and hovers over the 
dolls, and then it encircles the Geno doll, growing to a full-sized 
person…  Neat-o!  Later on, Mario wakes up in the morning in the bed of 
the Inn.  Jump out (B) and save at the Save Block in the room.  Go down 
the stairs and Gaz runs to his mom to tell her that he just saw Geno 
walk into the forest.  In the flesh!  Gaz gets punished for lying, 
though.  This is has been quite mysterious... and we got a free stay at 
the Inn, too…

                          +-----------------+
                          |    Rose Town    |
                          +-----------------+

First, don’t worry about arrows.  They are programmed not to hit you.  
First, go up from the Inn to see a Toad who can’t get into his house.  
Jump on his head and then jump to the ledge to enter the building there.  
Inside, hit the two chests for two Flowers and then take the stairs up.  
Hit the ! Switch and stairs appear outside.  Now the owner takes them 
up and asks you how the chests were.  You’re going to have to fess up 
eventually.  When you do, he tells you that, when you reach a screen of 
the forest with four directions, go left, left, straight, and right.  
It may vary from game-to-game; I’m not sure.

Now enter the Item Shop in the northeast corner of town.  Jump on the 
shelves to reach a hidden chest, this one containing a Frog Coin.  Now 
talk to the woman here.  She sells equipment, while her partner sells 
regular items.  After the Pure Waters we got rich off of, you should 
have no problem buying items.  I suggest purchasing the Thick Shirt, 
the Thick Pants, the Antidote Pin, and the Fearless Pin.  Also, 
purchase any other items you don’t have (‘cause you didn’t use my guide!  
See where that gets you?).  Now equip Mario the Thick Shirt, Mallow the 
Thick Pants, and let Mario wear the Trueform Pin, Mallow the Fearless 
Pin, if not just for the stat boosts.

Now, if you would, exit the shop and jump up the crates outside it to 
the chimney.  Stand on it and go down like you would a warp pipe.  This 
leads you to a chest containing a…  Flower!  One last thing, though.  
Behind the central house to the north is a person hidden from sight.  
There’s a similarly hidden person in Mushroom Kingdom.  Who are these 
mysterious people?  We will never know…

                         +-------------------+
                         |    Forest Maze    |
                         +-------------------+

Enemies: Amanita (52 HP), Buzzer (43 HP), Guerilla (135 HP), Octolot 
(99 HP), Rat Funk (32 HP), Wiggler (120 HP)

Forest Maze is now open on the World Map.  Personally, I despise this 
place.  Unfortunately for me and probably you, too, we’ll be spending 
quite a little while in this place.  When it becomes convenient for the 
writing of the guide, I’ll divide many holes (there are some here) into 
numbered off sections.  Anyways, from the start, go forward and check 
the mushroom to pick it up.  Free Mushroom!  Now go forward and check 
the shroom here to pick up another!  Sweet!  Now go forward to find a 
Wiggler.  Attack it and you’ll face it in battle, as well as its 
Guerilla counterpart.

Wigglers are, for the most part, weak.  They can increase their 
strength with Vigor Up, but it’s basically a waste of a turn for them.  
Guerillas have several weak attacks, their strongest being the one in 
which they throw a rock.  Not exactly hard…  However, watch out for the 
Wiggler’s Sandstorm attack.  This makes both partners afraid, halving 
their stats.  When you’ve finished it, jump onto the hollow stump and 
take it down like you would a warp pipe.  When you fall, head right, 
taking a third Mushroom along the way.  Continue right and another 
mushroom comes to life!

This is the Amanita enemy, which disguises itself to bait you to it.  
This particular one may be accompanied by a Buzzer, another new foe.  
Buzzers are extremely weak, and you can take them out first turn (which 
I advise) with either character.  Watch out for their Thornet attack, 
which is poisonous.  Amanitas are also very weak, having better defense 
than a Buzzer but having far less attack; they do two damage on a good 
attack.  Also, they have the ability to attack twice.  Beware, though, 
that Amanitas have a spore attack that transforms one character into a 
mushroom, unable to do much of anything.

Continue down the path to see another Amanita and a Rat Funk.  As 
previously in Kero Sewers, they are quite weak.  However, they can 
poison you, and they generally do one damage of defense now that you 
have a Thick Shirt/Pants.  Continue down, avoiding or engaging Amanitas 
if you so desire, until you reach a jump pad.  Bounce up out of the 
underground area to reach the surface.  Upon doing this, you’ll notice 
arrows flying forth.  Go forward and defeat the Buzzer and company.  
Afterward, let’s head left to a new area.  There are seven stumps here.  
I number them like so.

                                   7
                                6     5
                                4     3
                                2     1

This is, quite roughly, the setup.  Enter each stump as numbered below 
for their descriptions.

1) Aside from three Amanitas and two Buzzers, you’ll find a hidden 
chest in one of the lighted patches.  Jump there to get a Frog Coin.  
After getting it, leave.

2) There is but a simple Amanita.  Defeat it if you’d like.

3) There’s a Buzzer and two Amanitas in here.  You should beat them; 
you want to level-up before you reach the end of this place.

4) Fall into this place to find no enemies.  However, there is a hidden 
chest.  Right of the patch of light closest to the trampoline, jump to 
activate it.  It says you missed, though, as there’s nothing inside.

5) There are two Amanitas and one Buzzer present.  Defeat them all.  We 
need the Experience Points, remember?

6) Here, beat up a Buzzer.  Take out the Amanitas, too.  One of them 
has an Octolot accompanying it.  Take these out first, as they have 99 
HP and low defense.  Plus, although relatively weak, they can use Flame 
Wall to hit both members.

7) This is the necessary pipe.  In it you’ll find a Wiggler napping at 
the end of the screen.  Touch it and it wakes, send shockwaves through 
the forest!  Yowzer (what?  I’m not a nerd…)!  This knocks open a path 
above, though, and you can now advance a screen.

Take the stump pipe down into the underground.  Follow the path here, 
making sure to take the Mushroom from its resting place by the Rat Funk.  
Continue down the path to continue to another screen.  Continue down 
the path, taking either fork in the road, to a spring.  Use it to 
surface.  Afterwards, go forward to a Save Block.  Save if you’d like 
and continue forward, picking the Mushroom before heading into the next 
screen.  Ah!  The 4-way intersection!  I’m not sure if it’s random or 
not, but only one sequence of directions is correct.  First, take the 
Mushroom in this screen (right one).  Then, you’ll see Geno go right.  
But, instead go left, left, straight, and then right.  These are the 
directions the man in Rose Town gave us.

But, remember that these directions are relative Mario, not you.  So, 
from your perspective, it is like left, south, south, and then left.  
While doing this, make sure to check for Mushrooms.  When you arrive, 
take the stump down to find several chests.  Hit them for three 
Mushrooms, a Flower, and a Frog Coin.  Cool!  Now that we have it, 
return to the first screen.  To progress in this place, follow Geno 
from the first screen.  You’ll see him by a path, and you want to 
always take the one he does.  This path is, from the start, right, up, 
up, right, up, and then left.

Note: The Geno paths are random.  I listed what mine were, but they are 
very likely to be different in your game.

When you take this path, you hear the voice of some loon named Bowyer.  
He’s counting…  to 1000 arrows!  He must be the archer casting those 
accursed motionless arrows over Rose Town!  And, he talks like Yoda 
with a learning disability (“For cover they run, nya!  FUN this is, yes.  
Nya!  Another 1000 will I shoot!”).  Mallow comes out and tells Mario 
to be brave and sock it to him.  Looking forward, they see a weird, not 
quite-right-in-the-head looking striped bow.  Wait a second…  That IS 
Bowyer!  And he has Flunkies.  I confess, I’m so jealous of him.  Mario 
goes forward and Mallow questions his identity (“Who do you think you 
are, Bruce Lee?”).  Then Mallow hears someone coming.  The duo hides 
behind a stump.

Out comes an arrow pushing a green Star in front of it.  Suddenly, ??? 
comes down and stops the action.  When he demands that the Star be 
returned to him, Bowyer realizes that it’s of value and decides he 
wants it.  The battle begins!  It’s Geno versus Bowyer and the Flunkies.  
Bowyer launches several Flunkies, and suddenly we see Mario and Mallow 
in a totally different spot from where we left them.  That’s quite 
curious…  Mario wants to help by “whacking that weirdo,” and so he runs 
forward.  Mallow also must be a big boy, and he runs forward, too.  But, 
as they run, Mallow is hit!  He’s down!  Back to Bowyer...  The 
mysterious lad in blue punches Bowyer to make him stop.

Ding, ding!  The fists are flying!  Aiming an arrow at the guy, Bowyer 
fires an arrow at the mysterious fighter who serves a higher authority.  
Oh no!  It’s aimed at his heart (okay, I’m improvising)!  But then, 
just as I was about to fall off the edge of my seat, Mario runs in and 
jumps on the arrow, knocking it down and saving the blue guy’s life.  
Mallow arrives afterward.  The mysterious guy sees that you’re Mario, 
and then says that we known about you.  Bowyer then interrupts, and the 
battle commences!

                           +--------------+
                           |    Bowyer    |
                           +--------------+

A member of the Smithy Gang, Bowyer has 720 HP, 50 attack, 40 defense, 
30 magic attack, and 35 magic defense.  Therefore, it’s a good idea to 
use special moves against him, as his defense for them is lower than it 
is for regular attacks.  However, start the first turn by using regular 
moves.  Afterward, Bowyer decides to level the playing field, three 
against one, by locking a button.  He drops three buttons, one for Y, X, 
and A.  In case you forget, Y is specials, X is items, and A is attacks.  
Attack Bowyer again for a second round and he shoots an arrow into the 
air afterward, locking one button.

Now, you cannot use that button in battle.  When A is locked, let Mario 
use Super Jump, let Geno (come on!  We all know who it is) use Geno 
Beam, and let Mallow either defend of use a Honey Syrup/Mushroom/HP 
Rain, depending how your FP and HP is.  If X is locked, attack normally 
with everyone, unless someone needs healing, in which case Geno should 
use the item.  Then, if Y is locked, let everyone attack normally, 
unless healing is required, in which case items should be used by Geno.

Meanwhile, Bowyer has several FP-consuming attacks, all of which do 
considerable damage.  His arrows do minimal damage, but he also 
possesses Bolt, Static E, an attack on everyone, and G’night, putting 
one character to sleep.  Geno is a very vulnerable target, as he has no 
armor or accessories (or weapon, for that matter).  While on the 
subject, Geno’s regular attack is Unarmed, and you can get the timed 
hit by pressing A right when his first flies into Bowyer.  As for Geno 
Beam, press and hold Y to charge it up.  Upon winning, you get 50 coins, 
a Flower Box (use it right after battle; it raises your FP by five), 
and 20 Experience Points.

                   +-------------------------------+
                   |    Geno and the Green Star    |
                   +-------------------------------+

This stranger is more than just a doll.  He’s really a visitor from 
above, taking this form briefly to stay on Earth.  He says he’s from 
Star Road, which is from Super Mario World as a series of secret levels.  
Up there, it’s a big mess, and it concerns everyone.  In Star Road, 
wishes made on shooting stars are transformed into stars.  When it is 
granted, the star then falls to Earth as a shooting star.  So, Star 
Road plays an integral role in granting wishes (more of which is 
explored in Paper Mario, this game’s sequel for the N64).

But, recently a giant sword destroyed Star Road, and everything has 
come to a halt.  As things stand, wishes can no longer be granted.  The 
Stars we’ve been collecting are broken pieces of Star Road.  He was 
sent down to find them all – seven in total – and repair Star Road’s 
missing parts.  Smithy wants them all to grant his own wishes, and he 
must be stopped.

His real name is “(heart symbol)(music note)!?,” but it’s hard to 
pronounce.  So instead, he’ll take his body’s name, Geno.  He chose him 
because he looked like the strongest of the dolls, including Mario, 
Bowser, AND Princess Toadstool.  Now, grab the Star!  Taking it in hand, 
it is added to our collection, now up to two.

“’Geno,’ who is searching for the missing pieces of Star Road, has 
joined Mario and Mallow.  Things are definitely looking up!  The secret 
to the shooting stars has been unraveled.  Find the Star Pieces, and 
bring peace back to Mario’s world.”

=======================================================================
=============================Orange Star*==============================
=======================================================================

                     +---------------------------+
                     |    The Flunkies Escape    |
                     +---------------------------+

One of Bowyers arrows heard everything, and he goes to inform Smithy.  
Now he knows about the Stars in full detail, and he’ll surly send more 
minions to look for them.  Previously, they were just causing havoc, 
but now they’re out to get Mario!  This has quite shaken me.  Go left 
and exit the screen, and Forest Maze, to return to Rose Town.

                    +-----------------------------+
                    |    Rose Town Inn Secrets    |
                    +-----------------------------+

In Rose Town, everything is happy and bright thanks to you.  Talk to 
Gaz and Geno comes out, conclusively proving to his mom that Geno is 
real.  Geno explains to Gaz why they can’t play by letting Mario and 
Mallow act out the wishing problem while he narrates.  Gaz still 
doesn’t understand, so Geno simplifies.  Hearing this, Gaz is stunned.  
To help you out in your noble mission, he’ll help by giving Geno the 
Finger Shot.  It’s a weapon that lets Geno fire bullets from his 
fingers.  Equip it, since he has no other weapon, and then sleep the 
night.  It’s for free for helping Gaz, anyways.  When you awake, check 
the bed next to you…  It’s Link, the hero of the popular Nintendo 
series, The Legend of Zelda.  Talk to him and you’ll hear the classic 
NES The Legend of Zelda clear-room sound (the chime that plays when you 
unlock a door or do something comparable).  Neat-o!  Link is there 
until you leave Rose Town.

                         +------------------+
                         |    Pipe Vault    |
                         +------------------+

Enemies: Frogog (80 HP), Goomba (16 HP), Piranha Plant (168 HP), Shy 
Ranger (? HP), Spikey (20 HP), Sparky (120 HP)

Note: One enemy above is called Shy Ranger.  It is actually impossible 
to know its real name, but it is a camouflaged Shy Guy sometimes found 
with two Piranha Plant partners.  It runs away on the first turn almost 
always, and we can’t figure out its stats, weakness, strengths, etc.  
You shouldn’t be too concerned with it.

Pipe Vault and Moleville are both new places open for exploration.  
Let’s start with Pipe Vault.  At first, it seems to be one screen.  Go 
forward and enter the pipe there, or leave the screen if you choose not 
to enter.  Inside, the music from Super Mario Bros. World 1-2 is 
playing in a lighter tone, and Sparkies, called Podoboos in future 
games, are leaping from the lava.  Jump when they’re down, unless you 
want to fight them (which you do, because we are desperate for 
experience at this point).  Note that the Finger Shot’s timed hit 
happens after hitting the target.

After that room, go forward to a narrow hall with Goombas inside.  
Quite fun to play with.  Afterward, rush up the staircase to avoid the 
fall of the Thwomp, old Mario enemies, and then jump to the second pipe, 
which you should take down to the next room.  I suggest fighting all 
Piranha Plants here.  They come alone and, between three attacks, you 
should have no trouble beating them.  Now, here, take the first pipe.  
Go straight down, collecting the coins along the path.  When you reach 
a dead-end, go back and jump around the overhang to hit a yellow 
platform.  Use it to reach the chest of the above room, a Flower, and 
then go backward.  On this overhang, jump to find two hidden chests, 
each with Frog Coins inside.  To get the other more tantalizing Frog 
Coin, go back to under the overhang and run straight forward, ducking 
at the end (press down on the D-Pad) to slide into it.

Bounce on the spring to emerge from the fourth pipe, which we now know 
what leads to.  Back to the third pipe, use repeated Thunderbolts and 
normal attacks to defeat the Piranha Plants.  Only Geno will take 
serious damage form them, considering he’s so unarmored.  Anyways, the 
third pipe cannot be taken.  To the fifth pipe!  Here, a mole from a 
nearby village runs Whack-a-Goomba.  Play for ten coins.  The object is 
to whack the Goombas that pop out of the pipes, which proves somewhat 
challenging.  Now, take the sixth pipe.  Continue forward, jumping over 
the lesser enemies below you.  The red pipes cannot be taken, mind you.

At the end, take another pipe to another room of Pipe Vault.  Jump over 
the small, white creatures (pipe-inhabiting monsters from Super Mario 
Bros. 3 called Munchers or Nippers), or lose coins to them, your pick.  
Now, jump across the pipes (it’s almost impossible to avoid the Piranha 
Plants; don’t try) to take one down to the next room.  Here, jump onto 
the rising platform and take it to a Flower in a chest.  Next, you can 
take the switch across the gap.  Hit the chest if you have good timing; 
it contains two coins, but you’ll lose two coins per plant you hit.  At 
the end, take a pipe to exit Pipe Vault.  Save at the Save Block, jump 
left of it to hit a chest containing a Frog Coin, and go down into the 
main part of Yo’ster Isle.

                        +--------------------+
                        |    Yo’ster Isle    |
                        +--------------------+

The home of Yoshis in this game is this island, and all the Yoshis but 
the green one – the Yoshi Mario always rides and has befriended – is 
the only one who speaks your language.  He’ll let you saddle up on him 
and he’ll be your interpreter, as well as racing steed.  Yes, this isle 
is home of the Mushroom Derby, and Yoshis compete in it to prove their 
mettle.  However, the current champion is only letting two Yoshis race 
at a time.  He’s Boshi, dark Yoshi.

Let me just say something here a bit off topic.  Mario’s “bad Mario” is 
named Wario.  Luigi’s, Mario’s younger brother, is named Waluigi.  So, 
because wari- is a prefix meaning bad in Japanese, it is logical that 
Boshi would be named Warioshi, or even Washi, which is more probable.  
Square didn’t seem to care, and they named this character Boshi.  He’s 
the blue/purple Yoshi with sunglasses.  To race him, you need Cookies, 
which you get by talking to a pink Yoshi toward the entrance.  By the 
way, you can hop off Yoshi by pressing B while riding.

                         +------------------+
                         |    Boshi Race    |
                         +------------------+

When you have the Cookies, talk to Boshi.  He’ll let you race if you 
bet them.  Now, racing is based on rhythm, so turn up the volume.  The 
background music has a certain pace, and you need to alternate between 
A and B to make Yoshi run.  This is harder than it sounds, but you’ll 
eventually get a good grasp on it.  Also, you can press Y to eat a 
Yoshi Cookie, which gives you a short boost of speed.  They are nearly 
essential, and I advise you use all three, even if you are in the lead.  
Soon, you’ll understand the beat, and you’ll win quite easily.  
Generally, the horns and cymbals in the background music tell you when 
to press A and B.  When I caught onto this, it became simplicity itself.  
From now on, Yoshi’s the new BOSS of the island!  Huzzah!

But, comparable to George Washington after being nominated as king of 
the United States preceding the defeat of Great Britain in the 
Revolutionary War, as the abolishment of this very title was the point 
of the war, Yoshi decides that he doesn’t want to be a BOSS.  Let’s 
just let everyone race!  Boy, never thought I’d compare Washington to 
Yoshi, but I managed.  From now on, if you ever want to get a Yoshi 
Cookie, items that summon Yoshi to battle to attack enemies (turning 
some into items.  See the section entitled “Yoshi Cookie Items” for a 
list of what enemies turn into what to wisely spend your cookies), just 
win the race in a group competition.  Sorry, but I just can’t resist…  
w00t!  Ah!  Stop throwing stones!  I didn’t mean it, I swear!

                      +------------------------+
                      |    Before Moleville    |
                      +------------------------+

Well, that was a lovely side quest!  However, we need to buff up.  I 
say this because, we will soon face a boss-like character who is 
extremely tough for those of you who rely on items, and pretty hard 
even if you don’t.  So, we’re going to want to have everyone, except 
Geno, at Level 10.  This will greatly aid us in the fight we’re working 
our way up to.  Below is a chart for recommended equipment.

-----------------------------------------------------------------------
Character        Weapon            Armor             Accessory
-----------------------------------------------------------------------
Mario            NokNok Shell      Thick Shirt       Trueform Pin
-----------------------------------------------------------------------
Mallow           Froggie Stick     Thick Pants       Fearless Pin
-----------------------------------------------------------------------
Geno             Finger Shot       None              Wake Up Pin
-----------------------------------------------------------------------

Although Mallow doesn’t really need the Fearless Pin, it raises his 
stats more than the Antidote Pin does.  Now, as for the matter of 
leveling up.  It doesn’t make a difference what level Geno is at.  He 
came to you at Level 6, and he may well become Level 7 in this process, 
but we don’t care about him.  You want Mallow and Mario to become Level 
10.  To do this, go to the second screen of Forever Forest and 
continually fight the endless Wigglers coming out of the log here.  
Often paired with Guerillas, they provide a lot of experience points.  
But, however you choose to level-up, just do it.  You’ll find it 
extremely worthwhile to do so.

                          +-----------------+
                          |    Moleville    |
                          +-----------------+

The new area in the game is Moleville, and it a town where moles live.  
The first thing you see is an Inn.  For ten coins, the most we’ve yet 
seen, you can sleep.  You’d might as well just exit town and sleep at 
your house or the Rose Town Inn (it’s always free).  But, this building 
also has the Save Block in it.  Go left to see the item shop.  They 
have many good upgrades here.  First, buy all the Mega items – Mega 
Shirt, Mega Pants, and Mega Cape.  Equip these to Mario, Mallow, and 
Geno, respectively.  Then buy the Cymbals (Mallow) and the Punch Glove 
(Mario) to increase your attack strength.  We got Finger Shot for free 
already.  Mario and Mallow experience a large increase in attack.

If you want, you can sell the Hammer, Froggie Stick, and NokNok Shell.  
Personally, I always keep non-buyable items, though (I’m so 
sentimental).  Also, you’ll find the Mega series to be a great addition 
to your defense, by a mile for Geno.  Also, they sell Work Pants, which 
can be equipped to anyone (but they’re not as good).  Mid Mushrooms 
restore 80 HP, and I suggest you buy a few to replace your Mushrooms 
for 20 coins apiece.  Maple Syrups restore 40 Flower Points (buy them, 
too, to replace Honey Syrups).  Now, go forward, to the upper-right in 
the view of the screen.  It’s Bowser!  Gadzooks!

As you can see, he’s lost all Terrapins in his army and two Goombas and 
Magikoopas apiece.  Because they only have experience fighting a single 
plumber, they are beaten badly by the new enemies – the Smithy Gang.  
So, with a pep talk from the biggest, worst brute around, they march 
out, just barely missing you.

Go to where they were standing.  Go left down from it to see a jittery 
mole.  Talk to her and she tells you that a Star that crashed into the 
mountain dropped some kids and a man folk.  I wonder how they pronounce 
creek...  It’s not spelled like crick, after all.  Anyways, enter 
afterward to see Ma’Mole talking to two men.  She runs out, and they 
admit to desperation.  Above is the entrance to the abandoned mines 
(probably haunted, too).  If only someone with a fantastic jump whose 
name begins with M and wears overalls could reach it...

                       +-----------------------+
                       |    Moleville Mines    |
                       +-----------------------+

Enemies: Bob-omb (90 HP), Cluster (60 HP), Crook (38 HP), Enigma (150 
HP), Magmite (26 HP), Sparky (120 HP)

Well speak o’ the devil!  They’re Goomba’s uncles!  It’s m-m-m-Mario!  
They then ask if you’ve heard the news.  Answer any way you want, one 
being a fast forward, the other being a rewind.  Hop onto the two brave 
souls’ shoulders and go forward into the mines.  First, you’ll see a 
Sparky and a rock-like creature, called a Magmite.  Despite their low 
HP count, they have awesome defense.  Let Mario blow them to bits with 
his punch.  Bob-ombs are able to explode on contact, which does little 
damage, sure, and it also rids you of an enemy.

This place is meant to be a trap for those of you who didn’t buy the 
Mega defense armor series, which I hope persuades you to buy it if you 
didn’t.  Afterward, follow the path, avoiding battles, until you reach 
the next room.  Here, you’ll likely fight an enemy called an Enigma.  
They have good HP and moderate defense, with tricky attacks.  Focus on 
taking them out first.  Fight off all enemies here and then talk to the 
blue Toad.  He says that there’s a rare item hidden in the mines, and 
he’ll sell it once he finds it.  Drop to the lower level.  Despite what 
looks like a path leading southward, it is a dead-end.  Instead, walk 
into the door below the treasure hunter.  This area is a circle, so 
lets jump on the jump pad to the right.  Ouch!  Mario hits his head on 
the ceiling and it all goes black.

When you awaken...  Oh no!  It’s Croco and some Crooks from Rose Way!  
He takes your coins and runs off.  Chase him down from where he went, 
avoiding two Magmites, to find him at a dead-end.  Using one of his 
bombs, he blows up the wall and runs.  Follow him further, jumping to 
avoid Magmites.  If you do face any, you might fight a Cluster.  These 
enemies should be dealt with first, as they can greatly damage Geno.

Eventually, you’ll see a Crook hiding behind a crate.  Fight it and win 
to rather easily get a Flower Tab, which you should now use.  Now 
follow Croco again.  This time, a Crook hides behind the jump pad.  
Fight and beat it for another Flower Tab.  Follow Croco again to fight 
another Crook behind a crate.  He gives you another Flower Tab.  Use it.  
Follow Croco again.  This time, you actually can touch and catch him, 
which is why I advise you save before the battle, right after dealing 
with the third of his Flunkies.  This time, he is HARD if you aren’t 
prepared.

                            +-------------+
                            |    Croco    |
                            +-------------+

This wily thief has 750 HP, 52 attack and 50 defense, 27 magic attack, 
and 50 magic defense.  As you can see, he’s not kidding this time 
(although Bowyer has similar stats).  His stats aren’t what makes this 
battle hard, though.  Now, why did I get you to Level 10?  Well, Mario 
now knows Super Flame, and Croco just so happens to be weak to fire.  
Ah, Nintendo is making arsonists...

Geno is probably Level 9, hopefully, from all your Wiggler-fighting in 
Forest Maze.  Let him use Geno Boost to raise Mario’s attack on your 
first turn if he knows it; if not just attack Croco.  Croco then 
attacks, rather pathetically at that, leaving you with Mario’s turn.  
Use Super Flame, pulled off by pressing Y repeatedly.  Using this 
strategy, you can do up to 200 damage to the croc with Mario’s attack 
alone.  Normally, you’d be somewhere around Level 7 or 8 and you’d be 
getting whooped.  Now, three turns in, let Geno use an item to restore 
your FP.  Trust me, you’ll want it.  Super Flame costs 9 FP per use, 
which is good because we got three FP prior to the battle from the 
Flunkies.

Now, Croco will start talking when weakened at this point, and he’ll 
ask if you want the items back.  He then steals all your items.  Now, 
imagine you’re two levels weaker.  By this point, you’re aching from 
your low defense and attack, and Croco is still 300 HP strong!  Luckily, 
you have full FP now, and you can continue using Super Flame until 
Croco is defeated, restoring your stolen coins and items to their 
rightful owners.  When he’s beat, he flees before you can finish him, 
returning your junk.  Otherwise, you also get 10 Experience Points and 
50 coins.  He also leaves behind one Bambino Bomb, whatever that is.

                         +------------------+
                         |    Coal Mines    |
                         +------------------+

Enemies: Bob-omb (90 HP), Cluster (60 HP), Enigma (150 HP), Magmite (26 
HP), Mezzo Bomb (150 HP), Micro Bomb (30 HP), Sparky (120 HP)

Now we’re officially entering into the Coal Mines, the pre-boss part.  
Now, that battle should’ve been easy for you if you listened to all my 
Level 10 ranting, and I hope it was.  All the same, exit the mine to 
save and heal before continuing.  Now, go around the circle you chased 
Croco in until you find cart tracks leading into a cave.  Take this 
path to find a mole staring at a wall, an impassable dead-end.  This is 
Pa’Mole, Dyna’s father (the mole girl who is lost in here with her 
brother Mite).  Using the Bambino Bomb, you blow through the wall.

Go through to find a room with two paths, a low and high one.  First, 
take the high one.  When you do pass through the opening, go forward, 
jumping the Bob-ombs, to find a chest with a Starman inside.  Use it to 
defeat the three Bob-ombs on this level.  Then, when the Starman wears 
off, drop to the lower level.  A Shy Guy on a mine cart with ram into 
you, bringing you back to the beginning.  It also knocks loose a Frog 
Coin.  Hooray!

Now return to the high road and drop to the low road, continuing down 
the path.  Jump up the crates at the end and head right to go to a new 
screen.  Repeat this jumping process again here and then hit the chest 
to get a few coins.  The purpose of this chest is to keep you 
stationary as enemies come at you, you see.  Then go through the door.  
Here, a brigade of Bob-ombs are marching your way.  Jump over all four 
and go forward to a Save Block and a chest.  Hit the latter for a 
Mushroom.  Then, up ahead, jump from the stacked crates to the chest in 
the air for a Flower.  I’d save again, now.  Head forward and a screen 
and a strange creature knocks you backward.  Try again and this time 
work your way around it, heading right and then hitting it from the 
side, to engage it.

                         +-------------------+
                         |    Punchinello    |
                         +-------------------+

Punchinello is a strange, purple bear-like creature from what I 
understand.  He wants to become a star, so he will defeat THE Mario to 
become famous.  Well, Punchinello, I hate to break it to you, but 
living in a cave is not the way to become a celebrity.  The battle then 
begins.  Not only does he boast 1200 HP, but also 60 attack, 42 defense, 
22 magic attack, and 40 magic defense.

Start the battle off by using regular attacks.  After the first wave of 
attacks, he summons three Micro Bombs.  Since they’re not bosses, I 
included them in the regular enemy list, although you don’t fight them 
elsewhere.  They will simply explode in your face, doing one or 
slightly more damage.  Don’t waste your time on these.  Instead, target 
Punchinello again with another round of regular attacks.  Now here’s 
where things start to vary.

He likes to use Sandstorm, which can scare you.  With Mallow wearing 
the Fearless Pin, he’ll be unaffected.  However, you may want to use 
Able Juices (Rose Town) on scared characters if you have any.  After 
dealing some damage to him, he “ups the ante” by replacing the Micro 
Bombs with Bob-ombs.  Not only can two of these attack in one turn, but 
they do more damage.  However, if you’re wearing the Mega 
Shirt/Pants/Cape at Level 10 or so, they’ll do one just like Micro 
Bombs. So, continue your onslaught of regular attacks until he gets 
frustrated.  Now it’s clobbering time.  He summons three Mezzo Bombs, 
each possessing 150 HP.

Even so, continue your regular attacks against Punchinello.  He’ll run 
out of FP around then, too.  When you leave Punchinello gasping for 
breath, he summons the ultimate bomb!  He says he didn’t want to do it, 
but now he has no choice.  Mallow steps forward to say he’s bluffing, 
but he then proves it.  It is a gigantic Bob-omb!  When it explodes, 
one would expect them to be dead, but all that happened was messy; they 
were covered in ash or gunpowder.

                        +---------------------+
                        |    Mine Car Ride    |
                        +---------------------+

Conveniently, the Star falls from a nearby shaft, and the Star cleans 
the messy musketeers.  We now have three of the shattered pieces of 
Star Road.  Only four more to go.  As it turns out, Punchinello was not 
a part of the Smithy Gang.  Smithy’s minions had not foreseen this, and 
they had no minions present.  It simply seems that Punchinello was a 
rather strong bomb enthusiast who got wrapped up in becoming famous by 
beating a passerby.  Go forward through the door to find Dyna.  She’s 
in a mine cart and you can read the directions for it.

Press A or Y to brake.  Press B to jump.  Press X to accelerate.  Your 
goal is to collect Mushrooms.  This note provided to you by the 
Moleville Safety Board (MSB).  As you might be able to tell, your goal 
is to use the Mushrooms to accelerate and get the best time possible.  
Mushrooms should be saved for the 2D screens, as they are very 
hazardous in the turn-filled 3D screens.

To make very tight turns, brake as you go.  Also, move the control 
stick in the direction you’re turning.  If not, you’ll land outside the 
tracks, slowing you down.  At the end, you fly from the track.  
Meanwhile, Ma’Mole and Pa’Mole are just talking about when the kids 
will get home.  Just then, the cart crashes through their roof!  It’s 
Dyna and baby brother Mite!  We reunited lost relatives and got a Star!  
Huzzah!

“You’ve found Dyna, Mite, and a Star Piece…  But where is Toadstool?”

=======================================================================
=============================Purple Star*==============================
=======================================================================

                    +----------------------------+
                    |    Snifits in Moleville    |
                    +----------------------------+

Exit the house and you’ll hear Snifit 1 talking.  He’s trying to coax a 
beetle to come play with them.  The second and third also attempt it.  
They are four black Shy Guy-looking creatures, which are called Snifits, 
introduced to the Mario world in Super Mario Bros. 2.  The beetle comes 
to Mario, and the Snifits tell you to drop it.  It’s a present for 
Booster, you hear!  They reveal that Booster can’t catch beetles by 
himself; he’s way to busy keeping the princess from the sky entertained.  
Gee, that seems like something related to the plot of the game.  Could 
this supposed sky-princess by Princess Toadstool?  I completely forgot 
we were looking for her.  Well, there’s no time to waste!  We’re off!

                       +-----------------------+
                       |    The Lucky Jewel    |
                       +-----------------------+

In the shop in Moleville, the miner found some stuff he wants to sell.  
However, he sells them separately to add value to them.  First, he has 
the Lucky Jewel for 100 coins.  You probably won’t use it often, but it 
lets you get the Lucky bonus at will in battle.  Buy it if you want, 
but remember that the jewel has limited uses.

                        +--------------------+
                        |    Booster Pass    |
                        +--------------------+

Enemies: Artichoker (200 HP), Carroboscis (90 HP), Lakitu (124 HP), 
Spikester (50 HP)

Exit Moleville and advance to Booster Pass.  See the second bush here?  
Check it for a Frog Coin.  Now you’ll likely some enemies.  The green 
spiky enemies are called Spikesters, and they may team up with 
Carroboscis enemies.  They are pretty weak and are of little concern.  
Carroboscises can transform you into scarecrows and mushrooms; watch 
out.  First thing to do is head up, over the ledges and under the 
Lakitu overhead, and jump on the plant there to reach an edge against 
the north limit of the screen.

Follow this ledge to the leftmost point of the screen, and then stand 
on the plant there.  Jump to hit a hidden chest with a Flower in it.  
Also, note that some of these plants are actually enemies called 
Artichokers.  They have good defense and high HP to boot, making them 
the toughest enemies here (although all of them are in your awesome 
shadow).  Also note that you can fight the Lakitu if you jump to it.  
Not surprisingly, they use many electric attacks.

Now, head up the ledges here.  Near the exit is a hidden chest (to the 
left) containing Rock Candy, an attack item.  Now follow the path to go 
north one screen.  In this screen, head up the ledges and fall off the 
inward gap to the right to gain three coins and clear out some 
Spikesters.  Continue north a screen to exit the short pass.

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

When you enter from the World Map, you’ll see Bowser in front of the 
tower.  He has lost all of his troops by now (Booster Pass is a silent 
killer).  But, he misses the good old days, back when Toadstool was 
screaming in terror, Mario rushed to save her…  He’s crying when he 
turns around, but he quickly composes himself when he sees Mario.  He 
then mentioned that Toadstool would be crying like a baby if she were 
at his castle.

Just then… the view rises up to a sobbing Toadstool on the balcony of 
the tower.  She looks down and sees Mario!  Seeing her in tears, he 
leaves for his castle now.  Try to open the door to find it locked.  
Then try to exit and Bowser runs up to you.  He charges the door to 
knock it down, creating an entrance.  Now, he going to do something he 
may regret later.  For now, he’s letting you join the Koopa Troop.

We have joined Bowser’s party!  I guess he was desperate for troops 
after all!  Now there are four in the party.  The Menu has a new option 
called Switch.  Select it.  The three on the left will fight, and Mario 
must always be out.  The right character(s) are inactive.  Select the 
two you wish to switch and it will happen.  Right now, Bowser is Level 
8, with 80 HP, 470 Experience Points, 15 Speed, 85 (wow!) attack, 52 
defense, 20 magic attack, and 30 magic defense.  Unarmed and at a lower 
levels he can best Mario in attack power and defense.  Were I you, 
switch Geno for Bowser.  Don’t get me wrong; Geno is great.  However, 
we want to get a hang on Bowser first.  Also, for now, equip Bowser 
with the Antidote Pin.

Note: All characters gain experience points from battle, even if 
they’re not fighting in it.

                        +---------------------+
                        |    Booster Tower    |
                        +---------------------+

Enemies: Blaster (120 HP), Chomp (100 HP), Fireball (10 HP), Jester 
(151 HP), Orb User (8 HP), Remo Con (88 HP), Rob-omb (42 HP), Snifit 
(200 HP), Spookum (98 HP)

As soon as you enter, go forward and talk to the black Snifit here.  It 
is Snifit 1.  Booster’s too busy to play right now.  # 1 will then 
fight you.  He shouldn’t prove difficult, though, even with all 200 of 
his HP.  Now, in the corner are two chatting blue Snifits called 
Spookums. They are weaker than their cousins, and this one is paired 
with an Orb User.  Spookums have several special attacks, among them 
Gunk Ball, the silencer.  When silent, your character cannot use 
special attacks.

Orb Users can recover damage; take them out first with just about any 
attack.  They do have considerable defense, though.  Also, one Spookum 
is paired with a Jester.  They have several card-based attacks, but 
they are easily beaten due to low defense.  Also, a note on Unarmed for 
Bowser.  Press A when you hear the scratching sound.  Now, take the 
stairs up and defeat the Spookum.  Look!  Paintings of the Booster line.  
For no reason in particular, I’ll note the order.  First comes the red 
cap, then the yellow hat, then the pirate, then the punk, then the 
glasses, then the scholar.  As you continue, go through the door.  
Climb the stairs here and avoid (or engage) some Spookums coming down 
in a line.  Then enter the next room.

Someone’s voice sounds!  From the train tracks above comes Booster, the 
keeper of this famous tower of amusement.  He reminds me of Wario…  
Normally, he welcomes visitors to play with him and his Snifits, but 
recently a princess fell into his possession.  He cannot, therefore, 
play with you at the moment.  Have fun, though, at your own risk!  Go 
forward and you’ll see Booster jump off the train and run down the 
tracks.  Follow him to be stopped by Snifit 2.

This fight is the same as the last.  Two waves of attacks should beat 
it.  Now go forward, following the tracks to a hidden Flower Tab.  Use 
it to increase your FP count and then take the path leading right.  
Here, take the stairs up and you’ll fight some Rob-ombs.  They are 
relatively weak, and they explode like their brethren to attack.  You 
may also fight a Remo Con.  Nothing special there…  When you reach the 
top, you’ll see Booster run from behind a curtain and into a new room.  
However, don’t follow him.  Instead, take the middle path.  In this 
room, you must jump down to a catapult below which will send a Bob-omb 
up high and then knock you into the chest above.

The catapult point you’re aiming for is at the center of the room.  To 
reach it, stand on the lower yellow tile on the floor and jump so that 
you’re in line with the second panel on the wall.  If done correctly, 
you’ll be hit into a chest containing the Masher, a hammer.  It even 
hits Mario in the head!  Ha, I laugh at him!  Seriously, though, the 
Masher offers a 20 + attack increase from the Punch Glove.  Equip it 
now.  It is used just like the Hammer was.  Now then, go back up the 
tower and get to the room Booster left to.

Here, jump on the ! Switch.  After hearing some rumbling, something 
happens in Booster Pass (but what?).  Continue to the next room.  Here, 
there is an awesome cameo to be seen.  Enter the curtained area by 
going behind them.  When you come out, you’re old-school Mario from the 
NES days!  That is Mario when he has a Mushroom in the NES hit, Super 
Mario Bros.  The music in the background is the theme to the first 
level, World 1-1, of that game.  When you try to leave the room, the 
game over act occurs, and Mario runs back to the curtains, becoming 3D 
again.

Go through the north door and jump up the steps, avoiding the Spookums 
as you go.  After the second set of steps, you’ll see Bullet Bills, old 
Mario enemies, shooting through the air.  Touch them to engage a 
Blaster.  With pretty high HP and fantastic defense, they are not to be 
trifled with.  Let Mario finish them with Super Jump if you want to 
beat it quickly.  Avoid the Bullet Bills until you Snifit 3, who is 
responsible for these enemies.  Talk to him to fight!  Now that you 
have the Masher, Snifits are even easier.

In the next room, jump up the steps, avoiding Rob-ombs if you can 
manage, and take the next room at the end.  Here, save at the Save 
Block.  Now go to the next room.  There’s a locked door here that you 
need a key to open.  I’m quite curious, and we’re opening that door.  
You must touch the portraits of Booster’s ancestors in the correct 
order.  Here’s how you should do it.  They are numbered in order of 
which to touch first.

                 4      5      3      6      2      1

This reveals the actual Booster, spying on you from behind the portrait, 
and he drops the Elder Key.  Use it on the locked door to find of all 
things a Chain Chomp!  It’s sleeping.  Jump into its head and Bowser 
comes out, calming it down.  He jumps at it (knowing it’s a she 
somehow), and then asks you to look the other way (it’s shy).  When you 
look back, Bowser tells you the sad tale.  The chomp has been 
imprisoned here ever since she bit Booster.  Now, she wants to stir up 
a little trouble!  You got Chomp!

It’s a new weapon, for Bowser.  As if he actually needed more strength…  
To do the timed hit with it, press A when it latches onto its victim.  
Now exit the cell and go down the hall to a door.  Take it to progress 
further in this tower, which has already proved quite fruitful.  Here, 
follow the path up to a Thwomp, another old enemy of Mario.  Right of 
it is a chest with a Mushroom in it, by the way.  Now, go left and jump 
on the catapult.  This knocks the Thwomp up, and it falls, knocking you 
way up.  On this new level, avoid the Spookums parachuting into the 
room to reach the top.  When you reach the stairs leading up, go into 
the pocket between the stairs and wall and jump for a Frog Coin.

Now head up the stairs and take the door.  Here, the room is filled 
with coins, but Fireballs, blue Sparkies, are lurking about it.  Lucky 
for you, they are extremely weak.  They do have one attack, though, 
called Mega Drain.  It’s hard to know when to block or who it targets, 
and can do heavy damage.  Anyways, walk about this room to get the Room 
Key, four Frog Coins, and several coins.  Use the Rook Key on the north 
door and hit the chest for the Zoom Shoes.  Whoever wears these 
increases their speed by 10.  Not bad...

Equip them to Mario, as they actually raise his stats more than the 
Trueform Pin does.  Now, when ready, return to the previous room and 
take the left door.  In here, the stairs are riddled with Chomps.  With 
100 HP, they aren’t too bad.  Defeat them, first thing.  Jump over the 
second two and go to the new room.  Booster comes out on train, his 
personal railway he uses to get around the tower to better torment 
visitors.  He inadvertently announces that Toadstool is to be his bride.

He then starts raining Rob-ombs on you.  Leave the room to the south 
and he rides away, practicing crying.  Here, run up the stairs to a new 
room.  In it, save at the Save Block and go right.  Stand on the yellow 
block and making two running jumps to reach a chest.  Hit it for a Frog 
Coin  Also note the presence of two hidden chests.  One is by the first 
yellow block (right side of the room).  It is a Mushroom.  The other is 
atop the Frog Coin chest.  Make a running jump to it and jump for the 
Goodie Bag.  You can sell it for 555 coins or you can use it in battle 
as many times as you want for one coin each time you use it.  So, if 
you use it a lot, you’ll turn a profit.

Now exit the room to the right.  Here, there is seemingly nothing.  Go 
down once more.  Mario puts his eyes to the hole in the door to see 
Toadstool!  At long last, they are reunited!  Mario tries to open the 
door, but he finds that it is locked.  As Mario thinks, Booster is 
coming.  Thinking quickly, Mario hides behind the curtains in this room.  
Booster comes in and talks to his three Snifits.  He wants to marry 
Toadstool, and they will have a rehearsal for the wedding.  But, 
Booster points out that Mario usually shows up to ruin things (he knows 
you all too well).  They start searching for the Mario doll, but cannot 
find it.  So, the Snifits start searching for the doll behind the 
curtains.  Where else could it be?

This mini-game can end in one of two ways.  First, you might fight 
Booster and his Snifits.  This is if you get caught three times.  
Second, you’ll get the Amulet.  Snifit 1 is the first to look.  He’s 
easy, as he does it by himself.  Simply hide in the corner and move 
when he’s coming to it.  Alternately, move to the curtains he just 
checked.  He won’t check the same one twice in a row.  Snifit 2 then 
starts looking.  Using your jump, you should be able to dodge them.  At 
one point, a Snifit looks as though he’s about to check the far-left 
curtain but goes for the one that is one to the right.  That’s when 
Booster calls in Snifit 3.  Now it’s difficult.

If you’re caught, you start all over, and you can be caught only twice 
to still win.  In the end, you’ll be under the Mario doll.  Booster 
checks the fourth curtain, revealing you.  Instead of seeing you, he 
sees the Mario doll above you!  Mario then jumps to knock it down, and 
Booster rewards you with the Amulet.  Alternately, should you lose, 
you’ll fight Booster.

                           +---------------+
                           |    Booster    |
                           +---------------+

He’s fairly simple.  You fight him only if you got caught three times 
in the previous mini-game.  Booster has 800 HP, 75 attack, 55 defense, 
1 magic attack, and 40 magic defense.  Each Snifit that fights with him 
has 200 HP, 60 attack, 60 defense, 20 magic attack, and 20 magic 
defense.  The three Snifits attack normally, but Booster can do two 
attacks.  Loco Express (double pun!  Locomotion is a train, and “loco” 
means crazy in Spanish) does quite a bit of damage, and Spritz Bomb 
does so similarly.  First, let everyone use normal attacks to take out 
the bothersome Snifits 1-3.  When isolated, use Super Jump on Booster 
with Mario, let Mallow heal the party and meet their other needs, and 
let Bowser use Chomp.  Not too hard, eh?

                    +-----------------------------+
                    |    Knife Guy & Grate Guy    |
                    +-----------------------------+

Either way you do it, Booster goes to the balcony.  He wants to get 
this show on the road, and he uses the password (a “spell”) to open the 
door, which turns out to be your file name (for me, it was Luigi).  By 
the way, if you check the box of toys in this room, you may see a doll 
of Samus Aran, another Nintendo character making a cameo in this game.  
She’s from the Metroid Series.  Anyways…  Now go onto the balcony.  
Booster took Toadstool and jumped off, leaving two of his goons to take 
you down.  Knife Guy has 700 HP, 70 attack, 55 defense, 20 magic attack, 
and 10 magic defense.  Grate Guy, the one on the ball, has 900 HP, 60 
attack, 40 defense, 25 magic attack, and 40 magic defense.

However, they can “fuse,” by getting atop each other and attacking, 
which will kill you if you aren’t prepared (we’re talking 50-60 damage).  
First, attack Knife Guy relentlessly.  Focus all your attacks on him, 
and you’ll eventually beat him.  He is especially weak to fire, making 
Super Flame the perfect attack.  As far as Knife Guy goes, he only uses 
a moderately strong knife attack on you, dealing somewhere in the area 
of 14 damage.  Grate Guy is all the power in the group.  He can silence 
you with Echofinder, and he can also put party members to sleep.  
However, with only specialty attacks and no muscle, Grate Guy is 
nothing without Knife Guy.  He does have a jack-in-the-box kind of 
attack, but it is pathetic.

When you have beaten Grate Guy through normal attacks, you’ll get 25 
coins and 30 Experience Points.  The party then jumps off the balcony 
in pursuit of Booster.

                        +--------------------+
                        |    Booster Hill    |
                        +--------------------+

Booster runs up his hill with Toadstool strapped onto his back, and 
Mario appears to rescue her.  Mario, you aren’t invited to the wedding!  
He unleashes his Snifits to slow you.  Remember, you are racing Booster.  
You can move left or right and you can jump.  Avoid the barrels and 
Snifits or you fall back.  Jump on barrels or on Snifits to sprint 
forward.  Touch Toadstool to gain Flowers.  At the end, your FP rises 
by how ever many Flowers you got, and you then arrive at the small city 
of Marrymore.

                          +-----------------+
                          |    Marrymore    |
                          +-----------------+

A shop and an Inn can be found in this small settlement, both in the 
same building.  You’ll find several new items.  Buy the B’tub Ring as 
an accessory, and then buy all the Happy defense series – Happy Shirt, 
Happy Pants, Happy Cape, and the Happy Shell.  Buy Geno the Hand Gun 
and buy Mallow the Whomp Glove.  The Chomp Shell is not as strong as 
the Chomp, and the Super Hammer isn’t as good as the Masher.  Afterward, 
you should have these items equipped.  Bowser’s Work Pants can be 
bought at Moleville.

-----------------------------------------------------------------------
Character        Weapon            Armor             Accessory
-----------------------------------------------------------------------
Mario            Masher            Happy Shirt       Zoom Shoes
-----------------------------------------------------------------------
Mallow           Whomp Glove       Happy Pants       Fearless Pin
-----------------------------------------------------------------------
Geno             Hand Gun          Happy Cape        Trueform Pin
-----------------------------------------------------------------------
Bowser           Chomp             Work Pants        Amulet
-----------------------------------------------------------------------

If you have the coins to spare, I’d also stay in the Suite for 200 
coins.  You get a Flower Tab for taking the suite, by the way.  Maybe 
it’s not quite worth it, but you weren’t using those coins for anything 
else, now were you?  Also, in the normal room, you’ll find a hidden 
chest above the shelf in the lower-left corner containing a Frog Coin.  
In any case, go to sleep and save.  Now, go forward toward the chapel.  
Raz and Raini, a couple from Mushroom Kingdom, were to be married, but 
Booster barged in unexpectedly.

Snifit 1 threw out the others, and he’s barricaded the door.  Go right 
and enter the chapel from the side of it hidden from view.  Here, 
follow the obvious path until you reach Snifit 1, holding the door 
tight.  Seeing you, he needs to warn the others.  However, the door’s 
locked!  With his help, run into the door to bust through it.  The 
Snifits warn Booster that you’re here, and they bolt the door.  Like 
before, use Bowser to bust the door down.  This knocks the Snifits into 
Toadstool, knocking loose three of her accessories.

She’s dropped her ring, her brooch, and her shoes, and her crown!  And 
she’s wearing it, too!  The wedding begins, but Toadstool has salty 
water coming from her eyes.  Snifit 2 points out that she might be 
crying.  Snifit 1 finds the brooch, Snifit 3 finds her ring, and Snifit 
2 finds her shoes.  Talk to each Snifit and take the crown from 
Booster’s head.  Bowser then comes out, presumably to take Toadstool.  
But, Bowser claims that he has bigger fish to fry.  She’s going to give 
her hero a kiss, and Bowser and Booster break in.  A scene is then 
shown, one of any of these three.

-Toadstool kisses Mario, while Bowser kisses Booster (my eyes!)
-Bowser kisses Mario (my teeth!)
-Bowser and Booster kiss Mario at once (my femur!)

Any way you slice it, that’s one for the scrapbook.  Toadstool then 
asks to be escorted back to the Mushroom Kingdom, and Mario walks away 
from an angry Booster.  Just then, though, Chef Torte, a Terrapin cook, 
comes out with the cake.  He’s more Italian than Mario.  The chef and 
apprentice are upset that you’re leaving after all their hard work, so 
they decide they’re going to beat you up to force you to eat the cake.

                 +-----------------------------------+
                 |    Torte, Bundt, and Raspberry    |
                 +-----------------------------------+

Each Torte, both apprentice and master, has 100 HP, 60 attack, 50 
defense, 8 magic attack, and 27 magic defense.  Even so, you can’t do 
damage to them, and their attacks on you do very little damage.  Bundt, 
the cake, can also be attacked.  Keep attacking the cake, and it 
eventually moves.  Continue attacking it and it moves more.  Eventually, 
Chef Torte, the right one, realizes that it IS moving!  They run away, 
and the battle truly begins.

Bundt has 900 HP, 65 attack, 10 defense, 20 magic attack, and 15 magic 
defense.  It also has enormous FP, and it attacks several times per 
turn.  It may use Diamond Saw, quite a powerful attack, or Blizzard to 
attack everyone.  Lullaby can put you to sleep with a Super Mario World 
beat, and Sandstorm can make characters afraid.  It has two other 
regular attacks, but it also has Mega Drain, not too shabby.  Each time 
you attack, one candle goes out.  You need to extinguish all candles, 
which are relit each time it attacks.  When all are out, attack once 
more to defeat Bundt, leaving only the base of the cake – namely 
Raspberry.

It is much the same as Bundt.  It has 600 HP, 70 attack, 20 defense, 28 
magic attack, and 25 magic defense.  Like Bundt, it is weak to jumps, 
and you can avoid much harm to yourself and others by using Super Jump.  
When its HP is depleted, Snifit 1 comes in.  They are trying to defend 
Booster’s wedding cake, and Booster then comes in.  He says that they 
should boil it, but Snifit 2 thinks he should swallow it whole.  
Booster opens wide and he gulps it.  It’s so good it makes him want to 
cry!  Satisfied, they leave.  Toadstool has joined the party!  She is 
Level 9 with 50 HP at current.

Note: From now on, Booster and Snifits 1-3 can be found on the balcony, 
which is locked, of Booster Tower.  He is waiting for his new bride to 
fall from the skies.

                           +---------------+
                           |    Reunion    |
                           +---------------+

Exit the chapel.  As you do, Raini and Raz come round to thank you.  
Now the happiest couple ever is getting married.  Huzzah!  They’ll stay 
at the suite and then honeymoon in Yo’ster Isle, by the way.  Exit 
Marrymore and Mario will return to Mushroom Kingdom automatically.  
Enter the castle and talk to Toad.  Now follow the Toad forward into 
the Chancellor’s room.  Everyone gathers round to find Toadstool safe 
and sound.  Toadstool then asks how anyone could trust Bowser.  At that 
point, Bowser makes his grand entrance, along with Mallow and Geno.

Bowser snarls and everyone scatters.  Mallow speaks for him, and tells 
the Chancellor the story.  As a result of a terrible explosion, the 
princess, Bowser, and Mario were thrown in different directions.  A 
huge object crashed through Star Road high above Bowser’s Keep, and it 
fell right into the keep – a gigantic sword!  Bowser’s castle has been 
taken over by monsters of the Smithy Gang.  Bowser then adds that Mario 
begged him to let him join the Koopa Troop.

Mallow explains that he’s following Mario to find his true parents and 
home.  Geno says that it is his responsibility to mend Star Road by 
finding the Star Pieces.  They then explain the wish-granting process.  
Toadstool goes off to her room and wishes the party good luck.  The 
Chancellor then asks if it could’ve been this Smithy character that 
attacked the kingdom…  The Chancellor implores you to defeat Smithy.

                     +--------------------------+
                     |    Princess Toadstool    |
                     +--------------------------+

Leave the castle and Toadstool will drop in from above, floating down 
gently with her parasol.  She wants to join your party to help you find 
Stars.  However, she hasn’t the slightest clue as to where to look for 
such things.  Mallow comes out and inputs that “at times like these, we 
should ask Grandpa,” and by that he means let’s consult Frogfucius.  To 
Tadpole Pond!

                       +-----------------------+
                       |    About Star Hill    |
                       +-----------------------+

You must have given Frogfucius the Cricket Pie as we did much earlier 
for the Froggie Stick to make this work.  If not, go to the store 
manager in Mushroom Kingdom and exchange the Rare Frog Coin for the 
Cricket Pie, and then deliver it.  He says that a large star has been 
sighted on Star Hill.  Gee, thanks.  On the World Map, Star Hill is now 
open to you.

                          +-----------------+
                          |    Star Hill    |
                          +-----------------+

Enemies: Gecko (92 HP), Mastadoom (180 HP), Mukumuku (108 HP), Pulsar 
(69 HP), Sackit (152 HP)

This is purely speculative, but I think that Star Hill plays an 
integral role in the wish-granting process.  Here, you can check 
flowers to hear wishes.  I believe that, when Star Road is operational, 
these flowers act as mediators between the world and Star Road to 
transmit these wishes.  That is probably why you can hear wishes.  
Regardless, this place is weird.  I’d even go so far as to say it is 
the weirdest place in the game.  Go forward to see two large Star Gates.  
The right one is the exit to Star Road, leading to Marrymore.  The left 
one leads deeper into Star Hill.

Check the flower by the gate to open the latter, and then pass through 
it.  Here, Geno comes out to inform you that this is Star Hill.  He 
explains that wishes, transformed at Star Road, fall from here.  Ah, so 
this is where wishes are stored.  Anyways, to the right is smiley-faced 
flower.  The wish is for Cricket Jam…  it must be Frogfucius!  First, 
you’ll notice three new enemies.  Mukumukus are the mole-like creatures.  
Geckos are the lizards.  Sackits are the advanced Crooks.  I recommend 
using Mario, Geno, and Bowser for this place.  Raini and Raz also have 
wishes here about their family, and Mallow has a wish for not being a 
crybaby.  Now activate the flowers, all of them scattered around here, 
to open this new Star Gate.

Toadofsky of Tadpole Pond has a wish here for melodies.  Belome has a 
wish for food, too.  Chef Torte has a wish to be a world class baker.  
One wish is from Mallow’s mom and dad, wishing Mallow found his way 
home.  A moment of silence, please...  Croco also has a wish about 
being the best treasure-hunter in the world.  As for the Star Gate, the 
flowers are one in each cardinal direction, two to the south and east.  
Luigi has a wish in this screen.  It says “I wanna be a great plumber 
like my brother Mario.”

There’s a wish from Punchinello, hoping to be famous.  One wish is from 
a Yoshi, wishing they could run faster (it’s either Yoshi or Boshi).  
Also, go north in this screen to find the Star Piece.  Pathetic!  
There’s no boss or anything.  This truly had nothing to do with the 
Smithy Gang at all.  Well, we’re up to four now.

“You’ve come a long way, but your journey’s not over yet.  There are 3 
more Star Pieces.”

Exit Star Hill by activating all the flowers here.  That was a 
disappointment, although it was fun figuring out what people wanted to 
happen.  It is also Luigi’s first cameo in this game.

                        +--------------------+
                        |    Seaside Town    |
                        +--------------------+

New on the World Map is this depressing place.  It doesn’t look that 
bad, but the Smithy Gang misery music is playing in the background.  I 
wonder why…  Go right to find an Inn.  The guy there will let you stay 
for free.  Head left and enter the item shop, first one.  This place is 
expensive!  Seriously, and all their items are attack items.  Talk to 
the man in the second shop to learn why everyone is in fear.  A pirate 
lives in the sea nearby.  His name is Jonathon Jones, and he isn’t too 
friendly.  The second man tells you that a Star fell into the ocean 
near there, and J. Jones probably has it.

Left of the shop is a closed off house.  North of it is the home of the 
Elder.  It tells you that a Star has fallen into the ocean and you need 
to retrieve it for him.  Hmm, these guys are kind of suspicious.  
Upstairs you’ll find a frog.  Remember him?  You met at Tadpole Pond 
when he was but a tadpole.  He’s a pupil Frogfucius, and now he 
occupies his time searching for the meaning of life.  He can sell you 
things for Frog Coins.

He has several good items.  See Ya, for ten Frog Coins, lets you run 
from battles, unless bosses, even if you are slow as can be.  However, 
buy the item Earlier Times for 15 Frog Coins if you can afford it.  It 
lets you start a battle over when used.  We’ll return for the other 
items later.  Exit Seaside Town to enter the Sea, new on the World Map.  
We’re going to kick that pirate’s can to take the fifth Star back!

                           +---------------+
                           |    The Sea    |
                           +---------------+

Enemies: Bloober (130 HP), Leuko (220 HP), Mr. Kipper (133 HP), Zeostar 
(90 HP)

When you enter, go down into a new chamber.  You’ll find a mystic here 
with a shop, and he sells several items you’ll want.  Buy them and he 
tells you that a giant squid sunk the ship, and several went to survey 
the remains.  They never returned.  When it’s all said and done, you 
want your party to look like this.

-----------------------------------------------------------------------
Character        Weapon            Armor             Accessory
-----------------------------------------------------------------------
Mario            Masher            Sailor Shirt      Zoom Shoes
-----------------------------------------------------------------------
Mallow           Whomp Glove       Sailor Pants      Fearless Pin
-----------------------------------------------------------------------
Geno             Hand Gun          Sailor Cape       Trueform Pin
-----------------------------------------------------------------------
Bowser           Hurly Gloves      Work Pants        Amulet
-----------------------------------------------------------------------
Toadstool        Slap Glove        Nautica Dress     Wake Up Pin
-----------------------------------------------------------------------

In case you’re wondering, Toadstool came with the Slap Glove.  Its 
timed hit is gotten by pressing A before you hit an enemy.  As for 
Bowser’s new weapon – the Hurly Gloves – he tosses Mario at enemies to 
do damage, more than his Chomp could.  Press A before Mario hits the 
enemy to pull a timed hit with it off.  Behind the merchant is a path 
leading south.  Take it to a Save Block; save there.  Return to the 
merchant now.  Below him is a different path leading south.

Take it and follow the path around to a starfish on the ground.  It’s 
called a Zeostar, and it’s teamed up with a Bloober.  Bloobers have a 
habit of running away, and both of them are weak enemies.  You’ll most 
likely beat them on the first turn, meaning that you’ll never have to 
actually battle them.  However, do not fight any of them.  Drop down to 
the chest and hit it for a Starman.  Now storm the Zeostars!  While 
invincible, you’ll beat them in one shot, and thus you will gain 
experience automatically.

Now advance into the next section.  Here, Zeostars are teamed up with 
Leukos, which are quite weak to the Masher.  Beat them first, as they 
have pretty powerful attacks (like Bolt).  Note that Zeostars can 
poison you if they are left alive long enough.  They can also use 
Recover.  At the end, you’ll see a path leading south.  Don’t take it 
just yet.  Instead, there’s a hidden path to the north.  Take it and 
hit the chests for a Mushroom, a Flower, and a Frog Coin.  Now go south 
twice, back on track.

In here, drop into the water and take the whirlpool down to the sea 
bottom.  Against the left wall is an opening, and in that room is a 
path up to the top of a ledge.  There, hit the chest for an item – the 
Max Mushroom.  Use it to recover all HP.  Save it, my friend, as it 
will help in the future.  When ready, take the southern land path.  
Here, drop out of the cave and into the water.  If you should fight a 
Bloober, they may be accompanied by a Mr. Kipper, and advanced Goby 
from Kero Sewers.  Like any enemy down here, they aren’t so tough.  
Attack them normally.  Take the whirlpool down and then enter the 
pirate ship via the crow’s nest pipe.

                         +-------------------+
                         |    Sunken Ship    |
                         +-------------------+

Enemies: Alley Rat (105 HP), Bandana Red (120 HP), Bloober (130 HP), 
Crusty (80 HP), Dry Bones (0 HP), Goombette (100 HP), Gorgon (140 HP), 
Greaper (148 HP), Hidon (600 HP), Leuko (220 HP), Mr. Kipper (133 HP), 
Reacher (180 HP), Straw Head (131 HP), Zeostar (90 HP)

Drat!  Now, I admit that I do not like some places.  I dislike Kero 
Sewers, Forest Maze, Bean Valley, and Land’s End, the latter two of 
which we haven’t reached yet.  However, I can’t stand this place.  Not 
only is it huge, no, sorry, gargantuan, but it is quite difficult as 
well.  The boss is exceptionally hard (unless you use my strategy, 
which dramatically lessens your suffering), and…  I’ll stop now.  In 
the first room, a page has been posted.

It is a page recalling a giant squid pulling the ship into the depths.  
Go north a room to find a Save Block and another page.  It says that 
they captured the squid in the treasure cellar.  Save and brace 
yourself.  Pregnant women, the elderly, people with heart problems or 
symptoms, or those who are upset easily should not go on this ride.  
Well, it’s time.  I’m admittedly quaking in my boots.  I mean, I don’t 
even have my inhaler.  Well, nothing to it but to do it I suppose.

Return to the first room and go left.  Brace yourself.  You want to 
avoid the floating apparitions, called Greapers, because they have tons 
of special attacks that deal lots of damage.  Plus, they have 
Deathsickle, which makes you scared.  Beat them first, for they have 
relatively low defense.  Then you’ll face a Reacher with the first 
Greapers, and these are tough.  With moderate defense and huge attack 
strengths, they are devastating.  After the battle, let Toadstool use 
Group Hug to heal everyone.  There is also a page on the crates.

It says that the door to the cellar is locked with a password of six 
letters.  Great…  Now jump the crates, avoiding Greapers, and 
eventually going north.  Here, you’ll want to avoid a Greaper.  If you 
fight the Dry Bones, the skeletal remains of deceased Koopas, note that 
they are immortal.  No matter how you attack them, they stay alive.  
The only way to actually beat them is to use a special attack, and any 
one of them works (Thunderbolt, being the cheapest, is the best).  As 
for that matter, keep out Mario, Mallow, and Geno.  Another page in 
here says that the hints to solve the password are provided by 
different people in this place...  How mysterious...

Here, jump into the hole made by the crates for a Flower.  Then descend 
down the staircase, avoiding the Alley Rats if possible.  Should you be 
forced to engage them, then be wary of their strong poisons.  They can 
do eight damage in one turn, not like their lesser counterparts, Rat 
Funks.  Also, some might be paired up with Gorgons, advanced Enigmas.  
If you know the secret of Geno Whirl (press Y right as the whirl leaves 
the screen to do a timed hit, dealing 9999 damage to normal enemies), 
then you can practice it on them.  Toward the end, jump on the crates 
to reach the chest, which contains coins.  Now go south at the end.  
Greapers guard the doors to the left.  You get three items by taking 
these doors.  You fight the Greapers alone, making them somewhat easy.  
I’ll now number the doors in order of closeness to you.

1) Here, you must make a Sky Troopa pursuing you from above knock a 
cannonball onto a ! Switch.  To do this, lead it to the left end of the 
room and then line it up with the stack.  Now stand behind the crates 
so that it follows you, knocking the cannonball onto the switch.  A 
Mushroom falls for you to take and a scroll.  It reads “Memo left 
Magellean: There is an ‘s’ in the word.”

2) This door is guarded more closely by a stronger Greaper.  Inside, 
though, you’ll find three hook insignia crates in the air, and hitting 
one stops its respective spring.  Notice that each spring is sliding 
about a lit portion of the ground.  Do you see the innermost lit area, 
which is brighter than the others?  Stop the springs when they are on 
the edge of this light.  Stop all three and a cannonball falls from the 
ceiling to bounce on the springs and onto the ! Switch.  Down comes a 
Flower and another scroll.  It reads “Memo left by Magellean: It is 
found on the bed of the ocean.”

3) Alas!  The three-dimensional maze is here (press X to start over, by 
the way).  I can’t really help you, but good luck with it.  Jump a lot, 
as this often opens new areas.  At the end, press the ! Switch to make 
fall a Royal Syrup (restores all FP) and a note.  It tells us this time 
that there are two vowels in the word.

Exit this room and go south into a room with a mystic in it.  Talk to 
him to shop if you didn’t come prepared.  Afterward, defeat the Dry 
Bones and hit the chest for several coins, and then go north.  The 
doors are numbered similarly as they were above.

4) This time, you must follow the trail which a coin sets for you, 
collecting all coins spawning from the original.  You cannot take the 
spawning coin or wait too long, as this will cause the coins to 
disappear, causing you to start over.  Succeed to keep all the coins 
you got (160) and to get a note: “Memo left by DeGama: It has four 
consonants.”

5) Here, hit the far left hook block to fire a cannonball from the 
nearby cannons.  Stand under the cannonball and jump to hit the ball 
into the above block and trigger the next cannon, and so on until you 
have the Mushroom and message: “Memo left by Van Doren: At least…  two 
consonants are side by side.”

6) The Greaper guarding this door has a Straw Head by its side.  This 
is an advanced Hobgoblin, and it should be defeated first.  Inside is a 
Save Block (use it) and two exclamation switches.  Stand on the stack 
of barrels to the right.  See the one slightly more elevated than the 
others?  It is the top layer, bottom row, second column barrel.  Jump 
on it to knock it down.  Now, face the right wall and jump on the 
barrel until it rolls to the switch.  Now jump on the left ! Switch to 
make a Mushroom and note fall down.  “Memo left by Van Doren: The ‘r’ 
comes before the ‘l’.”

Go north once to find a new room.  And now, for a deciphering of the 
clues by Mr. Sherlock Holmes!

Sherlock: It is simplicity itself.  If we are to believe that these 
clues are indeed true, then let us consider words which have six 
letters in them that meet these singular conditions.  First, be aware 
that there are three letters guaranteed to us – namely, r, l, and s.  
If r is before l, then they form “rl,” which is found in words of the 
nature of “curl” or “hurl.”  Therefore, I infer that these two letters 
come at the end of the word.  If there is also an s, then it should 
come after this combination, which would make the word plural, 
resulting in a word that would read ___rls.  We are also aware that two 
vowels should be found in the word.  Either these vowels encompass a 
consonant, or these vowels are found grouped together as the second and 
third letter.  The latter is more probable, and thus we should consider 
the possible combinations.  Numerous combinations are possible, but far 
fewer are likely due to the ending of the word.  We might have had a u 
preceding the end of the word, but we would need two, and thus it is 
logical to deduce that the letters “ea” come next, as in “earls,” quite 
a noteworthy position in England.  Then, we have the curious clue of 
the password relating to the sea.  I inferred as much upon seeing 
several water-marks, and we can now conclude that the word is “pearls,” 
which meets all of the conditions set by the previously complex memos.  
Quite often, the most complicating point of a case is the one most 
likely to elucidate it, and –

That’s okay, Sherlock, we’ve heard enough.  Now, enter the letters to 
make “pearls”.  If you need help deciding which letter goes where, use 
this chart.

                 +-----------------------------------+
                 |    Key Letter 1  m  c  o  t <p>   |
                 |    Key Letter 2  o  t <e> s  y    |
                 |    Key Letter 3 <a> r  e  t  s    |
                 |    Key Letter 4  a  t <r> s  c    |
                 |    Key Letter 5  t  e  r <l> o    |
                 |    Key Letter 6 <s> t  e  k  r    |
                 +-----------------------------------+

Speak the password into the pipe to open the door.  A long tentacle 
reaches forward, beckoning you forth.  Go back a room, save, and then 
go forward into the chamber with Mario, Mallow, and Geno.

                  +---------------------------------+
                  |    King Calamari & Tentacles    |
                  +---------------------------------+

Jumping jackets!  You’re facing three tentacles, and they look nasty.  
The left tentacle (1) has 200 HP, 87 attack, 70 defense, 35 magic 
attack, and 23 defense.  The right tentacles (2) have 260 HP, 82 attack, 
50 defense, 35 magic attack, and 49 magic defense.  Start by destroying 
the right tentacles, as they are stronger.  Geno is here for a reason, 
you know.  With Geno Whirl, use the 9999 trick I have above (press the 
Y button just as the whirl is leaving the screen.  A crack signals that 
you’ve done it correctly) on a tentacle.  This will destroy it for sure, 
and you can then let Mario and Mallow finish another tentacle.  Beat 
the first three and the party moves forward in the room to face off 
against three more tentacles, this time two on the left and one on the 
right.

Use Geno Whirl on the right one first to beat it.  Then let Mallow and 
Mario finish a left tentacle.  These tentacles can take one character, 
including Mario, out of battle.  For that time, attack any tentacle, 
not necessarily that which abducted the character in question to drop 
them down (they’re scared when they reappear, halving their attack and 
defense).  After these tentacles, the gang moves forward to face the 
host of them – King Calamari.

He has 800 HP, 100 attack, 80 defense, 30 magic attack, and 40 magic 
defense.  Start by taking out its remaining tentacles with Geno Whirl, 
while Mario and Mallow attack King Calamari.  Note that the king is 
weak to fire, and Super Flame is effective if you have the FP to spare.  
King Calamari has a few status attacks.  Venom Drool can poison a 
character.  He also has Drain Beam, a weak attack that hurts everyone.  
Ink Blast also deals a lot of damage.  When you’ve beaten it, you get 
100 coins and 34 Experience Points.  Afterwards, you fall to a jump pad 
back in the ship.

                   +-------------------------------+
                   |    Sunken Ship (Continued)    |
                   +-------------------------------+

Enemies: Alley Rat (105 HP), Bandana Red (120 HP), Bloober (130 HP), 
Crusty (80 HP), Dry Bones (0 HP), Goombette (100 HP), Gorgon (140 HP), 
Greaper (148 HP), Hidon (600 HP), Leuko (220 HP), Mr. Kipper (133 HP), 
Reacher (180 HP), Straw Head (131 HP), Zeostar (90 HP)

You may want to go back to save.  From the jump pad, go north into a 
room with a Dry Bones and jump onto the stacked crates to reach the 
next tier of the room.  Take the door and stop.  Some Alley Rats are 
shooting Bullet Bills from cannons here.  Now, you can attack Alley 
Rats to face them and maybe some other enemies, but note that there are 
no Blasters to be fought here.  The Bullet Bills do not hurt you; they 
just push you into a gap in the room, making you start the room over.  
When you’ve reached the end, exit the room.  Here, take the stairs down 
while avoiding Alley Rats and go through the door you find.

Now, there are two seemingly unreachable chests in this room on some 
crates.  First, don’t take the little hole in them.  There’s an enemy 
in there, and it is unavoidable inside that tunnel.  Get on the two 
stacked barrels and make a running jump for the crates.  Get on top and 
you made it.  From here, hit the chests for coins.  Now take the 
northern door.  A mirror Mario is found here.  He’s actually quite 
useful.  First, hit a hidden hook block toward the right limit of the 
screen, right in the middle.  This makes a chest appear.  Stand on your 
doppelganger and jump to reach the chest, containing a KerokeroCola.  
This drink recovers all party members completely.  Now, to bypass your 
duplicate, run against it and then jump to pass over it.  Now go right 
and then south to a new room.

See the alcove against the left wall?  Defeat the Dry Bones guarding it 
and then head down it to find a secret room with a Frog Coin in a chest 
in it.  When ready to proceed, take the stairs down.  Save at the Save 
Block and hit the chest for a Mushroom.  Now, jump the barrels and hit 
the chest.  It’s a Hidon, much like the Pandorite we fought in Kero 
Sewers.  Fight it normally for a long battle, as it has plenty of 
attack to go around.  Otherwise, beat it easily with Super Jump.  If 
you fight it long enough, it will create Goombettes, small Goomba 
monsters with 100 HP apiece.  They are very strong, and I suggest using 
specials like Thunderbolt and Geno Whirl on them.  When you’ve won, you 
receive 100 coins, 17 Experience Points, and the Safety Badge.

Equip it to Geno, and then equip the Trueform Pin to Toadstool.  Now go 
north into a new room.  We can currently do nothing; go north again.  
Get in the water and then take the whirlpool to the floor of the 
waterlogged room.  Now go south.  Collect the four Frog Coins here and 
avoid the Mr. Kippers.  They may be partnered with a Crusty, imposing 
crablike creatures, or lobster-like creatures.  They have awesome 
attack and defense, although their magic defense is very low, 
especially to thunder-type attacks (use Mallow’s Shocker or Thunderbolt 
on them).

Now go north twice to end up in a log hallway filled with Zeostars and 
Mr. Kippers.  Here’s where you’ll also encounter Bloobers and Leukos.  
Jump over them to reach the next room at the end.  Here, you’ll see a 
Bloober with several smaller ones attached to it, like Blooper Babies 
(Bloobers are taken from old Mario enemies called Bloopers, first 
appearing in Super Mario Bros., although they actually were called 
“Bloobers” in Super Mario Bros. for the NES).

Each little Bloober is a separate enemy.  Anyways, jump up the barrels 
and you’ll reach a door.  Don’t enter just yet.  Instead, get back into 
the water and swim to the corner for a Frog Coin.  Now enter the 
whirlpool.  From where you land, go left and enter the door hidden from 
sight behind the barrels.  Here, hit the chest for the Safety Ring, a 
new accessory, and a good one, too.  It guards against mortal blows.  
So, equip it to Mario and let Toadstool have the Zoom Shoes.  All in 
all, your party should be equipped like so:

-----------------------------------------------------------------------
Character        Weapon            Armor             Accessory
-----------------------------------------------------------------------
Mario            Masher            Sailor Shirt      Safety Ring
-----------------------------------------------------------------------
Mallow           Whomp Glove       Sailor Pants      Fearless Pin
-----------------------------------------------------------------------
Geno             Hand Gun          Sailor Cape       Safety Badge
-----------------------------------------------------------------------
Bowser           Hurly Gloves      Work Pants        Amulet
-----------------------------------------------------------------------
Toadstool        Slap Glove        Nautica Dress     Zoom Shoes
-----------------------------------------------------------------------

The above combination is designed for the best possible stat increases.  
Use it and conquer.  Now return to the door we found earlier.  Take it 
to find… a room filled with shark-pirates!  Yikes…  They fight you 
(Looking for a Star?  They’ll let you see stars!).  These are Bandana 
Reds, minions of Jonathon Jones.  Each has 120 HP.  Not too tough, 
really.  They have fairly strong special spear attacks, like Skewer and 
Pierce, but you’ll have beaten them by then.  Let Mallow use 
Thunderbolt.  Get a timed hit and you’ll have beaten them.  They run 
off to warn the upper deck.  Hit the chest for a Mushroom, and then 
head up the stairs.  When you do, some Bandana Reds come charging down 
at you.  As you go up, two more Bandana Reds drop a barrel, crushing 
the other ones.  At the top of the stairs you’ll face more Bandana Reds.  
Remember the key to victory – Thunderbolt.  When you win, take the door.  
You may want to go back to save before doing this, as this battle is no 
picnic.

                       +----------------------+
                       |    Jonathon Jones    |
                       +----------------------+

Sitting with soda in hand, Johnny sits before the Star, blue in color.  
After insulting your looks (well, he’s a shark!), he takes claim of the 
Star, as it fell into his sea.  He then walks over to fight you.  I 
recommend using: Mario, Mallow, and Geno.  This strategy has several 
good points, and I have one strategy that will let you win.  You’re 
pitted against Johnny and four Bandana Blues, his elite.  Johnny has 
820 HP, 85 attack, 80 defense, 25 magic attack, and 60 magic defense.  
Stellar stats, huh?  Each Bandana Blue has 150 HP, 80 attack, 60 
defense, 20 magic attack, and 30 magic defense.  First, use Geno and 
Mario’s turns to attack two different Bandana Blues.  You need to deal 
at least about 40 damage to each of the two you attack.

Now, let Mallow use Thunderbolt, wiping out both the two you attacked 
and weakening the other two.  Johnny and crew then attack, leaving no 
prisoners.  Aside from that, then attack ONE, and ONLY ONE, of the 
remaining Bandana Blues, so that you leave only one in the fight.  Now, 
for the rest of the battle, do not kill that Bandana Blue.  Let him go 
about his ways, dealing one or so damage.  Now, focus everyone’s 
attacks on Jonathon Jones.  It is slow-going due to his fortress-like 
defense, but Mario’s Masher does a ton of damage (I think it can break 
through defense points).  About halfway through, Johnny uses Get Tough, 
which will turn him red in color and will greatly increase his stats.

He doubles them, in fact.  Still, keep attacking Johnny, who uses his 
trident attack every time (Bandana Blues have all the reds’ attacks) he 
does damage.  Eventually, normal attacks will let you win.  Don’t even 
try special attacks; he’s not weak to any certain element and he has 
huge magic defense.  You’ll eventually win.  Now, if you do kill all of 
his Bandana Blues, his other Bandana Blues come in and fight Mallow and 
Geno alone.  That’s right; it’s Mario vs. Johnny in a one-on-one fight.  
Well, this is quite tough.  Without the aid of your partners, it can 
take a while to beat him, especially when he uses Get Tough.  When you 
win, you get 57 Experience Points and 50 coins.

Johnny is impressed, mate, and he gives you his Star.  Think of it as a 
souvenir of your fight.  Now go right and hit the trampoline to bounce 
out of here.  On the World Map, quickly stop at Rose Town to use the 
Inn for free.  Now return to Seaside Town.  We need to give the Elder 
his Star for his own purposes.

                   +-------------------------------+
                   |    The Smithy Gang Strikes    |
                   +-------------------------------+

When you arrive, the townspeople assemble to welcome you.  The Elder 
rejoices, but he then reveals a dark secret.  He is Yaridovich, a 
member of Smithy’s gang.  To earn brownie points, Yaridovich plans to 
personally deliver the Stars to Smithy, making his job all the easier.  
All the townspeople were just using you to get the Star!  You know, now 
it seems rather obvious, but the first time I played this, I had no 
idea that that was going to happen.

Give Yaridovich the Star and he and company run off.  Follow him to the 
seashore.  Blade, their ride, is late, and they now have to swim for it.  
Just then, Jonathon Jones and the Bandana Blues jump out of the water!  
Now that they are cornered, they take off their disguises as ordinary, 
although black and dull, Toads.  GROUP FORMATION!  Spinning around, 
they transform into the most horrid beast the world has ever known.

                         +------------------+
                         |    Yaridovich    |
                         +------------------+

Note: You may want to use Toadstool in this battle.  She has Group Hug, 
and you’ll want it quite badly after and while fighting this loser.

This guy is skin and bones, err, metal and bolts.  He has one long 
spear, and you fight on some sort of broken cliff, even though that’s 
not where we were.  Yaridovich has 1500 HP, 125 attack, 85 defense, 70 
magic attack, and 75 magic defense.  This thing makes Johnny look like 
a joke.  Still, I find him to be much easier.  Start off with a round 
of normal attacks.  The atom bomb then hits.  Yes, I’m referring to 
that accursed attack – Water Blast.  It does more damage than any other 
attack we’ve seen yet from an enemy (collectively); it does 50-60 
damage per character.  See why I recommended Toadstool?  Yeah, her 
Group Hug is a real life-saver.

However, Yaridovich does have a weakness to thunder-based attacks and 
nothing else.  For Mallow’s turn, each and every turn unless you’re 
using HP Rain or an item, use Shocker (8 FP).  You’ll do 100 damage at 
the minimum, which can shorten the battle considerably.  Combined with 
Masher, which does 70 or so damage in a timed hit, you’ll finish up 
this battle very quickly. However, let me note this loon’s other 
attacks.  Static E can do minimal damage to everyone.  Willy Wisp deals 
a lot of damage to one character (up to 50), and he can also split into 
two with a mirage attack.

His mirage has 500 defense, 100 attack, 40 defense, 60 magic attack, 
and 10 magic defense.  Yes, it can attack, too.  However, you can 
dispose of it by attacking the real one.  While in mirage, Yarodovich 
can use one attack that does 50-80 HP worth of damage called Pierce; be 
careful.  To figure out which Yarodovich is real, use Thunderbolt.  
Because the fake has lower magic defense, the one that receives less 
damage is the real one, and the one that takes more damage is the fake.  
When he’s on death’s door, Yarodovich becomes one again.  This fight’s 
all about persistence.  Keep fighting and you’ll beat him easily.

If a partner does die, use a Pick-Me-Up immediately, and always have 
one of your characters with 70+ HP in the reserves.  If you aren’t 
using Toadstool, then let Geno be the item-provider, or Mario if you’re 
in really bad shape.  Mallow is the key to victory in this battle.  
When you win, you come at smelling like a rose.  You get 40 Experience 
Points and 50 coins.  After just fighting Jonathon Jones, getting 97 
Experience Points in total, someone practically has to level-up now.  
If not, you’re very unlucky.

“Smithy is now in the race for the Star Pieces!  What horrible 
surprises might he have in store for Mario?”

=======================================================================
===============================Red Star*===============================
=======================================================================

                     +---------------------------+
                     |    Seaside Town Reborn    |
                     +---------------------------+

Go down and pick up the key here, called the Shed Key.  It must open 
the locked door in town.  Also, read the notice on the tree.  It is 
from Jonathon Jones, wishing you good luck.  Now go back to the shed 
and open it to find a room full of people.  In gratitude, he gives you 
a Flower Box.  If you said “No” to Yaridovich’s request for the Star, 
he would’ve tickle-tortured the townsfolk.  If you keep saying “No,” 
you’ll eventually have to accept it.  The more the townspeople are 
tortured, the worse the reward is (the worst possible being one coin).  
Anyways, assuming you got the Flower Box, use it now to add 5 to your 
FP count.  Now exit the shed and let’s begin exploring Seaside Town, 
now alive and exciting.  It’s the town that never sleeps!  People from 
all over have shops set up in the item shops here.  Take the first one.  
It’s a Snifit, from Booster Tower!

This store is called Beetles are Us.  For 150 coins, you can purchase a 
Beetle Box.  Now, if you go to Booster Hill, you can catch beetles and 
bring them here for coins and the like.  How sexist is this?  Male 
beetles are worth 50 coins, while females are worth 1.  Then, golden 
beetles are worth 1 Frog Coin.  Now, go up one.  The kids here run 
shops, the lower of which is great.  It’s a weapons shop, and it has 
several new weapons for sale.

The Masher, such a great item so early in the game, is still Mario’s 
strongest item.  You should, however, buy the Parasol, the Double Punch, 
and the Ribbit Stick.  Also, buy the Hammer if you want.  It’s a Lucky 
Hammer, and you get the Lucky bonus in battles by defeating enemies 
with it (this lets you play the find Yoshi game).  Near him is an armor 
shop.  It has nothing we don’t already have, though.  There’s another 
shopping complex to the upper-right.  Starting from the left, you’ll 
see a health food store.  You can buy HP/FP/condition healing items.

Next door is the Mushroom Boy’s Shop.  He eats mushrooms that you have 
and gives you items for them.  “Rippin’” Mushrooms get you Rock Candy.  
“Berry” Mushrooms get you Maple Syrup, while “Flower” ones get you 
Flower Tabs.  Find different types of mushrooms in Forest Maze.  Next 
door is the accessory shop, which has nothing new for us.  Also, you 
may want to see Frogfucius’s student to pick up See Ya.  Also, talk to 
the Elder.  He tells you that Land’s End leads to a town filled with 
monsters.  He hears a Star is there…  Now save and exit town.

                    +----------------------------+
                    |    Booster Pass Revisit    |
                    +----------------------------+

Enemies: Apprentice (120 HP), Artichoker (200 HP), Carroboscis (90 HP), 
Lakitu (124 HP), Spikester (50 HP), Spikey (20 HP)

A while back in Booster Tower, we hit a switch that activated something 
in Booster Pass.  In the first screen coming from Moleville, go left to 
find a new cave opening.  Take it and then hop across the path.  A 
Spookum is here, and you might jump into him.  His name is Apprentice, 
and he’s searching for you.  If he beats you, Booster might make him 
Snifit 4.  Apprentice has 120 HP, not exactly tough.  A few attacks 
will set him straight.  Now go forward, hitting the chests for a 
KerokeroCola, a Frog Coin, and a Flower.  Cool!

                       +----------------------+
                       |    Moleville Stop    |
                       +----------------------+

The miner in Moleville now has a new item for sale.  It is called the 
Mystery Egg, and it’s yours for 200 coins.  Ooh, what does it do?  Well, 
that was a short side quest.

                         +------------------+
                         |    Land’s End    |
                         +------------------+

Enemies: Chewy (90 HP), Chow (80 HP), Fink Flower (200 HP), Formless 
(10 HP), Geckit (100 HP), Kriffid (320 HP), Mokura (620 HP), Octovader 
(250 HP), Ribbite (250 HP), Shogun (150 HP), Shy Away (140 HP), 
Spinthra (230 HP), Stinger (65 HP)

In the screen you start in, there may be a puff of blue smoke in the 
air.  If so, use the cannon ahead of you to launch forward and touch it.  
This is Formless, an optional boss.  Formless has 10 HP, 0 attack, 0 
defense, 50 magic attack, and 0 magic defense.  Use any special attack 
on it and suddenly a green cloud called Mokura appears.  It has 620 HP, 
0 attack, 75 defense, 80 magic attack, and 90 magic defense.  It has a 
number of special attacks, but it is very easy to beat.  You get 30 
Experience Points by winning, no coins, and possibly a Royal Syrup or a 
KerokeroCola.  You can fight it multiple times, and this is the way to 
go for leveling-up.

Back in the cannon, shoot yourself to the yellow platform rising up.  
When at its peak, jump to the upper-left to hit a chest with Red 
Essence in it.  When used in battle, it keeps you invincible for three 
turns.  Now go north once.  Here, use the cannon to launch yourself 
forward.  Should you land in the pit, three Chows come out.  Chows are 
advanced K-9’s from way back when (Bandit’s Way, five Star Pieces ago).  
They also might be paired with an Octovader, similar to their cousins 
in Rose Way.  Take out the Chow first, as it has relatively low HP in 
comparison to Octovaders.  Chows can poison you, and Octovaders have 
several condition attacks.

You may also fight a Shogun, ant warriors with swords.  Defeat the 
Chows first, though.  A timed hit by Mario’s Masher can beat a Shogun 
in one shot besides.  Now, drop to the area between the cannon and the 
cliff ledge.  In line with the cannon, jump to reveal a yellow platform.  
From it, on the cliff, jump a little ways forward to hit a second 
platform.  Cannon to it and ride the platform to a chest containing a 
Frog Coin.  Also, in the corner of the high cliff here (the lower-left 
one) is a hidden chest containing a KerokeroCola.  Take it and then 
drop to the lower tier, moving on right to the next screen.

Go forward, jumping over gaps to reach an orange Gecko, called a Geckit.  
Geckits are constantly confused, and they can hurt themselves as well 
as you and their partners.  So, since they help you a lot, defeat the 
Spinthra they are partnered with first.  They have lots of HP, and a 
very strong Poison attack, but their defense is quite low.  Moving on, 
this area is quite interesting.  You have the ability for two non-
characteristic Mario actions – trying shooting yourself off the edge 
with a cannon or touching a moving cannon to tumble into the wall – and 
Geckits are operating cannons over here.  Some are partnered with 
Chewies and a Shy Away.  Start by taking down the Shy Away.

It has strong attacks, and you don’t want to deal with it.  Then take 
out the Chewy enemies, much like Piranha Plants from Pipe Vault.  
Anyways, the goal here is to jump across the gaps on the upper level to 
advance a screen.  Once there, use the Save Block.  The bee enemies 
here are Stingers, relatives of the Buzzer from Forest Maze.  Also, 
they usually partner with Fink Flowers, also advanced versions of old 
enemies.  Take out the Stinger first.  They are pretty weak at 65 HP, 
and they have good attack.  Fink Flowers are pathetically easy.  Their 
defense is ultra-low, and they use Recover in dire straits, progress 
which can be easily undone.  Here, use flowers like you did in Bandit’s 
Way to ascend the ledges.  At the end, you’ll reach Sky Bridge.  
Remember how to get there, as we’re doing a short side quest.

                      +------------------------+
                      |    Cricket Jam Stop    |
                      +------------------------+

Drop down from Sky Bridge and go forward.  See the hole with smoke 
rising?  Jump into it to enter a tunnel.  Follow the path, as it is 
rather straightforward, until you see a chest floating above some 
mushrooms and by a stack of crates.  Jump from the crates to the chest 
for a Frog Coin.  Now continue down the path until you reach a spring.  
Bounce on it up through a pipe to end up in…  Kero Sewers!  Jump to the 
left and get on the ledge there.  Do not fall!  If you do, you’ll have 
to start everything all over.  Now head down and hit the chest for 
Cricket Jam, a special item.

Now fall down in this room to a spring that you should use to exit Kero 
Sewers.  Head for Tadpole Pond and give Frogfucius the Cricket Jam.  
Remember way back in Star Hill when he overheard people’s wishes.  
Frogfucius wished for Cricket Jam, so this is a dream come true for him.  
He gives you ten Frog Coins for your good deed, and he then says “My 
wish has come true.”  Mario - wish-granter/plumber/hero/racer/party 
animal/tennis player/golf player/referee/doctor/carpenter/painter/many 
other things.

                   +------------------------------+
                   |    Land’s End (Continued)    |
                   +------------------------------+

Enemies: Chewy (90 HP), Chow (80 HP), Fink Flower (200 HP), Formless 
(10 HP), Geckit (100 HP), Kriffid (320 HP), Mokura (620 HP), Octovader 
(250 HP), Ribbite (250 HP), Shogun (150 HP), Shy Away (140 HP), 
Spinthra (230 HP), Stinger (65 HP)

Return to Sky Bridge of Land’s End.  Talk to the mystic here and he’ll 
let you play his game for 5 coins.  There are three versions.  On 
Normal, you simply jump across the platforms.  Beat it for 5 coins.  On 
Special, the blocks fall if your time runs out.  You get 8 coins for 
clearing that.  On Expert, jumps are harder and blocks will fall.  Frog 
Coins are awarded for Expert.  In each course, Bullet Bills are fired 
at you.  Play if you want, or jump across the platforms for no fee at 
all.  At the end, take the north path to drop into the desert region of 
Land’s End.

Talk to the Rat Funk here and he’ll tell you how to find Monstro Town – 
take the whirl with the ant in it.  Head north and look in the 
whirlpools of sand for a Shogun – the ant warriors.  Find the right one 
and (you can jump on their heads for coins) fight it.  When you win, 
take the whirlpool it was inhabiting and you’ll end up in a new screen 
with another Shogun.  Repeat this process until you end up in the 
underground, as Rat Funk calls it.  If you miss one, you start over.  
Also, note that Shoguns can use Carni-Kiss, quite powerful, and they 
can use Vigor Up.  Also, Mokura (Formless) is present in some screens 
of this process.  Now, to the underground!

Here, drop down to a chest containing a Starman.  With it, run right, 
defeating all enemies on the way, until you defeat a wall of Chows by a 
hole that says “In” by it.  You fall to a room full of monsters.  If 
you do face these Geckits, you might’ve fought a Kriffid, fake plants 
like Artichokers.  Take it out first.  There’s a mystic in the room 
(left, jump to him) who will sell you a Starman for 400 coins.  TAKE IT!  
There are tons of Geckits in here, and you will certainly gain a level.  
Afterward, go north.

                        +---------------------+
                        |    Belome Temple    |
                        +---------------------+

Enemies: Chow (80 HP), Shy Away (140 HP)

Belome has his own temple.  I am so jealous!  Anyways, follow the path 
to a mystic on a jump pad.  He will let you use it to go to the surface 
for 100 coins, but you do not want to do that right now.  Instead, go 
north of him.  Hit the chest here for coins and then talk to the mystic.  
For 50 coins, he will tell you future.  There are three statues on the 
wall.  Hit them in the order of your choosing and your fortune awaits.  
Here are the combos and what they do.

Left -> Middle -> Right: Some of the time you’ll get a Mushroom, while 
about the other half of the time you get a Yoshi Cookie.

Left -> Right -> Middle: The room contains a Yoshi Cookie.

Middle -> Left -> Right: Three Chows appear for you to defeat.

Middle -> Right -> Left: Half of the time you’ll fight three Chows, 
half of the time you’ll fight three Shy Aways.

Right -> Left -> Middle: A third of the time you’ll get a Frog Coin.  
The rest of the time, you get 100 coins.

Right -> Middle -> Left: You’ll find 100 coins.

Whatever you choose (I like the fifth choice myself), go north and take 
the pipe.  You end up in the room with the things that were foretold to 
you by the statues.  In the next room, hit the chests for coins and 
Frog Coins before continuing any further.  Now, use the adjacent ledge 
or half-wall to jump onto the first chest you hit.  Jump above it for a 
secret chest containing a Frog Coin.  Now, on the ground, go right of 
the stairs and hug the wall near the stairs.  When you reach a corner 
right of the stairs but left of the Frog Coin chest (the non-hidden 
one), jump there for a hidden chest containing a Frog Coin.

Now you may proceed north.  Here, a mystic tells you that the tile acts 
as an elevator, and any number of rooms can be arrived at.  If you’re 
lucky, you’ll find Belome, and Monstro Town will be just beyond him.  
Hit the tongue of the statue and a message comes out.  If it is “Mmm, 
I’m so hungry!  Wish I had something to eat!,” then take the elevator.  
If not, exit the room, reenter, and repeat the process until you get 
the correct message.  Take the elevator down and go right to a pipe.  
When you land, you’ll find Belome, whom you must touch to start 
fighting.

                           +--------------+
                           |    Belome    |
                           +--------------+

He’s got a second wind, and it is a hurricane!  Seriously, he was a 
total wimp when he last saw this guy vacationing in Kero Sewers.  Now 
he has the home field advantage, although he’s still very easy.  Belome 
has 1200 HP, 120 attack, 80 defense, 20 magic attack, and 40 magic 
defense.  He also has learned several new tricks.  He is able to clone 
you and your partners with one attack, and each has varying stats.  
These clones can attack and do all those things as if they really were 
you.  The chart below has their stats.

---------------+----------+----------+----------+----------+-----------
Enemy Name     |    HP    |    AP    |    DP    |    MA    |    MD     
---------------+----------+----------+----------+----------+-----------
Mario Clone    |    200   |    100   |    90    |    33    |    50     
Mallow Clone   |    150   |    80    |    65    |    70    |    80     
Geno Clone     |    250   |    120   |    60    |    60    |    30     
Bowser Clone   |    300   |    130   |    100   |    12    |    0      
Toadstool 2    |    120   |    90    |    60    |    62    |    70     
---------------+----------+----------+----------+----------+-----------

Even with clones present (just hope Toadstool is one of them…), keep 
attacking Belome.  He’s the real danger, as he can produce clones.  
Ultra Jump is a good way to spend Mario’s turns (it’s basically Super 
Jump only it hits everyone).  Also, he’s weak to thunder-type attacks, 
making Shocker equally effective.  He’s starving, so he leaves for 
dinner.  You still have to defeat the clones, though, to end the battle.  
This shouldn’t prove difficult, though.  Afterward, hit the ! Switch 
and water comes gushing out!  No, just kidding.  Go through the door 
and talk to the Rat Funk.  The pipe here is a shortcut to Monstro Town 
where they suspect the Star is, according to the Elder of Seaside Town.  
Take it to end up in the sleepy village.

                        +--------------------+
                        |    Monstro Town    |
                        +--------------------+

Note: The Save Block in this town is to the far-right in a small hole 
by some bushes and crates.

This is one of the best, if not the best, towns in the game.  Enter the 
item shop and you’ll see a Goomba formerly a member of the Koopa Troop.  
Bowser comes out he is immediately humbled.  He introduces his triplets, 
each Goombettes, and begs Bowser for forgiveness.  He does, and Bowser 
explains that he has a new troop now to take down Smithy.  The Goomba 
will help you by equipping you, though.  There are two equipments here, 
each for Bowser.  Buy the Spiked Link, but not the Courage Shell.  
Believe it or not, Bowser’s sweaty Work Pants from Moleville, two Stars 
ago, are better than this.

But, the Spiked Link, just like the Chomp we got in Booster Tower, is a 
new weapon that adds ten more attack to our tank, King Bowser.  Now go 
to the leftmost door and open it.  Inside, talk to the Toad-like 
creature, Monstermama, the landlord of the town.  Yeah, the star is 
upstairs.  Well, what are we waiting for?  This easy star is like the 
sequel to Star Hill!  Go upstairs.  Ah, shoot.  It’s a Zeostar!  Go 
downstairs and exit the house.  As you go, Monstermama asks you how you 
like the star.  She says that the Star isn’t anywhere on land.

This is the edge of it all.  It must be up.  And to go into the skies, 
you need to go to Bean Valley.  She calls in several Sky Troopas, led 
by admirable Sergeant Flutter.  Forming tight formation, they fly off 
with orders to get mustache here over the cliff to Bean Valley.  Okay.  
As soon as we do a few things around town, we’re going to scale that 
cliff.  We WILL succeed!

                  +---------------------------------+
                  |    Treasure in Belome Temple    |
                  +---------------------------------+

You might notice a key atop the entrance to one house.  This is two 
doors left of the item shop.  Enter it and talk to the Thwomp, the blue 
stony thing.  He’s a very interesting character…  Keep talking to him 
say, ten or fifteen times, and then exit the house.  Because he jumps 
and crashes into the floor each time he talks, he knocks the key above 
a bit closer to the edge.  Pick it up when it does fall for the Temple 
Key.  Now, we’re going to further explore Belome Temple.  Empty your 
pockets of unnecessary items, might I add.  Enter Belome Temple via the 
spring to the far left in Monstro Town.  Inside, go south and then jump 
on the spring.

This time, go left once, and then take the elevator platform up to the 
upper area with the mystic and the statue.  Hit the statue to get a 
message.  If it is “Sorry, I’m not accepting visitors past my bedtime,” 
then take the elevator down and then use the pipe.  Aside from the 
hungry Belome message, this is the only possible other message here.  
Now, you’ll see a golden statue of Belome here.  He wants to eat the 
key, so give it to him.  First, you’ll find eight Frog Coins.  Then 
you’ll find four Flowers.  In items, you’ll get a Max Mushroom, a Royal 
Syrup, and a Fire Bomb.  Ka-ching!  Now we have everything in Belome 
Temple, and we don’t ever need to enter that horrid place again 
(although we will in the near future).

          +-------------------------------------------------+
          |    The Three Musty Fears and the Ghost Medal    |
          +-------------------------------------------------+

On ground level, the rightmost house in Monstro Town is the Inn.  You 
can feel free to stay there for free, courtesy of the 3 Musty Fears.  
So, check the Amanita with A and you’ll go to sleep.  Above you appears 
a Greaper!  And a The Big Boo!  And a Dry Bones!  They want to see if 
you can hear them, and so they challenge you to a round of “Find the 
Flag,” what can only be described as the best game ever.

They go off to hide the flags, and they come back to give you a hint.  
Greaper hid his flag behind a wooden flower.  Dry Bones hid his flag 
under a green bed.  The Big Boo hid his flag between “O” and “A.”  Hmm, 
I think I know where they all are.  Let’s go in order, shall we?  First, 
go to Rose Town.  The town emblem is a wooden sign in the shape of a 
flower.  Check behind it to get the Greaper Flag.  Note that you check 
with the A Button.  Now go to Mario’s Pad.  It’s swinging, bro.  Check 
the bed, which is green, for the Dry Bones’ Flag.  Now go to Yo’ster 
Isle.  In the race track, the word “GOAL” is written, one letter to 
each lane.  The Big Boo Flag is hidden there.

Now, while on Yo’ster Isle, might I point out two new things.  First, a 
baby Yoshi is born from an egg (in the left area).  Second, Raz and 
Raini, the couple who married at Marrymore, are honeymooning here.  Now, 
return to Monstro Town and sleep at the eerie Inn.  In thanks for 
playing their game, they give away their grand prize.  When you wake up, 
Mario will be equipped with the Ghost Medal.  It’s actually quite bad, 
as it lowers stats in comparison to Mario’s Safety Ring; do not equip 
it.  Earlier in the game, it would’ve been great, though.

                          +-----------------+
                          |    The Cliff    |
                          +-----------------+

Enter Belome Temple and pass through it until you reach the surface of 
Land’s End.  Here, go north to the cliff, where Sergeant Flutter and 
his Sky Troopas position themselves.  You must scale the cliff by 
jumping shell to shell on these Paratroopas.  It is remarkably easy.  
At the top, go north into Bean Valley.

                         +-------------------+
                         |    Bean Valley    |
                         +-------------------+

Enemies: Box Boy (900 HP), Chewy (90 HP), Chomp Chomp (150 HP), Fautso 
(420 HP), Fink Flower (200 HP), Geckit (100 HP), Kriffid (320 HP), 
Octovader (250 HP), Shy Away (140 HP), Spinthra (230 HP), Stinger (65 
HP)

Curse this place!  It has Bandit’s Way music, which I wasn’t in love 
with, and some of the most annoying enemies ever.  Ahead of you are two 
pipes.  Take the right one and you’ll emerge in a new area.  Now go as 
far left as you are able to.  Jump there for a Frog Coin in a hidden 
chest.  Now take the left pipe.  Here, go down until you reach a second 
pipe.  Take it to a chest, which contains a Flower, and then reuse the 
warp pipe.  Go north one screen at this time, please.  Here you will 
find five pipes arranged like so.

                      +------------------------+
                      |          2             |
                      |                        |
                      |    1              5    |
                      |                        |
                      |         3     4        |
                      +------------------------+

That is somewhat accurate.  Use the Save Block north of them and then 
return to the pipes.  Wait for the Shy Away to water the Chewies in the 
pipes, and then jump on them to fight them.  Upon winning, take the 
pipes down.  Like in Forest Maze, I describe their contents below 
according to how I numbered the pipes.

1) Here, you’ll find a chest.  Jump to hit it and you’ll experience a 
slot machine.  Jump to stop the slots.  Depending on what you get, 
mushrooms, flowers, or stars, you’ll get different items.  Below is a 
chart showing the setup of the slots.

           +-----------------------------------------------+
           |    3 of a Kind: Frog Coin                     |
           |    2 Mushrooms and Flower/Star: Mushroom      |
           |    2 Flowers and Mushroom/Star: Flower        |
           |    2 Stars and Mushroom/Flower: Rock Candy    |
           |    None Matching: Box Boy (see # 5)           |
           +-----------------------------------------------+

2) There are three Geckits and a Chomp Chomp to be found here.  Defeat 
them all.  The Chomp Chomp is merely a harder version of the Chomp from 
Booster Tower.

3) It’s another slot machine.  Try for three of a kind – a Frog Coin.  
Use the spring to exit the place.

4) There’s yet another slot machine to be found here.  Also, stand 
under the chest and walk due south.  Jump as you go to find a hidden 
chest containing a KerekeroCola.

5) When you first enter, go left and hit the chest for a…  Box Boy!  
Yes, this is just like the Pandorite in Kero Sewers and the Hidon in 
the Sunken Ship.  This one, though, is much tougher.  With 900 HP, 
you’re going to want to use Super Jump on Mario’s turns, regular 
attacks with Mallow and Geno’s.  This is effective because it is weak 
to jumps.  However, this accursed thing knows Water Blast, the bane of 
our existence.  Oh, you thought Yaridovich was the only freak who knew 
that, huh?  Well think again!  Also, about halfway through the battle, 
it releases a Fautso, a terribly ugly genie-looking creature with 420 
HP.  It is weak to ice, and Mallow’s Snowy attack is great on it.  
Focus Mario on using Ultra Jump on the Box Boy, while Mallow and Geno 
attack Fautso.  Watch out for their multi-attacks, and heal when 
appropriate.  Blast is very strong, and Carni-Kiss is unbelievably so.  
When you win, you get a lot of coins and Experience Points (150 and 34, 
respectively).  Now, go north of the Box Boy, defeated I hope, and jump 
under the stairs for a Frog Coin.  Now climb the stairs, facing or 
avoiding the Geckits, and you’ll reach a spring.  Use it to find a 
chest containing a Frog Coin.  Also, in the chamber with the Box Boy in 
it, you can find a Red Essence hidden in a surprise chest north, 
slightly east of the spring, before a corner.

Afterwards, save and go north of the pipe screen.  Make sure you’re 
healed before doing this.  A Shy Away is watering this Chewy.  Attack 
it to start the fight.

                     +---------------------------+
                     |    Smilax & Megasmilax    |
                     +---------------------------+

Hmm, boss music.  Plus, this is no Chewy.  It’s a Smilax.  Gasp!  This 
pathetic thing (emphasize “pathetic”) has 200 HP, 100 attack, 80 
defense, 70 magic attack, and 50 magic defense.  One round of normal 
attacks will defeat it.  Then Shy Away flies in, singing “La dee dah.”  
I quoted it because it will come in handy later (yes, that particular 
phrase.  Beware Dr. Topper!).  Watering the plant, two Smilaxes grow!  
This time, you’ll actually feel its sting.  Smilax can bite you, which 
isn’t too bad, use Pollen Nap (which may put Mallow to sleep if you are 
using my accessory combo), Drain and Flame for minimal damage, and 
nothing else.  It’s rather odd that a plant can use fire attacks, 
though.

Defeat them both as you normally would, and then the Shy Away returns.  
This time, using recycled water, it makes three Smilaxes!  Hi ho, dee 
dum is right!  This time, you might want to use Mallow’s Snowy attack 
(they are all weak to ice), as it will probably beat them all instantly.  
To use a timed hit, rotate the control pad as many times as you can.  
This time, Shy Away added nutrients.  Two Smilaxes appear, and one 
Megasmilax grows.

One attack it has is Flame Wall, which actually does little damage 
(none to Mario, who is resistant).  Still, don’t see it as weak.  It is 
a titan.  Petal Dance can do serious damage, as well as turning you 
into a mushroom.  He can also bite you for around 40 HP worth of damage.  
And, Megasmilax has 1000 HP, 140 attack, 80 defense, 70 magic attack, 
and 80 magic defense.  First, rid yourself of the Smilaxes.  The best 
way to do this is with one Snowy attack by Mallow.  Smilax and 
Megasmilax are weak to ice, and this is their only weak point.  It can 
also use S’Crow Dust, which turns someone into a scarecrow.  Only 
Mallow will be affected, and it’s better than being a mushroom.  In the 
end, you’ll most likely win rather easily.

Shy Away is furious at this.  That Smilax was guarding the path to a 
place called Nimbus Land, according to this Shy Away, and Queen 
Valentina had told her to keep people out of it!  It runs away, leaving 
a note behind.  Check it and take the Seed.  Wonder what it does…  Take 
the pipe the Smilax was guarding and you’ll see a Brick Block, the type 
of block from Super Mario Bros.!  Hit it and a beanstalk grows.  Hit 
the block again to climb it.

                          +-----------------+
                          |    Beanstalk    |
                          +-----------------+

Enemies: Birdy (150 HP), Heavy Troopa (250 HP)

To your left you’ll see a Birdy.  They aren’t that tough (except for 
their Grinder attack, doing 40 damage to some), but just look who 
teamed up with them.  Excuse me, but I must leave the room for a second 
(*mad laughter*).  Yes, I’m back now.  This is why I love this game!  
Heavy Troopas really ate their veggies, now didn’t they?  I especially 
like their attacks.  “Heavy Troopa’s ready to launch.”  Anyways, they 
have low defenses, and their attacks aren’t that good.  Defeat them 
first, though.  Now, jump onto the green vine.  Climb up it and then 
jump to the yellow one.  Now stop.

See the Birdy?  When it’s low, jump clear over it.  Now climb up.  If 
you jumped at the right angle, you’ll be able to jump to a Frog Coin 
here.  Now take the blue vine up to the next screen.  Here, take the 
red vine and jump for a Flower at the top.  Now jump to the blue vine 
and climb it to the top.  Stop and stand in the very center of it.  Now, 
walk right a bit to the edge, and place your thumb (without pressing it) 
on the leftmost and bottommost directions on the control pad.  Now run 
and jump in that direction, hopefully grabbing onto the yellow vine.  
Alternately, jump onto the chest you hit earlier and then jump to the 
vine.  Either way, get the Frog Coin and take the yellow vine up.

Here, take the blue vine up and jump to the red vine.  Jump for the 
Frog Coin, and then grab onto the vine again before climbing to the top.  
Jump to the yellow vine.  Standing squarely on the top, jump once to 
reveal a hidden platform.  Use the red vine to get onto it, and then 
jump to the green vine to the left.  At the top, hit the two chests for 
a Frog Coin and the Rare Scarf, an accessory.  Now fall through the 
hole.  Hit these chests for two Flowers and fall again.  At the bottom, 
hit the spring.  Take the left spring.

                         +-------------------+
                         |    Nimbus Land    |
                         +-------------------+

When you arrive, Valentina is announcing that King Nimbus has fallen 
ill.  But, she has found the missing prince!  Prince Mallow, that is.  
Here he comes.  Hmm, Prince Mallow looks like a large bird with a red-
tipped beak.  But who am I to judge?  And, at the request of the prince, 
Valentina agrees to become the queen of Nimbus Land.  Wait a minute!  
What a coincidence!  There’s a prince with the same name as Mallow, 
that puffball guy in our group.  Well then, let’s go left to the item 
shop.  After buying the weapons, you’re going to want your equipment to 
look a little something like this.

-----------------------------------------------------------------------
Character        Weapon            Armor             Accessory
-----------------------------------------------------------------------
Mario            Mega Glove        Fuzzy Shirt       Safety Ring
-----------------------------------------------------------------------
Mallow           Sticky Glove      Fuzzy Pants       Rare Scarf
-----------------------------------------------------------------------
Geno             Hand Cannon       Fuzzy Cape        Safety Badge
-----------------------------------------------------------------------
Bowser           Spiked Link       Work Pants        Amulet
-----------------------------------------------------------------------
Toadstool        War Fan           Fuzzy Dress       Zoom Shoes
-----------------------------------------------------------------------

Make sure to sell all your Happy armor and Sailor armor if you still 
have them.  The Masher has finally met its match almost three Stars 
later.  Equally amazing are the Work Pants, which we actually did get 
three Stars ago!  To think that they’re Bowser’s best armor so late in 
the game but gotten so early on…  If you inquire around, you’ll learn 
that everyone is shocked by Prince Mallow’s, err, um, weight gain.  You 
know what?  I feel like kicking butt.  Let’s go infiltrate the castle.

                     +--------------------------+
                     |    Garro the Sculptor    |
                     +--------------------------+

Enter the house in the northwest corner and look around.  Whoa!  A 
Goomba statue!  There are also three Valentina statues.  Oh, and some 
ugly puffball statue.  Hey, wait a sec, that’s Mallow!  Check it and 
Mallow sees what it is, and the sculptor, Garro, says that it is a 
statue of King Nimbus when he was a lad.  Garro seems confused.  He 
called Mallow a prince.  Mario then acts out Mallow’s childhood under 
Frogfucius.  There’s no doubt about it.  Mallow is, without a doubt, 
Prince Mallow.  Then, that means that Valentina was tricking everyone 
in a political battle for supremacy in preying upon the hopes of the 
people for Mallow’s return and the alleged ailment of King Nimbus, 
which the people knew of only by report!

Mallow runs out trying to enter the castle, and comes back beaten up by 
guards.  But, Garro has an idea.  Talk to him and he tells you to hold 
still.  He then covers you in piping hot liquid metal (ouch) until you 
are gold, like a statue.  Now, you have to be a statue.  Garro then 
takes you to the castle, along with a Valentina statue.  The guards let 
him in, but they wonder who the second statue is.  Garro calmly 
explains that’s her nephew, Mariotta.  Valentina then enters and 
critiques the statues.

The first one is simply marvelous, while the second gets this response: 
“What, may I ask is THIS ugly thing?”  There should have been a comma 
after “ask” right there, by the way.  It is his latest masterpiece 
called “A Plumber’s Lament.”  He even makes fun of Mario: “Observe... 
the thick mustache... covering the sad, innocent smile of a simple 
fool...  And the sideburns... conveying his blue collar roots.  And the 
legs... well defined...  Strong.  The legs of the masses!  Is it to 
your liking?”  After hearing the explanation, she decides she likes it.  
She then calls in Dodo to carry off the statues.  If I were Mario, I’d 
have low self-esteem right now.

                       +----------------------+
                       |    Peck n’ Polish    |
                       +----------------------+

When Dodo leaves, go left to a new room with a Save Block in it.  From 
there, go left again to a new room.  Oops!  As soon as you open it, you 
see Valentina slightly.  She wonders if Dodo displayed it properly, and 
Dodo goes in to polish them.  This is rather simple to avoid.  When 
Dodo comes round, he pecks each statue to let his anger out or 
something.  When he tries to peck you, jump.  Get caught twice, either 
by jumping at the wrong time or getting pecked, you fight Dodo.  I 
actually recommend this, as these are some easy Experience Points 
coming your way.

                            +------------+
                            |    Dodo    |
                            +------------+

If you do end up fighting this optional boss, he has 600 HP, 140 attack, 
100 defense, 9 magic attack, and 60 magic defense.  He’s a fast 
character; he can attack twice in one turn, doing thirty damage per 
shot.  However, he’s still quite easy.  Attack normally.  With your 
weapons, you’ll do about 100 damage per attack, beating him in just six 
or seven turns.  When he loses, he flies off, leaving you with 24 
Experience Points.  If you didn’t fight him, you’ll get the Feather 
from Dodo in the next room.

                        +---------------------+
                        |    Nimbus Castle    |
                        +---------------------+

Enemies: Birdy (150 HP), Bluebird (200 HP), Heavy Troopa (250 HP), 
Jawful (278 HP), Muckle (320 HP), Orbison (30 HP), Pinwheel (99 HP), 
Shaman (150 HP), Sling Shy (120 HP)

Dodo runs off either after inspecting you or after fighting you.  Heal 
if need be and then go left a room, saving.  Go left again.  Here, 
defeat or jump for the Birdies, depending on if you fought Dodo or not, 
and then go north.  Let me explain a few new enemies.  The fans are 
called Pinwheels.  They are relatively weak at 99 HP.  The Leuko-
looking things are Muckles.  They have very low defense, and I 
recommend defeating them first.

Green Shy Guys are called Sling Shys, and they attack with a slingshot.  
Not too tough.  Orbisons are like Orb Users in Booster Tower.  They 
usually use Recover, but they can attack you.  They’ve good defense, 
but you want to defeat them first.  Jawfuls are the weird creatures 
with the forks.  In battle, they are asleep until you attack them.  
Therefore, don’t hurt them until they’re singled out.  Now, take the 
hallway down to a new room.  Here, a Birdy is disguised as a statue.  
Don’t fall for it, though, unless you want to fight it.  The chest 
contains a Mushroom.

Now go north a room.  Here, there are more disguised Birdies and other 
new enemies called Shamans.  They look just like the mystics we 
sometimes see.  Being magicians, though, they are incredibly weak, with 
low defense and HP.  Take them out first if you fight them.  Now, here, 
take the rightmost door.  Go through the hall, avoiding confrontation, 
to find a room with a Flower in a chest.

Also, you’ll see a Bluebird, another new enemy.  They are advanced 
Birdies, and they use lots of FP-guzzling moves as such.  Now go south 
twice and then take the left door.  Here, go through a small hallway to 
a new room.  Fight the enemies if you’d like and then stop.  If you 
walk against the southern border, you can find a path in the black 
space to a hidden chest containing a Frog Coin.  Now jump the Jawful to 
reach the door.  Here, several castle workers have been locked up.  
There’s also a Save Block you’ll want to use.  One man gives you a 
Flower Jar, too.

And a former guard has a master key, but he was fired.  As a result, he 
gives it to you.  You got Castle Key 1!  Now save at the Save Block.  
Now return to the room with the three doors, one of which is guarded by 
a Heavy Troopa.  That’s one west and two south.  When you’ve beaten the 
Koopa Paratroopa, you can open the door.  Inside is a gigantic egg.  A 
Shy Away is watering an egg here…  Quite suspicious.  Check the egg 
with A to talk to it.  It wants to play.  Accept the invitation and the 
battle begins.

                            +-------------+
                            |    Birdo    |
                            +-------------+

Ooh!  An egg!  I’m so scared.  Please, really.  Shelly has 500 HP, 0 
attack, 80 defense, 0 magic attack, and 0 magic defense.  As its HP 
drops, its egg cracks until a creature comes out.  It’s Birdo!  In 
Super Mario Bros. 2, Birdo was an egg-spitting enemy found at the end 
of most levels.  Birdo has 777 HP, 160 attack, 130 defense, 6 magic 
attack, and 100 magic defense.  Not too shabby if I do say so myself.  
I find it odd that its egg had less defense than it, but so it goes.  
This fight isn’t too hard… at all.  Just keep attacking normally and 
heal when needed.  If you block her egg attack, then the eggs ricochet 
off you to form Eggberts, which are rather strange enemies.  Attack 
them right away to beat them.  They have 10 HP, 210 attack, 0 defense, 
0 magic attack, and 0 magic defense.  Afterward, Birdo hands over the 
Castle Key 2 to you.  You can use it on the north door.

Note: Birdo seems a strange creature, no?  Well, Birdo is actually from 
Super Mario Bros. 2, the American version based on Doki Doki Panic.  
Birdo was the boss of many a level, and her strategy usually included 
firing eggs at you, which you then threw back at her.  However, Birdo 
is riddled with confusion.  In the ending credits of Super Mario Bros. 
2, which contained MANY typos, Birdo was called Ostro, which is the 
name of the ostrich-riding Shy Guys in the game.  In the instruction 
manual, Birdo, who IS female, was said to be a male transvestite who 
preferred to be called Birdetta.  However, as of late in the Mario 
world, Birdo has been made out to be a sort of partner for Yoshi, 
Nintendo’s other dinosaur.  Birdo’s little-known appearance in this 
game did not mark her reentry, but it did help.  However, most people 
don’t even realize it.  In Super Smash Bros. Melee, the trophy with 
Birdo is accompanied by a little info paragraph, and in the paragraph 
it incorrectly states that Birdo hadn’t appeared in a game since Super 
Mario Bros. 2.  So, Birdo doesn’t seem to have gotten much glory for 
her long-awaited reintroduction to the Mario world.

                  +---------------------------------+
                  |    Nimbus Castle (Continued)    |
                  +---------------------------------+

Enemies: Birdy (150 HP), Bluebird (200 HP), Heavy Troopa (250 HP), 
Jawful (278 HP), Muckle (320 HP), Orbison (30 HP), Pinwheel (99 HP), 
Shaman (150 HP), Sling Shy (120 HP)

We’re going to heal and all that before continuing.  Go south of 
Birdo’s room and then take the lower-left door.  Here, drop to the 
below area and hit the chest for a Flower.  Now go south, following the 
path, to the first room of the castle.  From it, go south again to the 
outside.  For some inscrutable reason, the guards are now off-duty when 
they’re needed most.  Save, heal, and then return to Birdo.  Go north 
of her using the key and jump the Jawful.  Here, read the note.  It 
says that the king is in bed there.  However, the door is locked.

A scene breaks out, and it ends in Mallow telling Bowser that they 
should find Valentina and force the truth out of her before busting 
down the door, lest they worsen the king’s condition.  So, go north 
again.  Here, you’ll fight another Heavy Troopa guard.  Go north after 
it and you’ll find Valentina and Dodo.  Shy Away reports Mario, and 
Valentina realizes that Garro brought Mario in by the statue!  They 
then start talking, and Valentina ends it in laughing.  Eventually, 
Dodo points out Mario, and Valentina notices him.  Mallow jumps out and 
claims his position as prince.  Valentina runs away, leaving Dodo and 
Shy Away behind.  The other two follow as well, and you need to, too.  
In the new room, use the Save Block.

Avoid guards if you can help it to reach a chest high in the air.  
Stand beneath it and jump to activate a hidden platform.  Stand on it 
and then hit the chest for a Starman.  Huzzah!  Run forward, beating 
the Bluebirds, and into the next screen.  Here, quickly touch Dodo to 
defeat him.  If you don’t, you’ll end up fighting him again (he’s the 
same as last time, only with 200 + HP).  At the end, you’ll walk out, 
falling straight through the clouds to the entrance of the hot springs.  
Take the springs back up to Nimbus Land and you’ll find Valentina being 
interrogated as she tries to make a getaway.  Mario catches up with her, 
and the fight begins.

                          +-----------------+
                          |    Valentina    |
                          +-----------------+

As the fight begins, Dodo singles out your middle character.  This time, 
Dodo has 1000 HP, 140 attack, 100 defense, 6 magic attack, and 60 magic 
defense.  With whichever character you are, keep hitting him, healing 
when your HP runs below or on 45, and you’ll eventually beat it.  Dodo 
can use Flutter Hush, which disables specials, Multistrike, a stronger 
beak attack, and a regular attacking.  The damage ranges from around 
20-40, while you can likely do better.  Meanwhile, you and your other 
partner are fighting.  Use Ultra Jump on Valentina as Mario, or just 
use normal attacks.  She has 2000 HP, 120 attack, 80 defense, 80 magic 
attack, and 60 magic defense.  When Dodo has about 500 HP left, he 
returns to the battle.  Use Ultra Jump some more, and focus attacks on 
Valentina.  You can target Dodo if you want, but he’s not bothering 
anyone.  Valentina has several specials, each doing about 30 damage to 
everyone, but they aren’t that tough.  Since you do about 100 damage 
per hit, she’ll go down easily.  When you beat her, Dodo leaves as well.

Note: You may be wondering what became of Valentina.  No, she didn’t 
just disappear into obscurity; that would leave the possibility of her 
trying to conquer Nimbus Land again way too open.  Instead, she landed 
on the balcony of Booster Tower, where Booster had been waiting 
diligently with his Snifits for a second bride to fall from the skies 
to him.  They seem to fall in love, somehow, and the game leads us to 
believe that the two get married.  I guess love IS blind, after all.

                    +-----------------------------+
                    |    King and Queen Nimbus    |
                    +-----------------------------+

As they take off, Valentina drops a key.  Mallow runs in, it starts to 
rain, and then Mallow comes out, leading you in.  It’s his parents!  
They are King and Queen Nimbus!  Huzzah!  They introduce everyone, and 
King Nimbus calls Star Road Star Street.  Father like son, huh?  Also, 
Queen Nimbus informs everyone that a Star fell into the volcano as 
Valentina left.  That may have been why she dropped the key…  But, The 
Czar Dragon inhabits the volcano.  It’s a real danger.  Queen Nimbus 
instructs you to find Hinopio in the volcano, whoever that is.  He will 
be able to help us.  Also, if you go to the Starman, you’ll reach a 
Flower.  From the Starman, continue north to fall down to the entrance 
of the springs.  Now, reenter Nimbus Land via the springs.

                    +----------------------------+
                    |    Croco in Nimbus Land    |
                    +----------------------------+

Enter the northeast house to find… Croco!  Oh, that is one resilient 
reptile.  I thought we’d heard the last of him in Moleville Mines.  
Approach him and he turns around, shocked.  But, he doesn’t need to 
fight.  He has a device that tells him where all the riches are.  He 
runs off in a hurry to avoid a beating, collides with the wall, and 
then takes off.  When he did, he dropped his device.  It’s the Signal 
Ring.  Equip it and a sound will be made when you are in a screen with 
hidden treasure.  However, you could always use my hidden treasure 
section, and the Signal Ring is not a good accessory.

                       +-----------------------+
                       |    The Lazy Shells    |
                       +-----------------------+

In Nimbus Castle, explore to find all the statues of Birdies and 
Valentina to be replaced with statues of King Nimbus.  Now go to the 
room before Birdo’s.  Jump where the chest with the Flower was during 
Valentina’s reign to find a hidden chest containing a Frog Coin.  Also, 
in Birdo’s former room, there are statues of Mario, Toadstool, Bowser, 
Geno, and in the center Mallow.  Also, in the room that the king and 
queen were locked in, talk to the guard (who is now rehired) for a 
Flower Jar.  Now exit the castle.  Remember where we found Croco?  Walk 
against the clouds to the east of that house and you’ll find a secret 
path leading out to Shy Away.  She’s been hiding here since Valentina 
lost power.  If you let her go, she’ll give you some Fertilizer.

Accept it (you have to).  Now you have Fertilizer and a Seed.  Let’s go 
to Rose Town, as all of this is related to plants!  Here, go to the 
item shop and head north.  Yes, a new path has been uncovered.  Here, 
talk to the Toad inside, who goes by “Gardener.”  He has the legendary 
flower pot, but he needs the legendary Seed and Fertilizer to fill it 
with.  Wow.  When he sees you have them, give them to him.  I didn’t 
catch much, but the Fertilizer comes from the renowned Shy Away clan 
famous for their gardening feats, and he looked for it in Bean Valley 
but failed.  When he plants them, a beanstalk grows right out his 
chimney.  I mean… right out his chimney!  He’s going to report this to 
Happy Gardeners Monthly!  It’s like winning the lottery without the 
taxes!

Go outside and use the crates to jump to the beanstalk.  Take it up to 
find two chests.  Hit both for two Lazy Shells.  One is armor, but one 
is a weapon.  Give Mario the Lazy Shell weapon.  It’s the most powerful 
one we have right now.  Now, anyone can wear the Lazy Shell armor, and 
it seriously amplifies defense, but it also reduces attack.  So, we’ll 
only use it for certain occasions (actually, I lie.  We’ll be using it 
for the rest of the game starting soon).

                   +-------------------------------+
                   |    Knife Guy’s Bright Card    |
                   +-------------------------------+

Go to Booster Tower.  As you climb it, you’ll eventually find Knife Guy 
juggling balls.  Talk to him.  He will apologize for the trouble he 
caused you earlier, but he will follow that up with a challenge.  He 
juggles the balls, some red, one yellow, and asks which hands holds the 
yellow ball.  He gives you a Wilt Shroom if you win.  They are wastes.  
Still, keep playing.  In fact, you need to beat the game thirteen times.  
Just follow the yellow blur.  It’s very easy.  He may throw in a 
Mushroom every now and then, too.  He may even give a Mid Mushroom.  He 
may also give away Rotten Mush.  These wins don’t have to be 
consecutive, but it goes faster that way.

Each time he starts juggling faster, and you need to beat the 
thirteenth level of difficulty.  So, to beat this level, you must beat 
the game 13 times plus however many times you lose the game.  On the 
thirteenth time, he gives you the Bright Card.  Logically, you could 
just keep touching the same hand over and over.  Since you have a 50 % 
chance at it, if you’re luck is any good, you’ll eventually get the 
Bright Card.  A good way to do this is to watch his hands.  The one 
which is lower at the end of his ball-throwing is the catching hand.  
Or, watch one hand.  If the finger is up at the end, it is the other 
hand, and if it is down, it’s that hand.  The last few are very hard.  
Try watching one hand to see which color ball is in it last.  If yellow, 
pick it.  If not, pick the other.  With good luck, you’ll beat it.  Now, 
take his Bright Card and head for Bean Valley.

                     +---------------------------+
                     |    The Secret Entrance    |
                     +---------------------------+

In Bean Valley, go to the screen with five pipes in it, the one south 
of where we fought Megasmilax and the Smilaxes.  Enter the northernmost 
pipe and defeat the Chomp Chomp.  Now, stand left of where it was (the 
very corner), and jump three times.  If done correctly, you’ll hear a 
chime.  This creates a yellow platform, which can be used to go up a 
tier and exit the pipe, leading to Grate Guy’s Casino on the map.

                     +--------------------------+
                     |    Grate Guy’s Casino    |
                     +--------------------------+

When you enter, you’ll find a house.  Inside, talk to the two doormen.  
If you have the Bright Card, they let you in.  When inside, you’ll find 
two Toads and Grate Guy himself.  Here are game explanations.

Slot Machines - The Toad to the left has a slot machine.  They act just 
like those in Bean Valley.  The only way to win is by getting three-of-
a-kind for a Frog Coin, though.  It costs 10 coins to play.

Blackjack - Dealer, the right Toad, will let you play blackjack with 
him for one Frog Coin.  For my not-so-gambling-oriented readers, I’ll 
explain the game.  Each card in Blackjack has a number assigned to it, 
which is the number of a card (for example, a five of diamonds is worth 
five).  In this game, face cards (jacks, queens, and kings) are worth 
ten.  The goal is to draw cards, as many as you’d like, to see who is 
closest to the number 21.  However, you can’t go over 21, or you 
automatically lose, regardless of the dealer’s hand.  You automatically 
draw two cards at the start of the game, but you may draw as many as 
you want afterward.  Also, in this game, you get two Frog Coins for 
winning, which includes the one you paid to play.  If it’s a tie or you 
lose, the dealer wins.  Here, use your better judgment.  For example, 
if you have eleven or less, than always draw another card.  If you have 
twelve, then also draw a card, as chances are good that you won’t get a 
ten.  But, if you have, say, nineteen, do not draw, as you almost 
always will exceed 21 then.  Really, a lot is involved in the game.

Look the Other Way – Talk to Grate Guy a few times and he’ll let you 
play this.  It is quite random.  At the start, press right or left on 
the control pad.  This is free, mind you.  Then, he points his hand in 
a certain direction.  If you look in the opposite direction, you win.  
You get a variety of worthless items for winning, like Rotten Mush, 
Moldy Mush, Wilt Shrooms, Mushrooms, while eventually he gives Red 
Essences and Rock Candies, plus one other item (read below).

What’s the purpose of this place, you ask?  Aside from gambling and 
getting Frog Coins, there’s one other function.  Take the time to play 
and win Look the Other Way 100 times.  These do not have to be 
consecutive by any means.  In the very end, you get the Star Egg, an 
extremely useful item.  How so?  Have you ever used a Rock Candy?  If 
you’ve been using my guide, then you have gotten several.  Rock Candies 
are strong items that attack every enemy to do lots of damage.  Star 
Eggs do the same thing, only they do only half the damage that Rock 
Candy does.  However, you can the same Star Egg over and over and over 
again, never running out.  In case you haven’t noticed, we have 
recently been stocking up on powerful items for a few enemies coming up 
soon.

                           +--------------+
                           |    Jagger    |
                           +--------------+

Assemble your party like so: Mario, Toadstool, and Bowser.  This is the 
best choice for the upcoming battle.  Also, come with Pick Me Ups and 
other healing items.  Also, return to Monstro Town.  Now, above the Inn 
is a staircase, correct?  Take it up and open the door to find a 
Terrapin, named Jagger, also from Bowser’s Koopa Troop.  He went AWOL 
because he knew he couldn’t beat Smithy, and he came here to train at 
the Dojo under his sensei, who isn’t in right now.  He promises he’ll 
return one day and make you proud.  Bowser forgives him, though.  In 
the meantime, you can challenge Jagger to a fight.

He’s an optional boss, I suppose, and he has 600 HP, 120 attack, 80 
defense, 0 magic attack, and 50 magic defense.  Not too hard, eh?  He 
does have a particularly strong attack called Terrapunch, but you can 
work around it.  Let Toadstool use Group Hug to heal everyone (or 
Therapy if need be) and keep attacking.  Bowser’s Spiked Link is great 
here, and the Masher is also pretty nice.  He’s not too hard, really.

                            +------------+
                            |    Jinx    |
                            +------------+

A voice comes from nowhere after the fight, praising Jagger.  It’s a 
tiny bug from a bonsai plant!  Ha!  That’s the sensei of this dojo.  
The sensei says that she (I think it’s a she) will accept a challenge 
from you any day.  So, go heal, save, and come back with the same party.  
Jinx is much tougher than her student, and she has 600 HP, 140 attack, 
100 defense, 0 magic attack, and 80 magic defense.  However, we can 
still win.  First, note that Jinx has one bad attack called Jinxed, and 
she can use it twice in one turn.  It does anywhere from 40-60 damage, 
depending on the character, and it’s a great reason for using Group Hug.  
Toward the end of the battle, Jinx uses Valor Up to raise her attack.  
She can also use Triple Kick, quite strong, but she will give in pretty 
early due to low HP.

                        +--------------------+
                        |    Jinx Rematch    |
                        +--------------------+

Jinx wants to have a rematch.  Enter with the same party we had before 
and challenge her (heal at the Inn and save first, though).  This time, 
Jinx has 800 HP, 160 attack, 120 defense, 0 magic attack, and 90 magic 
defense.  She is also resistant to most types of special attacks 
(thunder, fire, etc.); don’t even try to use specials in this match.  
Have these accessories equipped to your group…

-----------------------------------------------------------------------
Character        Weapon            Armor             Accessory
-----------------------------------------------------------------------
Mario            Lazy Shell        Fuzzy Shirt       Safety Ring
-----------------------------------------------------------------------
Toadstool        War Fan           Fuzzy Dress       Zoom Shoes
-----------------------------------------------------------------------
Bowser           Spiked Link       Lazy Shell        Amulet
-----------------------------------------------------------------------

With the Lazy Shell Armor, Bowser becomes a tank, although his attack 
(both magical and normal) suffer a -50 decrease.  Bowser’s role in this 
battle will be to use items if need be, but also to keep you in the 
battle should Mario and Toadstool faint.  And since Bowser has pretty 
weak attack now, let him use Star Egg for each of his turns to actually 
put a dent in Jinx.  Bowser will take one or two damage from all her 
toughest attacks, and Mario’s Lazy Shell combined with the Star Egg do 
200 damage a turn.  In the meantime, Toadstool can heal the group 
members or bring them back with Come Back.  Toadstool also has 
relatively low attack, and you can put her to good use if she’s not 
healing by using Star Egg, too.

For the record, Jinx has Quicksilver, a very strong attack against 
anyone but Bowser, Triple Kick, a moderate attack, Jinxed, a 
comparatively weak attack, and Silver Bullet, which can instantly kill 
its target.  That’s why Mario is wearing Safety Ring; he cannot be 
killed in one shot.  If you truly wanted Bowser to be invincible, give 
him the Safety Ring.  In any case, never let two allies be downed 
(fainted) at once, as there’s always the chance of Jinx pulling Silver 
Bullet.  All and all, it’s an amazingly easy battle, even if she does 
use Valor Up.

                         +-------------------+
                         |    Sensei Jinx    |
                         +-------------------+

Fight Jinx one last time and she’ll hold nothing back.  As a note of 
interest, Jinx has 1000 HP, 180 attack, 140 defense, 0 magic attack, 
and 100 magic defense.  Magic attack never rises with her, but magic 
attack rises by ten each fight.  Attack and defense rise by 20 in each 
fight, and her HP rises by 200 in each of her forms.  Now, she’s tough 
as nails this times.  She has several attacks at her disposal, while 
only two are new.  Bombs Away will do mild damage to anyone but Bowser 
(by the way, have all the equipment as suggested above in your party), 
and Magnum can be horrific.  She also has stronger versions of Quick 
Silver, Silver Bullet, Jinxed, and Triple Kick.  And, also, she can use 
Valor Up.  But, she’s still very simple to beat.  For starters, let 
Bowser in all his defense use Star Egg each turn.

When Toadstool isn’t healing the group, let her use it, too.  It’s an 
easy 100 damage.  Mario can do about 50 damage with the Lazy Shell, 
which brings us up to about 200-250 damage each turn.  It will take no 
more than 5 turns to beat her, by that logic.  Of course, her doubled 
defense due to Valor Up will make it a longer process, but it still 
won’t be an excruciatingly long battle.  It will be further prolonged 
with a second Valor Up.  Still, with Bowser the fort, it is easy 
picking.  I feel bad for poor Jinx...

Jinx: “Whoa......  You ARE the stronger champion, no doubt about it.  
My reputation was staked on this last fight, so I’ve lost the title of 
‘Sensei’.  From today, you are the Sensei of this dojo.  Please take 
this belt, which only the highest ranking fighter in the dojo can wear.  
We will rename the dojo, ‘Mario Style Dojo’, and incorporate your jump 
technique into the training.  Jagger and I will start our training 
immediately.  1000 warm up jumps!  Ready, begin!”

And that’s how you get the Jinx Belt, the reward for this series of 
fights.  While it decreases magic defense by five, it dramatically 
increases attack and defense.  For now, here are the equipment and 
accessories you should equip.

-----------------------------------------------------------------------
Character        Weapon            Armor             Accessory
-----------------------------------------------------------------------
Mario            Lazy Shell        Fuzzy Shirt       Safety Ring
-----------------------------------------------------------------------
Mallow           Sticky Glove      Fuzzy Pants       Rare Scarf
-----------------------------------------------------------------------
Geno             Hand Cannon       Fuzzy Cape        Safety Badge
-----------------------------------------------------------------------
Bowser           Spiked Link       Lazy Shell        Amulet
-----------------------------------------------------------------------
Toadstool        War Fan           Fuzzy Dress       Jinx Belt
-----------------------------------------------------------------------

                    +-----------------------------+
                    |    The Gates to Oblivion    |
                    +-----------------------------+

To Moleville!  In the leftmost house above the item shop, talk to the 
grown mole here and he’ll sell you Fireworks for 500 coins.  Sure, it’s 
a real setback, but we need it!  Right of that house is a little mole 
girl running her pur-tend store.  Give her the Fireworks for the Shiny 
Stone.  Now, return to Monstro Town.  You know the sealed door, right?  
Check it with A and the Shiny Stone reacts with it, opening the door.  
Be sure to have saved and healed beforehand.  Have the Mario-Toadstool-
Bowser party with all the above equipment.  Now enter if you dare…

                            +-------------+
                            |    Culex    |
                            +-------------+

You are in an infinitely dark room, when suddenly a strange creature 
appears before you…

“Greetings.  I am Culex, Dark Knight of Vanda.  I have crossed into 
this dimension to fight for the Dark Mage.  But this world is 
uninhabitable for me and my kind.  I must return to my own world.  
Before I go, though, I would like to challenge your strongest knight.  
Will you accept my challenge?  You will enter combat against me?  En 
garde!”

Accept the dark warrior’s challenge.  In case you didn’t know, Square 
Enix, the co-makers of this game, were also responsible for the Final 
Fantasy series.  Culex is not from a Final Fantasy game, but he adds 
that flavor to the otherwise lighthearted Super Mario RPG.

“I am matter…  I am antimatter…  I can see your past…  I can see your 
future…  I consume time…  And I will consume you!”

This music is highly uncharacteristic of a Mario game, although it may 
run parallel to Final Fantasy.  I don’t really play that series that 
much (I’ve only played # 8, and from what I saw, it stunk).  Culex 
immediately summons four crystals – the Wind Crystal, the Earth Crystal, 
the Water Crystal, and the Fire Crystal.  This chart should prove 
useful for their stats.

---------------+----------+----------+----------+----------+-----------
Enemy Name     |    HP    |    AP    |    DP    |    MA    |    MD     
---------------+----------+----------+----------+----------+-----------
Culex          |    4096  |    250   |    100   |    100   |    80     
Wind Crystal   |    800   |    0     |    200   |    60    |    88     
Earth Crystal  |    3200  |    0     |    70    |    80    |    33     
Water Crystal  |    1800  |    0     |    130   |    120   |    50     
Fire Crystal   |    2500  |    0     |    100   |    130   |    60     
---------------+----------+----------+----------+----------+-----------

Impressive, no?  Not even the final boss can top Culex’s attack, 
although he can equal it.  There are two good strategies for beating 
Culex that I currently have.  I list them in order of hardness and 
based on how much fun they are.

                              ----------
                              Strategy 1
                              ----------

Duke it out!  This is very tough, though.  Between the crystals and 
Culex, they have tons of attacks, and I won’t even try to record them.  
However, Culex has pretty low defense.  Bowser won’t take much damage 
due to the Lazy Shell armor, but he will for certain attacks.  Take, 
for example, Dark Star.  To Toadstool, this did 180 damage for me.  
They have just about every magic attack in the book, and even some that 
are exclusive to this fight.  But, we are in a nearly invincible 
position.  With Lazy Shell armor, Bowser takes hardly any damage.  With 
the Safety Ring, most FP-consuming attacks do no damage to Mario.  
Toadstool will admittedly suffer, but just let her go down.

Spend Mario and Bowser’s turns attacking Culex, not the crystals.  As 
you can see, the crystals can do very little damage to you.  Also, I’d 
like to note one attack – Shredder.  Culex uses it from time to time, 
and a pink ring of light scans each of you.  What does it do?  I think 
it had an original, horrible purpose, but they took it out and didn’t 
replace it because it was so bad.  Or, maybe it was intended to be a 
break for the players.  In any case, I have found that it negates all 
defensive and offensive power-ups (like Geno Boosts and the like).

With your accessories, you are in a near impregnable position, and it 
leaves you with enough time to personally beat Culex turn-by-turn.  
Still, you WILL have to heal.  Although he only attacks every few turns, 
Culex can bust through even Bowser’s defense, and it will hurt.  So, 
while some consider Culex the hardest boss in the game, he’s made quite 
easy by the correct accessories.  If you do want to take out a crystal, 
defeat the Earth Crystal.  It has a few attacks that actually can 
damage Mario – Boulder and Blast, and possibly others.

                              ----------
                              Strategy 2
                              ----------

Much easier, but a bit monotonous and not nearly as fun as going blow-
for-blow with the Dark Knight of Vanda, this strategy centers around 
the Star Egg.  Repeated use of it for every single character will 
destroy Culex’s crystals quickly and soon Culex himself.  Heal when 
appropriate and he’ll be a piece of cake.  Also, give Toadstool the 
Lazy Shell armor and the Safety Ring, as she is the vital character.  
If you need to, you can switch out between strategies using the Earlier 
Times item.  Using this strategy, I have actually made the crystals and 
Culex run out of FP.  And, of course, with no FP, Culex and the 
crystals are nothings.

After hearing a new, special ending theme, as well as gaining no coins, 
you’ll receive 244 Experience Points (holy jeepers!).  Afterward, 
you’re back in the dark realm you fought Culex in, except the music is 
now that of a harp.

“Ahhhh!  Your spirit……… is strong!  Thank you, brave knight.  I will 
treasure this memento of my journey here.  Perhaps in another time, 
another game, we may have been mortal enemies…  Let us part as comrades 
in arms.  Take this.  Treasure it as a keepsake of our fight.  Farewell, 
champion knight!”

And that’s you got the Quartz Charm.  Unfortunately, it really isn’t 
that good, and we won’t be equipping it.  Still…  Amazing, simply 
amazing.  We got three new items – the Ghost Medal, the Jinx Belt, and 
the Quartz Charm – within three doors.  It looks like Culex won’t be 
able to serve the Dark Mage all that well, now does it?  However, 
there’re two other items to be found here in Monstro Town…

             +-------------------------------------------+
             |    The Attack Scarf and the Super Suit    |
             +-------------------------------------------+

Culex’s door no longer exists.  Perhaps it was a path between the 
dimensions from which he came.  In any case, he was very out of place 
in a Mario game, although he will be forever memorable.  One door over 
is a Chow talking with a Thwomp.  The Chow keeps record of how many 
times you’ve jumped on an enemy.  Now, I’m just telling you it’s here, 
because this is truly the very hardest thing in the game to get.  If 
you are able to jump on an enemy 30 times in a row in one Super Jump, 
you will get the Attack Scarf from the dog.  If you are able to do it 
100 times, you get the Super Suit, the ultimate accessory, from the dog.

Now, I will not assume that you’ve gotten it, as most people pass it up.  
It is extremely hard to get, and I’ll just continue the guide as if you 
never got it.  However, if you DID get the Super Suit, equip it to 
Mario.  It has all the effects of the Safety Ring built into it, and it 
also raises every stat – including speed – by 50.  Yes, 50!  You’ll be 
so fast that you’ll be a blur.  But, I’ll just assume you skipped over 
it because it is insanely difficult.  I had to vegetate in front of my 
television for days of practice before I got it.  But, maybe it’ll come 
easy to you; I don’t know.

Note: If you did get the Super Suit, disregard every other time in the 
walkthrough that I tell you to equip any other accessory to Mario.  The 
Super Suit is the ultimate accessory in the game.

                      +-------------------------+
                      |    To Barrel Volcano    |
                      +-------------------------+

Let’s get right down to plot-progression, shall we?  Yes, we’ve done 
many things since beating Valentina, and here’s what your equipment 
should look like.

-----------------------------------------------------------------------
Character        Weapon            Armor             Accessory
-----------------------------------------------------------------------
Mario            Lazy Shell        Fuzzy Shirt       Safety Ring
-----------------------------------------------------------------------
Mallow           Sticky Glove      Fuzzy Pants       Rare Scarf
-----------------------------------------------------------------------
Geno             Hand Cannon       Fuzzy Cape        Safety Badge
-----------------------------------------------------------------------
Bowser           Spiked Link       Lazy Shell        Amulet
-----------------------------------------------------------------------
Toadstool        War Fan           Fuzzy Dress       Jinx Belt
-----------------------------------------------------------------------

As it turns out, this Culex-fight gear is very, very versatile in real 
fighting situations, especially ones involving Bowser.  As a matter of 
fact, we’ll be using this basic combo for a long time to come, so start 
liking it.  Now, we’re going to actually seek out the next Star Piece.  
So, go to Nimbus Land.  Once there, fall through the opening hole and 
then the upper hole on that screen.  Here, talk to the two guards.  
Seeing Mallow, royalty, they step aside, letting you into the Hot 
Springs.  You can heal in the water.  Now go east.  As you go, you fall 
down and straight into the volcano.

                       +----------------------+
                       |    Barrel Volcano    |
                       +----------------------+

Enemies: Armored Ant (230 HP), Body (300 HP) Chained Kong (355 HP), 
Corkpedite (200 HP), Magmus (50 HP), Oerlikon (85 HP), Pyrosphere (167 
HP), Stumpet (500 HP), Vomer (0 HP)

Egad!  The music is pretty nice, despite the terrible surroundings.  
Take the next room and you’ll engage… a Magmus!  Oh, the humanity!  
Seriously, these are just big rocks with tons of defense, which may 
remind you of a few past Moleville Mines enemies.  They aren’t 
particularly hard.  From there, go left and up the stairs, then follow 
the path to a cave door.  Take it and you’ll see a Dry Bones.  Nope, 
scratch that.  These are Vomers, which differ from Dry Bones, their 
Sunken Ship relatives, in stats only.  They are just as easy to beat, 
though; use any special attack against them.

This one is paired with a Chained Kong, an obvious reference to Donkey 
Kong (In an arcade sequel to Mario’s very first game, Mario captured DK 
and it was up to Donkey Kong Jr. to rescue him, which explains the 
“chained” part).  It has quite good HP, and it should for a relative of 
the Guerilla.  Still, it has really low HP.  By the way, for the party 
combos I recommend Mario, Mallow, and Bowser.  Now continue up the path 
to a new screen.  Here, hit the chest for a Flower.  Then continue down 
this path to reach a chest with coins in it; hit it and empty it.  Now 
continue down the path.  Hit the chest for a Starman.  Run!

Go straight down the path, going south at the intersection, and then 
jump up the stairs here.  The purple Spikeys are Oerlikons, and the 
huge stone monolith is a Corkpedite.  Quickly defeat them to earn easy 
Experience Points.  Now continue down the obvious path.  Here, jump the 
Vomers to reach a Magmus, which is quite easily defeated.  Afterward, 
take another exit to the screen.

The Podoboos here are called Pyrospheres.  They may have 167 HP, but 
they have just as low defense as ever.  If you must fight an Oerlikon, 
they can be defeated with a simple attack doing more than 85 HP worth 
of damage, or the same amount.  Also, once you’ve cleared out the 
enemies in this room, you can make an attempt at a running jump to the 
Frog Coin in the lava.  When you get it, you’ll be taken back to the 
start of the room via burning jump.  With it in pocket, continue down 
the obvious path.  Here, you must jump over Pyrospheres to cross the 
lava flows.

At the end, go into the next room, come back, and then jump into the 
lava (actually, it’s magma, but I’ll call it “lava” informally from 
here on out) to the right to jump onto the arch for the Frog Coin.  Now 
go north.  Here, jump up the two blocks to the left to reach a Frog 
Coin.  Now go around to the other side and jump to another Frog Coin.  
Now go south into the next room.  Continue this here and take the 
stairs up, hitting the chests for a Flower and Frog Coin along the way.  
Save at the Save Block, too, before going east.  The monster here, 
called a Stumpet, produces Magmuses.  Naturally, fight it right now.  
Focus on it at first, even though it isn’t that tough.  Like Heavy 
Troopas, it takes two turns to attack.  Then kill the two Magmus 
enemies.

Now continue down this path to eventually go west.  Take the path up 
here, probably fighting the Vomer and Oerlikons, until you reach a new 
screen.  Here, you’ll have to actually fight the Corkpedite.  There are 
two possible targets – its head or its body.  The former has 200 HP, 
while the latter has 300.  If you destroy the head, then the body will 
do a suicide attack that automatically knocks out one of your 
characters.  Therefore, it is advisable to destroy the body first.  
Then clear any Oerlikons you see.

Now follow the sign to a new screen.  Here, defeat another Stumpet, and 
then proceed to the next screen.  Here, avoid enemies and jump up the 
path to a chest (coins, my friend).  Hey, an “In” sign.  Hey, a funny 
Toad-looking guy.  Hey, a shop!  Talk to the Toad, who is well-built 
for a Mushroom Kingdom man, and he’ll reveal himself as Hinopio.  His 
name is like that of “Toad” in Japanese.  By the way, the music of his 
store is that of World 1-2 in the original Super Mario Bros. for the 
NES.  It does include a few new sounds, though.  He runs an item shop, 
an Inn, and an armor shop.  Stop at the third one I mentioned.  Here, 
buy every item for sale.  Afterward, your equipment will look a little 
something like this:

-----------------------------------------------------------------------
Character        Weapon            Armor             Accessory
-----------------------------------------------------------------------
Mario            Lazy Shell        Fire Shirt        Safety Ring
-----------------------------------------------------------------------
Mallow           Sticky Glove      Fire Pants        Rare Scarf
-----------------------------------------------------------------------
Geno             Hand Cannon       Fire Cape         Safety Badge
-----------------------------------------------------------------------
Bowser           Spiked Link       Lazy Shell        Amulet
-----------------------------------------------------------------------
Toadstool        War Fan           Fire Dress        Jinx Belt
-----------------------------------------------------------------------

Notice that I kept Bowser with his Lazy Shell.  It lowers his attack 
too much for normal use, but still buy the Fire Shell; he needs a good 
back-up like the Fire Shell.  Keep the Work Pants, though, as they 
raise attack.  In any case, Bowser can wear any of the three, whichever 
you prefer.  However, an upcoming battle makes it essential that Bowser 
keep his Lazy Shell on.  Now, see the figurines to the upper-right?  
It’s cameo time!  One is an Arwing, the trusted vehicles of the Star 
Fox series, while the other two are racers from the F-Zero series, both 
popular Nintendo divisions.

Also, buy some Pick Me Ups at the Hino Mart.  In fact, fill your 
pockets.  It’s quite useful.  Now exit to the southeast.  Save at the 
Save Block.  In the next screen, hop across the blocks (reminiscent of 
Sky Bridge in Land’s End) to reach the end.  At the end, go forward to 
see several Pyrospheres, which merge to form a giant, flaming Yoshi 
thing (like the enemies in the dome levels of Super Mario World that 
hide in lava), also known as the dreaded Czar Dragon!  I’m too young!

                         +-------------------+
                         |    Czar Dragon    |
                         +-------------------+

This actually is not a cakewalk, let me tell you.  Conserve items and 
FP, ‘cause you’ll be needing it after this battle.  In old Russia, 
“czars and czarinas” were basically the monarchs of the land, up until 
the point in which Vladimir Lenin introduced communism to a WWI-
weakened peoples.  So, the idea here is to say that the Czar Dragon has 
absolute power, or that he’s a tyrant.  In any case, this, err, um, 
thing has 1400 HP, 160 attack, 100 defense, 120 magic attack, and 70 
magic defense.  Not much of a defensive powerhouse, really, but its not 
bad.  Really, Czar Dragon is easy to beat.  I recommend that Bowser be 
wearing the Lazy Shell armor now, as it will keep him from taking 
damage, as will Mario’s Safety Ring.

It can use Water Blast (that makes no sense!  It’s a fire creature!), 
Iron Maiden, which makes a character afraid, and Flame Wall, as well as 
a strong normal attack.  Now, Czar Dragon is weak to ice attacks like 
Snowy, but you’ll easily get by with normal attacks.  Keep using them 
until you win.  Note that Czar Dragon can also summon Helios, each of 
which having 10 HP, 140 attack, 0 defense, 0 magic attack, and 0 magic 
defense.  They are suicide creatures that come in fours.  At that point, 
you should use Snowy to beat them all, additionally causing damage to 
the dragon.  After the battle, Czar Dragon falls into the lava.  When 
it emerges, it is Zombone!!!

                           +---------------+
                           |    Zombone    |
                           +---------------+

This is why the fight is so tough – you must fight two bosses in a row.  
Zombone has 1800 HP, 190 attack, 60 defense, 80 magic attack, and 100 
magic defense.  How did it get stronger by dying?  Clearly, this is a 
dragon of many contradictions.  Its attacks include the following: 
Boulder (yikes), Blast (also yikes), Bite (not too bad), and Storm (80 
HP down the drain).  Also, it can use Scream to make you afraid.  
Fortunately, the skeletal beast is weak to jumps and thunder.  If you 
have any Bracers, use them.  However, jumps don’t do enough damage 
unless you’re good; stick to Lazy Shell.  With well-timed blocks and 
good healing practices, you’ll be able to win just slightly.  Never let 
all of your partners’ HP run under 60, though!  With any luck, you’ll 
manage to beat the beast once and for all here and now.  It has low 
defense, and Lazy Shell can rip through it.  Good luck!  I always 
remembered this battle with dread, but it actually isn’t that hard…

                        +---------------------+
                        |    Axem Invasion    |
                        +---------------------+

Go forward into the next screen to find the Star!  Huzz-huh?!  Just as 
Mario is prepared to grab it, some freak with a hatchet jumps in and 
steals it!  It’s Axem Red!  Then Axem Green comes in, and then Yellow, 
Pink, and the coolest member – Black.  Follow them up the path and they 
start making fun of your mustache.  Axem Yellow, who I here quote, says 
“That guy’s worse looking than that clod, Mario!”  It is then that Axem 
Green informs him that that is Mario.  Axem Red, presumably the leader, 
then warns the group that they need to take this Star to the Blade, 
which Yaridovich mentioned as his air ride before transforming.  They 
run off with the Star.  Now, stop and make your party Mario, Geno, and 
Bowser, and be sure to keep the Lazy Shell armor on Bowser.  Chase the 
Axems until eventually you reach a spring.  Use it to launch yourself 
out of Barrel Volcano.  Blade is late again, and Axem Yellow points out 
that Mario is here.  Then it rises – Blade.  It’s a giant axe-like 
thing.  Mario jumps onto it, too, and the fight begins.

Red: We fight for evil!
Black: We live for disorder!
Green: We like what we do!
Pink: We struggle for chaos!
Yellow: We are…
All: the AXEM RANGERS!!

                      +------------------------+
                      |    The Axem Rangers    |
                      +------------------------+

Oh no!  The mighty morphing Power Rangers, err, Axem Rangers!  Running 
a similar vein, in the sequel to this game, the Koopa Bros. make fun of 
another pop-culture show – the Teenage Mutant Ninja Turtles.  Still, 
let’s get back on topic.  You’re up against five people, and you are 
but three.  Here’s a chart to show their stats, as these guys are a 
boss, believe it or not.

---------------+----------+----------+----------+----------+-----------
Enemy Name     |    HP    |    AP    |    DP    |    MA    |    MD     
---------------+----------+----------+----------+----------+-----------
Axem Pink      |    400   |    120   |    80    |    80    |    100    
Axem Black     |    550   |    140   |    100   |    4     |    40     
Axem Red       |    800   |    150   |    100   |    24    |    80     
Axem Yellow    |    600   |    170   |    130   |    6     |    60     
Axem Green     |    450   |    110   |    60    |    90    |    120    
---------------+----------+----------+----------+----------+-----------

Between these five, they have many attacks.  However, they all have a 
basic hatchet attack dealing differing amounts of damage, except for 
Axem Black, who uses a scythe thing.  On Geno’s first turn, use Geno 
Flash.  This will damage everyone, and that’s the point.  Then the Axem 
Rangers do their attacks.  It is likely that Axem Pink will use Recover 
or Mega Recover on Axem Red.  Now, as Mario, attack Axem Pink with the 
Lazy Shell.  Now, as Bowser, use the Star Egg.  This should destroy 
Axem Pink and her wretched recovering abilities (now I know how enemies 
feel when Toadstool uses Group Hug).  Now, continue this process, only 
switch to Mario attacking Axem Black.  He’s considerably weak already, 
and he has strong bomb attacks.

Now, let’s rid ourselves of that pesky and scrawny Axem Green (he’s the 
Geno of the group) who keeps using special attacks.  That means Star 
Egg and Geno Flash for them.  As you defeat Axem Green, it is likely 
that Axem Red will use Vigor Up.  This is of little importance, though.  
When the green machine is gone, we can move on to Axem Yellow.  He’s 
extremely weak by now, and it’ll be an easy few swipes at him, or 
another turn of the Star Egg.  He was the troublesome heavy-hitter of 
the group, causing lots of damage to us.  Now we can beat Axem Red 
quite easily.  Give him personal attention with your hits, and he’ll 
fall in no time.  Here are their battle excuses when they run out of HP.

Axem Pink: My make-up’s running!!
Axem Black: I broke my shades!
Axem Yellow: I’m… hungry!!
Axem Green: I’ve got a headache.
Axem Red: Enough!!  Now I’m angry!  Time to finish this!  Formation…HO!  
Here we GO!

Hmm, Axem Red didn’t sound like he was giving up.  He’s now operating a 
turret of the Blade, and the other four are striking poses around him.  
Axem Rangers have 999 HP, 0 attack, 100 defense, 120 magic attack, and 
100 magic defense.  Still, they aren’t tough.  Since Bowser has the 
Lazy Shell armor, the Breaker Beam, the most powerful and only attack 
that the rangers have, only does 8 or so damage to him.  He can sit 
there and use Star Egg all he wants until you win.  Keeping Mario and 
Geno up is optional, but they can speed things up.  Luckily, the Axem 
Rangers need time to charge the Breaker Beam.  Ten turns is all it 
takes, though.

Axem Red: This isn’t possible!  We are… invincible!
Axem Pink: Can this be happening to the AXEM RANGERS?

The Blade explodes, and we win.  Take the Star, this time for once and 
for all.  We now have all the Stars but one.

“6 Star Pieces have finally been collected.  Where could that last Star 
Piece be?”

=======================================================================
=============================Yellow Star*==============================
=======================================================================

                       +----------------------+
                       |    The Frying Pan    |
                       +----------------------+

The man in Moleville has found his last find in Moleville Mines.  It’s 
a “Metal Plate,” costing 300 coins.  Take it!  As it turns out, it is 
actually a Frying Pan, and it is Toadstool’s best weapon in the game.  
Equip it to her and bam!  She now possesses the best weapon she can 
wield.  I guess it’s out of the fan and into the frying pan for those 
enemies, huh?  No, that was meant seriously, no pun/proverb rewording 
intended.

                      +-------------------------+
                      |    Frog Coins Galore    |
                      +-------------------------+

Let us now take a closer look at the Land’s End cliff.  Go to Land’s 
End from Monstro Town and fall down the cliff.  Go south and then back 
north.  Sergeant Flutter and Sky Troopa company file out to let you 
cross them.  If you didn’t notice before, Sergeant Flutter keeps track 
of how quickly you managed to get up the cliff.  If impressive, you get 
rewards.  Specifically, you get 5, count them, 5 Frog Coins for scaling 
it before the eleventh second.  As a result, this is a very easy way to 
earn many Frog Coins, whose purposes are numerous.  However, we will be 
raiding the store of Frogfucius’s pupil in Seaside Town, although they 
can be used for other things.  Below is a diagram of the cliff.

+-------------------------+
|       7   _             |
|           F             |
|    6     8              |
|                         |             +-----------------------------+
|       5     4           |             |             KEY             |
|                   3     |             +-----------------------------+
|        2                |             | # = Number of Sky Troopas   |
|    1                    |             | F = Sergeant Flutter/Finish |
|   +---+                 |             | S = Starting Point          |
|   |-S-|                 |             +-----------------------------+
|   |---+-------+         |
|   |-----------|         |
|---|-----------+---------|
+-------------------------+

Now, this should help you visualize.  When you get on Sky Troopa # 1, 
jump to # 2 immediately afterward.  Wait for # 2 to pass under # 4 and 
then jump to # 3.  From there, you can jump to # 4 right after landing.  
When # 4 is under # 8, jump to # 5, and then to # 6.  Wait a bit and 
then jump to # 7.  Now jump right down to # 8, and then make a jump as 
soon as you can for Flutter’s ledge.  That time comes when you’re just 
about one and a half rock layers below the ledge.  Do this and you 
might just break 12 seconds.  The first time you get a time of under 12 
seconds, you earn the Troopa Pin.  Unfortunately, at this point in the 
game, such an accessory is useless to us.

If you beat eleven and a half seconds, you get one Frog Coin.  If you 
beat eleven seconds, then you get five Frog Coins.  If you can perfect 
the strategy (due to the isometric view, many people don’t jump nearly 
soon enough when on Sky Troopa # 5, which can blow an entire second for 
you.  Also, waiting on the seventh Sky Troopa is a repeated mistake), 
then you’ll be rich in Frog Coins, green gold.  Really, it’s extremely 
easy once you get the hang of it.  And, just in case you feel the need 
to be better than me, my record high score is 10:50.  If you can beat 
that (don’t e-mail me about it), then you are a true Sky Troopa…  Here 
are all the items you should buy if you haven’t already done so, from 
the frog residing in the second story of the Elder’s home in Seaside 
Town (prices in Frog Coins).

                  +--------------------------------+
                  | Item Name                Price |
                  +--------------------------------+
                  | See Ya                      10 |
                  | Earlier Times               15 |
                  | Exp. Booster                22 |
                  | Coin Trick                  36 |
                  | Scrooge Ring                50 |
                  +--------------------------------+

Yep, that’s every item he sells.  I doubt you’ll use them all, but they 
are very nice to have.  See Ya lets you run from battle automatically 
without taking a chance that you won’t make it.  Earlier Times starts 
the battle over (you do not regain what items you had, though).  Exp. 
Booster doubles the experience you get in a battle.  Coin Trick doubles 
the coins you get from battle.  The Scrooge Ring cuts the FP you use in 
battle by half.  All of them are good, and each has its use.  However, 
none of them are good for your stats, only their effects, and it will 
be at your discretion that you equip them.

                        +--------------------+
                        |    The Game Boy    |
                        +--------------------+

As you can tell, I’m just doing all extra things to prepare ourselves 
for our upcoming trials.  You could’ve gotten this since the beginning 
of the game almost, but I withheld the information.  Go to the Inn of 
Mushroom Kingdom.  There’s a kid in the corner playing his Game Boy.  
Talk to him and he’ll mess up, blaming you.  Talk to him over and over 
again and he’ll eventually be reaching his high score.  When he gets it, 
he decides to sell it to you for 500 coins.  Although some might 
consider the game a waste of time and money, you might find it fun.

You control a beetle, and you shoot stars at shells flying in the air.  
Each time you hit one, your score rises (also, the number of points you 
get per little star that erupts from the beetle and hits the others 
doubles each time; it goes 1, 2, 4, 8, 16, 32, 64, and so on).  Also, 
below “Switch” you now have the option “Game” on the Menu.  Select it 
to play Beetle Mania.  If you get hit, you must press A to recover.  It 
is quite simple, but it can be addictive.  I find the best strategy is 
to rapid-fire and zigzag to avoid the explosions of the shells.  Have 
fun!

                       +-----------------------+
                       |    Progress Report    |
                       +-----------------------+

Before we continue, make sure you have everything I list here.  In 
items, you’ll need the Star Egg, Earlier Times, and the See Ya.  Also, 
keep other items for healing, etc.  In levels, you’ll want everyone to 
be at either Level 21 or 20, Mario being at 21 preferably.  Then, your 
equipment should be equipped like so (although you should also possess 
the Scrooge Ring, the Exp. Booster, and the Coin Trick in your 
inventory of equipment).

-----------------------------------------------------------------------
Character        Weapon            Armor             Accessory
-----------------------------------------------------------------------
Mario            Lazy Shell        Fire Shirt        Safety Ring
-----------------------------------------------------------------------
Mallow           Sticky Glove      Fire Pants        Rare Scarf
-----------------------------------------------------------------------
Geno             Hand Cannon       Fire Cape         Safety Badge
-----------------------------------------------------------------------
Bowser           Spiked Link       Lazy Shell        Amulet
-----------------------------------------------------------------------
Toadstool        Frying Pan        Fire Dress        Jinx Belt
-----------------------------------------------------------------------

If you have all of this stuff, well and good.  If not, either look 
through the earlier parts of the guide or check out the appropriate 
sections in Section 3.  If you do have all of it, proceed onward to the 
next subsection, which advances into the final frontier.

                        +---------------------+
                        |    The Royal Bus    |
                        +---------------------+

Go talk to King and Queen Nimbus now that you’ve defeated the Czar 
Dragon and those fearsome Axem Rangers.  Queen Nimbus says that the 
only place left to look is in Bowser’s Keep.  But, there’s no way into 
it.  Not even Mario can jump THAT far.  But, King Nimbus has a smashing 
idea.  You should ride the royal bus!  Of course, why didn’t I think of 
that?!  Yes, Mallow is now man enough to ride the bus.  Exit the castle 
and head left.  A giant Lakitu-looking taxi appears, and you hop on it.  
To Bowser’s Keep, and the final Star Piece!

                        +---------------------+
                        |    Bowser’s Keep    |
                        +---------------------+

Enemies: Alley Rat (105 HP), Amanita (52 HP), Armored Ant (230 HP), 
Bahamutt (1200 HP), Big Bertha (350 HP), Bloober (130 HP), Chained Kong 
(355 HP), Chester (500 HP), Chewy (90 HP), Chow (80 HP), Forkies (350 
HP), Geckit (100 HP), Glum Reaper (180 HP), Greaper (148 HP), Gu Goomba 
(132 HP), Lakitu (124 HP), Magmus (50 HP), Malakoopa (95 HP), Muckle 
(320 HP), Oerlikon (85 HP), Orbison (30 HP), Pulsar (69 HP), Pyrosphere 
(167 HP), Rob-omb (42 HP), Sackit (152 HP), Shaman (150 HP), Shy Away 
(140 HP), Sling Shy (120 HP), Star Cruster (72 HP), Stinger (65 HP), 
Terra Cotta (180 HP), The Big Boo (43 HP), Tub-O-Troopa (500 HP), Vomer 
(0 HP), Zeostar (90 HP)

The people of Mushroom Kingdom, Rose Town, Moleville, Marrymore, and 
Seaside Town gather on Vista Hill as Mario enters.  Immediately, Bowser 
comments on the familiar scents.  Smithy’s going to pay for stealing 
his castle!  First, KEEP BOWSER IN YOUR PARTY!  If you do, then many 
enemies in Bowser’s Keep will run away at the beginning of battle.  In 
fact, the following enemies run away at the sight/smell of Bowser: Gu 
Goombas, Terra Cottas, and Malakoopas.  Also, I’d just like to say that 
making that enemies list was annoying, and there are way too many 
enemies to be found here.  Bowser’s minions – the ones that run away 
from you – usually inhabit the place, but they’ve long been replaced by 
Smithy’s minions.

Go forward and into a new room.  All the Terrapins are now Terra Cottas, 
and they are slightly stronger (still no match for you, though).  Also, 
you’ll encounter a new enemy – the Forkies.  Like Jawfuls, they start 
the battle off asleep (they’re technically enraptured this time, 
though), and they come to their senses as soon as you attack.  So, 
don’t attack them until you’re ready to fight them, as they aren’t weak 
this time around.  Their Storm can deal a good amount of damage, and 
even their normal fork attack is descent.  I recommend avoiding the 
Terra Cottas if you can.  In the next room, you’ll find Gu Goombas, 
possibly partnered with Star Crusters.  The former have 132 HP, while 
the latter has 72 HP.  Both are new enemies based on old ones.  Keep 
Bowser in your party and you won’t have to worry about Gu Goombas, but 
Star Crusters are still a threat to some extent.  They can put you to 
sleep or attack you rather weakly.  At the end, hop across the blocks 
to a new room.

It’s the room we fought Bowser in all that time ago…  In this room, 
you’ll find Tub-O-Troopas, the new Heavy Troopas on the block.  They 
attack similarly, and they have 500 HP, but low defense.  Get to work 
on them and you can beat them before they do, though.  Also, the 
Paratroopas here are called Malakoopas, and neither of them are that 
strong.  At the end of the hall, go through the mouth of the Bowser 
statue into a dark room.  Here, go forward, avoiding Gu Goombas, to 
reach a fork in the road.  Go left, fighting a Gu Goomba to reach a 
chest containing a Mushroom.  Now head right.  You’ll soon reach a 
large red door.  I may’ve touched upon this before, but let me delve 
into it a bit further this time around.

The large red doors are common of Bowser’s Castle and the castles of 
his minions in Super Mario World.  The red doors always marked an 
upcoming boss.  Anyways, go through it.  Here, hit the Save Block and…  
whoa!  It’s Croco!  However, he’s not out to steal your items/coins 
this time.  No sir, he’s out to sell you items for relatively good 
prices.  Stock up if need be, and then move on.  He sells all the Fire 
armor, although you shouldn’t need it (you should have bought it in 
Barrel Volcano at the Hino Mart).  Now, please move on to the next door.

It’s the six doors!  There are six doors here, and you must take four.  
Two lead to action courses (jumping and stuff like that).  Two lead to 
battle courses (fighting several enemies to advance).  The other two 
lead to puzzle courses.  Since the door numbers are always random, I’ll 
just have to cover all six for you.  They are listed in that order: 
action, fighting, and then puzzles.

                               --------
                               1-Action
                               --------

Three Terrapins are jumping about the place, which makes the invisible 
path flash momentarily.  Yes, you must cross the boiling lava, and you 
have ten tries to do it in.  Here’s a diagram of the correct path.

                                 +-------------------------+
  +---------------------+        |     M                   |
  |         C           |        |   +--------+   +----+   |
  |   +-------------+   |    C   |   |        |   |    |   |
  |   |             |   |        |   |        |   |    | Y |
  |   |             |   |        |   +--+  +--+   |    +---+
+-+   +-------------+   |        |      |  |      |
| S               F     |        |   +--+  |   +--+
+-+   +-------------+   |        |   |     |   |
  |   |             |   |        |   |     |   |
  |   |             |   |        |   | C   |   |
  |   +-------------+   +--------+   +--+  |   +----------------------+
  |    C                              R |  |                    Finish|
  +-------------------------------------+  +--------------------------+

                       +-----------------------+
                       |          Key          |
                       +-----------------------+
                       | C = Coin              |
                       | F = Fright Bomb       |
                       | Finish = End Point    |
                       | M = Ice Bomb          |
                       | R = Royal Syrup       |
                       | S = Starting Point    |
                       | Y = Rock Candy        |
                       +-----------------------+

There are also several items in there.  Go for them if you’d like, 
although your mail goal is to make it out of there alive.  Note that 
your chances carry over into the next room, which is filled with lava 
and contains several platforms in it.  Don’t go for the items and 
you’ll do fine.  They aren’t that good, anyways.  Note that when you 
jump, the platforms stop in place.  At the end, it’s 3D Donkey Kong!  
Donkey Kong is the game that made Mario, his first game, and it also 
introduced DK to the scene in the arcade.  In that game, Mario was 
known as Jumpman (his identity hadn’t developed yet, you see), and 
Mario tried to get up a construction site as DK threw barrels at him.

Here, much the same thing is happening.  Rush to the left and hide 
beneath the ledges to avoid getting hit by the barrels.  When there’s a 
break in the barrage (watch for the vertically falling barrels), run 
out.  You may have to jump over barrels, too.  At the end, jump into 
the Guerilla, possibly a Chained Kong, to stop the barrage, and then 
advance into the next room.  Hit the chest for the Super Slap, which 
actually isn’t Toadstool’s best weapon.  The Frying Pan is, and we 
already have it, making the Super Slap almost pointless.  Each room has 
a weapon/item at the end of it, by the way.

                               --------
                               2-Action
                               --------

You start out over a pool of lava, much like the first challenge.  
However, there are platforms to take you across.  Follow these 
instructions…  Jump to the first platform that comes your way and take 
it to the bottom, toward the next platform, and then jump to the next.  
Continue this until you reach the last platform in the room.  Let it 
take you all the way up, from where you should jump to the nearby high 
ledge.  Go toward the start of the room to obtain a KerokeroCola in a 
chest, by the way.  Now that you have that, return to the last platform 
and take it to the door.

The next room is a rather simple one.  You get on a cannonball and you 
can move it, but the controls are reversed (left makes it go right, 
etc.).  Your only obstacle is getting to the other end while avoiding 
Bob-ombs.  This is pretty easy to do, and there are lots of items you 
can get along the way.  Here’s another one of my nifty diagrams.

                +------------------------------------+
                |       P          M                 |
                |                          C   C     |
                |                                    |
                | S C   C   C  C  C  C      F Finish |
                |                                    |
                |           F      R                 |
                +------------------------------------+

                       +-----------------------+
                       |          Key          |
                       +-----------------------+
                       | C = Coin              |
                       | F = Flower            |
                       | Finish = End Point    |
                       | M = Max Mushroom      |
                       | P = Pick Me Up        |
                       | R = Rock Candy        |
                       | S = Start Pint        |
                       +-----------------------+

The next room is a bit trickier.  You get on one platform, and then the 
other revolves around it.  This is a tricky stunt pulled in Bandit’s 
Way, and I highly recommend you go straight across unless you have 
serious skills.  If you do, then actively seek out these items along 
the way:

          +-------------------------------------------------+
          |                      F          P               |
          |                                                 |
          | S                                        Finish |
          |       F              R                     K    |
          |                                    B            |
          +-------------------------------------------------+

                       +-----------------------+
                       |          Key          |
                       +-----------------------+
                       | B = Fire Bomb         |
                       | F = Flower            |
                       | Finish = End Point    |
                       | K = KerokeroCola      |
                       | P = Pick Me Up        |
                       | R = Royal Syrup       |
                       | S = Start Point       |
                       +-----------------------+

At the end, you reach a room with the chest containing the Sonic 
Cymbals, Mallow’s best weapon.

                               --------
                               3-Battle
                               --------

Ugh, endless enemies are upon us.  Let’s get to it, I suppose.  It 
really helps to use Bowser here for the first few battles.

                           +--------------+
                           |    Room 1    |
                           +--------------+

Gu Goomba x 5
Malakoopa x 2, Tub-O-Troopa
The Big Boo x 2, Orbison x 2
Sling Shy x 5

                           +--------------+
                           |    Room 2    |
                           +--------------+

Chewy x 2, Shy Away x 2
Mr. Kipper, Muckle x 2
Amanita x 2, Orbison
Glum Reaper, Greaper x 2

                           +--------------+
                           |    Room 3    |
                           +--------------+

Pyrosphere x 3
Lakitu x 3
Zeostar x 2, Shaman x 2
Shaman x 6

And for participating in all these battles, you get the Star Gun, 
Geno’s best weapon in the game.  Also, notice the red Magikoopa who was 
creating the enemies we fought.  We shall meet him again.

                               --------
                               4-Battle
                               --------

Like last time, you have to face a bunch of enemies to get through.  
Here are the enemies by room (keep Bowser out).

                           +--------------+
                           |    Room 1    |
                           +--------------+

Terra Cotta x 4
Oerlikon x 2, Star Cruster
Sackit, Big Bertha x 2
Chow x 2, Forkies

                           +--------------+
                           |    Room 2    |
                           +--------------+

Alley Rat, Armored Ant x 2
Bloober x 3, Star Cruster
Stinger x 4
Geckit x 2, Chained Kong

                           +--------------+
                           |    Room 3    |
                           +--------------+

Rob-omb, Big Bertha x 2
Vomer x 4
Magmus x 2, Pulsar x 2
Chester

A note on that Chester, the final enemy.  It is the hardest form of the 
Pandorite, and it has 500 HP, but not much defense.  If you do an Ultra 
Jump, you could conceivably beat it in one turn.  If not, a Bahamutt, a 
strange dragon creature, comes out.  It has 1200 HP, and it provides 
most of the challenge.  You get the Drill Claw by going through it, 
Bowser’s best weapon.

                               --------
                               5-Puzzle
                               --------

It’s quiz time with Dr. Topper, a quite intelligent Hammer Bros. who 
seems to have spied on Mario during his adventures.  He asks twelve 
questions, of which you need to get at least eight correct.  You have 
five seconds to answer each question, and getting it wrong results in 
your block moving down once.  I’ll try to make a list of questions that 
Dr. Topper asks, and make sure to use it if you don’t know.  I try to 
organize them chronologically by when you’d know them.

Question: What was Toadstool doing when she was kidnapped by Bowser?
Answer: She was looking at flowers

Question: What color are the curtains in Mario’s house?
Answer: Blue

Question: What is the fourth selection on the Menu Screen?
Answer: Equip

Question: What is Raini’s husband’s name?
Answer: Raz

Question: The boy at the Inn in the Mushroom Kingdom was playing with 
what?
Answer: Game Boy

Question: What was Mallow asked to get for Frogfucius?
Answer: Cricket Pie

Question: Where was the first Star Piece found?
Answer: Mushroom Kingdom

Question: What does Belome really like to turn people into?
Answer: Scarecrows

Question: Who is the famous composer at Tadpole Pond?
Answer: Toadofsky

Question: How many legs does Wiggler have?
Answer: Six

Question: What’s the first monster you see in the Pipe Vault?
Answer: Sparky

Question: What does the Red Essence do?
Answer: Gives you strength.

Question: Mite is Dyna’s WHAT?
Answer: Little brother

Question: How many underlings does Croco have?
Answer: Three

Question: Where was the third Star Piece found?
Answer: Moleville

Question: In the Moleville blue, it’s said that moles are covered in 
what?
Answer: Soil

Question: What did Carroboscis turn into?
Answer: A carrot

Question: What monster did not appear in Booster Tower?
Answer: Terrapin

Question: Booster is what generation?
Answer: Seventh

Question: The man getting his picture taken at Marrymore hates what?
Answer: Getting his picture taken

Question: The boy getting his picture taken at Marrymore can’t wait 
‘til which season?
Answer: Skiing

Question: What’s the chef’s name at Marrymore?
Answer: Torte

Question: How long have the couple inside the Chapel been waiting for 
their wedding?
Answer: 30 minutes

Question: What the password in the Sunken Ship?
Answer: Pearls

Question: What’s the full name of the boss at the Sunken Ship?
Answer: Jonathon Jones

Question: What’s the name of the boss at the Sunken Ship?
Answer: Johnny

Question: Johnny loves WHICH beverage?
Answer: Currant Juice

Question: Yaridovich is what?
Answer: A boss

Question: How much does a female beetle cost?
Answer: 1 coin

Question: What technique does Bowser learn at Level 15?
Answer: Crusher

Question: What do Culex, Jinx, and Goomba have in common?
Answer: They live in Monstro Town

Question: What’s the name of Jagger’s “sensei”?
Answer: Jinx

Question: Who helped you up the cliff at Land’s End?
Answer: Sky Troopas

Question: What words does Shy Away use when he sings?
Answer: La dee dah~

Question: Who is the famous sculptor at Nimbus Land?
Answer: Garro

Question: What color is the end of Dodo’s beak?
Answer: Red

Question: What does Birdo come out of?
Answer: An eggshell

Question: What is Hinopio in charge of at the middle counter?
Answer: The inn

Question: Who is the leader of The Axem Rangers?
Answer: Red

Question: Who is the ultimate enemy in this adventure?
Answer: Smithy

Those are all the possible questions Dr. Topper might ask you.  Succeed 
to advance on into the next room, which continues Dr. Topper’s sinister 
puzzle games.  Here, you must count barrels.  In the first room, there 
are 12 barrels to begin with.  Dr. Topper then adds some.  Count how 
many he places, add that to twelve, and you’ll have the number of 
barrels.  Note that the new barrels that you want to count are the 
lightly-colored ones.  In the second room, there are 43 default barrels.  
You have twenty seconds to count this time.  So, count the lighter 
barrels and add that number to 43 to get your number.  After that, Dr. 
Topper moves on.

Now you are given several clues as to how Boo (The Big Boo), Goo 
(Goomba), Bones (Dry Bones), and Kipp (Goby) did in a triathlon and 
then you must tell how they did.  Each will say one of the following 
things (make note, on paper or in your head, of exactly who said what):

I) “I outrode ____ on my bike, and _____ was never able to pass me.”

II) “I fell into 4th place during the bike race, but finally ended up 
in the same place as I did in the swimming event.”

III) “I placed in the same place in the swimming and cycling events, 
but 2 others beat me in the marathon.”

IV) “I came in 3rd for swimming.”

Talk to the creatures who said these things in this order, and you will 
pass yet another challenge to this long puzzler.  At the end, go 
through the door, now rid of Dr. Topper, to find a room with a chest in 
it.  This one contains a Rock Candy in it.  It’s probably the worst 
room to get, actually.

                               --------
                               6-Puzzle
                               --------

Without a guide, this is definitely the most challenging room.  Luckily, 
you have me to help you along.  As always, puzzles and quizzes are 
handled by THE quiz master himself, Dr. Topper the Hammer Bros.  This 
time, he’s going to let you and him play a sort of coin blackjack.  
That is, there are 21 coins in a chest, and you hit the chest to get 
anywhere from one to four coins.  Whoever takes the last coin is the 
loser (and you want to win, by the way).  Dr. Topper is quite good, and 
he will always try to make you take the twenty-first by taking the 
twentieth himself.  Count how many coins have been taken in total as 
you go, and make sure you don’t end up with the sixteenth-nineteenth 
coin, as Dr. Topper can take any number of coins he wants to take the 
twentieth coin, which results in you taking the twenty-first (and 
losing).  Your goal is to take the twentieth coin.  Good luck with that, 
as I can’t give much better strategy than that.

In the next room, Dr. Topper challenges you to a game.  The floor is 
covered with ! Switches, and jumping on one causes all the ones around 
it to rise if they are down or lower if they are up.  Luckily for you, 
I have four easy steps with accompanying diagrams to help you through 
this challenge.

=======================================================
-Step 1-
                                                    Key
!  !  !  !                                          ---
!  !  !  !                          X = Switch to Press
!  !  !  !                            O = Down Switches
!  X  !  !                              ! = Up Switches

-Step 2-
                                                    Key
!  !  !  !                                          ---
X  !  !  !                          X = Switch to Press
!  O  !  !                            O = Down Switches
O  O  O  !                              ! = Up Switches

-Step 3-
                                                    Key
O  !  X  !                                          ---
O  O  !  !                          X = Switch to Press
O  O  !  !                            O = Down Switches
O  O  O  !                              ! = Up Switches

-Step 4-
                                                    Key
O  O  O  O                                          ---
O  O  O  !                          X = Switch to Press
O  O  !  X                            O = Down Switches
O  O  O  !                              ! = Up Switches

-End Result-
                                                    Key
O  O  O  O                                          ---
O  O  O  O                          X = Switch to Press
O  O  O  O                            O = Down Switches
O  O  O  O                              ! = Up Switches
=======================================================

And that’s all there is to it.  Upon completing that, Dr. Topper moves 
on to his toughest game yet.  If you’ve ever played the peg game before 
(the one with the triangular wooden board that has pegs in each hole in 
the board, and you try to finish the game with only one peg left in the 
board), this is basically it, only much easier.  That is to say, you 
knock a cannonball along a bunch of other cannonballs.  To move the 
cannonball, you must have it hop over another one to reach a new space, 
and the cannonball you skip over disappears.  For example…

                            M  S  E

Let’s say each letter above stands for a cannonball, except for E, 
which is an empty space.  If M is a cannonball and S is as well, then 
you could have cannonball M “hop over” cannonball S to the empty space 
E.  This would cause S to disappear, and for the space M to become 
empty as well as S’s former spot.  It’s really simple, actually.  Well, 
let me make a good diagram for you of exactly how to play.  The goal is 
to leave one cannonball only left over.  Let’s begin, shall we?  It 
takes fifteen steps.

=======================================================
-Starting Arrangement-
                                                    Key
                                                    ---
O  O     O                               O = Cannonball
O  O  O  O                       M = Cannonball to Move
O  O  O  O                J = Cannonball You’re Jumping
O  O  O  O                  S = Space You’re Jumping To

-Step 1-
                                                    Key
                                                    ---
M  J  S  O                               O = Cannonball
O  O  O  O                       M = Cannonball to Move
O  O  O  O                J = Cannonball You’re Jumping
O  O  O  O                  S = Space You’re Jumping To

-Step 2-
                                                    Key
                                                    ---
   S  J  M                               O = Cannonball
O  O  O  O                       M = Cannonball to Move
O  O  O  O                J = Cannonball You’re Jumping
O  O  O  O                  S = Space You’re Jumping To

-Step 3-
                                                    Key
                                                    ---
   O  S                                  O = Cannonball
O  O  J  O                       M = Cannonball to Move
O  O  M  O                J = Cannonball You’re Jumping
O  O  O  O                  S = Space You’re Jumping To

-Step 4-
                                                    Key
                                                    ---
   O  O                                  O = Cannonball
M  J  S  O                       M = Cannonball to Move
O  O     O                J = Cannonball You’re Jumping
O  O  O  O                  S = Space You’re Jumping To

-Step 5-
                                                    Key
                                                    ---
   O  O                                  O = Cannonball
   S  J  M                       M = Cannonball to Move
O  O     O                J = Cannonball You’re Jumping
O  O  O  O                  S = Space You’re Jumping To

-Step 6-
                                                    Key
                                                    ---
   O  O                                  O = Cannonball
   O                             M = Cannonball to Move
M  J  S  O                J = Cannonball You’re Jumping
O  O  O  O                  S = Space You’re Jumping To

-Step 7-
                                                    Key
                                                    ---
   O  O                                  O = Cannonball
   O  S                          M = Cannonball to Move
      J  O                J = Cannonball You’re Jumping
O  O  M  O                  S = Space You’re Jumping To

-Step 8-
                                                    Key
                                                    ---
   O  M                                  O = Cannonball
   O  J                          M = Cannonball to Move
      S  O                J = Cannonball You’re Jumping
O  O     O                  S = Space You’re Jumping To

-Step 9-
                                                    Key
                                                    ---
   M                                     O = Cannonball
   J                             M = Cannonball to Move
   S  O  O                J = Cannonball You’re Jumping
O  O     O                  S = Space You’re Jumping To

-Step 10-
                                                    Key
                                                    ---
                                         O = Cannonball
         S                       M = Cannonball to Move
   O  O  J                J = Cannonball You’re Jumping
O  O     M                  S = Space You’re Jumping To

-Step 11-
                                                    Key
                                                    ---
                                         O = Cannonball
         O                       M = Cannonball to Move
   M  J  S                J = Cannonball You’re Jumping
O  O                        S = Space You’re Jumping To

-Step 12-
                                                    Key
                                                    ---
                                         O = Cannonball
         M                       M = Cannonball to Move
         J                J = Cannonball You’re Jumping
O  O     S                  S = Space You’re Jumping To

-Step 13-
                                                    Key
                                                    ---
                                         O = Cannonball
                                 M = Cannonball to Move
                          J = Cannonball You’re Jumping
M  J  S  O                  S = Space You’re Jumping To

-Step 14-
                                                    Key
                                                    ---
                                         O = Cannonball
                                 M = Cannonball to Move
                          J = Cannonball You’re Jumping
   S  J  M                  S = Space You’re Jumping To

-End Result
                                                    Key
                                                    ---
                                         O = Cannonball
                                 M = Cannonball to Move
                          J = Cannonball You’re Jumping
   O                        S = Space You’re Jumping To
=======================================================

And that’s how to get it done.  Dr. Topper has had enough of you, and 
you have beat all his strategy/puzzle games.  Go into the next room to 
find a chest containing Rock Candy.  Well, you certainly could’ve 
gotten better luck as far as choosing doors goes.  Oh well, though.  At 
least you got to experience Dr. Topper.

After four of them, you’ll fall out the door to a Save Block.  Use it, 
as you won’t want to have to go through all that again, unless you got 
bad doors.  Of course, what you get is random, but you’d want to get 
both battle doors and both action doors, although the first action door 
isn’t really needed that much.  Now, do any healing you might need with 
Mallow’s HP Rain or Toadstool’s healing abilities.  After all, that 
battling, if you did battle, might’ve hurt.  In the next room, as 
hinted at by the Save Block, is a boss.  The red Magikoopa that was 
casting enemies upon us in two of the battle screens is back, and now 
it’s trying to take you out in a more direct fashion.  It’s go time.  
Wait, that wasn’t nearly dramatic enough…  Hmm, let’s see here.  Ah, 
that’s the ticket.  IT’S GO TIME!!!!!

                          +-----------------+
                          |    Magikoopa    |
                          +-----------------+

It is actually rather pathetic that Bowser would not be able to defeat 
his own minion by himself, but so it goes.  Anyways, Magikoopa has 1600 
HP, 100 attack, 60 defense, 120 magic attack, and 100 magic defense.  
Not too shabby if I do say so myself.  Due to his low defense, you will 
massacre him in just a few attacks.  His attacks, on the other hand, 
are very weak due to your accessories.  Bowser takes very little damage 
anyways due to his Lazy Shell armor, and Mario is vastly unaffected by 
special attacks.  His Flame Wall won’t put a dent in either character, 
but he does have one recurring attack.  That’s right, ANOTHER freak who 
knows Water Blast.  It can do considerable damage, but it won’t be too 
crippling, as Magikoopa will go down quickly.  However, Magikoopa will 
summon to the battle field three monsters.  Their stats are in the 
below table.

---------------+----------+----------+----------+----------+-----------
Enemy Name     |    HP    |    AP    |    DP    |    MA    |    MD     
---------------+----------+----------+----------+----------+-----------
Jinx Clone     |    320   |    180   |    120   |    0     |    35     
King Bomb      |    500   |    0     |    130   |    80    |    0      
Bahamutt       |    500   |    170   |    100   |    80    |    20     
---------------+----------+----------+----------+----------+-----------

As you can see, his monsters are very weak.  However, each has a past 
with you.  The Jinx Clone is like the clones Belome made of you and 
your partners in Belome Temple, except it’s of Jinx, the sensei bug in 
Monstro Town.  King Bomb is the name of the gigantic Bob-omb that 
Punchinello summoned in a moment of desperation.  Bahamutt is the 
dragon-like creature that somewhat resembles Hooktail, the boss of 
Chapter 1 in the sequel to this game’s sequel (Paper Mario: The 
Thousand-Year Door), who you may have fought when fighting the Chester 
in the action doors.

Anyways, I did enjoy seeing the Yoshi egg and the old Super Mario World 
triangle/circle/square spell Magikoopas cast when he summons the 
monsters, but they are annoying.  King Bomb is so big that you can only 
target it, not Magikoopa, for one.  After several turns, it may use Big 
Bang, which does a lot of damage to everyone (but Bowser, who only 
takes one damage with his Lazy Shell armor on), as well as eliminating 
King Bomb.  Jinx Clone uses the same attacks as the real Jinx, except 
it is dramatically weaker.  Bahamutt is a weaker version of its Chester 
sidekick counterpart.  In any case, you’ll need to defeat them first if 
you want to attack Magikoopa.  In the end, this is a joke of a battle.

                  +---------------------------------+
                  |    Bowser’s Keep (Continued)    |
                  +---------------------------------+

Enemies: Alley Rat (105 HP), Amanita (52 HP), Armored Ant (230 HP), 
Bahamutt (1200 HP), Big Bertha (350 HP), Bloober (130 HP), Chained Kong 
(355 HP), Chester (500 HP), Chewy (90 HP), Chow (80 HP), Forkies (350 
HP), Geckit (100 HP), Glum Reaper (180 HP), Greaper (148 HP), Gu Goomba 
(132 HP), Lakitu (124 HP), Magmus (50 HP), Malakoopa (95 HP), Muckle 
(320 HP), Oerlikon (85 HP), Orbison (30 HP), Pulsar (69 HP), Pyrosphere 
(167 HP), Rob-omb (42 HP), Sackit (152 HP), Shaman (150 HP), Shy Away 
(140 HP), Sling Shy (120 HP), Star Cruster (72 HP), Stinger (65 HP), 
Terra Cotta (180 HP), The Big Boo (43 HP), Tub-O-Troopa (500 HP), Vomer 
(0 HP), Zeostar (90 HP)

Magikoopa turns from red to its usual blue.  Bowser exclaims 
“Magikoopa,” and the Monstro Town music starts playing.  Apparently, 
Magikoopa was brainwashed by Smithy as a defender of the keep.  It’s 
great running into a loyal Koopa Trooper, you know.  Bowser has a habit 
of confiding in a certain Magikoopa as his advisor or favorite.  This 
may be because his childhood mentor/caretaker was Kamek, a Magikoopa.  
Recently, Bowser has made Kammy Koopa his Magikoopa advisor and right 
hand, but this was one of his earlier ones.  It seems that Bowser has 
some tough new troopers, but Magikoopa can still help Bowser out.  He 
casts a spell (Ho’okalakupua!), and he creates a golden chest.  It 
never runs out of coins.  Also, you can talk to Magikoopa to let him 
heal you completely.  Neat-o!  This is like an Inn only they give you 
coins!

Hit the chest until you have 999 coins, as we’ll be spending them 
shortly.  Enter the left door to find Croco.  Yep, he’s restocked and 
selling stuff again.  This is like a regular town!  Croco sells several 
good items.  The armor actually isn’t generic.  Buy every item or armor.  
Also, sell all your old armor except for the Lazy Armor shell and 
anything else you’re attached to.  This is all of the ultimate armor 
for each character, and Croco also sells items like Pick Me Ups (which 
you’ll want to stock up on).  Afterward, here’s what to equip (if you 
have it.  I understand if you don’t have all the weapons listed here, 
as the six doors are random).

-----------------------------------------------------------------------
Character        Weapon            Armor             Accessory
-----------------------------------------------------------------------
Mario            Lazy Shell        Hero Shirt        Safety Ring
-----------------------------------------------------------------------
Mallow           Sonic Cymbal      Prince Pants      Rare Scarf
-----------------------------------------------------------------------
Geno             Star Gun          Star Cape         Safety Badge
-----------------------------------------------------------------------
Bowser           Drill Claw        Lazy Shell        Amulet
-----------------------------------------------------------------------
Toadstool        Frying Pan        Royal Dress       Jinx Belt
-----------------------------------------------------------------------

Everyone has changed a bit.  You can buy as much as you want if you 
have the patience to use Magikoopa’s infinite coin chest.  Go back a 
room, save, go up a room, and then take the right door.  Here, Thwomps 
hit the ground, which temporarily stun and freeze you from the 
shockwaves.  Go under the Thwomps when they are up and avoid the 
Bombshell Bills (golden Bullet Bills).  If you don’t, you’ll face a Big 
Bertha, the new Blasters on the block.  Their Blazer attack can kill 
you instantly; be sure to defend against it.

And at the end, you enter a room much like the one you fought Bowser in 
for the first boss fight of the game.  Go forward and you hear a voice.  
It’s some weird thing!  It is on a chandelier, not supported by a 
Kinklink but by a Chandeli-ho, Shy Guys forced to hang onto them for 
all their lives.  So you’re the notorious Mario!  He is the final 
guardian of the sword, Boomer.  En garde!

                           +--------------+
                           |    Boomer    |
                           +--------------+

Boomer seems to be a knight, and he has 2000 HP, 200 attack, 140 
defense, 35 magic attack, and 26 magic defense.  He makes Magikoopa 
look like a sissy.  His attacks do amazing damage, too.  He has the 
Blizzard attack, but his magic attack is very low.  He also has Storm, 
Blast, and a few other weak magic attacks, nothing spectacular.  
Additionally, he can use a regular sword slash, whose strength is about 
60-70.  He can also use Shaker, an instant death move.  On Mario’s 
turns, use Lazy Shell.  Get the timed hit and you’ll do up to 200+ 
damage.  Use every turn to use a regular attack, and he’ll soon use a 
sort of Valor Up that makes his armor blue.  He can change between the 
two armors, by the way.

His second form is better at magic, and it shares HP with its other 
form, has 120 attack, 90 defense, 100 magic attack, and 90 magic 
defense.  Keep using regular attacks now that his defense is lowered, 
and you’ll make short work of Boomer.  However, Boomer now has 
increased speed.  He can attack twice a turn on occasions, and, if not 
successful in downing them, Shaker reduces your partner’s HP to 1.  
after a few turns, there’s a flash.  Boomer is dieing (asthma attack, I 
think, and I mean that seriously), and he rejects your sympathy.  He 
dies a soldier’s death by letting the chandelier fall.  We never know 
if he actually does die or not.  After all, they weren’t that high up…  
The Chandeli-ho you’re on takes you up, though, to the sword.  But 
before that, Midas River music.  Get funky!

                            +------------+
                            |    Exor    |
                            +------------+

You go from one boss battle to the next.  It is the sword, whose hilt 
is a monster called Exor.  The hilt ends at the creature knows as 
Neosquid (what?  New Squid…  That’s what neo- means, anyways…  Man, his 
parents must hate him to give him that name).  Also, you can attack 
Neosquid’s eyes.  Here’s a little chart for the stats of each of your 
four opponents.

---------------+----------+----------+----------+----------+-----------
Enemy Name     |    HP    |    AP    |    DP    |    MA    |    MD     
---------------+----------+----------+----------+----------+-----------
Exor           |    1800  |    0     |    120   |    0     |    80     
Left Eye       |    300   |    153   |    130   |    47    |    80     
Right Eye      |    500   |    128   |    100   |    82    |    36     
Neosquid       |    800   |    180   |    80    |    86    |    50     
---------------+----------+----------+----------+----------+-----------

Exor is weak, and it is the heart of the blade.  However, it is 
protected by the eyes, and it cannot be hurt as long as they are intact.  
Also, Neosquid can be attacked, although this just gets rid of his 
attacks.  And yes, they are annoying.  For one, it knows Water Blast.  
It also has a variety of condition attacks (sleep, scarecrow, etc.).  
Neosquid doe the attacking, but the eyes can, too.  Take out one eye 
and Exor loses its protection.  At that point, focus everyone’s attacks 
on it. Don’t bother taking out Neosquid; it will revive a few turns 
after being defeated, anyways.  Also, the eyes eventually come back 
(defeat the left one, as it is quicker to beat).  If they do, though, 
keep attacking Exor until the message “The EYE is protecting Exor!” 
appears on the screen.

If you have Geno in the party, you can use the 9999 Geno Whirl trick on 
the eyes (and Exor himself!) for a quick victory, too.  And, if you 
want to attack everyone, Star Egg is a good attack to use.  In the end, 
the battle isn’t a difficult one.  Especially with Bowser’s Lazy Shell 
armor, you’re invincible.  In the end, Exor’s flaming eyes extinguish, 
and Neosquid swallows you into its mouth.  The five of you now fall 
into the final frontier, the Gate.  This is the road to Smithy, as Geno 
points out, and Exor was a link between the two worlds.  Now that 
Bowser has his castle back, he wants to leave, but Geno counters by 
saying that Smithy could easily send more forces to take it back.  And, 
a spring behind you can take you out of this place if need be to the 
World Map.

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

Enemies: Ameboid (220 HP), Doppel (333 HP), Glum Reaper (180 HP), 
Hippopo (400 HP), Jabit (150 HP), Li’l Boo (66 HP), Machine-Made (X HP), 
Mad Mallet (200 HP), Ninja (235 HP), Pounder (180 HP), Poundette (150 
HP), Puppox (300 HP), Springer (122 HP)

I suggest you have all the best weapons from my equipment table a bit 
above.  If you don’t have it, then you can repeat the six doors trial 
to get them.  That’s how I was able to write guides through each door, 
you see.  Anyways, this place truly lives up to the Square Enix 
reputation; the place has that sort of music, it is a dark, sinister 
looking place, and surges of black clouds go by constantly.  Go forward 
one screen and you’ll find the path end.  Get on the long grooved bar 
and then onto its bolt.

Jump on it to force it forward, and do so until you reach the next part.  
Save at the Save Block and then go forward another screen.  Here you’ll 
find a Glum Reaper, which you may already be familiar with from 
Bowser’s Keep.  Avoid it if you can, and cross the gap with the bolt 
and bar like before.  At the end, a blue creature called an Ameboid 
appears.  They are very weak, and should give you no trouble.  There 
are other Glum Reapers here, too, and some might be partnered up with 
Hipoppos, which have 400 HP each.  From the Ameboid, you’ll reach a 
crossroads.

You can either go up or right, but either way you’ll end up in the same 
place.  Go north from there to a new screen.  Immediately you’ll notice 
a series of Ameboids dropping down from an upper area onto a ! Switch.  
Since you can beat them on your first attack with Mario’s Lazy Shell, 
you might want to fight some of the Ameboids in this never-ending line 
for 17 Experience Points a pop.  However, you’re going to eventually 
want to hit the ! Switch, which creates a path.

Go forward on it to a new screen.  Save at the Save Block there and go 
north once again.  Here, hit the chest to the left for the Ultra Hammer.  
Wow!  However, even it is 20 attack points weaker than the Lazy Shell, 
which is Mario’s best weapon in the game.  I will say, though, that the 
Ultra Hammer does make return appearances in the sequel and that’s 
sequel to this game (Paper Mario for the N64 and Paper Mario: The 
Thousand-Year Door for the Game Cube).  When ready to continue, use the 
jump pad to reach the bolt, and then cross the second to reach a spring.  
Bounce on it to a large room.  Ahead of you is a… giant clock!  Alarm 
clock, that is.  And the two bells on the side talk!  They can’t 
believe you made it this far, but it’s the end of the line for you.  By 
the way, keep Toadstool out for healing effects.

                         +------------------+
                         |    Count Down    |
                         +------------------+

The clock is named Count Down, and it seems to be asleep.  The two 
bells are called Ding-a-Lings.  Here are their stats: Count Down has 
2400 HP, 0 attack, 80 defense, 120 magic attack, and 80 magic defense, 
while each Ding-a-Ling has 1200 HP, 180 attack, 120 defense, 20 magic 
attack, and 80 magic defense.  Count Down, although seemingly asleep, 
is ticking constantly.  As a result, he has different attacks for 
different times of the day.  It does not attack constantly, and he can 
use Recover on itself.  For this reason, start by attacking and 
destroying the Ding-a-Lings.

They can use Doom Reverb (silencer), Dark Star (painful attack), Fear 
Roulette (instantly kills an ally, like its Russian counterpart), 
S’Crow Bell (turns you into a scarecrow), a regular attack (eh, not too 
bad), and it can move the time forward so Count Down has a different 
attack.  At 3:00, Count Down uses Recover.  At 5:00, Count Down uses 
Aurora Beam.  At 6:00, Count Down uses Mega Recover.  At 7:00, this son 
of a sundial can use Water Blast!  Arrgh!  I hate 7:00!  At 9:00, Count 
Down leans back and does nothing.  At 10:00 beware Petal Blast, which 
can turn you into a mushroom if Safety Ring/Badge isn’t equipped.  And, 
at noon or, what would have been more likely due to the setting, 
midnight, Count Down uses Corona.  At 1:00, it uses Crystal.  All of 
his attacks are specials, which aren’t that weak, for that matter.

Now, when defeating the Ding-a-Lings, keep in mind that they have 
fairly good defense, and you should use Star Egg if your character 
can’t do more than 100 damage.  In fact, this is quite an effective way 
to quickly beat the Ding-a-Lings.  Heal when needed during this process, 
and then Count Down will be a breeze.  He has very low defense, and you 
can do 100-200 damage at least to him with regular attacks.  A few 
rounds of that and he’s broken.

                    +----------------------------+
                    |    The Gate (Continued)    |
                    +----------------------------+

Enemies: Ameboid (220 HP), Doppel (333 HP), Glum Reaper (180 HP), 
Hippopo (400 HP), Jabit (150 HP), Li’l Boo (66 HP), Machine-Made (X HP), 
Mad Mallet (200 HP), Ninja (235 HP), Pounder (180 HP), Poundette (150 
HP), Puppox (300 HP), Springer (122 HP)

A Save Block appears behind you after the battle.  Use it and then 
press onward.  Here, you’ll find several conveyor belts.  These are the 
Machine Made enemies, and they are robotic clones of past enemies.  
First, you’ll face the Machine Made Axem Rangers, which is odd because 
there can be two Axem Blacks in one attack force, etc.  The below table 
has the stats of all the Machine Made enemies, alphabetized for your 
convenience.

---------------+----------+----------+----------+----------+-----------
Machine Made   |    HP    |    AP    |    DP    |    MA    |    MD     
---------------+----------+----------+----------+----------+-----------
Axem Black     |    120   |    120   |    110   |    4     |    40     
Axem Green     |    80    |    105   |    80    |    80    |    120    
Axem Pink      |    100   |    95    |    90    |    40    |    100    
Axem Red       |    180   |    135   |    95    |    24    |    80     
Axem Yellow    |    200   |    140   |    130   |    16    |    20     
Bowyer         |    1000  |    150   |    120   |    90    |    80     
Drill Bit      |    180   |    130   |    82    |    31    |    69     
Mack           |    300   |    160   |    120   |    95    |    40     
Shyster        |    100   |    135   |    95    |    90    |    65     
Yaridovich     |    800   |    180   |    130   |    90    |    50     
---------------+----------+----------+----------+----------+-----------

Oddly enough, Machine Made Bowyer is tougher than Machine Made 
Yaridovich.  They do technically have boss music, which is why they’re 
listed, but I do not consider them to be bosses because you fight them 
endlessly.  If you hop up the first conveyor belt, which drops down 
Machine Made Axem Blacks and Yellows, you’ll reach a chest containing a 
Mushroom.  Now fall into the pit near here.  When you do, go forward to 
a screen with a Flower and a Mushroom in chests.  Now go back to the 
spring, and take it up to the conveyor belts with the Machine Made 
enemies coming down.  To bridge the gap, use the platforms.  At the 
other end, Machine Made Axem Reds, Greens, and Pinks are coming down.

Jump on the conveyor belt after one has just passed, and then fall to 
the ground.  Now, whether you fight the Ameboids or not, go north.  
Here, an endless line of Jabits are coming down.  With them are Mad 
Mallets, hammers with legs.  Also, Bowyer arrows are raining down on 
you, and they can freeze you momentarily.  Also possible is the 
presence of a Pounder and a Poundette, basically the same thing.  Avoid 
these, as the arrows can make you fight them endlessly, and continue on.  
The Shyster-looking creatures are called Springers, and they may 
accompany Puppoxes, advanced Remo Cons.  And further ahead you’ll find 
Machine Made Macks, which are surrounded by Machine Made Shysters.  
Mack does give lots of coins, despite its weakness.  None of these 
enemies should prove difficult.  In fact, most are one-hit-and-they-die 
machines.

Go north again to find a new screen.  Conveyor belts here form a path 
to solid ground, and at the end are Li’l Boos, some of the weakest 
enemies you’ll ever fight.  At the end of the second set of conveyor 
belts is a chest containing a Royal Syrup.  From it, go south to 
another set of conveyor belts, which will lead to a platform.  Take it 
across the gap and then jump to the next conveyor belts.  Go north 
until you see a chest to the left.  Hit it for a Max Mushroom.  Now go 
north after some more path and Li’l Boos.  Here, jump up the conveyor 
belt stairs.  As you go, a Machine Made Bowyer comes down.  It has the 
ability canceling ability of his real counterpart, and it, like Machine 
Made Mack, gives lots of coins upon defeat.  Now, to continue down the 
path, jump over the Machine Made Axem guards to reach another conveyor 
belt with Machine Made Bowyers on it.

Wait for one to go by and then jump up it quickly.  You’ll just barely 
avoid the next Bowyer and be able to go north, where you’ll find a Save 
Block.  Go north of that screen to find two new enemies.  First, the 
patrol robots are called Ninjas, and they are probably partnered with 
Doppels, rather weak, but advanced, versions of the Phantom.  Ninjas 
attack you before they die, and they will run away, too, if their 
partner dies.  Then, you’ll see Machine Made Yaridovich fall down to 
attack.  I wonder if these are robotic clones, as if their memory and 
thoughts were inputted into the Machine Made enemies, or if the 
originals were actually Machine Made enemies.  In any case, the former 
is probably true since the Machine Made enemies are so much weaker than 
the originals.

Don’t fight it yet, though; go north to a room with two chests, a 
Mushroom and a Flower.  Now go back south and beat Machine Made 
Yaridovich with relative ease.  However, I should point out that, when 
fighting Machine Made Yaridovich, he can use “Multiplier,” which splits 
himself into four Machine Made Drill Bits.  Defeat them and then 
Machine Made Yaridovich reappears to fight.  Like his machine boss 
brothers, he gives mega coins upon death (as well as 60 Experience 
Points!).  Defeat one Machine Made Yaridovich when it’s on the platform 
to destroy the platform, which creates a hole.  Take it down to fight…

                     +--------------------------+
                     |    Cloaker and Domino    |
                     +--------------------------+

These guys do horrible Knife Guy and Grate Guy impressions.  Plus, 
their names don’t really match them.  In any case, do not take them 
lightly.  Cloaker has 1200 HP, 170 attack, 130 defense, 12 magic attack, 
and 20 magic defense.  That’s pretty good!  Domino has 900 HP, 65 
attack, 80 defense, 120 magic attack, and 150 magic defense.  So, 
here’s the deal.  Domino is much weaker than Cloaker; we can tolerate 
it for longer; let’s defeat Cloaker first.  This is just like the Knife 
Guy/Grate Guy routine.

Just for kicks, let’s review their attacks.  It seems that, in this 
game, bosses in pairs follow the high attack, low magic attack/low 
attack, high magic attack rule.  Domino has all of the following 
attacks: Endobubble (makes you afraid), Lightning Orb (pathetic), 
Blizzard (still pathetic), Diamond Saw (gasp), Solidify (it won’t hurt 
Mario or Bowser because of the Safety Ring and Lazy Shell, but it will 
be horrific to your other partner), Bolt (a joke), and Flame Stone 
(ha!).

Cloaker has only a few attacks – sword-slash, boulder toss, and fire 
needles.  Still, Cloaker is much more effective than Domino could ever 
hope to be.  Also, I noticed that this battle has tons of sprite 
glitches – lines going through people where they shouldn’t, etc.  Just 
keep attacking Cloaker normally and he will perish.  Domino is 
extremely upset that you weaklings killed her/his partner, and it runs 
to seek help.  Follow it to…

                    +----------------------------+
                    |    Domino and Mad Adder    |
                    +----------------------------+

Domino proves his/her robotic anatomy by electrically attaching itself 
to Mad Adder, a gigantic robotic cobra.  Domino now has the same exact 
stats, but Mad Adder is a new element in this mix.  It has 1500 HP, 150 
attack, 70 defense, 90 magic attack, and 180 magic defense.  Plus, it 
has a whole new bag of tricks.  Mad Adder can bite you (ouch), use Sand 
Storm (makes everyone afraid), Storm (one-target very strong attack), 
or use Boulder (damage for everyone!).  If any character is afraid, 
than your best weapon here is the Star Egg.  I reiterate; if any 
character cannot do 100 damage in a normal attack to Mad Adder, then 
use Star Egg on their turn.

Also, do not attack Domino, either.  Domino is now on life-support, so 
to speak, and destroying its source of electricity destroys Domino 
(that is, destroy Mad Adder to destroy Domino, but not vice versa).  If 
you heal often enough, this should be a very easy battle for you.  By 
the way, “Mad Adder” is a double pun.  An adder is a type of snake, but 
also, it refers to it as being a “mad hatter.”  Hatters were considered 
mad because they used mercury to polish hats, which was their job, and 
mercury could damage the brain, making them insane.  It is also a 
reference to Alice in Wonderland, if you’ve ever seen it (it’s a Disney 
movie).  But, if you didn’t follow my directions and you defeated 
Domino first, you’ll face…

                   +------------------------------+
                   |    Cloaker and Earth Link    |
                   +------------------------------+

If you killed Domino, then Cloaker gets scared.  He runs off to seek 
aid from Earth Link, a gigantic robotic cobra.  He hooks up with Earth 
Link, proving that he is a robot, and Cloaker gains ten attack points.  
However, this is his only stat change.  Earth Link has 2500 HP, 220 
attack, 120 defense, 5 magic attack, and 10 magic defense.  As you can 
see, the smart thing was to beat Cloaker so that you fought Mad Adder 
with Domino, a far, far easier boss.  But, Earth Link is more than just 
a bunch of stats.  Its attacks are deadly, too.  Earth Link can use a 
poison attack, a bite, and Carni-Kiss, all of which do heavy damage.  I 
hope you have either Mallow or Toadstool in your party, because between 
Cloaker and Earth Link, you will need it.  However, the battle should 
be quick if you fight smartly.  With only 10 magic defense, Earth Link 
is one gigantic special target.

If you have Bowser, don’t use Poison Gas, as it has a immunity to it.  
Instead, use Bowser Crush.  With Mario, use Ultra Jump.  And, always 
remember to attack only Earth Link.  If you attack Cloaker, you’re 
wasting your turn.  Cloaker is using Earth Link as his life support now, 
and you beat Cloaker if you beat Earth Link.  If you run out of FP, use 
constant Star Eggs.  I recommend that your third partner, whoever that 
may be, heals everyone.  Now, how was I able to cover guides for both 
Mad Adder and Earth Link?  Well, it was quite simply the use of one of 
Frogfucius’s pupil’s items – Earlier Times.  Anyways, you’ll eventually 
win, which ends all three of these possible battles.

You end up, completely healed from the last battles, in the room you 
fell to by a spring.  Go left to a new area, the Factory.

                         +-------------------+
                         |    The Factory    |
                         +-------------------+

Enemies: Clerk (500 HP), Director (1000 HP), Mad Mallet (200 HP), 
Manager (800 HP), Pounder (180 HP), Poundette (150 HP)

The Factory is just several rooms filled with enemies.  However, they 
are pretty strong, like sub-boss-like.  First, notice all the enemies 
being made on the conveyor belt.  Go forward to find the Clerk, asking 
about production schedules.  He mentions that this new army will be 
plenty to replace the defeated members of the Smithy Gang – Mack, 
Bowyer, Yaridovich, and the venerable Axem Rangers.  Mallow comes out 
upon hearing this, protesting that they’ve caused enough trouble 
already.  He sends three Mad Mallets to defeat you.

Beat them with relative ease and the Clerk attacks you.  He looks like 
a mechanized knight with horns and an axe.  Notice that the axe has the 
same insignia the Blade did, the airship of the Axem Rangers.  Because 
Clerk is like a boss, though, I’ll list his stats.  Clerk has 500 HP, 
160 attack, 100 defense, 47 magic attack, and 60 magic defense.  First 
defeat the Mad Mallets.  It is very easy, and it can use Valor Up and 
Vigor Up in the same turn while fighting.  Just bombard it with regular 
attacks.  Go forward again and Mallow, who is quite energetic today, 
sees a ! Switch.  Hit it and a giant crane comes down.  Mario rescues 
Mallow and everyone is happy.  Now, as you go forward, a voice stops 
you.  It’s Toad!

He somehow made it up here, which really undermines your fighting 
abilities.  He also sees Toadstool is here, and he determines that he 
must help.  Toad joins your party!  No, I’m kidding.  He just sells you 
items.  It is actually very convenient.  Buy as many Pick Me Ups as you 
can; they are far superior to Max Mushrooms and the like.  However, he 
also does sells Max Mushrooms (for 39 coins).  Afterward, he gives you 
a Rock Candy.  Go forward again.

The conveyor belt has Machine Made Drill Bits coming down it, which 
shows that all the enemies are Machine Made enemies before adding color.  
Pounder # 1-3 give reports on the progress of the factory.  Pounder # 1 
reports that the “Drill Bit” project is nearly complete.  Pounder # 2 
reports that they are ahead of schedule.  Pounder # 3 claims that 
they’ll make Smithy proud.  They start laughing, and Bowser can’t take 
it.  He rules this world, not Smithy, and don’t you forget it!  He’s 
surprised that Mack 2 and Yaridovich 2 didn’t stop him.  He must be 
referring to the Machine Made series.  Now we fight!

Start by defeating the Pounders.  The Manager has 800 HP, 170 attack, 
110 defense, 60 magic attack, and 70 magic defense.  A few regular 
attacks will deal him death, err, defeat.  Note that he can summon new 
Pounders every turn, and so it might not be a good idea to defeat them 
each time.  After the fight, Bowser recites a haiku, a Japanese poem 
with 5-7-5 syllable structure.  I’d like to write it here…

Like the moon over
the day, my genius and brawn
are lost on these fools. ~Haiku

However, the haiku isn’t a good one, as the second line actually has 8 
syllables.  Go to the next screen and you’ll see that Poundettes hit 
the Machine Made Drill Bits to toughen them.  Also, there’s a red 
armored guy here.  Toadstool demands to know if he’s in charge.  He is 
the Director, and he is afraid that it is impossible to stop the 
weapons production now.  Any dissent against Smithy will result in his 
immediate melt down.  Like before, attack him normally, ignoring the 
Poundettes.  The Director has 1000 HP, 190 attack, 120 defense, 57 
magic attack, and 80 magic defense.  He isn’t too tough, but he can use 
both Valor Up and Vigor Up.  When you win, go forward to find a Save 
Block.  Here, a Ninja, who is the Factory Chief, is the final defense 
for Smithy.  Savor the moment, ‘cause this is as far as you’ll ever get!

                  +---------------------------------+
                  |    Factory Chief and Gunyolk    |
                  +---------------------------------+

The Factory Chief claims that his own invention, the Gunyolk, will be 
the cause of your demise.  Let’s prove him wrong!  Factory Chief has 
1000 HP, 200 attack, 120 defense, 70 magic attack, and 90 magic defense.  
Gunyolk has 1500 HP, 200 attack, 130 defense, 120 magic attack, and 80 
magic defense.  Let’s start by defeating the Factory Chief.  He is 
incredibly strong himself.  He can either hit you directly or use a 
Shuriken, but both can do quite a bit of damage (he also can use 
Thornet, which is almost identical to his normal attack).

Gunyolk is much worse, though.  It can use Breaker Beam, dealing about 
100 damage to all characters (save Bowser, who uses the Lazy Shell 
armor), and Mega Drain and Electroshock don’t help the cause too much, 
either.  Echofinder will silence a character (just hope it isn’t 
Toadstool or Mallow).  When you’ve defeated the Factory Chief, after 
much healing I assume, the battle becomes much easier.  Focus all your 
attacks on Gunyolk, obviously.  Mallow becomes crucial as well, as he 
can use Snowy.  Naturally, being a magma-powered machine, Gunyolk is 
weak to ice.  However, Gunyolk is still amazingly good at using Breaker 
Beam almost every turn.  To make the battle go faster, use Star Egg if 
your character can’t deal 100 damage to it.  However, even if Mario and 
Mallow are downed and you don’t feel like using a Pick Me Up, Bowser’s 
Lazy Shell armor proves its worth again.  Even the Breaker Beam does 
only 2 damage to him.  With clever attacks, you’ll beat Gunyolk in no 
time flat.

                     +--------------------------+
                     |    Final Preparations    |
                     +--------------------------+

Geno comes out and notices that the production line still hasn’t 
stopped.  A pipe is where the weapons come from.  Smithy must be down 
there…  Go back to the Save Block and use it.  Now return to Toad’s 
shop earlier in the Factory.  Buy as many Pick Me Ups as you can, and 
don’t worry if you have to sell some items to buy them.  Now, arrange 
your party in a Mario-Toadstool-Bowser setup.  Usually, this is the 
setup people use when fighting Smithy, although I confess that I almost 
always fight him with Mario-Toadstool-Geno, since Geno is my favorite 
partner.  But, use Bowser instead.  Your equipment should be used so:

-----------------------------------------------------------------------
Character        Weapon            Armor             Accessory
-----------------------------------------------------------------------
Mario            Lazy Shell        Hero Shirt        Safety Ring
-----------------------------------------------------------------------
Mallow           Sonic Cymbal      Prince Pants      Rare Scarf
-----------------------------------------------------------------------
Geno             Star Gun          Star Cape         Safety Badge
-----------------------------------------------------------------------
Bowser           Drill Claw        Heal Shell        Jinx Belt
-----------------------------------------------------------------------
Toadstool        Frying Pan        Lazy Shell        Scrooge Ring
-----------------------------------------------------------------------

As you might have seen, we practically swapped equipment between Bowser 
and Toadstool.  There’s a good reason for it, though.  Toadstool is the 
most important character in this battle because she can heal.  
Furthermore, her usage of the Scrooge Ring lets her heal twice as much 
as she normally could because her FP usage is halved.  Bowser, on the 
other hand, experiences a very large increase in strength.  The Lazy 
Shell decreases attack, which is why Bowser was so weak when wearing it.  
But, this shouldn’t matter to Toadstool, who will not be attacking very 
often (trust me, every turn is a good turn to heal).  Bowser also wears 
the Jinx Belt at the price of some of his FP to raise his attack power.  
After all, none of Bowser’s specials will be of use to you in the 
upcoming battle.

So, although I wouldn’t recommend it for outside usage because Bowser 
has much higher natural defense than Toadstool, it is still absolutely 
effective for the final fight.  Now, make sure you have full FP and HP 
before you start the battle.  To start the fight, press the ! Switch 
that Factory Chief and Gunyolk were guarding.  A crane lifts you and 
drops you down the pipe, leading right to the leader of the Smithy Gang 
himself – Smithy.

                           +--------------+
                           |    Smithy    |
                           +--------------+

This bearded titan holds a gigantic hammer in his right hand, and he 
hits it against liquid metal provided to him by the Smelter to create 
the Machine Made Drill Bits, his newest weapons.  Mallow comes out and 
points to the final Star Piece – the yellow one on his chest.  It is 
tiny on the giant.  Geno comes out after Smithy demonstrates further 
the ease with which he can create his machines (if you haven’t noticed, 
Smithy is a pun name.  Blacksmiths create weapons from metal, just as 
Smithy has all weapon-based robotic minions: Mack is a knife, Bowyer is 
a bow, Yaridovich is a spear, the Axem Rangers carry axes, and he has a 
hammer).  Geno demands the Star Piece, and Smithy laughs.  He realizes 
that you are Mario, and with brutal delight he predicts that you and he 
will have a dispute over the Star Piece.  Bowser then comes out, 
demanding that he leave his castle.  In quite a sinister manner, Smithy 
insists that he has grown fond of the place, and at that Toadstool 
comes out.  She begs that he stop the invasion and just give the Star 
Piece to them.  Smithy laughs at this.  Better yet, he says, why don’t 
you all give him your Star Pieces?  Then he could easily conquer the 
world, and fill it with his armies.  The group reenters Mario, and 
Smithy makes a final demand.  He will crush you all!  Mario makes one 
leap Smithy, and so the ultimate conflict begins to decide the fate of 
Mushroom Kingdom, nay, the world.

If you thought that Culex had good music, then you did not hear 
Smithy’s theme.  From the opening, I think that no other music could 
have suited him better.  It is some of the best videogame music I’ve 
ever heard.  But, back to the heat of battle now.  Smithy is a quick 
one, and he starts the battle off with Sledge, in which a gigantic 
crusher (like ones in Super Mario World) falls down to crush you all.  
Smithy has 2000 HP, 230 attack, 130 defense, 100 magic attack, and 100 
magic defense.  He is surprisingly easy, and his stats aren’t superb, 
either.  Spend Mario and Bowser’s turn giving him damage while 
Toadstool heals any of your injuries and he’ll go down like a Goomba.

However, Smithy has some help, I admit.  He utilizes his Smelter in 
combat.  It has 1500 HP, 0 attack, 120 defense, 0 magic attack, and 100 
magic defense.  So how, you ask, could Smelter, just a bunch of defense 
jammed into a target, be of any use to Smithy?  Well, it smelts!  That 
is, it creates enemies called Shypers, which are probably prototype 
Drill Bits.  Each has 400 HP, 170 attack, 80 defense, 70 magic attack, 
and 50 magic defense.  Still, focus on Smithy.  Other than Sledge, he 
can use Mega Drain, Meteor Swarm, and hammer attacks.  Meteor Swarm is 
the worst, as it attacks everyone with considerable force, while the 
other attacks are simply very strong one-target attacks.  As I’ve said, 
Smelter attacks indirectly by creating Shypers.

Shypers can use Sword Rain, an attack that hits everyone with force 
comparable to Meteor Swarm, and they can use a default attack for low 
damage.  Heal when necessary and attack Smithy with your muscle.  He’ll 
be easy.  Use Come Back if a partner dies.  Don’t be afraid to use 
items, either.  You can’t save after the battle, so it’s not like you 
actually used them.

When you win, Smithy starts screaming “No!” and he hits his hammer 
against the ground furiously.  Aero, one of Bowyer’s arrows, Drill Bit, 
and Shyster warn Smithy about his blood pressure and ask him not to get 
so worked up.  They only further infuriate Smithy, and with one more 
hammer smash, the arena starts quaking.  Smithy and your fighters fall 
down into the depths of the factory, a red hot furnace room of some 
kind.  Never has he been so furious.  He will show you his true form, 
his true power, and he will teach you respect and take revenge.

                         +-------------------+
                         |    True Smithy    |
                         +-------------------+

From a blast of light, Smithy transforms into a giant robot.  He can 
use his hammer to hit his head, which causes it to change shape.  He is 
now truly omnipotent, and his stats even surpass those of Culex.  Each 
of his heads has different strengths, and the below table shows them.

---------------+----------+----------+----------+----------+-----------
Smithy’s Unit  |    HP    |    AP    |    DP    |    MA    |    MD     
---------------+----------+----------+----------+----------+-----------
Smithy Head    |   8000   |    180   |    80    |    60    |    50     
Smithy’s Body  |   1000   |    180   |    80    |    20    |    60     
Tank Head      |   8000   |    250   |    130   |    10    |    50     
Wizard Head    |   8000   |    135   |    50    |    130   |    150    
Chest Head     |   8000   |    150   |    120   |    78    |    80     
Masked Head    |   8000   |    40    |    150   |    70    |    100    
---------------+----------+----------+----------+----------+-----------

Of course, each of the heads shares the 8000 HP.  Now, you can tell 
that you will need to use healing A LOT.  Yes, Toadstool should heal on 
every turn.  In the meantime, have Mario and Bowser attack the head.  
If Toadstool does have a free moment, attack the body with Star Egg or 
Rock Candy.  Remember, you don’t save after this fight, so you can be 
as wasteful with your items as you want.  Furthermore, Smithy has good 
speed, and quite often he can attack twice (head and body).  However, 
his heads each have their weak points, but you won’t be able to utilize 
most of them because Mallow isn’t fighting alongside us.

Smithy starts the battle off with his normal head, the Smithy Head, but 
he quickly switches to the Tank Head.  It is weak to thunder, and 
strong against just about everything else.  It is very strong, and you 
should watch out for one of its attacks – Magmum.  It instantly kills 
its target.  Now, if, say, Mario or Bowser dies, use Come Back to 
revive them.  If Toadstool dies, you’ll be forced to use a Pick Me Up.  
Once, I went the entire battle without using a Pick Me Up, but that was 
hard.

Smithy will switch from the Tank Head to the Wizard Head, which looks 
like a bucket and a creature with outreached arms.  The Wizard Head is 
a blessing in disguise, as it drastically lowers Smithy’s defense.  
Attack it relentlessly.  It has several specials, such as Arrow Rain, 
Sword Rain, Spear Rain, Dark Star, Boulder, and the like, and it is 
only further complemented by its body’s hand gun.  It’s a good idea to 
defeat his body at times, as it freezes it for a few turns, but it 
comes back shortly, so it’s a moot point in the end.

Shortly after the appearance of the Wizard Head, the Masked Head might 
break out.  It is weak to ice, and it is generally weak.  You should 
enjoy this.  It uses weak attacks like Shredder, which has a 
questionable purpose, although it has good defense.  It is weak to ice, 
which would be a good weakness to take advantage of if we had Mallow.  
The Masked Head can also use Recover.

Eventually, it will switch to the Chest Head.  It is close to the edge 
now.  The Chest Head looks like a mailbox.  It is weak to fire, which 
is why you should use Ultra Flame then and there.  The Chest Head has 
lots of weird attacks, too.  It can use a strange blurry blinking 
attack that makes Bowser afraid (heal it with Therapy), plus just about 
every other condition attack (scarecrow, poison, etc.), and you should 
be glad to be rid of it.

After a long and strenuous battle, Smithy’s body explodes, and he 
leaves behind the Yellow Star.  It comes down to you, and you have all 
seven Star Pieces!  All seven fly up to Star Road, and Geno centers 
around the four.  He thanks them, and he leaves to his home in Star 
Road with the Star Pieces.  What is left behind is a doll of Geno, and 
the spirit that took over that doll makes its ascent to Star Road.  
Exor and Neosquid disintegrate, and Mushroom Kingdom is at peace again.

Mallow becomes prince of Nimbus Land officially, and he now bonds with 
his parents.  Bowser and his troops are busy repairing his castle and 
wiping out Smithy’s influence.  Jonathon Jones stares into the sea in 
memory of Mario, and Croco joins the Yoshi gang in racing at Yo’ster 
Isle.  Toadofsky of Tadpole Pond has a school, and Frogfucius and his 
old student enjoy music there.  Dodo is the minister who marries 
Booster and Valentina before the many Snifits there, and Mario and 
Toadstool thank you for playing the game!  Let the parade begin!

This is Luigi’s second cameo in the game, as he is the leader of the 
parade at the end of the game.  Frogfucius and Mallow plus family ride 
the Royal Bus, and Croco steals from Bowser’s castle, causing Bowser to 
chase him.  Valentina has Dodo carry her around in celebration of her 
marriage, and Booster follows close behind in his trains while his 
Snifits spend their days catching beetles… with Booster, who steals 
Bowser’s air ride.

Mack, Bowyer, and Yaridovich are still around, and Smithy rides the 
broken Blade around in the misery of defeat, inside of which I’m sure 
are the Axem Rangers.  And Jonathon Jones is forever following them.  
Yoshi makes an appearance in the end, and Mushroom Kingdom slowly comes 
into focus.  And in front of them are Toadstool and Mario on a shining 
star.  Afterward, one small light comes down and then rises to Star 
Road, where Geno is now overseeing the granting of wishes.  Fireworks 
end the joyous occasion.  THE END.  If you wait long enough, you can 
hear some Super Mario World music.

Congratulations!  You beat Super Mario RPG!  But, there’s still more to 
do yet.  You can fight Smithy all you want now, since you can’t save, 
or you could go out and get all the things you’re missing.  In any case, 
this game just calls to be played again and again.  May it serve you 
well!
-----------------------------------------------------------------------
   _________________________________________________________________
  /                                                                 \
 /                                                                   \
||----------------------------Section 3*-----------------------------||
 \                                                                   /
  \_________________________________________________________________/

=======================================================================
==============================Level-Ups*===============================
=======================================================================

This section is not intended to be used as a guide to what level you 
get moves on (see the next section for that), but instead as a 
recommendation for what to choose when you level-up.  This applies to 
all characters, not just Mario, although he certainly gave me the idea 
for such a chart.  You see, Mario starts out with 20 HP, and some odd 
attack and defense.  This is not balanced, though – his HP is about two 
levels higher than his attack and defense should be.  So, to keep the 
balance for the most well-rounded Mario possible, you should level-up 
accordingly.  By the way, when you do level-up, the POW is attack, the 
mushroom is HP, and the star is special.

-----------------------------------------------------------------------
At Level                                                    Choose This
-----------------------------------------------------------------------
2                                                               Special
3                                                                Attack
4                                                                    HP
5                                                               Special
6                                                                Attack
7                                                                    HP
8                                                               Special
9                                                                Attack
10                                                                   HP
11                                                              Special
12                                                               Attack
13                                                                   HP
14                                                              Special
15                                                               Attack
16                                                                   HP
17                                                              Special
18                                                               Attack
19                                                                   HP
20                                                              Special
21                                                               Attack
22                                                                   HP
23                                                              Special
24                                                               Attack
25                                                                   HP
26                                                              Special
27                                                               Attack
28                                                                   HP
29                                                              Special
30                                                               Attack
-----------------------------------------------------------------------

Furthermore, let it be noted that there are maximums for everything.  
As shown by the Max Mushroom and Royal Syrup, you can have at most 255 
HP and 99 FP.  Beyond that you cannot go with any character.  For 
defense, attacks can do as little as 0 damage, while your offense can 
rise to 9999, the highest in the game, using Geno’s Geno Whirl (see the 
next section for the specifics on that).  Also, you don’t have to 
follow my instructions.  You can make Mario as special/attack/HP 
oriented as you want; my level suggestions above only help you balance 
Mario as much as possible.  However, it may also be a good idea to 
focus on one area constantly (like defense.  With high defense, you are 
invincible).

=======================================================================
==========================Moves and Attacks*===========================
=======================================================================

To help you get timed hits, I’ve made this section.  Not only does it 
help with specials, but with weapons, and I also tell you when 
character learn certain moves.  Note that, after a few original weapons, 
all weapons are basically stronger versions of their seniors (take, for 
example, the Masher, the Lucky Hammer, and the Ultra Hammer, all based 
off of Mario’s original Hammer).  So, what’re we waiting for?  On with 
the show!

Note: If I say that a move is learned at Level 1, then it means that 
you start out with that move when you get control of that character.

                        +---------------------+
                        |    Mario’s Moves    |
                        +---------------------+

                               --------
                               Physical
                               --------

Punch: Mario’s Unarmed attack, as well as a few gloves he wears, 
involve punching.  Press A right before he hits the first time to pull 
off a second punch.  As an origin note, Mario’s punches made their way 
into the extremely popular (and good) game Super Mario 64.  However, 
they are generally uncharacteristic of Mario, who is more famous for 
his strong legs than arms.

Hammer: Since day one in Donkey Kong, Mario has been wielding a hammer.  
For a long time he went without, so it’s nice to see him swinging it 
around again.  Press A right before Mario hits the enemy initially to 
give them a second wallop.

Shell: For the shells in this game that Mario kicks around, press A 
right before foot hits shell.  Mario has a long history of this; in 
Super Mario Bros., after jumping on a Koopa Troopa to de-shell them, he 
could kick it against solid objects, and it could ricochet back off 
them to defeat other enemies.

Best Weapon: Although the game deceptively leads you to believe that 
the best weapon is the Ultra Hammer, it is actually the Lazy Shell, a 
shell-type weapon.

                                -------
                                Special
                                -------

    ---------------------------------------------------------------
    Name of Special                FP              Learned at Level
    ---------------------------------------------------------------
    Jump                           3                              1
    Fire Orb                       5                              3
    Super Jump                     7                              6
    Super Flame                    9                             10
    Ultra Jump                     11                            14
    Ultra Flame                    14                            18
    ---------------------------------------------------------------

Jump: From the start, Mario knows Jump.  Even in his first game – 
Donkey Kong – he was known as Jumpman.  To time it perfectly, press Y 
just as you land on the enemy.

Fire Orb: In Super Mario Bros., Mario could launch fireballs from his 
fists if he had a Fire Flower.  In this game, press Y as fast as you 
can to use this move.

Super Jump: Like Jump, the timed hit is just as Mario hits the enemy.  
However, you can keep jumping until you miss the timed hit with this 
move.

Super Flame: Mario uses bigger fireballs now.  But, it has the same 
timed hit as Fire Orb.  Just press Y as quickly as your fingers allow.

Ultra Jump: Not only can Mario use Jump until he misses the timed hit, 
but it hits multiple targets while focusing on one main target.  To use 
the timed hit, press Y just as you hit the enemy.

                       +----------------------+
                       |    Mallow’s Moves    |
                       +----------------------+

                               --------
                               Physical
                               --------

Punch: Both his Unarmed attack, as well as some gloves he gets, allow 
him to punch his targets.  Press A just as his fist collides with them 
to do it again.  Punching is used often, although there’s no background 
for Mallow’s punching, since Mallow is a brand new character.

Stick: The Froggie and Ribbit Stick are good to whack people with.  
Press A just before they hit to hit again.  This is definitely a 
reference to Frogfucius’s cane.  In fact, Frogfucius is the one who 
gives you the Froggie Stick, which he himself wielded as a young lad.

Cymbals: Mallow can attack with sound.  Press A when you hear the clash 
(the cymbals collide) to do the timed hit.  Origin?  I haven’t the 
slightest.

Best Weapon: You get the Sonic Cymbals, a cymbal-type weapon, in one of 
the six doors of Bowser’s Keep.

                                -------
                                Special
                                -------

    ---------------------------------------------------------------
    Name of Special                FP              Learned at Level
    ---------------------------------------------------------------
    Thunderbolt                    2                              1
    HP Rain                        2                              3
    Psychopath                     1                              6
    Shocker                        8                             10
    Snowy                          12                            14
    Star Rain                      14                            18
    ---------------------------------------------------------------

Thunderbolt: This attack is basic, but good.  Press Y just before the 
bolt of lightning hits the ground.  As for the background, I admit that 
I am somewhat confused.  However, Mallow is a Nimbus person, which is 
why he has this attack.  Also, Lightning attacks, at least, were 
already in the Mario world thanks to Super Mario Kart.  In Mario’s 
racing title, Lightning could shrink all rivals, reducing their speed.

HP Rain: Another weather reference, this is quite handy.  There is a 
timed hit, and it heals one partner.  To get the timed hit, just press 
Y as soon as the rain ends.  It can also be used out of battle.

Psychopath: I used this move a lot in finding out stats – it shows how 
much HP an enemy has left.  Also, if you press Y just as the two 
spotlights coincide, you hear what the enemy is thinking.  Also, this 
is, if you want a real stretch, probably something to do with weather 
forecasts, as it has to do with predicting.

Shocker: Running the same vein as Thunderbolt, this has a gigantic bolt 
of lightning hit an enemy.  Press Y just before the bolt hits ground.

Snowy: More weather-based attacks.  Rotate the control stick as many 
times as you can as the attack goes on to increase damage dealt.  A 
giant snowman (a la Super Mario 64) falls on the enemies.

Star Rain: Stars = Mario.  Mario chases stars in almost all of his 
games, now, including this one.  Starman items made him invincible in 
Super Mario Bros.  But, this attack is a rain of stars.  Press Y upon 
contact.

                        +--------------------+
                        |    Geno’s Moves    |
                        +--------------------+

                               --------
                               Physical
                               --------

Punch: When Unarmed, which Geno will be for at least one battle, Geno 
launches his fists like rockets.  Since he’s a doll, he can move his 
body in ways normal people couldn’t.  That also explains his next 
attack series…  Also, punches were seen shortly after this game as one 
of Mario’s main moves in Super Mario 64.

Guns: Geno, if existing in real life, would be a proud member of the 
NRA (National Rifle Association).  From his fingers or elbow he fires 
bullets or small lead balls, and the timed hit is the same for all of 
them.  Press A just before he fires them to do extra damage.  Although 
Mario games are generally devoid of gunnery, Bullet Bills, which are 
essentially guns, date back to Super Mario Bros.  And, Mario used 
missiles/guns (hard to tell with the graphics) in Super Mario Land to 
fight one of the bosses from a plane.

Best Weapon: Found in one of the six doors of Bowser’s Keep preceding 
the battle with Magikoopa, the Star Gun is Geno’s best.

                                -------
                                Special
                                -------

    ---------------------------------------------------------------
    Name of Special                FP              Learned at Level
    ---------------------------------------------------------------
    Geno Beam                      3                              1
    Geno Boost                     4                              8
    Geno Whirl                     8                             11
    Geno Blast                     12                            14
    Geno Flash                     16                            17
    ---------------------------------------------------------------

Geno Beam: No, Geno isn’t narcissistic.  He just names all his moves 
after himself.  Hold Y until the three stars appear at the bottom of 
the screen and then release for maximum power.  Geno uses a wand to 
release the blue beam involved with this move, which goes a long way to 
explain his cape and wizard’s hat.  In fact, Geno’s style of clothing 
is almost like that of a Magikoopa…

Geno Boost: Geno raises the power of an ally, both in defense and 
attack, like a sort of Valor/Vigor Up.  Push Y just before it ends to 
get better boosts.  Such upgrades were first seen in Donkey Kong, where 
Mario became invincible with his hammer, although a closer connection 
could be made to Mushrooms, which Mario ate to become taller (and, if 
you replace “taller” with one of its synonyms, you have yourself one of 
the first of several Mario drug references.  Also note “Toads”).

Geno Whirl: BEST ATTACK EVER!  Yes, if done correctly, this attack will 
do 9999 damage, which I unfortunately first realized in Bowser’s Keep 
when it was rather unimportant in my first play-through.  Press Y just 
as the beam leaves the screen and you’ll hear an explosion, indicating 
that 9999 damage indeed was done.  However, it doesn’t work against 
bosses and some other enemies (although it does work on Exor and its 
eyes).  This is a beam, much like Geno Beam except in ripples.

Geno Blast: It’s basically a large Geno Beam that hits everyone.  Hold 
Y until three stars appear at the bottom of the screen, and then 
release for maximum results.

Geno Flash: This is, err, strange.  Geno transforms into a cannon (what 
a gunman!) and fires the sun, which expands to hurt everyone.  The sun 
may be a reference to Li’l Sparkies, sun enemies from Super Mario Bros. 
3.  Store power by holding Y until three appear in the lower-right 
corner of the screen, and then release for the most power possible.

                       +----------------------+
                       |    Bowser’s Moves    |
                       +----------------------+

                               --------
                               Physical
                               --------

Claw: Bowser attacks the enemy bare-handed (this is his Unarmed attack, 
too).  Press A before you connect to pull off the timed hit.  This may 
go back to the first Super Mario Bros., in which you take damage just 
by touching King Koopa.  And, when Bowser jumps and falls in some 
battles, it is kind of like a claw drop…

Ball & Chain: That’s the basic idea.  It may come in Chomps or in 
Spiked Links, but whenever Bowser has a weapon he swings over his head 
in a circle and then launches at an enemy, press A just as the end hits 
it.  Although this attack style is rather unique to this game, it is an 
innovative way to use a Chain Chomp.

Hurl: The Hurly Gloves let Bowser pick up Mario or a Mario doll and 
throw him into an enemy.  Press A right before Mario hits the target 
for a timed hit.  The description for it calls it classic.  Well, I’ll 
tell you, this never happens in Mario games.  But, Mario does a similar 
thing to Bowser in Super Mario 64.  He grabs Bowser’s tail, spins 
around, says “So long-a King Bowser!” and tosses him into a bomb.  So, 
maybe this is the inspiration…

Best Weapon: The Drill Claw, a claw-type weapon, is Bowser’s best 
course of action.  It is found in his own castle, which makes me wonder 
why he didn’t use it before that.

                                -------
                                Special
                                -------

    ---------------------------------------------------------------
    Name of Special                FP              Learned at Level
    ---------------------------------------------------------------
    Terrorize                      6                              1
    Poison Gas                     10                            12
    Crusher                        12                            15
    Bowser Crush                   16                            18
    ---------------------------------------------------------------

Terrorize: Of course, Bowser is supposed to be scary.  Use this move 
and you might frighten enemies into running away, and do damage to boot.  
In the next two Paper Mario games, this game’s sequels, there’s an item 
called the Fright Jar.  Use it and a giant apparition resembling Bowser 
comes up to spook enemies.  Rotate the control pad as much as you can 
to do more damage.

Poison Gas: Bowser can breathe a lot of stuff, not just fire.  This has 
the potential (won’t always work) to poison foes.  Rotate the control 
pad to do more damage.

Crusher: A gigantic rock comes up and damages an enemy.  Press Y just 
as it hits the enemy for more damage.  You’ll hear a cracking sound if 
done correctly.  Bowser doesn’t usually manipulate rocks and the like 
in his fights, but he did control the ground around him in Super Mario 
64.  In the final fight, when hit twice he did a little dance or 
gesture and the ground collapsed so that the platform they were on 
became a star.  Maybe he can manipulate stone.

Bowser Crush: Now this has Mario history.  Bowser summons a giant green 
thing to come out and crush everyone.  Well, this is giant green thing 
is none other than Mecha-Koopa, enemies from the final castle in Super 
Mario World.  Note that Super Mario World was very popular at this time.  
Press Y repeatedly to do more damage.

                      +-------------------------+
                      |    Toadstool’s Moves    |
                      +-------------------------+

                               --------
                               Physical
                               --------

Slap: Toadstool likes to slap people silly.  In fact, she comes with an 
item called Slap Glove, which is a slap-type weapon.  As you would 
imagine, press A before the slap connects.  Although Toadstool 
generally isn’t violent at all (ever), it is often seen in many older 
movies that proper ladies would slap the cheek of any man getting too 
fresh with them.  This is, in my opinion, the source of the attack.

Parasol: In Japan, parasols are umbrellas used to keep the sun off of 
you, so of course Toadstool uses one.  Just at Toadstool pokes them, 
press A to expand the parasol, doing more damage.

Whack: This is with either the War Fan or Frying Pan.  Press A just 
before Toadstool hits the first time to hit again.  The War Fan is a 
fan, which is characteristic of young ladies in old times.  As for the 
Frying Pan, Toadstool is the stereotypical baker-type.  Man, this game 
is extremely sexist.

Best Weapon: Of course it’s the Frying Pan!  Whack people with metal or 
a fan?  The game leads you to believe it’s the Super Slap, but it is 
indeed the Frying Pan, bought from the miner in Moleville after 
defeating the Axem Rangers.

                                -------
                                Special
                                -------

    ---------------------------------------------------------------
    Name of Special                FP              Learned at Level
    ---------------------------------------------------------------
    Therapy                        2                              1
    Group Hug                      4                              1
    Sleepy Time                    4                             11
    Come Back                      2                             13
    Mute                           3                             15
    Psych Bomb                     15                            18
    ---------------------------------------------------------------

Therapy: This heals the HP of one enemy.  Press Y just as the healing 
is coming to a close to increase the amount of HP restored.  In Mario 
games, it is often true that a kiss from Toadstool can heal Mario 
completely.

Group Hug: Same principle as Therapy, except this heals everyone in the 
party (unless they’re downed).  It has the same type of timed hit, too.

Sleepy Time: This can put an enemy to sleep if successful.  Rotate the 
control pad as much as you can to make it more effective.  A giant 
sheep falls on the enemy, which is clearly from the old saying 
“counting sheep.”

Come Back: This revives a fallen ally and gives them half their total 
HP.  In it, a Starman comes down from above to heal them.  If you press 
Y as the Starman is above the character’s collapsed body, they’ll be 
revived completely.  In Super Mario Bros., Starmen made Mario or Luigi 
invincible for a short period of time.

Mute: This can silence an enemy (make it impossible for them to use 
specials) if done correctly.  Just rotate the control pad as many times 
as you can.  A balloon pops over the enemy to release the mute, and I 
don’t see any origin for it.

Psych Bomb: Toadstool’s getting angry!  Press Y as many times as you 
can to make it more effective.  She throws bombs at everyone, which 
might be a hint at Bob-ombs.

And those are all the specials and moves and timed hits.  I hope you’ve 
enjoyed them, ‘cause it’s enemy time!

=======================================================================
==============================Enemy List*==============================
=======================================================================

I confess; my favorite part of Section 3 is the enemy section.  I do 
not list strategies for enemies, however.  They can be found in the 
section of my guide dealing with that.  But, I will list the stats for 
all enemies, their spoils (Experience Points, coins, items), and their 
weak points and defenses.  Also, I have a list of all the places in the 
game where you can fight enemies at the end of this section.  But first, 
I categorize enemies as either bosses or enemies, and some bosses are 
said to be optional bosses.  How do you define a boss?

Boss: If a monster has 1) its own unique music, 2) the music which the 
Hammer Bros. have, or 3) the music that Mack had, and if that monster 
can only be fought a finite number of times in a single completion of 
the game, then it is a boss.

Optional Boss: If a boss can be fought, but the fight can be avoided, 
than the boss is an optional boss.

Enemy: If a monster is not a boss, than it is an enemy, usually 
possessing the same music as a Goomba.

Now, notes on the descriptions.  In boss, the music separates them from 
common enemies.  Smithy and Culex have their own music that no one else 
has, which makes them bosses.  Enemies like Croco and Smilax have the 
“tough enemy” music, which makes them bosses.  Bowyer and Yaridovich 
and the like have the Smithy’s minion music, a slight variation of the 
former, making them bosses.  Then, limiting the number of times a boss 
can be fought makes all the Machine Made enemies, who have the Smithy’s 
minion music theme, non-bosses, as well as Mokura and Formless.  Now, 
some enemies appear in boss fights, and so I list them under bosses.  
Furthermore, Jagger would not be considered a boss.  I placed him there 
anyways because he is, obviously.

-----------------------------------------------------------------------
Monster Name

HP:                          Weakness: 
Attack:                      Special Defense: 
Defense:                     Experience Points: 
Magic Attack:                Coin: 
Magic Defense:               Item: 
-----------------------------------------------------------------------

Above is the setup for each entry.  Note that I list weaknesses and 
special defenses.  A weakness is any attack which does extra damage to 
an enemy.  A special defense means that the enemy’s defense rises when 
being attacked by a certain attack.  Here’s the code for those:

                          +----------------+
                          |    Physical    |
                          +----------------+

Jump (Jump, Super Jump, Ultra Jump)
Fire (Fire Orb, Super Flame, Ultra Flame)
Thunder (Thunderbolt, Shocker)
Ice (Snowy)

                           +--------------+
                           |    Status    |
                           +--------------+

Fear (Terrorize)
Poison (Poison Gas)
Sleep (Sleepy Time)
Silence (Mute)

There are also a few items, like Ice Bomb or Fright Bomb, which I think 
you could figure out on your own.  I can’t list all of them, now can I?  
The list is alphabetized, by the way, except for the boss section 
(which is in order of battles).  And with that, let the list begin!

Note: You don’t always get items from beating a certain enemy.  These 
are just items you have a chance of getting.

=======================================================================
                                Bosses
=======================================================================
Hammer Bros.

HP: 50                       Weakness: Jump
Attack: 6                    Special Defense: None
Defense: 13                  Experience Points: 6
Magic Attack: 6              Coin: 20
Magic Defense: 8             Item: Flower Jar
-----------------------------------------------------------------------
Croco (1)

HP: 320                      Weakness: Fire
Attack: 25                   Special Defense: Sleep
Defense: 25                  Experience Points: 9
Magic Attack: 30             Coin: 20
Magic Defense: 18            Item: Flower Tab
-----------------------------------------------------------------------
Mack

HP: 480                      Weakness: Thunder
Attack: 22                   Special Defense: Status
Defense: 25                  Experience Points: 12
Magic Attack: 15             Coin: 20
Magic Defense: 20            Item: None

Bodyguard

HP: 30                       Weakness: None
Attack: 20                   Special Defense: None
Defense: 26                  Experience Points: 0
Magic Attack: 18             Coin: 0
Magic Defense: 10            Item: None
-----------------------------------------------------------------------
Belome (1)

HP: 500                      Weakness: Thunder
Attack: 30                   Special Defense: Sleep
Defense: 25                  Experience Points: 15
Magic Attack: 15             Coin: 40
Magic Defense: 20            Item: None
-----------------------------------------------------------------------
Bowyer

HP: 720                      Weakness: None
Attack: 50                   Special Defense: Status
Defense: 40                  Experience Points: 20
Magic Attack: 30             Coin: 50
Magic Defense: 35            Item: Flower Box
-----------------------------------------------------------------------
Croco (2)

HP: 750                      Weakness: Fire
Attack: 52                   Special Defense: Sleep
Defense: 50                  Experience Points: 10
Magic Attack: 27             Coin: 50
Magic Defense: 50            Item: None
-----------------------------------------------------------------------
Punchinello

HP: 1200                     Weakness: None
Attack: 60                   Special Defense: Jump, Status
Defense: 42                  Experience Points: 0
Magic Attack: 22             Coin: 0
Magic Defense: 40            Item: None

Micro Bomb

HP: 30                       Weakness: Jump, Fire
Attack: 42                   Special Defense: Sleep
Defense: 30                  Experience Points: 0
Magic Attack: 6              Coin: 0
Magic Defense: 10            Item: None

Bob-omb

HP: 90                       Weakness: Jump, Fire
Attack: 50                   Special Defense: None
Defense: 38                  Experience Points: 0
Magic Attack: 1              Coin: 0
Magic Defense: 10            Item: None

Mezzo Bomb 

HP: 150                      Weakness: Jump, Fire
Attack: 70                   Special Defense: Sleep
Defense: 40                  Experience Points: 0
Magic Attack: 0              Coin: 0
Magic Defense: 10            Item: None
-----------------------------------------------------------------------
Knife Guy

HP: 700                      Weakness: Fire
Attack: 70                   Special Defense: Thunder, Sleep
Defense: 55                  Experience Points: 0
Magic Attack: 20             Coin: 0
Magic Defense: 10            Item: None

Grate Guy

HP: 900                      Weakness: Thunder
Attack: 60                   Special Defense: Fire, Sleep
Defense: 40                  Experience Points: 30
Magic Attack: 25             Coin: 25
Magic Defense: 40            Item: Flower Jar
-----------------------------------------------------------------------
Torte

HP: 100                      Weakness: None
Attack: 60                   Special Defense: All
Defense: 50                  Experience Points: 0
Magic Attack: 8              Coin: 0
Magic Defense: 27            Item: None

Bundt

HP: 900                      Weakness: Jump
Attack: 65                   Special Defense: All but Jump and Silence
Defense: 10                  Experience Points: 25
Magic Attack: 20             Coin: 0
Magic Defense: 15            Item: None

Raspberry

HP: 600                      Weakness: Jump
Attack: 70                   Special Defense: All but Jump and Silence
Defense: 20                  Experience Points: 0
Magic Attack: 28             Coin: 0
Magic Defense: 25            Item: None
-----------------------------------------------------------------------
Tentacle (Right)

HP: 260                      Weakness: Fire
Attack: 82                   Special Defense: Sleep, Silence
Defense: 50                  Experience Points: 0
Magic Attack: 35             Coin: 0
Magic Defense: 49            Item: None

Tentacle (Left)

HP: 200                      Weakness: Sleep, Silence
Attack: 87                   Special Defense: Fire
Defense: 70                  Experience Points: 0
Magic Attack: 35             Coin: 0
Magic Defense: 23            Item: None

King Calamari

HP: 800                      Weakness: Fire
Attack: 100                  Special Defense: Status
Defense: 80                  Experience Points: 34
Magic Attack: 30             Coin: 100
Magic Defense: 40            Item: None
-----------------------------------------------------------------------
Johnny

HP: 820                      Weakness: None
Attack: 85                   Special Defense: Sleep
Defense: 80                  Experience Points: 57
Magic Attack: 25             Coin: 50
Magic Defense: 60            Item: None

Bandana Blue

HP: 150                      Weakness: Fire, Thunder
Attack: 80                   Special Defense: None
Defense: 60                  Experience Points: 0
Magic Attack: 20             Coin: 0
Magic Defense: 30            Item: None
-----------------------------------------------------------------------
Yaridovich

HP: 1500                     Weakness: Thunder
Attack: 125                  Special Defense: Status
Defense: 85                  Experience Points: 40
Magic Attack: 70             Coin: 50
Magic Defense: 75            Item: None

Yaridovich (Mirage)

HP: 500                      Weakness: Thunder
Attack: 100                  Special Defense: Status
Defense: 40                  Experience Points: 0
Magic Attack: 60             Coin: 0
Magic Defense: 10            Item: None
-----------------------------------------------------------------------
Belome (2)

HP: 1200                     Weakness: Thunder
Attack: 120                  Special Defense: Sleep
Defense: 80                  Experience Points: 41
Magic Attack: 20             Coin: 20
Magic Defense: 40            Item: None

Mario Clone

HP: 200                      Weakness: None
Attack: 100                  Special Defense: Jump, Fire, Status
Defense: 90                  Experience Points: 0
Magic Attack: 33             Coin: 0
Magic Defense: 50            Item: None

Mallow Clone

HP: 150                      Weakness: None
Attack: 80                   Special Defense: Thunder, Ice, Status
Defense: 65                  Experience Points: 0
Magic Attack: 70             Coin: 0
Magic Defense: 80            Item: None

Geno Clone

HP: 250                      Weakness: Fire
Attack: 120                  Special Defense: Ice, Status
Defense: 60                  Experience Points: 0
Magic Attack: 60             Coin: 0
Magic Defense: 30            Item: None

Bowser Clone

HP: 300                      Weakness: Ice
Attack: 130                  Special Defense: Jump, Fire, Status
Defense: 100                 Experience Points: 0
Magic Attack: 12             Coin: 0
Magic Defense: 0             Item: None

Toadstool 2

HP: 120                      Weakness: None
Attack: 90                   Special Defense: Status
Defense: 60                  Experience Points: 0
Magic Attack: 62             Coin: 0
Magic Defense: 70            Item: None
-----------------------------------------------------------------------
Smilax

HP: 200                      Weakness: Ice
Attack: 100                  Special Defense: Status
Defense: 80                  Experience Points: 0
Magic Attack: 70             Coin: 0
Magic Defense: 50            Item: None

Megasmilax

HP: 1000                     Weakness: Ice
Attack: 140                  Special Defense: Status
Defense: 80                  Experience Points: 40
Magic Attack: 70             Coin: 0
Magic Defense: 80            Item: None
-----------------------------------------------------------------------
Shelly

HP: 500                      Weakness: None
Attack: 0                    Special Defense: Status
Defense: 80                  Experience Points: 0
Magic Attack: 0              Coin: 0
Magic Defense: 0             Item: None

Birdo

HP: 777                      Weakness: None
Attack: 160                  Special Defense: Fire, Status
Defense: 130                 Experience Points: 20
Magic Attack: 6              Coin: 30
Magic Defense: 100           Item: 0

Eggbert

HP: 10                       Weakness: None
Attack: 210                  Special Defense: Status
Defense: 0                   Experience Points: 0
Magic Attack: 0              Coin: 0
Magic Defense: 0             Item: None
-----------------------------------------------------------------------
Valentina

HP: 2000                     Weakness: None
Attack: 120                  Special Defense: Ice, Status
Defense: 80                  Experience Points: 54
Magic Attack: 80             Coin: 200
Magic Defense: 60            Item: None

Dodo (3)

HP: 1000                     Weakness: Sleep, Silence
Attack: 140                  Special Defense: Fire
Defense: 100                 Experience Points: 0
Magic Attack: 6              Coin: 0
Magic Defense: 60            Item: None
-----------------------------------------------------------------------
Czar Dragon

HP: 1400                     Weakness: Ice
Attack: 160                  Special Defense: Fire, Sleep
Defense: 100                 Experience Points: 50
Magic Attack: 120            Coin: 0
Magic Defense: 70            Item: None

Zombone

HP: 1800                     Weakness: Jump, Thunder
Attack: 190                  Special Defense: Fire, Ice, Status-Silence
Defense: 60                  Experience Points: 0
Magic Attack: 80             Coin: 0
Magic Defense: 100           Item: None

Helio

HP: 10                       Weakness: Ice
Attack: 140                  Special Defense: Fire, Status
Defense: 0                   Experience Points: 0
Magic Attack: 0              Coin: 0
Magic Defense: 0             Item: None
-----------------------------------------------------------------------
Axem Pink

HP: 400                      Weakness: Fire
Attack: 120                  Special Defense: Ice, Sleep, Silence
Defense: 80                  Experience Points: 0
Magic Attack: 80             Coin: 0
Magic Defense: 100           Item: None

Axem Black

HP: 550                      Weakness: Thunder
Attack: 140                  Special Defense: Fire, Sleep
Defense: 100                 Experience Points: 0
Magic Attack: 4              Coin: 0
Magic Defense: 40            Item: None

Axem Red

HP: 800                      Weakness: Ice
Attack: 150                  Special Defense: Fire, Fear, Sleep
Defense: 100                 Experience Points: 0
Magic Attack: 24             Coin: 0
Magic Defense: 80            Item: None

Axem Yellow

HP: 600                      Weakness: Jump
Attack: 170                  Special Defense: Thunder, Poison, Sleep
Defense: 130                 Experience Points: 0
Magic Attack: 6              Coin: 0
Magic Defense: 60            Item: None

Axem Green

HP: 450                      Weakness: Ice
Attack: 110                  Special Defense: Sleep, Silence
Defense: 60                  Experience Points: 0
Magic Attack: 90             Coin: 0
Magic Defense: 120           Item: None

Axem Rangers

HP: 999                      Weakness: Thunder
Attack: 0                    Special Defense: Status
Defense: 100                 Experience Points: 17
Magic Attack: 120            Coin: 0
Magic Defense: 100           Item: None
-----------------------------------------------------------------------
Magikoopa

HP: 1600                     Weakness: None
Attack: 100                  Special Defense: Poison, Sleep, Silence
Defense: 60                  Experience Points: 10
Magic Attack: 120            Coin: 0
Magic Defense: 100           Item: None

Bahamutt

HP: 500                      Weakness: Ice
Attack: 170                  Special Defense: Fire, Fear, Sleep
Defense: 100                 Experience Points: 0
Magic Attack: 80             Coin: 0
Magic Defense: 20            Item: None

King Bomb

HP: 500                      Weakness: Jump, Fire
Attack: 0                    Special Defense: Status
Defense: 130                 Experience Points: 0
Magic Attack: 80             Coin: 0
Magic Defense: 0             Item: None

Jinx Clone

HP: 320                      Weakness: Jump
Attack: 180                  Special Defense: Fear, Sleep
Defense: 120                 Experience Points: 0
Magic Attack: 0              Coin: 0
Magic Defense: 35            Item: None
-----------------------------------------------------------------------
Boomer (Red)

HP: 2000                     Weakness: None
Attack: 200                  Special Defense: Status
Defense: 140                 Experience Points: 19
Magic Attack: 35             Coin: 9
Magic Defense: 26            Item: None

Boomer (Blue)

HP: 2000                     Weakness: None
Attack: 120                  Special Defense: Status
Defense: 90                  Experience Points: 0
Magic Attack: 100            Coin: 0
Magic Defense: 90            Item: None
-----------------------------------------------------------------------
Exor

HP: 1800                     Weakness: None
Attack: 0                    Special Defense: Thunder, Status
Defense: 120                 Experience Points: 34
Magic Attack: 0              Coin: 0
Magic Defense: 80            Item: None

Neosquid

HP: 800                      Weakness: None
Attack: 180                  Special Defense: Sleep
Defense: 80                  Experience Points: 0
Magic Attack: 86             Coin: 0
Magic Defense: 50            Item: None

Right Eye

HP: 500                      Weakness: Jump, Fire
Attack: 128                  Special Defense: Thunder, Sleep
Defense: 100                 Experience Points: 0
Magic Attack:82              Coin: 0
Magic Defense: 36            Item: None

Left Eye

HP: 300                      Weakness: Jump, Fire
Attack: 153                  Special Defense: Thunder, Sleep
Defense: 130                 Experience Points: 0
Magic Attack: 47             Coin: 0
Magic Defense: 80            Item: None
-----------------------------------------------------------------------
Count Down

HP: 2400                     Weakness: Jump, Thunder
Attack: 0                    Special Defense: Status
Defense: 80                  Experience Points: 67
Magic Attack: 120            Coin: 100
Magic Defense: 80            Item: None

Ding-a-Ling

HP: 1200                     Weakness: Ice
Attack: 180                  Special Defense: Status
Defense: 120                 Experience Points: 0
Magic Attack: 20             Coin: 0
Magic Defense: 50            Item: None
-----------------------------------------------------------------------
Cloaker (1)

HP: 1200                     Weakness: None
Attack: 170                  Special Defense: Status
Defense: 130                 Experience Points: 40
Magic Attack: 12             Coin: 0
Magic Defense: 20            Item: None

Domino (1)

HP: 900                      Weakness: None
Attack: 65                   Special Defense: Status
Defense: 80                  Experience Points: 40
Magic Attack: 120            Coin: 0
Magic Defense: 150           Item: None

Mad Adder

HP: 1500                     Weakness: None
Attack: 150                  Special Defense: Status
Defense: 70                  Experience Points: 0
Magic Attack: 90             Coin: 0
Magic Defense: 180           Item: None

Earth Link

HP: 2500                     Weakness: None
Attack: 220                  Special Defense: Status
Defense: 120                 Experience Points: 0
Magic Attack: 5              Coin: 0
Magic Defense: 10            Item: None

Cloaker (2)

HP: 1200                     Weakness: None
Attack: 180                  Special Defense: Status
Defense: 130                 Experience Points: 0
Magic Attack: 12             Coin: 0
Magic Defense: 20            Item: None

Domino (2)

HP: 900                      Weakness: None
Attack: 65                   Special Defense: Status
Defense: 80                  Experience Points: 0
Magic Attack: 120            Coin: 0
Magic Defense: 150           Item: None
-----------------------------------------------------------------------
Factory Chief

HP: 1000                     Weakness: None
Attack: 200                  Special Defense: Thunder
Defense: 120                 Experience Points: 0
Magic Attack: 70             Coin: 0
Magic Defense: 90            Item: None

Gunyolk

HP: 1500                     Weakness: Ice
Attack: 200                  Special Defense: Fire
Defense: 130                 Experience Points: 60
Magic Attack: 120            Coin: 100
Magic Defense: 80            Item: None
-----------------------------------------------------------------------
Smithy

HP: 2000                     Weakness: None
Attack: 230                  Special Defense: Status
Defense: 130                 Experience Points: 0
Magic Attack: 100            Coin: 0
Magic Defense: 100           Item: None

Smelter

HP: 1500                     Weakness: Thunder
Attack: 0                    Special Defense: Fire, Status
Defense: 120                 Experience Points: 0
Magic Attack: 0              Coin: 0
Magic Defense: 100           Item: None

Shyper

HP: 400                      Weakness: None
Attack: 170                  Special Defense: Status
Defense: 80                  Experience Points: 0
Magic Attack: 70             Coin: 0
Magic Defense: 50            Item: None
-----------------------------------------------------------------------
Smithy Head

HP: 8000                     Weakness: None
Attack: 180                  Special Defense: Status
Defense: 80                  Experience Points: 0
Magic Attack: 60             Coin: 0
Magic Defense: 50            Item: None

Smithy’s Body

HP: 1000                     Weakness: None
Attack: 180                  Special Defense: Status
Defense: 80                  Experience Points: 0
Magic Attack: 20             Coin: 0
Magic Defense: 60            Item: None

Tank Head

HP: 8000                     Weakness: Thunder
Attack: 250                  Special Defense: Status
Defense: 130                 Experience Points: 0
Magic Attack: 10             Coin: 0
Magic Defense: 50            Item: None

Wizard Head

HP: 8000                     Weakness: None
Attack: 135                  Special Defense: All but Jump
Defense: 50                  Experience Points: 0
Magic Attack: 130            Coin: 0
Magic Defense: 150           Item: None

Chest Head

HP: 8000                     Weakness: Fire
Attack: 150                  Special Defense: Thunder, Status
Defense: 120                 Experience Points: 0
Magic Attack: 78             Coin: 0
Magic Defense: 80            Item: None

Masked Head

HP: 8000                     Weakness: Ice
Attack: 40                   Special Defense: All but Ice
Defense: 150                 Experience Points: 0
Magic Attack: 70             Coin: 0
Magic Defense: 100           Item: None
=======================================================================
                           Optional Bosses
=======================================================================
Booster

HP: 800                      Weakness: Jump
Attack: 75                   Special Defense: Sleep
Defense: 55                  Experience Points: 22
Magic Attack: 1              Coin: 145
Magic Defense: 40            Item: Flower Box, Mushroom

Snifit

HP: 200                      Weakness: Ice
Attack: 60                   Special Defense: None
Defense: 60                  Experience Points: 0
Magic Attack: 20             Coin: 0
Magic Defense: 20            Item: None
-----------------------------------------------------------------------
Jagger

HP: 600                      Weakness: None
Attack: 120                  Special Defense: Jump, Poison
Defense: 80                  Experience Points: 0
Magic Attack: 0              Coin: 0
Magic Defense: 50            Item: None
-----------------------------------------------------------------------
Jinx (1)

HP: 600                      Weakness: None
Attack: 140                  Special Defense: All but Jump
Defense: 100                 Experience Points: 0
Magic Attack: 0              Coin: 0
Magic Defense: 80            Item: None
-----------------------------------------------------------------------
Jinx (2)

HP: 800                      Weakness: None
Attack: 160                  Special Defense: All but Jump
Defense: 120                 Experience Points: 0
Magic Attack: 0              Coin: 0
Magic Defense: 90            Item: None
-----------------------------------------------------------------------
Jinx (3)

HP: 1000                     Weakness: None
Attack: 180                  Special Defense: All but Jump
Defense: 140                 Experience Points: 0
Magic Attack: 0              Coin: 0
Magic Defense: 100           Item: None
-----------------------------------------------------------------------
Culex

HP: 4096                     Weakness: None
Attack: 250                  Special Defense: Status
Defense: 100                 Experience Points: 244
Magic Attack: 100            Coin: 0
Magic Defense: 80            Item: None

Fire Crystal

HP: 2500                     Weakness: Ice
Attack: 0                    Special Defense: Fire, Status
Defense: 100                 Experience Points: 0
Magic Attack: 130            Coin: 0
Magic Defense: 60            Item: None

Water Crystal

HP: 1800                     Weakness: Fire
Attack: 0                    Special Defense: Ice, Status
Defense: 130                 Experience Points: 0
Magic Attack: 120            Coin: 0
Magic Defense: 50            Item: None

Earth Crystal

HP: 3200                     Weakness: Jump, Status
Attack: 0                    Special Defense: Thunder
Defense: 70                  Experience Points: 0
Magic Attack: 80             Coin: 0
Magic Defense: 33            Item: None

Wind Crystal

HP: 800                      Weakness: Jump
Attack: 0                    Special Defense: Thunder, Status
Defense: 200                 Experience Points: 0
Magic Attack: 60             Coin: 0
Magic Defense: 88            Item: None
-----------------------------------------------------------------------
Dodo (1)

HP: 600                      Weakness: Fire
Attack: 140                  Special Defense: Sleep, Silence
Defense: 100                 Experience Points: 24
Magic Attack: 9              Coin: 0
Magic Defense: 60            Item: None
-----------------------------------------------------------------------
Dodo (2)

HP: 800                      Weakness: Fire
Attack: 140                  Special Defense: Sleep, Silence
Defense: 100                 Experience Points: 24
Magic Attack: 9              Coin: 0
Magic Defense: 60            Item: None
=======================================================================
                               Enemies
=======================================================================
Alley Rat

HP: 105                      Weakness: None
Attack: 70                   Special Defense: None
Defense: 55                  Experience Points: 9
Magic Attack: 13             Coin: 3
Magic Defense: 12            Item: Mushroom
-----------------------------------------------------------------------
Amanita

HP: 52                       Weakness: Thunder
Attack: 35                   Special Defense: None
Defense: 30                  Experience Points: 3
Magic Attack: 31             Coin: 0
Magic Defense: 18            Item: Mushroom
-----------------------------------------------------------------------
Ameboid

HP: 220                      Weakness: Fire
Attack: 130                  Special Defense: Jump
Defense: 1                   Experience Points: 10
Magic Attack: 30             Coin: 0
Magic Defense: 120           Item: Royal Syrup
-----------------------------------------------------------------------
Apprentice

HP: 120                      Weakness: Ice
Attack: 50                   Special Defense: None
Defense: 50                  Experience Points: 1
Magic Attack: 20             Coin: 4
Magic Defense: 20            Item: Mid Mushroom
-----------------------------------------------------------------------
Arachne

HP: 82                       Weakness: Ice
Attack: 35                   Special Defense: None
Defense: 35                  Experience Points: 6
Magic Attack: 6              Coin: 6
Magic Defense: 0             Item: Able Juice
-----------------------------------------------------------------------
Armored Ant

HP: 230                      Weakness: Ice
Attack: 130                  Special Defense: Fire
Defense: 120                 Experience Points: 30
Magic Attack: 24             Coin: 5
Magic Defense: 80            Item: None
-----------------------------------------------------------------------
Artichoker

HP: 200                      Weakness: Jump, Fire
Attack: 50                   Special Defense: Thunder
Defense: 54                  Experience Points: 12
Magic Attack: 27             Coin: 10
Magic Defense: 24            Item: Fright Bomb
-----------------------------------------------------------------------
Bahamutt

HP: 500                      Weakness: Ice
Attack: 170                  Special Defense: Fire, Fear, Sleep
Defense: 100                 Experience Points: 50
Magic Attack: 80             Coin: 200
Magic Defense: 20            Item: None
-----------------------------------------------------------------------
Bandana Red

HP: 120                      Weakness: Fire, Thunder
Attack: 78                   Special Defense: None
Defense: 60                  Experience Points: 18
Magic Attack: 25             Coin: 10
Magic Defense: 25            Item: Mushroom
-----------------------------------------------------------------------
Big Bertha

HP: 350                      Weakness: Thunder
Attack: 170                  Special Defense: None
Defense: 130                 Experience Points: 35
Magic Attack: 0              Coin: 7
Magic Defense: 0             Item: None
-----------------------------------------------------------------------
Birdy

HP: 150                      Weakness: Ice
Attack: 110                  Special Defense: Fire, Sleep
Defense: 75                  Experience Points: 16
Magic Attack: 55             Coin: 3
Magic Defense: 13            Item: Energizer
-----------------------------------------------------------------------
Blaster

HP: 120                      Weakness: Thunder
Attack: 70                   Special Defense: None
Defense: 70                  Experience Points: 12
Magic Attack: 0              Coin: 0
Magic Defense: 10            Item: Pick Me Up
-----------------------------------------------------------------------
Bloober

HP: 130                      Weakness: Fire, Thunder
Attack: 80                   Special Defense: None
Defense: 36                  Experience Points: 12
Magic Attack: 21             Coin: 0
Magic Defense: 16            Item: None
-----------------------------------------------------------------------
Bluebird

HP: 200                      Weakness: Fire
Attack: 95                   Special Defense: Ice, Sleep
Defense: 50                  Experience Points: 14
Magic Attack: 80             Coin: 6
Magic Defense: 94            Item: Bracer
-----------------------------------------------------------------------
Bob-omb

HP: 90                       Weakness: Jump, Fire
Attack: 50                   Special Defense: None
Defense: 38                  Experience Points: 4
Magic Attack: 1              Coin: 1
Magic Defense: 10            Item: Pick Me Up
-----------------------------------------------------------------------
Box Boy

HP: 900                      Weakness: Jump
Attack: 180                  Special Defense: All but Jump
Defense: 110                 Experience Points: 150
Magic Attack: 80             Coin: 34
Magic Defense: 40            Item: None
-----------------------------------------------------------------------
Buzzer

HP: 43                       Weakness: Fire, Ice
Attack: 37                   Special Defense: None
Defense: 15                  Experience Points: 4
Magic Attack: 4              Coin: 1
Magic Defense: 1             Item: None
-----------------------------------------------------------------------
Carroboscis

HP: 90                       Weakness: Jump, Fire
Attack: 55                   Special Defense: None
Defense: 44                  Experience Points: 10
Magic Attack: 28             Coin: 4
Magic Defense: 22            Item: Able Juice
-----------------------------------------------------------------------
Chained Kong

HP: 355                      Weakness: Ice
Attack: 150                  Special Defense: Fire
Defense: 80                  Experience Points: 35
Magic Attack: 22             Coin: 8
Magic Defense: 50            Item: Max Mushroom
-----------------------------------------------------------------------
Chester

HP: 1200                     Weakness: Jump
Attack: 220                  Special Defense: All but Jump
Defense: 120                 Experience Points: 0
Magic Attack: 120            Coin: 0
Magic Defense: 80            Item: None
-----------------------------------------------------------------------
Chewy

HP: 90                       Weakness: None
Attack: 110                  Special Defense: Jump, Status1
Defense: 82                  Experience Points: 14
Magic Attack: 70             Coin: 0
Magic Defense: 52            Item: Sleepy Bomb
-----------------------------------------------------------------------
Chomp

HP: 100                      Weakness: Thunder
Attack: 60                   Special Defense: None
Defense: 65                  Experience Points: 10
Magic Attack: 5              Coin: 0
Magic Defense: 31            Item: Mushroom
-----------------------------------------------------------------------
Chomp Chomp

HP: 150                      Weakness: Thunder
Attack: 100                  Special Defense: None
Defense: 92                  Experience Points: 12
Magic Attack: 14             Coin: 5
Magic Defense: 30            Item: None
-----------------------------------------------------------------------
Chow

HP: 80                       Weakness: None
Attack: 82                   Special Defense: Fear, Sleep
Defense: 77                  Experience Points: 15
Magic Attack: 8              Coin: 3
Magic Defense: 28            Item: None
-----------------------------------------------------------------------
Clerk

HP: 500                      Weakness: None
Attack: 160                  Special Defense: None
Defense: 100                 Experience Points: 30
Magic Attack: 47             Coin: 22
Magic Defense: 60            Item: None
-----------------------------------------------------------------------
Cluster

HP: 60                       Weakness: None
Attack: 50                   Special Defense: Jump
Defense: 50                  Experience Points: 8
Magic Attack: 21             Coin: 8
Magic Defense: 10            Item: Pick Me Up
-----------------------------------------------------------------------
Corkpedite (Body)

Note: Elsewhere, this is referred to as just Body.  I put it under 
Corkpedite for clarity.

HP: 300                      Weakness: Ice
Attack: 100                  Special Defense: Fire, Status
Defense: 99                  Experience Points: 30
Magic Attack: 6              Coin: 0
Magic Defense: 1             Item: Honey Syrup, Royal Syrup
-----------------------------------------------------------------------
Corkpedite (Head)

HP: 200                      Weakness: Ice
Attack: 130                  Special Defense: Fire, Status
Defense: 110                 Experience Points: 50
Magic Attack: 80             Coin: 10
Magic Defense: 20            Item: Fright Bomb
-----------------------------------------------------------------------
Crook

HP: 38                       Weakness: None
Attack: 35                   Special Defense: None
Defense: 32                  Experience Points: 10
Magic Attack: 12             Coin: 10
Magic Defense: 25            Item: Honey Syrup
-----------------------------------------------------------------------
Crusty

HP: 80                       Weakness: Fire, Thunder
Attack: 100                  Special Defense: Jump
Defense: 100                 Experience Points: 25
Magic Attack: 12             Coin: 7
Magic Defense: 35            Item: Honey Syrup, Royal Syrup
-----------------------------------------------------------------------
Director

HP: 1000                     Weakness: Thunder
Attack: 190                  Special Defense: None
Defense: 120                 Experience Points: 61
Magic Attack: 57             Coin: 92
Magic Defense: 80            Item: None
-----------------------------------------------------------------------
Doppel

HP: 333                      Weakness: None
Attack: 140                  Special Defense: Jump
Defense: 60                  Experience Points: 40
Magic Attack: 44             Coin: 12
Magic Defense: 50            Item: Pure Water
-----------------------------------------------------------------------
Dry Bones

HP: 0                        Weakness: Thunder
Attack: 74                   Special Defense: None
Defense: 0                   Experience Points: 12
Magic Attack: 7              Coin: 5
Magic Defense: 0             Item: Pure Water, Max Mushroom
-----------------------------------------------------------------------
Enigma

HP: 150                      Weakness: Jump
Attack: 55                   Special Defense: None
Defense: 40                  Experience Points: 10
Magic Attack: 30             Coin: 5
Magic Defense: 35            Item: Pure Water, Max Mushroom
-----------------------------------------------------------------------
Fautso

HP: 420                      Weakness: Jump, Ice
Attack: 130                Special Defense: Fire, Thunder, Status-Sleep
Defense: 100                 Experience Points: 5
Magic Attack: 60             Coin: 0
Magic Defense: 60            Item: None
-----------------------------------------------------------------------
Fink Flower

HP: 200                      Weakness: Fire
Attack: 95                   Special Defense: Status
Defense: 32                  Experience Points: 20
Magic Attack: 63             Coin: 2
Magic Defense: 90            Item: Mid Mushrooms
-----------------------------------------------------------------------
Fireball

HP: 10                       Weakness: Jump, Ice
Attack: 55                   Special Defense: Fire
Defense: 16                  Experience Points: 8
Magic Attack: 30             Coin: 0
Magic Defense: 16            Item: Pick Me Up
-----------------------------------------------------------------------
Forkies

HP: 350                      Weakness: None
Attack: ?                    Special Defense: None
Defense: ?                   Experience Points: 33
Magic Attack: ?              Coin: 14
Magic Defense: ?             Item: Sleepy Bomb
-----------------------------------------------------------------------
Formless

HP: 10                       Weakness: None
Attack: 0                    Special Defense: Jump, Thunder, Status
Defense: 0                   Experience Points: 0
Magic Attack: 50             Coin: 0
Magic Defense: 0             Item: None
-----------------------------------------------------------------------
Frogog

HP: 80                       Weakness: Fire, Thunder
Attack: 15                   Special Defense: None
Defense: 8                   Experience Points: 3
Magic Attack: 0              Coin: 4
Magic Defense: 8             Item: Mushroom
-----------------------------------------------------------------------
Geckit

HP: 100                      Weakness: Ice
Attack: 84                   Special Defense: Fire
Defense: 63                  Experience Points: 18
Magic Attack: 20             Coin: 0
Magic Defense: 8             Item: Able Juice
-----------------------------------------------------------------------
Gecko

HP: 92                       Weakness: Fire
Attack: 68                   Special Defense: Thunder
Defense: 46                  Experience Points: 10
Magic Attack: 9              Coin: 0
Magic Defense: 32            Item: None
-----------------------------------------------------------------------
Glum Reaper

HP: 180                      Weakness: None
Attack: 120                  Special Defense: Fire
Defense: 55                  Experience Points: 35
Magic Attack: 60             Coin: 3
Magic Defense: 80            Item: Pure Water
-----------------------------------------------------------------------
Goby

HP: 40                       Weakness: Thunder
Attack: 22                   Special Defense: None
Defense: 14                  Experience Points: 3
Magic Attack: 2              Coin: 2
Magic Defense: 10            Item: Mushroom
-----------------------------------------------------------------------
Goomba

HP: 16                       Weakness: Fire
Attack: 3                    Special Defense: None
Defense: 3                   Experience Points: 1
Magic Attack: 1              Coin: 0
Magic Defense: 1             Item: None
-----------------------------------------------------------------------
Goombette

HP: 100                      Weakness: Jump, Fire, Thunder
Attack: 90                   Special Defense: None
Defense: 10                  Experience Points: 20
Magic Attack: 30             Coin: 0
Magic Defense: 30            Item: Mid Mushroom
-----------------------------------------------------------------------
Gorgon

HP: 140                      Weakness: Thunder
Attack: 86                   Special Defense: None
Defense: 73                  Experience Points: 20
Magic Attack: 24             Coin: 0
Magic Defense: 52            Item: Mid Mushroom
-----------------------------------------------------------------------
Greaper

HP: 148                      Weakness: None
Attack: 72                   Special Defense: None
Defense: 58                  Experience Points: 5
Magic Attack: 62             Coin: 0
Magic Defense: 120           Item: Pure Water, Honey Syrup
-----------------------------------------------------------------------
Gu Goomba

HP: 132                      Weakness: None
Attack: 115                  Special Defense: None
Defense: 66                  Experience Points: 15
Magic Attack: 13             Coin: 1
Magic Defense: 66            Item: Max Mushroom
-----------------------------------------------------------------------
Guerilla

HP: 135                      Weakness: Thunder
Attack: 42                   Special Defense: None
Defense: 32                  Experience Points: 8
Magic Attack: 1              Coin: 8
Magic Defense: 5             Item: Able Juice
-----------------------------------------------------------------------
Heavy Troopa

HP: 250                      Weakness: Jump
Attack: 160                  Special Defense: None
Defense: 100                 Experience Points: 32
Magic Attack: 1              Coin: 4
Magic Defense: 50            Item: None
-----------------------------------------------------------------------
Hidon

HP: 600                      Weakness: Jump
Attack: 110                  Special Defense: All but Jump
Defense: 90                  Experience Points: 50
Magic Attack: 60             Coin: 100
Magic Defense: 30            Item: None
-----------------------------------------------------------------------
Hippopo

HP: 400                      Weakness: Thunder
Attack: 150                  Special Defense: Status
Defense: 110                 Experience Points: 80
Magic Attack: 85             Coin: 50
Magic Defense: 53            Item: None
-----------------------------------------------------------------------
Hobgoblin

HP: 50                       Weakness: Jump
Attack: 22                   Special Defense: None
Defense: 22                  Experience Points: 4
Magic Attack: 8              Coin: 3
Magic Defense: 12            Item: Pure Water
-----------------------------------------------------------------------
Jabit

HP: 150                      Weakness: Thunder
Attack: 120                  Special Defense: None
Defense: 95                  Experience Points: 0
Magic Attack: 27             Coin: 0
Magic Defense: 34            Item: None
-----------------------------------------------------------------------
Jawful

HP: 278                      Weakness: None
Attack: 130                  Special Defense: Fear
Defense: 110                 Experience Points: 27
Magic Attack: 8              Coin: 0
Magic Defense: 12            Item: Sleepy Bomb
-----------------------------------------------------------------------
Jesters

HP: 151                      Weakness: Fire
Attack: 48                   Special Defense: Thunder, Ice
Defense: 35                  Experience Points: 10
Magic Attack: 22             Coin: 10
Magic Defense: 35            Item: None
-----------------------------------------------------------------------
K-9

HP: 30                       Weakness: None
Attack: 13                   Special Defense: None
Defense: 13                  Experience Points: 2
Magic Attack: 1              Coin: 0
Magic Defense: 10            Item: None
-----------------------------------------------------------------------
Kriffid

HP: 320                      Weakness: Ice
Attack: 95                   Special Defense: Fire, Poison
Defense: 100                 Experience Points: 35
Magic Attack: 50             Coin: 6
Magic Defense: 40            Item: None
-----------------------------------------------------------------------
Lakitu

HP: 124                      Weakness: None
Attack: 450                  Special Defense: Thunder
Defense: 43                  Experience Points: 10
Magic Attack: 35             Coin: 3
Magic Defense: 40            Item: Mid Mushroom, Maple Syrup
-----------------------------------------------------------------------
Leuko

HP: 220                      Weakness: Fire
Attack: 65                   Special Defense: Thunder
Defense: 50                  Experience Points: 20
Magic Attack: 42             Coin: 3
Magic Defense: 60            Item: Mid Mushroom, Honey Syrup
-----------------------------------------------------------------------
Li’l Boo

HP: 66                       Weakness: None
Attack: 120                  Special Defense: Jump
Defense: 20                  Experience Points: 28
Magic Attack: 74             Coin: 0
Magic Defense: 120           Item: None
-----------------------------------------------------------------------
Machine Made (Axem Black)

HP: 120                      Weakness: Thunder
Attack: 120                  Special Defense: Fear, Sleep
Defense: 110                 Experience Points: 20
Magic Attack: 4              Coin: 0
Magic Defense: 40            Item: Max Mushroom
-----------------------------------------------------------------------
Machine Made (Axem Green)

HP: 80                       Weakness: Ice
Attack: 105                  Special Defense: Sleep, Silence
Defense: 80                  Experience Points: 10
Magic Attack: 80             Coin: 0
Magic Defense: 120           Item: Royal Syrup
-----------------------------------------------------------------------
Machine Made (Axem Pink)

HP: 100                      Weakness: Fire, Ice
Attack: 95                   Special Defense: Sleep, Silence
Defense: 90                  Experience Points: 30
Magic Attack: 40             Coin: 0
Magic Defense: 100           Item: Maple Syrup
-----------------------------------------------------------------------
Machine Made (Axem Red)

HP: 180                      Weakness: Ice
Attack: 135                  Special Defense: Fire, Fear, Sleep
Defense: 95                  Experience Points: 50
Magic Attack: 24             Coin: 0
Magic Defense: 80            Item: Royal Syrup
-----------------------------------------------------------------------
Machine Made (Axem Yellow)

HP: 200                      Weakness: Jump
Attack: 140                  Special Defense: Thunder, Poison, Sleep
Defense: 130                 Experience Points: 25
Magic Attack: 16             Coin: 0
Magic Defense: 20            Item: Max Mushroom
-----------------------------------------------------------------------
Machine Made (Bowyer)

HP: 1000                     Weakness: None
Attack: 150                  Special Defense: Status
Defense: 120                 Experience Points: 150
Magic Attack: 90             Coin: 40
Magic Defense: 80            Item: Ice Bomb
-----------------------------------------------------------------------
Machine Made (Drill Bit)

HP: 180                      Weakness: None
Attack: 130                  Special Defense: None
Defense: 82                  Experience Points: 0
Magic Attack: 31             Coin: 0
Magic Defense: 69            Item: None
-----------------------------------------------------------------------
Machine Made (Mack)

HP: 300                      Weakness: Thunder
Attack: 160                  Special Defense: Status
Defense: 120                 Experience Points: 120
Magic Attack: 95             Coin: 30
Magic Defense: 40            Item: Fire Bomb
-----------------------------------------------------------------------
Machine Made (Shyster)

HP: 100                      Weakness: None
Attack: 135                  Special Defense: None
Defense: 95                  Experience Points: 0
Magic Attack: 90             Coin: 0
Magic Defense: 65            Item: None
-----------------------------------------------------------------------
Machine Made (Yaridovich)

HP: 800                      Weakness: None
Attack: 180                  Special Defense: Status
Defense: 130                 Experience Points: 180
Magic Attack: 90             Coin: 50
Magic Defense: 50            Item: None
-----------------------------------------------------------------------
Mad Mallet

HP: 200                      Weakness: Thunder
Attack: 120                  Special Defense: None
Defense: 80                  Experience Points: 0
Magic Attack: 34             Coin: 0
Magic Defense: 85            Item: None
-----------------------------------------------------------------------
Magmite

HP: 26                       Weakness: Ice
Attack: 45                   Special Defense: Jump
Defense: 70                  Experience Points: 5
Magic Attack: 3              Coin: 1
Magic Defense: 1             Item: None
-----------------------------------------------------------------------
Magmus

HP: 50                       Weakness: Ice
Attack: 110                  Special Defense: Jump, Fire, Status
Defense: 140                 Experience Points: 18
Magic Attack: 3              Coin: 3
Magic Defense: 25            Item: Bracer
-----------------------------------------------------------------------
Malakoopa

HP: 95                       Weakness: Thunder
Attack: 130                  Special Defense: None
Defense: 120                 Experience Points: 23
Magic Attack: 47             Coin: 3
Magic Defense: 98            Item: Honey Syrup
-----------------------------------------------------------------------
Manager

HP: 800                      Weakness: None
Attack: 170                  Special Defense: None
Defense: 110                 Experience Points: 44
Magic Attack: 60             Coin: 46
Magic Defense: 70            Item: None
-----------------------------------------------------------------------
Mastadoom

HP: 180                      Weakness: Fire
Attack: 90                   Special Defense: Thunder
Defense: 65                  Experience Points: 20
Magic Attack: 30             Coin: 0
Magic Defense: 50            Item: Mid Mushroom
-----------------------------------------------------------------------
Mokura

HP: 620                      Weakness: None
Attack: 0                    Special Defense: Jump, Thunder, Status
Defense: 75                  Experience Points: 30
Magic Attack: 80             Coin: 0
Magic Defense: 90            Item: Royal Syrup, KerokeroCola
-----------------------------------------------------------------------
Mr. Kipper

HP: 133                      Weakness: Fire, Thunder
Attack: 75                   Special Defense: None
Defense: 45                  Experience Points: 8
Magic Attack: 14             Coin: 2
Magic Defense: 10            Item: Able Juice
-----------------------------------------------------------------------
Muckle

HP: 320                      Weakness: Fire
Attack: 90                   Special Defense: Ice, Status
Defense: 44                  Experience Points: 6
Magic Attack: 90             Coin: 3
Magic Defense: 44            Item: Ice Bomb
-----------------------------------------------------------------------
Mukumuku

HP: 108                      Weakness: Fire
Attack: 60                   Special Defense: Thunder
Defense: 47                  Experience Points: 8
Magic Attack: 22             Coin: 1
Magic Defense: 30            Item: Maple Syrup
-----------------------------------------------------------------------
Ninja

HP: 235                      Weakness: None
Attack: 130                  Special Defense: All except Jump
Defense: 76                  Experience Points: 32
Magic Attack: 51             Coin: 6
Magic Defense: 67            Item: Maple Syrup
-----------------------------------------------------------------------
Octolot

HP: 99                       Weakness: Fire, Thunder
Attack: 38                   Special Defense: None
Defense: 27                  Experience Points: 6
Magic Attack: 25             Coin: 4
Magic Defense: 30            Item: None
-----------------------------------------------------------------------
Octovader

HP: 250                      Weakness: Fire
Attack: 90                   Special Defense: Thunder
Defense: 50                  Experience Points: 30
Magic Attack: 63             Coin: 8
Magic Defense: 50            Item: None
-----------------------------------------------------------------------
Oerlikon

HP: 85                       Weakness: Ice
Attack: 120                  Special Defense: Jump, Fire, Status
Defense: 125                 Experience Points: 22
Magic Attack: 17             Coin: 0
Magic Defense: 50            Item: Energizer
-----------------------------------------------------------------------
Orb User

HP: 8                        Weakness: None
Attack: 42                   Special Defense: Fire, Thunder, Ice
Defense: 80                  Experience Points: 5
Magic Attack: 28             Coin: 2
Magic Defense: 40            Item: Honey Syrup
-----------------------------------------------------------------------
Orbison

HP: 30                       Weakness: Jump
Attack: 113                  Special Defense: Fire, Thunder, Ice
Defense: 140                 Experience Points: 18
Magic Attack: 63             Coin: 0
Magic Defense: 65            Item: Pure Water
-----------------------------------------------------------------------
Pandorite

HP: 300                      Weakness: Jump
Attack: 30                   Special Defense: All but Jump
Defense: 20                  Experience Points: 20
Magic Attack: 20             Coin: 30
Magic Defense: 20            Item: Flower Jar
-----------------------------------------------------------------------
Pinwheel

HP: 99                       Weakness: None
Attack: 120                  Special Defense: Thunder, Status
Defense: 90                  Experience Points: 
Magic Attack: 70             Coin: 
Magic Defense: 66            Item: 
-----------------------------------------------------------------------
Piranha Plant

HP: 168                      Weakness: None
Attack: 45                   Special Defense: Jump
Defense: 14                  Experience Points: 5
Magic Attack: 20             Coin: 5
Magic Defense: 22            Item: Sleepy Bomb
-----------------------------------------------------------------------
Pounder

HP: 180                      Weakness: Thunder
Attack: 130                  Special Defense: None
Defense: 70                  Experience Points: 24
Magic Attack: 45             Coin: 2
Magic Defense: 60            Item: None
-----------------------------------------------------------------------
Poundette

HP: 150                      Weakness: Thunder
Attack: 140                  Special Defense: None
Defense: 60                  Experience Points: 28
Magic Attack: 66             Coin: 3
Magic Defense: 45            Item: 0
-----------------------------------------------------------------------
Pulsar

HP: 69                       Weakness: Fire
Attack: 75                   Special Defense: Jump
Defense: 90                  Experience Points: 15
Magic Attack: 33             Coin: 12
Magic Defense: 35            Item: Pick Me Up
-----------------------------------------------------------------------
Puppox

HP: 300                      Weakness: Fire
Attack: 145                  Special Defense: Thunder
Defense: 110                 Experience Points: 30
Magic Attack: 20             Coin: 10
Magic Defense: 32            Item: None
-----------------------------------------------------------------------
Pyrosphere

HP: 167                      Weakness: Ice
Attack: 105                  Special Defense: Fire, Poison
Defense: 66                  Experience Points: 17
Magic Attack: 100            Coin: 2
Magic Defense: 48            Item: None
-----------------------------------------------------------------------
Rat Funk

HP: 32                       Weakness: Fire
Attack: 20                   Special Defense: None
Defense: 14                  Experience Points: 2
Magic Attack: 0              Coin: 6
Magic Defense: 6             Item: Able Juice
-----------------------------------------------------------------------
Reacher

HP: 18                       Weakness: Thunder
Attack: 4                    Special Defense: None
Defense: 95                  Experience Points: 30
Magic Attack: 75             Coin: 8
Magic Defense: 80            Item: None
-----------------------------------------------------------------------
Remo Con

HP: 88                       Weakness: Fire
Attack: 56                   Special Defense: Thunder, Ice
Defense: 52                  Experience Points: 8
Magic Attack: 25             Coin: 7
Magic Defense: 10            Item: Honey Syrup
-----------------------------------------------------------------------
Ribbite

HP: 250                      Weakness: Ice
Attack: 115                  Special Defense: Fire, Poison
Defense: 20                  Experience Points: 22
Magic Attack: 31             Coin: 8
Magic Defense: 29            Item: None
-----------------------------------------------------------------------
Rob-omb

HP: 42                       Weakness: Jump, Fire
Attack: 54                   Special Defense: None
Defense: 63                  Experience Points: 6
Magic Attack: 1              Coin: 1
Magic Defense: 20            Item: Pick Me Up
-----------------------------------------------------------------------
Sackit

HP: 152                      Weakness: None
Attack: 70                   Special Defense: None
Defense: 53                  Experience Points: 20
Magic Attack: 13             Coin: 30
Magic Defense: 20            Item: Max Mushroom, Royal Syrup
-----------------------------------------------------------------------
Shadow

HP: 85                       Weakness: None
Attack: 24                   Special Defense: Jump
Defense: 5                   Experience Points: 3
Magic Attack: 20             Coin: 2
Magic Defense: 20            Item: Pick Me Up
-----------------------------------------------------------------------
Shaman

HP: 150                      Weakness: None
Attack: 92                   Special Defense: None
Defense: 50                  Experience Points: 17
Magic Attack: 80             Coin: 4
Magic Defense: 90            Item: Maple Syrup, Honey Syrup
-----------------------------------------------------------------------
Shogun

HP: 150                      Weakness: Ice
Attack: 100                  Special Defense: Fear, Sleep
Defense: 80                  Experience Points: 24
Magic Attack: 1              Coin: 10
Magic Defense: 32            Item: Pick Me Up
-----------------------------------------------------------------------
Shy Away

HP: 140                      Weakness: Ice
Attack: 90                   Special Defense: None
Defense: 50                  Experience Points: 1
Magic Attack: 39             Coin: 30
Magic Defense: 73            Item: Honey Syrup
-----------------------------------------------------------------------
Shy Guy 

HP: 78                       Weakness: None
Attack: 29                   Special Defense: None
Defense: 30                  Experience Points: 2
Magic Attack: 20             Coin: 1
Magic Defense: 6             Item: None
-----------------------------------------------------------------------
Shy Ranger

HP: 300                      Weakness: None
Attack: 100                  Special Defense: Physical
Defense: 80                  Experience Points: 60
Magic Attack: 4              Coin: 1
Magic Defense: 10            Item: None
-----------------------------------------------------------------------
Shyster

HP: 30                       Weakness: None
Attack: 20                   Special Defense: None
Defense: 26                  Experience Points: 3
Magic Attack: 18             Coin: 2
Magic Defense: 10            Item: Honey Syrup
-----------------------------------------------------------------------
Sky Troopa

HP: 10                       Weakness: Jump
Attack: 4                    Special Defense: None
Defense: 16                  Experience Points: 1
Magic Attack: 6              Coin: 1
Magic Defense: 4             Item: Mushroom
-----------------------------------------------------------------------
Sling Shy

HP: 120                      Weakness: None
Attack: 108                  Special Defense: None
Defense: 80                  Experience Points: 3
Magic Attack: 42             Coin: 20
Magic Defense: 21            Item: Honey Syrup
-----------------------------------------------------------------------
Snapdragon

HP: 90                       Weakness: Fire
Attack: 28                   Special Defense: None
Defense: 25                  Experience Points: 4
Magic Attack: 31             Coin: 3
Magic Defense: 25            Item: Mushroom
-----------------------------------------------------------------------
Snifit

HP: 200                      Weakness: Ice
Attack: 60                   Special Defense: None
Defense: 60                  Experience Points: 2
Magic Attack: 20             Coin: 15
Magic Defense: 20            Item: Mushroom
-----------------------------------------------------------------------
Sparky

HP: 120                      Weakness: Ice
Attack: 40                   Special Defense: Fire
Defense: 1                   Experience Points: 4
Magic Attack: 38             Coin: 1
Magic Defense: 50            Item: None
-----------------------------------------------------------------------
Spikester

HP: 50                       Weakness: Ice
Attack: 48                   Special Defense: Jump
Defense: 60                  Experience Points: 6
Magic Attack: 12             Coin: 2
Magic Defense: 4             Item: None
-----------------------------------------------------------------------
Spikey

HP: 20                       Weakness: None
Attack: 6                    Special Defense: Jump
Defense: 11                  Experience Points: 1
Magic Attack: 4              Coin: 2
Magic Defense: 2             Item: Honey Syrup
-----------------------------------------------------------------------
Spinthra

HP: 230                      Weakness: Ice
Attack: 110                  Special Defense: Poison
Defense: 70                  Experience Points: 30
Magic Attack: 4              Coin: 4
Magic Defense: 32            Item: Bracer
-----------------------------------------------------------------------
Spookum

HP: 98                       Weakness: Ice
Attack: 50                   Special Defense: None
Defense: 45                  Experience Points: 8
Magic Attack: 32             Coin: 4
Magic Defense: 5             Item: Mid Mushroom
-----------------------------------------------------------------------
Springer

HP: 122                      Weakness: None
Attack: 155                  Special Defense: None
Defense: 110                 Experience Points: 29
Magic Attack: 100            Coin: 2
Magic Defense: 79            Item: Energizer
-----------------------------------------------------------------------
Starcruster

HP: 72                       Weakness: Ice
Attack: 135                  Special Defense: Jump
Defense: 145                 Experience Points: 36
Magic Attack: 16             Coin: 30
Magic Defense: 53            Item: None
-----------------------------------------------------------------------
Starslap

HP: 62                       Weakness: Fire, Thunder
Attack: 25                   Special Defense: None
Defense: 24                  Experience Points: 2
Magic Attack: 4              Coin: 2
Magic Defense: 10            Item: None
-----------------------------------------------------------------------
Stinger

HP: 65                       Weakness: None
Attack: 78                   Special Defense: None
Defense: 80                  Experience Points: 13
Magic Attack: 23             Coin: 1
Magic Defense: 10            Item: Able Juice
-----------------------------------------------------------------------
Straw Head

HP: 131                      Weakness: Thunder
Attack: 80                   Special Defense: None
Defense: 63                  Experience Points: 17
Magic Attack: 18             Coin: 12
Magic Defense: 12            Item: Pure Water
-----------------------------------------------------------------------
Stumpet

HP: 500                      Weakness: Ice
Attack: 200                  Special Defense: Fire, Status
Defense: 120                 Experience Points: 70
Magic Attack: 6              Coin: 15
Magic Defense: 60            Item: Fright Bomb, Fire Bomb
-----------------------------------------------------------------------
Terra Cotta

HP: 180                      Weakness: None
Attack: 120                  Special Defense: Fire
Defense: 85                  Experience Points: 35
Magic Attack: 36             Coin: 0
Magic Defense: 35            Item: Mushroom
-----------------------------------------------------------------------
Terrapin

HP: 10                       Weakness: None
Attack: 1                    Special Defense: None
Defense: 8                   Experience Points: 0
Magic Attack: 0              Coin: 0
Magic Defense: 1             Item: None
-----------------------------------------------------------------------
The Big Boo

HP: 43                       Weakness: None
Attack: 18                   Special Defense: Jump, Fear
Defense: 0                   Experience Points: 2
Magic Attack: 18             Coin: 0
Magic Defense: 24            Item: Honey Syrup
-----------------------------------------------------------------------
Tub-O-Troopa

HP: 500                      Weakness: Thunder
Attack: 200                  Special Defense: None
Defense: 80                  Experience Points: 40
Magic Attack: 7              Coin: 11
Magic Defense: 34            Item: None
-----------------------------------------------------------------------
Vomer

HP: 0                        Weakness: Thunder
Attack: 110                  Special Defense: Status
Defense: 0                   Experience Points: 19
Magic Attack: 9              Coin: 0
Magic Defense: 0             Item: Pure Water
-----------------------------------------------------------------------
Wiggler

HP: 120                      Weakness: Thunder
Attack: 40                   Special Defense: None
Defense: 25                  Experience Points: 6
Magic Attack: 18             Coin: 10
Magic Defense: 20            Item: Honey Syrup
-----------------------------------------------------------------------
Zeostar

HP: 90                       Weakness: Fire
Attack: 75                   Special Defense: None
Defense: 60                  Experience Points: 10
Magic Attack: 28             Coin: 3
Magic Defense: 20            Item: Mushroom
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

And there you have it!  Pant, pant, the list is done.  Now, I’ll list 
all the locations with enemies in them and then list what enemies, plus 
their HP amounts for your convenience (that’s pretty much the only 
thing you want to know for regular enemies, anyways).  Numbers indicate 
the time you visit it (for example, at first Bowser’s Keep only has 
Terrapins, but later on in the game it has all sorts of things in it).

---------------------------Bowser’s Keep (1)---------------------------

Enemies: Terrapin (10 HP)

-----------------------------Mushroom Way------------------------------

Enemies: Goomba (16 HP), Sky Troopa (10 HP), Spikey (20 HP)

---------------------------Mushroom Kingdom----------------------------

Enemies: Shyster (30 HP)

-----------------------------Bandit’s Way------------------------------

Enemies: Frogog (80 HP), Goomba (16 HP), K-9 (30 HP), Sky Troopa (10 
HP), Spiky (20 HP)

------------------------------Kero Sewers------------------------------

Enemies: Goby (40 HP), Hobgoblin (50 HP), Pandorite (300 HP), Rat Funk 
(32 HP), Shadow (85 HP), The Big Boo (43 HP)

-------------------------------Rose Way--------------------------------

Enemies: Arachne (82 HP), Crook (38 HP), Shy Guy (78 HP), Snapdragon 
(90 HP), Starslap (62 HP)

------------------------------Forest Maze------------------------------

Enemies: Amanita (52 HP), Buzzer (43 HP), Guerilla (135 HP), Octolot 
(99 HP), Rat Funk (32 HP), Wiggler (120 HP)

------------------------------Pipe Vault-------------------------------

Enemies: Frogog (80 HP), Goomba (16 HP), Piranha Plant (168 HP), Shy 
Ranger (? HP), Spikey (20 HP), Sparky (120 HP)

----------------------------Moleville Mines----------------------------

Enemies: Bob-omb (90 HP), Cluster (60 HP), Crook (38 HP), Enigma (150 
HP), Magmite (26 HP), Sparky (120 HP)

---------------------------Booster Pass (1)----------------------------

Enemies: Artichoker (200 HP), Carroboscis (90 HP), Lakitu (124 HP), 
Spikester (50 HP)

-----------------------------Booster Tower-----------------------------

Enemies: Blaster (120 HP), Chomp (100 HP), Fireball (10 HP), Jester 
(151 HP), Orb User (8 HP), Remo Con (88 HP), Rob-omb (42 HP), Snifit 
(200 HP), Spookum (98 HP)

---------------------------Booster Pass (2)----------------------------

Enemies: Apprentice (120 HP), Artichoker (200 HP), Carroboscis (90 HP), 
Lakitu (124 HP), Spikester (50 HP), Spikey (20 HP)

-------------------------------Star Hill-------------------------------

Enemies: Gecko (92 HP), Mastadoom (180 HP), Mukumuku (108 HP), Pulsar 
(69 HP), Sackit (152 HP)

--------------------------------The Sea--------------------------------

Enemies: Bloober (130 HP), Leuko (220 HP), Mr. Kipper (133 HP), Zeostar 
(90 HP)

------------------------------Sunken Ship------------------------------

Enemies: Alley Rat (105 HP), Bandana Red (120 HP), Bloober (130 HP), 
Crusty (80 HP), Dry Bones (0 HP), Goombette (100 HP), Gorgon (140 HP), 
Greaper (148 HP), Hidon (600 HP), Leuko (220 HP), Mr. Kipper (133 HP), 
Reacher (180 HP), Straw Head (131 HP), Zeostar (90 HP)

------------------------------Land’s End-------------------------------

Enemies: Chewy (90 HP), Chow (80 HP), Fink Flower (200 HP), Formless 
(10 HP), Geckit (100 HP), Kriffid (320 HP), Mokura (620 HP), Octovader 
(250 HP), Ribbite (250 HP), Shogun (150 HP), Shy Away (140 HP), 
Spinthra (230 HP), Stinger (65 HP)

-----------------------------Belome Temple-----------------------------

Enemies: Chow (80 HP), Shy Away (140 HP)

------------------------------Bean Valley------------------------------

Enemies: Box Boy (900 HP), Chewy (90 HP), Chomp Chomp (150 HP), Fautso 
(420 HP), Fink Flower (200 HP), Geckit (100 HP), Kriffid (320 HP), 
Octovader (250 HP), Shy Away (140 HP), Spinthra (230 HP), Stinger (65 
HP)

-------------------------Bean Valley (Beanstalk)-----------------------

Enemies: Birdy (150 HP), Heavy Troopa (250 HP)

-----------------------------Nimbus Castle-----------------------------

Enemies: Birdy (150 HP), Bluebird (200 HP), Heavy Troopa (250 HP), 
Jawful (278 HP), Muckle (320 HP), Orbison (30 HP), Pinwheel (99 HP), 
Shaman (150 HP), Sling Shy (120 HP)

----------------------------Barrel Volcano-----------------------------

Enemies: Armored Ant (230 HP), Body (300 HP) Chained Kong (355 HP), 
Corkpedite (200 HP), Magmus (50 HP), Oerlikon (85 HP), Pyrosphere (167 
HP), Stumpet (500 HP), Vomer (0 HP)

---------------------------Bowser’s Keep (2)---------------------------

Enemies: Alley Rat (105 HP), Amanita (52 HP), Armored Ant (230 HP), 
Bahamutt (1200 HP), Big Bertha (350 HP), Bloober (130 HP), Chained Kong 
(355 HP), Chester (500 HP), Chewy (90 HP), Chow (80 HP), Forkies (350 
HP), Geckit (100 HP), Glum Reaper (180 HP), Greaper (148 HP), Gu Goomba 
(132 HP), Lakitu (124 HP), Magmus (50 HP), Malakoopa (95 HP), Muckle 
(320 HP), Oerlikon (85 HP), Orbison (30 HP), Pulsar (69 HP), Pyrosphere 
(167 HP), Rob-omb (42 HP), Sackit (152 HP), Shaman (150 HP), Shy Away 
(140 HP), Sling Shy (120 HP), Star Cruster (72 HP), Stinger (65 HP), 
Terra Cotta (180 HP), The Big Boo (43 HP), Tub-O-Troopa (500 HP), Vomer 
(0 HP), Zeostar (90 HP)

-------------------------------The Gate--------------------------------

Enemies: Ameboid (220 HP), Doppel (333 HP), Glum Reaper (180 HP), 
Hippopo (400 HP), Jabit (150 HP), Li’l Boo (66 HP), Machine-Made (X HP), 
Mad Mallet (200 HP), Ninja (235 HP), Pounder (180 HP), Poundette (150 
HP), Puppox (300 HP), Springer (122 HP)

--------------------------------Factory--------------------------------

Enemies: Clerk (500 HP), Director (1000 HP), Mad Mallet (200 HP), 
Manager (800 HP), Pounder (180 HP), Poundette (150 HP)

Okay, that’s how the enemies are distributed about the lands.  Now, a 
note on optional bosses…

Booster: You fight Booster if you get caught by his Snifits in the 
curtain mini-game that precedes the Knife Guy/Grate Guy fight three 
times.  I suggest you actually do win, though, as you get the Amulet in 
this way, which is useful until the very end of the game.

Jagger: In Monstro Town, up the stairs at the far-right end of the 
place, you’ll find a Dojo.  Jagger, a member of the Koopa Troop who 
went AWOL because he was afraid he couldn’t beat Smithy, has been 
training here, but his master is out.  But, Jagger can still fight you.  
Challenge him and beat him to make his sensei appear.

Jinx: In the same dojo you fight Jagger in when touring Monstro Town is 
his sensei Jinx.  To challenge her, you must first defeat Jagger.  Beat 
her (I think it’s a her, but they never refer to Jinx as a gender) and 
she’ll challenge you to another fight, slightly harder.  Beat her again 
to fight her one last time, this time for the Jinx Belt.

Culex: I recommend waiting at least until you have the Lazy Shell armor 
and the Star Egg to make this fight.  I have a complete strategy for 
him, as I do with all bosses, under “Red Star” of Section 2, toward the 
end.  He is the hardest enemy in the game, and he lives in Monstro Town 
behind the sealed door.  To open it, first buy the Fireworks from a 
mole in his house in Moleville.  Then give these Fireworks to the mole 
girl just right of the house that you bought the Fireworks in for the 
Shiny Stone.  Use the Shiny Stone on the sealed door to break the seal 
and enter a dark portal between the dimensions where you shall meet and 
probably fight Culex, Dark Knight of Vanda, servant of the Dark Mage.  
He is unbelievably strong; be ready.  He also gives more Experience 
Points than any other enemy in the entire game (although Smithy 
probably would give more if you could save after that fight).

Dodo (1): You’re first extra opportunity to fight Dodo comes when you 
are posing as a statue in Nimbus Castle.  Let him peck you twice or 
jump at the wrong time twice, or both, and he will suspect you, thus 
attacking.  I recommend not fighting this, though, as you get the 
Feather if you can avoid violence, proving that rewards are far greater 
without violence.

Dodo (2): Later on, you’ll find Dodo wandering the halls of Nimbus 
Castle toward the end (after seeing Valentina run away with Shy Away).  
Normally, you’d use a Starman to beat him without a fight, but if it 
runs out too early, you’ll have to engage him.

And that’s everything you’ll want to know concerning enemies…  Except 
for the next section…

=======================================================================
==========================Psychopath Quotes*===========================
=======================================================================

If you get the timed hit with Mallow’s Psychopath, you can read their 
thoughts (well, for Mario, he hears their thoughts, but there was no 
voice acting in this game, luckily).  It is rather interesting, and it 
throws some light on some questions I’ve had about the Machine Made 
series.  That is, I wondered if they were just robots with the same 
design as the originals, or whether they were actual robotic clones of 
the original.  The personalities of the originals are reflected in the 
Machine Made series (which I know due to Psychopath quotes), so I 
believe that the latter is true.  In any case, we I’ll make this an 
alphabetized list of all monsters who can be read.  Boy, I never 
thought they’d be thinking this in the heat of battle…

-----------------------------------+-----------------------------------
            Enemy Name             |        Psychopath Quote
-----------------------------------+-----------------------------------
Alley Rat                          | “Don’t pity me, Mario!”           
Amanita                            | “Gotta work on my tan!”           
Ameboid                            | “Get outta my face.”              
Apprentice                         | “I’ve had ENOUGH.”                
Arachne                            | “[note] Day-o…”                   
Armored Ant                        | “Do one good turn a day!”         
Artichoker                         | “Relax a little, okay?”           
Axem Black                         | “You’re timing stinks!”           
Axem Green                         | “Are we done here?”               
Axem Pink                          | “Red, WRONG POSITION!”            
Axem Rangers                       | “It’s a melee!”                   
Axem Red                           | “I’m all thumbs today!”           
Axem Yellow                        | “We’re lookin’ GOOD!”             
Bahamutt                           | “Give me a chance, here.”         
Bandana Blue                       | “Color me Blue, mates!!”          
Bandana Red                        | “I love the color RED!”           
Belome (1)                         | “I just… wanna sleep.”            
Belome (2)                         | “Gotta yummy in my tummy!”        
Big Bertha                         | “Adabing, ADABANG!”               
Birdo                              | “I just love life!”               
Birdy                              | “I HATE Valentina.”               
Blaster                            | “Wanna join me?”                  
Bluebird                           | “You are… magnificent.”           
Bloober                            | “I love floating around.”         
Bob-omb                            | “Ouch, HEY!  Watch it!”           
Body (Corkpedite)                  | “……”                              
Bodyguard                          | “Boing, boing, boing.”            
Boomer                             | “It’s all over now…”              
Booster                            | “This is like realizing you’re    
                                   |  outside without your clothes on!”
Bowser Clone                       | “Grr… my castle…”                 
Bowyer                             | “What’s with these folks?”        
Box Boy                            | “Been waitin’ 100 years!”         
Bundt                              | “Congratulations.”                
Buzzer                             | “Buzzzzz…”                        
Carroboscis                        | “I ALWAYS eat my vegetables!”     
Chained Kong                       | “A tad warm, isn’t it?”           
Chester                            | “I love my job![heart]”           
Chewy                              | “I’m just a fresh flower.”        
Chomp                              | “Workin’ on a chain gang.”        
Chomp Chomp                        | “Hey, let’s PLAY!”                
Chow                               | “Hey, I fought you already!”      
Clerk                              | “10 years I’ve been here!”        
Cloaker (1)                        | “I love cold hard steel!”         
Cloaker (2)                        | “Sh… sho… shocked!”               
Cluster                            | “I’ll psyche you out!”            
Corkpedite                         | “Off!  FORGET IT!”                
Count Down                         | “We’re into overtime!”            
Croco (1)                          | “Gosh, I’m good!”                 
Croco (2)                          | “Ooh!  I’m good!”                 
Crook                              | “You can’t run away!  Ha!”        
Crusty                             | “Look at THIS!”                   
Culex                              | “A little off, eh?”               
Czar Dragon                        | “Flamin’ hot, right at ya!”       
Ding-a-Ling                        | “Wake up sleepy heads!”           
Director                           | “I just lost EVERYTHING.”         
Dodo (1)                           | “I’m STARVED!”                    
Dodo (2)                           | “I’m starved… later!”             
Dodo (3)                           | “I’m starved… later!”             
Domino (1)                         | “MAGIC!  DEAL with it!”           
Domino (2)                         | “Sh… sho… shocked!”               
Doppel                             | “This has been a bad year!”       
Dry Bones                          | “I’m sick of getting’ hit!”       
Earth Crystal                      | “I hate being awakened!”          
Earth Link                         | “What a royal pain!”              
Enigma                             | “Gather around!  Watch it!”       
Exor                               | “Gotta mow the lawn soon.”        
Factory Chief                      | “Who DARES to fight ME?!”         
Fautso                             | “Thanks to you I’m free!”         
Fink Flower                        | “Gimme your best shot!”           
Fireball                           | “Blurb blurb blurb…”              
Fire Crystal                       | “I gotta vacuum tonight!”         
Forkies                            | “Shikashikashika~~!”              
Formless                           | “I have a secret!”                
Frogog                             | “This bright sunlight better not  
                                   |  fry me!”                         
Geckit                             | “Geck…  Geck…  GOCK?”             
Gecko                              | “Red?  What about Green?”         
Geno Clone                         | “Star Pieces…  Star…”             
Glum Reaper                        | “Comin’ through…”                 
Goby                               | “Blub blub blub…”                 
Goomba                             | “Goomba gumba… phew!”             
Goombette                          | “Me speak soft, BIG STICK!”       
Gorgon                             | “I just wanna go home.”           
Grate Guy                          | “Peace is just a dream.”          
Greaper                            | “Any reaping to be done?”         
Guerilla                           | “Don’t confuse me with someone    
                                   |  else”                            
Gu Goomba                          | “Hey, maybe I CAN win!”           
Gunyolk                            | “If we’re beaten, the boss is     
                                   |  alone”                           
Heavy Troopa                       | “I’ll make ya beautiful!”         
Helio                              | “I’m burnin’ up inside!”          
Hidon                              | “You wanna run, huh?!”            
Hippopo                            | “This is a drag…”                 
Hobgoblin                          | “Havin’ a blast today!”           
Jabit                              | “This is the pits!”               
Jagger                             | “Oh!  I’m so excited!”            
Jawful                             | “Huh?”                            
Jester                             | “I’ve failed my King…”            
Jinx (1)                           | “You’re just a beginner!”         
Jinx (2)                           | “Sympathy!?  Not from me!”        
Jinx (3)                           | “Ooh!  I’m gonna hurt ya!”        
Jinx Clone                         | “I’m the REAL thing!”             
Johnny                             | “Whoa!  It’s all over.”           
K-9                                | “May I take a BITE?”              
King Bomb                          | “I LIVE to explode!”              
King Calamari                      | “The ship’s MINE!  SCRAM!”        
Knife Guy                          | “Happiness is hip!”               
Kriffid                            | “Aloe~ there!”                    
Lakitu                             | “Why do people hate me?”          
Left Eye                           | “I can’t see a thing!”            
Leuko                              | “Floating’s a bad habit.”         
Li’l Boo                           | “Beep pa doodle dee![music note]” 
Machine Made (Axem Black)          | “Will I make the team?”           
Machine Made (Axem Green)          | “Whew!  Vertigo!”                 
Machine Made (Axem Pink)           | “Oh!  My makeup!”                 
Machine Made (Axem Red)            | “Gotta fight for evil!”           
Machine Made (Axem Yellow)         | “I’m STARVED!”                    
Machine Made (Bowyer)              | “Nya!  I’ll SNUFF ya!  NYA!”      
Machine Made (Drill Bit)           | “Look out, LOSERS!”               
Machine Made (Mack)                | “Mario!  I’m BAAAAAAAACK!”        
Machine Made (Shyster)             | “Boing, boing, boing.”            
Machine Made (Yaridovich)          | “My promotion’s at stake!”        
Mack                               | “Boing, boing, boing.”            
Mad Adder                          | “I’m alive and kicking.”          
Mad Mallet                         | “Work, work, work…”               
Magikoopa                          | “That’s… my child?”               
Magmite                            | “Got a thorn in my foot.”         
Magmus                             | “Clobber me for good life!”       
Malakoopa                          | “Just call me ‘General!’”         
Mallow Clone                       | “Ma?  Pa?  Where are ya?”         
Manager                            | “25 years of work, sigh.”         
Mario Clone                        | “……”                              
Mastadoom                          | “Phew, I’m FREEZING…”             
Megasmilax                         | “I was a water baby!”             
Mezzo Bomb                         | “Look out!”                       
Micro Bomb                         | “Small is as small does.”         
Mokura                             | “Mwa ha ha…”                      
Mr. Kipper                         | “I’m a fresh little fish.”        
Muckle                             | “Gotta know your limits.”         
Mukumuku                           | “Ya trying to bug me?!”           
Neosquid                           | “I’m so utterly alone…”           
Ninja                              | “Wooo HOOO!  I’m a FOO!”          
Octolot                            | “Check out my legs!”              
Octovader                          | “I’m a part-time typist!”         
Oerlikon                           | “I live to eat.”                  
Orbison                            | “Don’t jump on me!”               
Orb User                           | “I hate Kinklinks!”               
Pandorite                          | “I’m trying to sleep, OK?”        
Pinwheel                           | “What a day it’s been…”           
Piranha Plant                      | “Pretty boring nowadays.”         
Pounder                            | “Wham bam SLAM!”                  
Poundette                          | “Love conquers ALL.”              
Pulsar                             | “I’m a mini-pulsar.”              
Punchinello                        | “Yeeha!  I see we’re already      
                                   |  famous!                          
Puppox                             | “What does it all MEAN?”          
Pyrosphere                         | “Vroom, VROOM!!”                  
Raspberry                          | “Congratulations!”                
Rat Funk                           | “Squeek, squeek…”                 
Reacher                            | “Hope you’ll stay close.”         
Remo Con                           | “The world is history.”           
Ribbite                            | “My dad says, ‘Hello.’”           
Right Eye                          | “I’ve got an astigmatism!”        
Rob-omb                            | “Disappear?  Maybe later!”        
Sackit                             | “This is just how I am.”          
Shadow                             | “You’re a model, right?”          
Shaman                             | “I’m losing this fight!”          
Shelly                             | “Slow down!”                      
Shogun                             | “Do as you like.”                 
Shy Away                           | “La Dee Dah~ Ha Ha.”              
Shy Guy                            | “Hold still, okay?”               
Shy Ranger                         | “Transmitting information…  Over  
                                   |  and out.”                        
Shyper                             | “Ooh!  This’ll be fun!”           
Shyster                            | “Boing, boing, boing.”            
Sky Troopa                         | “What a gorgeous day!”            
Sling Shy                          | “Hear my song.”                   
Smelter                            | “I brush after each meal!”        
Smilax                             | “Turn your eyes!”                 
Smithy                             | “Eh?!  Not bad!”                  
Smithy (Body)                      | “What a heavy head!”              
Smithy (Robot Head)                | “Nothin’ can hurt me!”            
Smithy (Tank Head)                 | “Don’t shock me!  DON’T!”         
Smithy (Wizard Head)               | “Good magic, bad defense.”        
Smithy (Masked Head)               | “This isn’t good at all!”         
Smithy (Chest Head)                | “What’s hidden inside?!”          
Snapdragon                         | “I did a lot in my youth.”        
Snifit                             | “Minimum wage for THIS?!”         
Sparky                             | “Fire EVERYWHERE!”                
Spikester                          | “Why, you’re AFRAID of me!”       
Spikey                             | “Just try and jump on me!”        
Spinthra                           | “Oh!  I’m gonna poison ya!”       
Spookum                            | “Que pasa?”                       
Springer                           | “What’s going on here?”           
Star Cruster                       | “I’M NOT A CRAB!!”                
Starslap                           | “They think I’m goofy…”           
Stinger                            | “Strike the pose!”                
Straw Head                         | “Gotta press this shirt!”         
Stumpet                            | “Express yourself!”               
Tentacle                           | “You wouldn’t… EAT me?!”          
Terra Cotta                        | “Oh, Mr. Bowser~~”                
Toadstool Clone                    | “It’s tough to be pretty!”        
Torte                              | “Cake!  Vatch zee CAKE.”          
The Big Boo                        | “Stop staring at me!”             
Tub-O-Troopa                       | “My shell’s shot!”                
Valentina                          | “I tell ya, he’s NOTHING!”        
Vomer                              | “Nobody, NOBODY likes me.”        
Water Crystal                      | “Get me back underground!”        
Wiggler                            | “I’m just a helpless wiggler…”    
Wind Crystal                       | “Whhhhhhooooo…”                   
Yaridovich                         | “My promotion’s at stake!”        
Yaridovich (Mirage)                | “I’m not the real McCoy!”         
Zeostar                            | “Oh, I can’t stand him!”          
Zombone                            | “Hey!  We’re not done yet!”       
-----------------------------------+-----------------------------------

Yes we are, Zombone!  So, there you have it.  Now, away from offenses 
and the like, let’s get to the item section.  Of course, it begins with 
the invisible ones…

=======================================================================
============================Surprise Boxes*============================
=======================================================================

There are 39 hidden treasure chests, which the Box Boy in Monstro Town 
calls surprise boxes.  What are they, exactly?  They are invisible 
chests that you must jump around to get.  The list is made much with 
the help of Croco; in Nimbus Land, he could be found after giving 
Valentina the boot, whereupon he ran into a wall, dropping the Signal 
Ring, which makes a beep in rooms with surprise boxes.

-----------------------------------------------------------------------
Surprise Box #

Location:

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

Above is the setup for each entry, thirty-nine in all.  Here is the 
list of them, in order of when you can get them.

-----------------------------------------------------------------------
Surprise Box # 1

Location: Mushroom Kingdom

Notes: Go to the item shop and enter the basement.  Here, talk to the 
Toad walking around, and he will demand you stand in front of him and 
jump.  Do so for a Flower from an invisible chest.  This is your 
introduction to surprise boxes, and the easiest one to find, too.
-----------------------------------------------------------------------
Surprise Box # 2

Location: Mushroom Kingdom

Notes: In the basement of the item shop, same room as # 1, jump from 
the Toad’s head to the upper-right corner, where you’ll find a surprise 
box containing a Flower.
-----------------------------------------------------------------------
Surprise Box # 3

Location: Mushroom Kingdom

Notes: You can only get this at the very beginning of the game – the 
first time you enter the castle, in fact.  When you enter and Toad 
talks to you, jump on his head and ride him down the path.  He pauses 
before the door.  Jump onto the rim above the door.  This is where you 
can find the chest.  If you miss it this time, then you’ll never be 
able to get it for the remainder of the game.  It is a Frog Coin, by 
the way.
-----------------------------------------------------------------------
Surprise Box # 4

Location: Bandit’s Way

Notes: Remember the screen of Bandit’s Way with the rotating red 
flowers that you must jump off of?  Get to the end of that screen as if 
chasing Croco, and then get on the flower there.  When facing to the 
right, jump off of it.  You’ll hit the chest as you leap off of it, 
taking from it a KerokeroCola, this early in the game!
-----------------------------------------------------------------------
Surprise Box # 5

Location: Rose Town

Notes: Remember the house with the ! Switch that makes the stairs 
appear?  It is in the upper-left corner of Rose Town.  In the room of 
the second floor of that house, which has the aforementioned switch in 
it, jump onto the bed and bounce around to hit a chest containing a 
Frog Coin.
-----------------------------------------------------------------------
Surprise Box # 6

Location: Rose Town

Notes: Go to the item shop of Rose Town.  Inside, get to the upper-left 
hand corner, where you should jump for a Frog Coin within a surprise 
box.
-----------------------------------------------------------------------
Surprise Box # 7

Location: Forest Maze

Notes: This is the first of several Forest Maze chests.  In the very 
first screen of it, go the entrance, and head left (that is, left 
relative the exit path) of it into a corner.  Jump there to reveal a… 
chest with a KerokeroCola in it!
-----------------------------------------------------------------------
Surprise Box # 8

Location: Forest Maze

Notes: Upon exiting the first underground section via jump pad, you’ll 
reach the great outdoors.  Go left of the stump you emerge from, and in 
the corner you should jump to hit a chest for a Frog Coin.
-----------------------------------------------------------------------
Surprise Box # 9

Location: Forest Maze

Notes: This is coming at you from the screen with the seven stump pipes.  
Enter the first stump in the right row.  From where you fall, walk 
diagonally left (up) to reach a lighted area.  Jump in the center of it 
to hit a chest with a Flower stuffed inside.
-----------------------------------------------------------------------
Surprise Box # 10

Location: Forest Maze

Notes: In the screen containing the seven stump pipes, take down the 
second one in the left row.  In one of the lighted areas, situated to 
the upper left of the spot you fall to when you first enter the 
underground area, and then head up a little bit to reach an unlighted 
corner-like area, jump to hit a chest… with nothing inside!  It says 
that you missed.  Well, that’s a rip-off in a big way.
-----------------------------------------------------------------------
Surprise Box # 11

Location: Forest Maze

Notes: In the very last stump in the screen with the seven stumps, the 
one with the sleeping Wiggler inside that you need to wake to continue 
in the forest, jump behind where the Wiggler was to hit a chest.  
What’s inside?  Why a KerokeroCola of course!
-----------------------------------------------------------------------
Surprise Box # 12

Location: Forest Maze

Notes: When you reach the Save Block in Forest Maze in the screen 
before you reach the four-way maze part that Geno guides you through in 
your first run-through, stop.  Jump right of the exit to this place, 
and persist in it to soon hit a chest containing a Red Essence.  Wow!  
They stuck some great items in early in the game.
-----------------------------------------------------------------------
Surprise Box # 13

Location: Pipe Vault

Notes: In Pipe Vault, you’ll reach one screen with six pipes in it.  
Take the second of the six down and you’ll end up by a hovering ledge 
of blocks.  Stand so that you would be under the blocks if you went any 
further, and then jump to reveal a hidden yellow switch.  From there, 
jump onto the ledge.  Right about in the center, jump for a chest 
containing a Frog Coin.
-----------------------------------------------------------------------
Surprise Box # 14

Location: Pipe Vault

Notes: Four spaces ahead of the previous surprise box, jump to hit 
another chest with another Frog Coin inside.
-----------------------------------------------------------------------
Surprise Box # 15

Location: Yo’ster Isle

Notes: When you first come out of Pipe Vault, you’ll see a Save Block.  
Jump behind it to hit another surprise box, containing another Frog 
Coin.
-----------------------------------------------------------------------
Surprise Box # 16

Location: Booster Pass

Notes: In the first screen of Booster Pass, go all the way left that 
you can; you’ll reach a bush.  Stand on it and jump to hit a chest 
containing a Flower.
-----------------------------------------------------------------------
Surprise Box # 17

Location: Booster Pass

Notes: Go to the exit of the first screen of Booster Pass that leads to 
the second screen.  Before progressing in the pass, though, stand on 
the bush to the left of the exit and jump from it to hit a surprise box, 
of course.  As it turns out, it contains a Rock Candy.
-----------------------------------------------------------------------
Surprise Box # 18

Location: Booster Tower

Notes: In the second screen of Booster Tower, the one with the endless 
supply of Spookums descending down a staircase, you need to reach the 
top.  Toward the right, jump around the back wall to find a surprise 
box holding a Frog Coin in it.
-----------------------------------------------------------------------
Surprise Box # 19

Location: Booster Tower

Notes: Remember the Thwomp on the seesaw that you had to jump on to 
bounce up to the above room?  In that above room, head up it until you 
reach the stairs.  There’s a little gap between the stairs and another 
block; go between the two in this gap and jump for a Frog Coin.
-----------------------------------------------------------------------
Surprise Box # 20

Location: Booster Tower

Notes: Destination?  The room with the Save Block in it almost at the 
very top of the tower.  It has yellow blocks in it of rising altitude.  
Go to the right corner of this room, lower-right, and jump about there 
to hit a chest, which contains a Mushroom to heal you.
-----------------------------------------------------------------------
Surprise Box # 21

Location: Booster Tower

Notes: Go to the same room that the last chest was in.  Jump up the 
yellow blocks here, making running jumps to reach the next.  See the 
chest at the end?  You’re going to want to make a running jump so that 
you land on top of the chest here.  Jump from atop it to hit a chest 
containing the Goodie Bag.  When you use it in battle, you get one coin.  
Alternately, you can sell it for 555 coins.  So, if you don’t plan on 
using it that much, selling it is the way to go.
-----------------------------------------------------------------------
Surprise Box # 22

Location: Marrymore

Notes: In the hotel, check into (or just go into) the regular hotel 
room.  You know, the cheap-o depot one.  For the sophisticated type 
such as myself, it was painful just being there.  But seriously, stand 
in the lower-left hand corner.  You’ll have to jump up shelve to reach 
it.  Jump there for a Frog Coin.  Huzzah!
-----------------------------------------------------------------------
Surprise Box # 23

Location: Sunken Ship

Notes: Go to the room that has the Mario clone in it.  Jump towards the 
right side of the middle of the room to hit a yellow switch, which in 
turn makes a chest appear.  Jump onto the Mario doppelganger’s head and 
use it to reach the platform.  From there, simply jump to the chest, 
winning yourself a Flower.
-----------------------------------------------------------------------
Surprise Box # 24

Location: Land’s End

Notes: Drat!  Land’s End and its cleverly hidden chests…  Even the 
first screen is rather difficult to describe.  Cannon to the first 
platform and stand on the right edge.  When it is at its highest point, 
jump straight forward to hit a chest, which holds a Flower.
-----------------------------------------------------------------------
Surprise Box # 25

Location: Land’s End

Notes: In the second screen, stand on the ground and go straight 
forward from the cannon until you reach the cliff.  Jump there to make 
a yellow platform appear.  Use the cannon to land on the platform, 
which makes it move.  Use it to reach the top of the highest ledge.  
Stand on the left side and jump to reveal a chest containing a Flower.
-----------------------------------------------------------------------
Surprise Box # 26

Location: Land’s End

Notes: Go to the part of Land’s End with the Stingers and the red 
flowers that spin.  On the ground, head toward the right path as if 
going to the floor of the Sky Bridge screen.  Jump to the top of the 
second blue flower on the way, and jump there to hit a chest containing 
a Frog Coin.
-----------------------------------------------------------------------
Surprise Box # 27

Location: Land’s End

Notes: This is found in the little underground part of Land’s End that 
leads to Kero Sewers (to enter it, go to the Sky Bridge screen and jump 
into the hole in the second cliff).  In the first screen of this 
underground part, in the corner there’s a little niche for a Chow.  
Evade it and jump by it for a Frog Coin.
-----------------------------------------------------------------------
Surprise Box # 28

Location: Belome Temple

Notes: Both this and the next chest are in the same room.  Which one, 
though?  It is a hallway, one which is directly before the room with 
the tile elevator that may or may not lead to Belome, and is a bit 
after the first fortune-telling where you had to hit the statues in a 
certain order to determine what room you had to take.  In here, go down 
the stairs and you’ll make a sharp turn to a visible chest (one that is 
not hidden).  Go down from it four tiles, and then go left once, ending 
up in a corner.  Jump there for a chest containing a Frog Coin.
-----------------------------------------------------------------------
Surprise Box # 29

Location: Belome Temple

Notes: Use the ledges in the room that had # 28 in it to jump onto the 
first of the visible chests in the room.  Jump from it to hit an 
invisible chest, which contains a Frog Coin.
-----------------------------------------------------------------------
Surprise Box # 30

Location: Monstro Town

Notes: From where you enter, go right all the way to a door.  Take it.  
In here, there’s a note that says they hoped you enjoyed your visit to 
Monstro Town, please come again, and so on.  Jump behind the bush by 
the letter, and then jump from there for a chest containing a Flower.
-----------------------------------------------------------------------
Surprise Box # 31

Location: Bean Valley

Notes: When you first enter Bean Valley, take the right path.  Here, 
head left and jump around to find a formerly hidden chest.  Now that I 
think of it, my guide takes away the surprise element of surprise 
boxes…  In said chest is a Frog Coin.
-----------------------------------------------------------------------
Surprise Box # 32

Location: Bean Valley

Notes: Go to the screen with five pipes.  Below is a numbered diagram 
of the pipes.

                               2

                         1              5

                              3     4

Enter the pipe labeled 4.  See the plainly visible chest?  Walk about 
five or six spaces from it down the corridor and jump to reach a hidden 
chest, which contains a KerokeroCola.
-----------------------------------------------------------------------
Surprise Box # 33

Location: Bean Valley

Notes: The above a entry, I have a diagram.  Enter the pipe labeled 5 
in it.  Here, walk north, slightly east, of the spring you can exit by 
to hit a chest containing a Red Essence.  Pay-off!
-----------------------------------------------------------------------
Surprise Box # 34

Location: Nimbus Land

Notes: Enter the item shop.  Get onto the boxes against the back wall, 
specifically at the top of the boxes.  Hold Y to run before jumping in 
the direction of the Nimbus shopkeeper.  You should hit the chest, 
which contains a Frog Coin as all the Nimbus Land chests do, in mid-air 
as you go.
-----------------------------------------------------------------------
Surprise Box # 35

Location: Nimbus Land

Notes: In Nimbus Castle, in the hallway with three doors in it (the 
center leading to Birdo), stand left of the door, and stand by the 
birdcage.  Jump there to reveal a surprise box.  Furthermore, you’ll 
reveal a Frog Coin.
-----------------------------------------------------------------------
Surprise Box # 36

Location: Nimbus Land

Notes: From # 35, take the left door.  Follow this path until you reach 
a Jawful (if you’ve already beaten Valentia, the Jawful won’t be there.  
So, to help you out, he guards the exit to the room, which is right 
before the holding cell for all the Nimbus prisoners, one of whom gives 
you the key to Birdo’s room).  Defeat it and stand where it was.  Jump 
to hit a surprise box.  Surprise!  It’s a Frog Coin.
-----------------------------------------------------------------------
Surprise Box # 37

Location: Nimbus Land

Notes: From where you hit the last chest, you’ll notice black void in 
the lower-left region of the room.  Walk against it from the north and 
you’ll find an invisible path leading on it.  After a turn, you’ll 
reach the end, where you can jump for a Frog Coin in a chest you 
weren’t supposed to know about.
-----------------------------------------------------------------------
Surprise Box # 38

Location: Nimbus Land

Notes: Upon beating Birdo, take the back door of the room.  Through 
this room, you’ll reach a chest.  Jump onto it and then jump again to 
hit another chest and another Frog Coin inside.
-----------------------------------------------------------------------
Surprise Box # 39

Location: The Gate

Notes: In the same screen as the one with the second Save Block of 
Smithy’s pre-Factory domain, stand in the corner down and left of the 
Save Block before jumping, which results in an extra Mushroom for you 
via a surprise box.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

And that’s how every surprise box is hit.  They are good for Flowers 
and Frog Coins, and coins in the case of the Goodie Bag (# 21), and 
some good items at good times.  I suggest you get them all if you can, 
although it isn’t essential to beating the game.

=======================================================================
==============================Frog Coins*==============================
=======================================================================

The official monetary unit in Mushroom Kingdom is the coin, but Tadpole 
Pond has its own unit, too.  The Frog Coin, which seems to be worthy 
many coins, is used in some stores.  But, the question is, how do you 
get Frog Coins?  I am particularly fond of one method - the one I used 
to get all my Frog Coins – and I’ll share it here.  By the by, most of 
it is a direct extract from my guide, under “Yellow Star.”

Head to Land’s End, the last cliff that you must scale to reach Monstro 
Town.  Sergeant Flutter and his Sky Troopas assemble to let you get up 
them.  Unbeknownst to you, Flutter times you as you make your way up.  
Well, get up fast enough and you can earn yourself five Frog Coins in 
one sitting.  And it’s easy!  Below is a diagram showing the positions 
of the Sky Troopas.

+-------------------------+
|       7   _             |
|           F             |
|    6     8              |
|                         |             +-----------------------------+
|       5     4           |             |             KEY             |
|                   3     |             +-----------------------------+
|        2                |             | # = Number of Sky Troopas   |
|    1                    |             | F = Sergeant Flutter/Finish |
|   +---+                 |             | S = Starting Point          |
|   |-S-|                 |             +-----------------------------+
|   |---+-------+         |
|   |-----------|         |
|---|-----------+---------|
+-------------------------+

Now, this should help you visualize.  When you get on Sky Troopa # 1, 
jump to # 2 immediately afterward.  Wait for # 2 to pass under # 4 and 
then jump to # 3.  From there, you can jump to # 4 right after landing.  
When # 4 is under # 8, jump to # 5, and then to # 6.  Wait a bit and 
then jump to # 7.  Now jump right down to # 8, and then make a jump as 
soon as you can for Flutter’s ledge.  That time comes when you’re just 
about one and a half rock layers below the ledge.  Do this and you 
might just break 12 seconds.  The first time you get a time of under 12 
seconds, you earn the Troopa Pin.  Unfortunately, at this point in the 
game, such an accessory is useless to us.  If you beat eleven and a 
half seconds, you get one Frog Coin.

If you beat eleven seconds, then you get five Frog Coins.  If you can 
perfect the strategy (due to the isometric view, many people don’t jump 
nearly soon enough when on Sky Troopa # 5, which can blow an entire 
second for you.  Also, waiting on the seventh Sky Troopa is a repeated 
mistake), then you’ll be rich in Frog Coins, green gold.  Really, it’s 
extremely easy once you get the hang of it.  And, just in case you feel 
the need to be better than me, my record high score is 10:50.  If you 
can beat that (don’t e-mail me about it), then you are a true Sky 
Troopa… if only you had shell and wings…

And there you have it!  In this manner, you can buy Frog Coin-expensive 
items easily.  Again, we’re working toward the items, and to that we 
must give you the means to get them…

=======================================================================
===========================Melody Bay Cards*===========================
=======================================================================

In Tadpole Pond you’ll find a composer named Toadofsky, who just can’t 
get the notes out.  He also is loaded in cards, which let you make 
purchases from the tadpoles in the pond (in Frog Coins, of course).  
But, you just can’t make up any tune and show him!  If you could, this 
section would be nearly pointless.  No, there’s an exact way to play 
the short beats, and you don’t actually need musical talent.  That is, 
the shorts are given to you by other people in conversation, whose 
jingles are actually inspirational songs.  But, since not everyone has 
the patience to translate all those notes, I have three nifty charts to 
help you out as to where to jump.

By the way, Melody Bay is one screen right of the main screen in 
Tadpole Pond.  Pretty small place, huh?  Now, for each diagram I have, 
notice they are horizontal.  Well, this is to show not only that Melody 
Bay is set up with its lines like a staff (the little horizontal bars) 
on a music sheet, but also note that in reality, Melody Bay is slanting 
toward the upper-right due to the isometric view of the game.  Also, I 
number each diagram by note, so the first note is the first one to play, 
the second the second, and so on and so forth.

                   +------------------------------+
                   |    Frogfucius’ Suite # 18    |
                   +------------------------------+

Note: You must have met Frogfucius before you can play this song and 
reap the rewards.

Reward: Alto Card

    1   |    2   |    3   |    4   |    5   |    6   |    7   |    8   
-----------------------------------------------------------------------
                      O                                                
-------------------------------O-----------------O-----------------O---
                                        O                 O            
-----------------------------------------------------------------------
             O                                                         
----O------------------------------------------------------------------
                                                                       
-----------------------------------------------------------------------

O = Tadpole

                     +---------------------------+
                     |    Mole Mountain Blues    |
                     +---------------------------+

Note: You must have ridden in the mine cart to rescue Dyna and Mite 
before you can play the song and take the card.

Reward: Tenor Card

    1   |    2   |    3   |    4   |    5   |    6   |    7   |    8   
-----------------------------------------------------------------------
    O                                                                  
----------------------------------------O------------------------------
             O                 O                                   O   
----------------------------------------------------------O------------
                                                 O                     
----------------------O------------------------------------------------
                                                                       
-----------------------------------------------------------------------

O = Tadpole

                     +---------------------------+
                     |    Monstro Town Melody    |
                     +---------------------------+

Note: Only after you’ve seen the Zeostar on the second floor of 
Monstermama’s house can you play this song for the reward, which is the 
same one as the star’s.

Reward: Soprano Card

    1   |    2   |    3   |    4   |    5   |    6   |    7   |    8   
-----------------------------------------------------------------------
                                                                   O   
-------------------------------O--------------------------O------------
                      O                          O                     
-------------O---------------------------------------------------------
    O                                                                  
----------------------------------------O------------------------------
                                                                       
-----------------------------------------------------------------------

O = Tadpole

And that’s a wrap.  Remember, though, that all the songs here are 
winners, and we commend them all.  But, some will rise to the very top, 
and we… oh, sorry, wrong setting.  Yes, Toadofsky is a dirty thief who 
steals others’ songs to write his own.  However, you do get cards from 
him, which let you buy new items from the tadpoles in the left wing of 
Tadpole Pond.  And, not only that, but you can get discounts on items, 
too.  Now that we’ve built up to it, let’s get right to the item list.

=======================================================================
==============================Item List*===============================
=======================================================================

As it so happens, Super Mario RPG has many items.  Well, it IS an RPG, 
after all.  Items fall under one of three categories.  Items are those 
which appear under “Items” in the Menu.  If it’s under “Equip” in the 
Menu, then it’s equipment.  Under “Special Items,” then it’s a special 
item.  Each item has a function, method of obtaining, and a universal 
sales/buying price in stores.

-----------------------------------------------------------------------
Special Item Name

Obtain: 

Function: 
-----------------------------------------------------------------------

Above is the setup for special items.

-----------------------------------------------------------------------


Obtain: 

Buy: 
Sell: 

Attack: 
Defense: 
M. Attack: 
M. Defense: 
Speed: 

Function: 
-----------------------------------------------------------------------

Above is the setup for accessories, not other equipment.

-----------------------------------------------------------------------


Obtain: 

Buy: 
Sell: 

Function: 
-----------------------------------------------------------------------

Above is the item setup, which we’ll start with.  It is also the setup 
for equipment, except for accessories.

=======================================================================
                                Items
=======================================================================
Able Juice

Obtain: You can buy this from some stores.

Buy: 4 Coins
Sell: 2 Coins

Function: When used in battle, Able Juice cures abnormal battle 
conditions – mushroom, scarecrow, poison, etc.
-----------------------------------------------------------------------
Bad Mushroom

Obtain: You can buy this item only before beating Yaridovich in Seaside 
Town’s item shop.

Buy: 30 Coins
Sell: 15 Coins

Function: Bad Mushrooms are probably based on Poison Mushrooms, which 
are from Super Mario Bros.: The Lost Levels (the Japanese version of 
Super Mario Bros. 2).  You can use them on enemies to possibly poison 
them.
-----------------------------------------------------------------------
Bracer

Obtain: You can get these from battle or buy them from the Tadpole Pond 
shop.

Buy: 2 Frog Coins
Sell: 1 Coin

Function: This raises a fighter’s defensive power in one battle, like 
getting a Defense Up bonus.
-----------------------------------------------------------------------
Bright Card

Obtain: After the entire Booster ordeal ends, Knife Guy and Grate Guy 
seemingly disappear.  However, Knife Guy can be found, a reformed 
individual now, along the path leading to the top of Booster Tower 
juggling balls.  Play his game and win the thirteenth difficulty of it 
to get this item.

Buy: NA
Sell: 777 Coins

Function: You can use the Bright Card to gain access to Grate Guy’s 
Casino.  Look into “Secrets and Side Quests” for a full explanation of 
this.  Also, a man in Marrymore will buy it off of you for 100 Coins.  
Refuse him and he’ll offer five Frog Coins.  Refuse him again and he’ll 
offer 10 Frog Coins.  However, if you do sell it, you’ll have to buy it 
off of him for 15 Frog Coins if you ever want it back.
-----------------------------------------------------------------------
Carbo Cookie

Obtain: If you give the Shiny Stone to the mole child in the item shop 
of Moleville, they’ll give this to you.

Buy: NA
Sell: 1 Coin

Function: Kind of pointless, but you can give it to the mole child in a 
bucket to make her move.
-----------------------------------------------------------------------
Crystalline

Obtain: You can buy this from the shopkeepers in Tadpole Pond.

Buy: 5 Frog Coins
Sell: 2 Coins

Function: Like a Bracer, this raises defense.  However, unlike a Bracer, 
this raises the entire party’s defense.
-----------------------------------------------------------------------
Earlier Times

Obtain: Buy this from the pupil of Frogfucius who lives in the second 
story of the elder’s house in Seaside Town.

Buy: 15 Frog Coins
Sell: 7 Coins

Function: Use this in battle and the fight starts over from turn one.  
However, any items you’ve used in the first battle will not be restored 
to you.
-----------------------------------------------------------------------
Elixir

Obtain: You can buy this at Tadpole Pond for prices that, depending on 
which card you have from Melody Bay, vary.

Buy: Varies (Frog Coins)
Sell: 24 Coins

Function: This restores everyone’s HP by 80 when used in or out of 
battle.
-----------------------------------------------------------------------
Energizer

Obtain: This can be bought in Tadpole Pond.

Buy: 5 Frog Coins
Sell: 1 Coin

Function: When used in battle, one party member receives an increase in 
attack power for the remainder of the bout.
-----------------------------------------------------------------------
Fertilizer

Obtain: After ending the short reign of Valentina in Nimbus Land, Shy 
Away will escape.  Walk against the upper part of the right border of 
the screen in Nimbus Land (near the house that Croco is found in) until 
you walk off the edge on an invisible path.  At the end is Shy Away, 
who gives you the Fertilizer to bribe you not to beat it up.

Buy: NA
Sell: 100 Coins

Function: Although useless by itself, if you give the Gardener in Rose 
Town the Seed and Fertilizer, a beanstalk grows out of his chimney to 
the clouds where the Lazy Shell items are found.
-----------------------------------------------------------------------
Fire Bomb

Obtain: It can be bought, specifically from the pre-Yaridovich Seaside 
Town shop.

Buy: 200 Coins
Sell: 100 Coins

Function: When used, a fiery explosion deals 100 damage to everyone, 
possibly less due to Valor Up, fire resistance, etc.
-----------------------------------------------------------------------
Fireworks

Obtain: In one house in Moleville, talk to the adult mole there.  He 
will sell you Fireworks for 500 coins, but they are needed for the 
Culex side quest.

Buy: 500 Coins
Sell: 250 Coins

Function: The more of these in your inventory at the end of the game, 
the fireworks shown in the ending cinema are different.  Also, you can 
trade these to the mole girl right of the house these are bought in for 
the Shiny Stone.
-----------------------------------------------------------------------
Flower Box

Obtain: This is gotten in battles or from the good citizens of Seaside 
Town after freeing them from their boring doppelgangers.

Buy: NA
Sell: 500 Coins

Function: When used, it raises your maximum Flower Point (FP) total by 
five, as well as restoring all your spent FP.
-----------------------------------------------------------------------
Flower Jar

Obtain: The guard in Nimbus Land who gives you the Master Key will give 
you two of these if you talk to him.  Also, you may get these from 
certain battles.

Buy: NA
Sell: 300 Coins

Function: Used outside of battle, this restores all of your spent FP 
and raises your maximum Flower Point count by three.
-----------------------------------------------------------------------
Flower Tab

Obtain: From certain battles, certain events, helping people out, and 
so on, as well as getting “Flowers” in chests, you get one of these.  
However, the chest variation are used automatically.

Buy: NA
Sell: 100 Coins

Function: Not only do they refill all your absent FP, but they add one 
FP to your total.
-----------------------------------------------------------------------
Freshen Up

Obtain: You can buy these from shops, the earliest being the one in the 
Sea, right up until Toad’s last stop shop.

Buy: 50 Coins
Sell: 25 Coins

Function: This cures everyone in your party of their abnormal status 
conditions (like mushroom, scarecrow, poison, etc.).
-----------------------------------------------------------------------
Fright Bomb

Obtain: This can be bought from the store in Seaside Town before 
Yaridovich is given the boot.

Buy: 100 Coins
Sell: 50 Coins

Function: You can use a fear attack on all enemies.
-----------------------------------------------------------------------
Froggie Drink

Obtain: You can buy this from the Juice Bar at Tadpole Pond for varying 
prices.

Buy: Varies (Frog Coins)
Sell: 8 Coins

Function: The entire party recovers 30 HP.
-----------------------------------------------------------------------
Goodie Bag

Obtain: This is gotten from a surprise box in Booster Tower.  
Specifically, get to the room with the second Save Block in it (it has 
a series of yellow platforms in it slowly rising).  Jump up the 
platforms here and then make a running jump onto the chest at the end.  
Jump from it to hit an invisible chest, earning you this little number.

Buy: NA
Sell: 555 Coins

Function: When used in battle, you get one coin.  However, unless you 
plan to use it 555 times or more, then you should sell it – preferably 
when you have 444 coins or less.
-----------------------------------------------------------------------
Honey Syrup

Obtain: Buy these or get them in battle.

Buy: 10 Coins
Sell: 5 Coins

Function: This restores 10 FP in or out of battle.
-----------------------------------------------------------------------
Ice Bomb

Obtain: Buy these in the item shop of Seaside Town before whooping 
Yaridovich.

Buy: 250 Coins
Sell: 125 Coins

Function: It hits all enemies with an icy explosion.  Neat-o!
-----------------------------------------------------------------------
Lamb’s Lure

Obtain: You wouldn’t guess it…  Equip Toadstool with the B’Tub Ring and 
then use the Mystery Egg with her ten times.  This item is born.

Buy: NA
Sell: 1 Coin

Function: This will turn an enemy into a lamb (possibly; it doesn’t 
always work), and they then run away.
-----------------------------------------------------------------------
Lucky Jewel

Obtain: Buy this from the miner (Toad in blue) who sets up shop in the 
item shop of Moleville after beating Punchinello.

Buy: 100 Coins
Sell: 50 Coins

Function: Use it in battle to automatically get the Lucky bonus, 
allowing you to play the Yoshi game to double experience/coins.
-----------------------------------------------------------------------
Maple Syrup

Obtain: Buy this at shops…  Hmm, this seems to be a rather pointless 
line…

Buy: 30 Coins
Sell: 15 Coins

Function: This recovers forty of your Flower Points (FP).
-----------------------------------------------------------------------
Max Mushroom

Obtain: These are gotten in various ways, but can be bought toward the 
end of the game rather cheaply.

Buy: 39 Coins
Sell: 39 Coins

Function: This restores all of your HP by adding 255 to your count, 
which is as high as it goes.
-----------------------------------------------------------------------
Megalixir

Obtain: Buy this in Tadpole Pond.

Buy: Varies (Frog Coins)
Sell: 60 Coins

Function: This’ll restore 150 HP per partner.  Dire straits, huh?
-----------------------------------------------------------------------
Mid Mushroom

Obtain: Buy it!

Buy: 20 Coins
Sell: 10 Coins

Function: This restores 80 HP, in or out of battle.
-----------------------------------------------------------------------
Moldy Mush

Obtain: This worthless item is given to you by Knife Guy or Grate Guy 
when you beat their games from time to time.  They are real cheapskates, 
as this item has almost no practical purposes.

Buy: NA
Sell: 1 Coin

Function: Use it to recover 1 HP.  You’ll use it all the time!
-----------------------------------------------------------------------
Muku Cookie

Obtain: You can buy these in Seaside Town before Yaridovich reveals 
himself.

Buy: 69 Coins
Sell: 34 Coins

Function: Everybody recovers 69 HP.  Hooray!
-----------------------------------------------------------------------
Mushroom

Obtain: Buy this in many early shops.

Buy: 4 Coins
Sell: 2 Coins

Function: Restore 30 HP for one fighter.
-----------------------------------------------------------------------
Mushroom

Obtain: No, this is not a typo or me listing the same item twice.  
Instead, it’s the type of Mushroom the triplet Goombettes sell in 
Monstro Town alongside their pops.

Buy: 4 Coins
Sell: 2 Coins

Function: Sure, it restores 30 HP of yours, but it also turns that 
character into a mushroom.  So, use it at your own risk.
-----------------------------------------------------------------------
Mystery Egg

Obtain: Purchase this from the miner in Moleville’s item shop after 
you’ve defeated Yaridovich.

Buy: 200 Coins
Sell: 100 Coins

Function: If you use the Mystery Egg ten times in battle by Toadstool 
while she’s equipped with the B’Tub Ring, then it will become the 
Lamb’s Lure, another item.
-----------------------------------------------------------------------
Pick Me Up

Obtain: Buy this at stores.  Simple enough, no?

Buy: 5 Coins
Sell: 2 Coins

Function: Perhaps the most useful item in battle, Pick Me Ups are used 
to revive fallen comrades.  When they return, they have full HP.
-----------------------------------------------------------------------
Power Blast

Obtain: Buy this in Tadpole Pond, which explains the Frog Coin price.

Buy: 5 Frog Coins
Sell: 2 Coins

Function: Appropriately named, this increases the attack strength of 
every member of the party for the remainder of the battle when used.
-----------------------------------------------------------------------
Pure Water

Obtain: This is gotten by defeating ghost-type enemies, like The Bigger 
Boo, Shadow, or Hobgoblin.

Buy: NA
Sell: 75 Coins

Function: This is so easy to get and is worth so much!  Yes, the real 
advantage to Pure Water is to sell it for major cash.  But, it can also 
be used to automatically killing (well, destroying, since they’re 
already dead) ghost-type enemies.
-----------------------------------------------------------------------
Red Essence

Obtain: This can be gotten in different ways.  Getting it from chests 
is one way, but there’s another easier one.  At the Inn in Nimbus Land, 
save and then sleep there, but be sure to buy a Dream Pillow.  If your 
dream shows Toad revealing his true monstrous self, Toad will be there 
when you wake up, and he’ll give you two Red Essences.

Buy: NA
Sell: 200 Coins

Function: This prevents the character that uses it from being attacked 
for three turns.
-----------------------------------------------------------------------
Rock Candy

Obtain: Get this from chests.  They are pretty hard to come by, really.  
You can get them rather easily at the Mushroom Boy’s Shop, though.

Buy: NA
Sell: 200 Coins

Function: Use this in battle to deal 200 damage to all enemies, unless 
something like Valor Up reduces the damage they take.
-----------------------------------------------------------------------
Rotten Mush

Obtain: I guess rot is better than mold, as this item is better than 
Moldy Mush.  Knife Guy and Grate Guy are guilty of emptying their 
pockets of this junk when you win their games.  What a great prize…

Buy: NA
Sell: 2 Coins

Function: This restores 5 HP for one ally.  Maybe it would’ve been good 
to have at the beginning of the game for rare occasions, but giving it 
out past the third Star Piece is ridiculous.
-----------------------------------------------------------------------
Royal Syrup

Obtain: These are gotten in various ways, but can be found in chests 
for the most part.

Buy: NA
Sell: 50 Coins

Function: These restore 99 FP – all of it, for FP can only go as high 
as 99.
-----------------------------------------------------------------------
See Ya

Obtain: Buy this from Frogfucuis’s pupil in the elder’s home in Seaside 
Town.  It’s the cheapest item he sells, and is probably in your price 
range.

Buy: 10 Frog Coins
Sell: 5 Coins

Function: This lets you automatically run from battle (if you can.  
Some enemies, like bosses, cannot be ran from) without running the risk 
of failing, which you often do when using the B command to run away.
-----------------------------------------------------------------------
Seed

Obtain: When you beat Megasmilax and the Smilaxes, Shy Away flies off, 
leaving a note.  Read it to find the Seed, which you should take.

Buy: NA
Sell: 150 Coins

Function: Although a waste of space alone, if you give the Gardener in 
Rose Town the Seed and Fertilizer, he makes a beanstalk grow out of his 
chimney straight into the clouds, where the Lazy Shells are found.
-----------------------------------------------------------------------
Sheep Attack

Obtain: Use Lamb’s Lure 48 times in battle (not a battle, but in total) 
and Lamb’s Lure transforms into this.

Buy: NA
Sell: 1 Coin

Function: Like Lamb’s Lure, this will potentially turn enemies into 
sheep and then make them run away.  However, this affects all enemies, 
not just one.
-----------------------------------------------------------------------
Shiny Stone

Obtain: Give the Fireworks to the mole girl right of the house of the 
mole who sold them to you and she’ll reimburse you with this (in 
Moleville).

Buy: NA
Sell: 2 Coins

Function: This can and should be used to open the sealed door in 
Monstro Town, the door to Culex.  Otherwise or afterward, give it to 
the mole in the bucket in Moleville for a Carbo Cookie.
-----------------------------------------------------------------------
Sleepy Bomb

Obtain: Gotten from certain battles yes, but it is also to be found in 
Tadpole Pond stores.

Buy: 1 Frog Coin
Sell: 0 Coins

Function: If an enemy has not a special defense against sleep, then 
this could put them to sleep in the heat of battle.
-----------------------------------------------------------------------
Star Egg

Obtain: Again, you wouldn’t guess the method for this…  Play “Look the 
Other Way” in Grate Guy’s Casino with the grated guy himself.  You must 
win 100 times, not necessarily consecutively, to take this prize.

Buy: NA
Sell: 1 Coin

Function: Use this in battle to deal 100 HP of damage to all enemies.  
Basically, it’s a half-strength Rock Candy.  However, it can be used an 
infinite number of times and it never runs out.
-----------------------------------------------------------------------
Wallet

Obtain: Croco drops this after your first fight with the reptile.

Buy: NA
Sell: 180 Coins

Function: If you give this to its panicked owner in Mushroom Kingdom, 
he’ll give you, model citizen/saint, a Flower Tab.  If not, sell it for 
lots of coins.  I suggest the former, since taking the latter causes 
the poor Toad to worry about his wallet for the rest of the game.
-----------------------------------------------------------------------
Wilt Shroom

Obtain: Coming at you from the great minds of Grate Guy and Knife Guy… 
it’s the Wilt Shroom!  Play either of the duo’s games and win to take 
one of these as a possible prize.

Buy: NA
Sell: 4 Coins

Function: This will restore 10 of your HP when used, although it is 
still very useless.  A comparable item – called a Dried Shroom – 
appears in both Paper Mario sequels of this game, and it restores only 
1 HP of yours.
-----------------------------------------------------------------------
Yoshi-Ade

Obtain: Feed the baby Yoshi on Yo’ster Isle a lot of cookies to receive 
this.  Pretty secretive, eh?

Buy: NA
Sell: 100 Coins

Function: In battle, use it on a partner to augment their attack and 
defense abilities.
-----------------------------------------------------------------------
Yoshi Candy

Obtain: If you use a Yoshi Cookie and Yoshi fails to turn an enemy into 
an item, then you at least get this.

Buy: NA
Sell: 70 Coins

Function: This restores 100 HP of a partner.
-----------------------------------------------------------------------
Yoshi Cookie

Obtain: Get these in threes by winning the races on Yo’ster Isle.  See 
“Secrets and Side Quests” for strategies.

Buy: NA
Sell: 1 Coin

Function: Yoshi is summoned to battle when you use this with hopes of 
turning one enemy into an item.  If he should find himself unable to do 
so, at least you get compensated with a Yoshi Candy.
=======================================================================
                            Special Items
=======================================================================
Alto Card

Obtain: Get this by playing the right song – Frogfucius’s Suite # 18 – 
at Melody Bay in Tadpole Pond for Toadofsky.

Function: This opens new items at the Juice Bar in Tadpole Pond, and it 
lowers the price of other items.
-----------------------------------------------------------------------
Bambino Bomb

Obtain: Croco drops this when making his hasty escape after being 
completely WHOOPED by you in Moleville Mines.

Function: The Bambino Bomb is the only way to blow up a solid wall in 
the mines needed to advance past the endless circle that Croco fled 
around.
-----------------------------------------------------------------------
Beetle Box

Obtain: After defeating Yaridovich and freeing the poor citizens of 
Seaside Town, a Snifit takes over the item shop.  At the cost of 150 
coins in total, it gives you this.

Function: If you ever go to the Booster Hill, you can play the game 
there in an attempt to catch beetles.  A male beetle is worth 50 coins, 
a female is worth 1 coin (sexist!), and golden beetles are worth 1 Frog 
Coin.  Take your beetles to Beetles Are Us (Seaside Town) and give them 
to the Snifit, to give to Booster no doubt, to reap the rewards.
-----------------------------------------------------------------------
Big Boo Flag

Obtain: Stay at the Inn in Monstro Town to be approached by the Three 
Musty Fears (three musketeers homonym).  They want to play a game with 
you in which you must find the three flags that they hide.  The Big Boo 
hides his between the “O” and “A” in the GOAL line of Yo’ster Isle.

Function: With the other three flags, you’ll beat the Three Musty 
Fears’ game, and they’ll reward you with the Ghost Medal.
-----------------------------------------------------------------------
Castle Key 1

Obtain: A guard in Nimbus Castle gives you this just by talking to him.  
He was laid off, and he doesn’t need it anymore, anyways.

Function: This unlocks the door to Birdo, one of Valentina’s front-man, 
err, woman, err, thing.
-----------------------------------------------------------------------
Castle Key 2

Obtain: You’ll find this shortly after showing Birdo what-for in Nimbus 
Castle.  Birdo was actually a boss from Super Mario Bros. 2, finishing 
up in most levels.

Function: This lets you open the locked door that is to the north of 
Birdo, and it ultimately leads to Valentina.
-----------------------------------------------------------------------
Cricket Jam

Obtain: This is a rather odd process.  In Land’s End, go to Sky Bridge.  
Fall off to the lower level of the screen with the bridge and go left 
until you see a gaping hole in the side of one of the rock pillars.  
Jump in to be brought to an underground area.  At the end, you’ll reach 
Kero Sewers, and a few jumps will let you reach an otherwise 
impossible-to-reach chest containing this item.

Function: Frogfucius loves crickets (he’s a frog), and will give you 
ten, count ‘em, ten Frog Coins for this snack.  According to Star Hill, 
it was his wish.
-----------------------------------------------------------------------
Cricket Pie

Obtain: When you get the Rare Frog Coin from beating Croco, give it to 
the shopkeeper in Mushroom Kingdom.  He’ll give you this, just as 
Frogfucius ordered.

Function: Give this to Frogfucius to perk him up and get the Froggie 
Stick, Mallow’s first weapon.
-----------------------------------------------------------------------
Dry Bones Flag

Obtain: When you sleep at the Inn of Monstro Town, the Three Musty 
Fears challenge you to a game of find-the-flags.  The Dry Bones of the 
trio hides his flag under your bed in Mario’s Pad.

Function: The Dry Bones Flag is needed along with the other two flags 
to win the Three Musty Fears’ game, which wins you the Ghost Medal.
-----------------------------------------------------------------------
Elder Key

Obtain: In the first room of Booster Tower, there is a line of family 
portraits.  Later on in the tower, an out-of-order line is to be found.  
Check the portraits in this order:

                 4      5      3      6      2      1

Booster the Seventh, the current Booster, appears from behind the frame 
and runs, leaving behind the Elder Key.

Function: This opens the door to the left of the portraits in the same 
room, which contains a Chain Chomp.  This particular Chain Chomp had 
misbehaved (it bit Booster), and was locked up for it.  Bowser detaches 
the Chomp and can use it as a weapon.
-----------------------------------------------------------------------
Greaper Flag

Obtain: When you sleep in the Inn in Monstro Town, three ghastly 
spirits haunt your dreams.  The Three Musty Fears challenge you to a 
game in which you must find the flags.  Greaper of the gang hides his 
flag behind the wooden flower sign in Rose Town.

Function: Combined with the other two flags, you’ll beat the Three 
Musty Fears’ game, which wins you the Ghost Medal.  Huzzah!
-----------------------------------------------------------------------
Rare Frog Coin

Obtain: When you beat Croco in Bandit’s Way, Mallow slugs him, and he 
leaves this token behind.

Function: Mallow will finally stop whining about it, as this is the 
Frog Coin Frogfucius gave him.  Give it to the shopkeeper of the item 
shop in Mushroom Kingdom and he’ll give you Cricket Pie.
-----------------------------------------------------------------------
Room Key

Obtain: This is out in plain site in the booby-trapped room of Booster 
Tower with all the Fireballs in it.

Function: In the same room as the one it’s found in is a locked door, 
inside of which are the Zoom Shoes.
-----------------------------------------------------------------------
Shed Key

Obtain: You get this after beating Yaridovich.  He leaves it behind for 
you to take a little ways from the battleground.

Function: This opens the oddly shaped shed in Seaside Town, releasing 
its formerly captive inhabitants.
-----------------------------------------------------------------------
Soprano Card

Obtain: Play the Monstro Town Melody after meeting the Zeostar in the 
upper story of her house at Melody Bay, Tadpole Pond.  For inspiring 
Toadofsky one last time, you get this.

Function: More items are now available to you at the Juice Bar, and the 
prices drop quite a bit, too.
-----------------------------------------------------------------------
Temple Key

Obtain: You may have noticed this tantalizing key above a door in 
Monstro Town with seemingly no way to reach it.  Take the door below it 
to find a Thwomp who stomps the ground everyone time you talk to him.  
Each time he does, the key is knocked slightly forward.  Keep talking 
to him enough and the key falls.

Function: In the elevator room of Belome Temple, exit and reenter, each 
time hitting the statue for a fortune.  When it is “Sorry, I’m not 
accepting visitors past me bedtime,” take the elevator down.  A golden 
statue of Belome is there, and it wants to eat the key.  Let it and it 
disappears, leaving a room chockfull of goodies.
-----------------------------------------------------------------------
Tenor Card

Obtain: Play the Mole Mountain Blues after rescuing Dyna and Mite at 
Melody Bay, Tadpole Pond.  Toadofsky has a flash of inspiration, and 
thanks you with this little number.

Function: New items at the Juice Bar appear, and you get discounts on 
existing items.
=======================================================================
                              Weaponry
=======================================================================
Chomp

Obtain: In Booster Tower, use the Elder Key on the locked door in the 
room you get it in (see “Elder Key” under “Special Items”).  Inside is 
a Chain Chomp sealed away from mankind because it bit Booster, probably 
in the behind.  Bowser says she (how he knows is anyone’s guess) wants 
to get loose and cause some mischief, so Bowser has you turn the other 
way (to respect her privacy) as he unchains her.

Buy: NA
Sell: 70 Coins

Function: + 10 Attack.  For Bowser, this is actually a good first 
weapon.  He is so strong that his weapons only slightly increase his 
power, as he doesn’t need huge increases like Mario does.  Bowser 
swings around the Chomp and then launches it at an enemy.  That would 
hurt.
-----------------------------------------------------------------------
Chomp Shell

Obtain: Marrymore is the place to buy this, although the Chomp is 
superior to it.

Buy: 60 Coins
Sell: 30 Coins

Function: + 9 Attack.  The Chomp is better than the shell as it has 
more substance.  Chomp Shell is the shell (yuck) of a Kinklink, the 
Chain Chomp chains Bowser uses sometimes to support chandeliers in his 
castle.  He attacks as if it were the Chomp, too.
-----------------------------------------------------------------------
Cymbals

Obtain: The Cymbals are sold at Moleville as Mallow’s first mass-
produced weapon.

Buy: 42 Coins
Sell: 21 Coins

Function: + 30 Attack.  Mallow attacks enemies with sound by clapping 
his cymbals together.  Clash!
-----------------------------------------------------------------------
Double Punch

Obtain: Buy this at the weapons store in Seaside Town once Yaridovich 
is no more.

Buy: 88 Coins
Sell: 44 Coins

Function: + 35 Attack.  This is for Geno, and it isn’t exactly a strong 
weapon…  Still, punching isn’t Geno’s specialty.
-----------------------------------------------------------------------
Drill Claw

Obtain: This is gotten in one of the six doors of Bowser’s Keep, which 
are random.  So, if you miss it, then you should exit Bowser’s Keep and 
reenter to try for it again.

Buy: NA
Sell: 59 Coins

Function: + 40 Attack.  Bowser’s claw lunges straight into his target, 
making it his most forceful weapon in all the game.
-----------------------------------------------------------------------
Finger Shot

Obtain: You can buy this at Moleville, but you can also get it for free 
by talking to Gaz once Geno has joined your party.  Aw, the little 
feller wants to help out.

Buy: 50 Coins
Sell: 25 Coins

Function: + 12 Attack.  Geno finally recognizes his obsession with 
gunpowder with this, in which he fires bullets through his fingers.
-----------------------------------------------------------------------
Froggie Stick

Obtain: Once you exchange the Rare Frog Coin gotten from Croco for the 
Cricket Pie with the merchant in Mushroom Kingdom, give the Cricket Pie 
to Frogfucius.  He gives this to you, which he himself used as a lad.

Buy: NA
Sell: 

Function: + 20 Attack.  Mallow whacks enemies with this staff, that of 
a great frog before him.
-----------------------------------------------------------------------
Frying Pan

Obtain: You buy this from the miner (Toad in blue) in Moleville’s very 
own item shop after defeating the Axem Rangers.

Buy: 300 Coins
Sell: 150 Coins

Function: + 90 Attack.  This is Toadstool’s strongest weapon, and she 
pounds a frying pan made of iron into her foe.  Ouch…
-----------------------------------------------------------------------
Hammer

Obtain: Beat up the Hammer Bros. blocking the path to Mushroom Kingdom 
on Mushroom Way.  They leave behind their precious hammer, which was 
Mario’s first weapon in this game and in general.

Buy: NA
Sell: 35 Coins

Function: + 10 Attack.  This is used to attack enemies, obviously.  
They go to Mario.
-----------------------------------------------------------------------
Hammer

Obtain: Buy this in the post-Yaridovich Seaside Town.

Buy: 123 Coins
Sell: 61 Coins

Function: + 20 Attack.  This is a “lucky” hammer.  Beat an enemy with 
it and you automatically get the Lucky bonus, which lets you play the 
Yoshi Egg game.  Mario will wield it.
-----------------------------------------------------------------------
Hand Cannon

Obtain: This is bought in Nimbus Land.

Buy: 105 Coins
Sell: 52 Coins

Function: + 45 Attack.  Geno started falling behind in attack from the 
beginning, and this is no exception, despite the fact that he fires a 
small cannonball from his elbow at the enemy.
-----------------------------------------------------------------------
Hand Gun

Obtain: Buy this from the Inn/Item Shop in Marrymore, the place where 
love is realized.

Buy: 75 Coins
Sell: 37 Coins

Function: + 24 Attack.  This is pathetic!  Geno’s really starting to 
lag in the offense department.  This time, a shot comes from his wrist, 
his hand lowering.  So, is Geno a doll?  No, he is clearly an action 
figure, as dolls don’t use guns and have detachable hands.
-----------------------------------------------------------------------
Hurly Gloves

Obtain: Buy this in the Sea or the Sunken Ship, but preferably the 
former.

Buy: 92 Coins
Sell: 46 Coins

Function: + 20 Attack.  Bowser picks up either Mario or a substitute 
doll in his likeness and chucks it at a target.  They call it classic 
in the game, although this is the first time Bowser has ever thrown 
Mario around.
-----------------------------------------------------------------------
Lazy Shell

Obtain: Get the Seed and Fertilizer from Shy Away, and you’ll find a 
path to the north has opened in Rose Town.  It is the home of Gardener, 
who is called as such, who has spent his life in search of the 
legendary seed and fertilizer, but to no avail.  Give them to him and 
he’ll plant them in his undoubtedly legendary pot, growing a beanstalk!  
Go outside and climb it to reach a cloud, on which are two chests – 
both Lazy Shells.

Buy: NA
Sell: 100 Coins

Function: + 90 Attack.  This is Mario’s best weapon, and only he can 
use it.  It might well be the shell of a Heavy Troopa.
-----------------------------------------------------------------------
Masher

Obtain: Go to Booster Tower.  In the room with all the Rob-ombs 
circling around up a flight of stairs, you’ll find two exits to the 
south.  Take the right one to find a balcony of sorts.  Jump off of it 
so that you fall at the center of the room.  To reach it, stand on the 
lower yellow tile on the floor and jump so that you’re in line with the 
second panel on the wall.  You’ll land on a catapult, sending a Rob-omb 
straight up, and then landing to send you straight up into a chest 
containing the Masher.  It even hits Mario’s head!

Buy: NA
Sell: 80 Coins

Function: + 50 Attack.  For having gotten it so early on, it is a very 
powerful weapon for a long while.  It is essentially the same as 
Mario’s Hammer.
-----------------------------------------------------------------------
Mega Glove

Obtain: Buy this from shops in Nimbus Land.

Buy: 102 Coins
Sell: 51 Coins

Function: + 60 Attack.  Mario dons his dueling gloves to give monsters 
a thrashing.  Don’t mess with Mario.
-----------------------------------------------------------------------
Noknok Shell

Obtain: You can get it for free at Midas River if you do well enough, 
or you can buy it in Rose Town.

Buy: 20 Coins
Sell: 10 Coins

Function: + 20 Attack.  Named after Nokonokos, the Japanese name for 
Koopa Troopas, some of Mario’s oldest enemies, the Noknok Shell can be 
kicked into foes courtesy of Mario.
-----------------------------------------------------------------------
Parasol

Obtain: Buy this in the new Seaside Town (that is, without Yaridovich 
and the shady residents) at the weapons shop.

Buy: 84 Coins
Sell: 42 Coins

Function: + 50 Attack.  Toadstool had a parasol that she used to float 
down from her room in Mushroom Kingdom (why not from the balcony of 
Booster Tower?); why didn’t she have it earlier?  In any case, 
Toadstool pokes enemies with her Parasol’s sharp point.
-----------------------------------------------------------------------
Punch Glove

Obtain: This is sold in Moleville.

Buy: 36 Coins
Sell: 18 Coins

Function: + 30 Attack.  Mario gives enemies the old one-two-punch when 
he wears this, similar to his Unarmed move.
-----------------------------------------------------------------------
Ribbit Stick

Obtain: You can buy this at Seaside Town once Yaridovich has been 
kicked out.

Buy: 86 Coins
Sell: 43 Coins

Function: + 50 Attack.  This is a weapon for Mallow, which lets him 
bonk enemies with his cane.  Get the game description?  It’ll come in 
handy, emphasis on handy.  Yeah, I cracked up the first time, too.
-----------------------------------------------------------------------
Slap Glove

Obtain: Toadstool comes equipping with this, but it can also be bought 
at Seaside Town.

Buy: 100 Coins
Sell: 50 Coins

Function: + 40 Attack.  This is Toadstool’s basic attack, and she slaps 
chauvinistic monsters with it.
-----------------------------------------------------------------------
Sonic Cymbals

Obtain: This is gotten in one of the six doors of Bowser’s Keep.  If 
you miss it the first time, you can reenter the keep and try your luck 
again.

Buy: NA
Sell: 54 Coins

Function: + 70 Attack.  This is Mallow’s best weapon, and it uses sound 
waves to damage foes.
-----------------------------------------------------------------------
Spiked Link

Obtain: This is bought from the Goomba salesman in Monstro Town, who is 
a former member of the Koopa Troop.

Buy: 94 Coins
Sell: 47 Coins

Function: + 30 Attack.  This is Bowser’s upgrade on the Chomp, which is 
actually a ball and chain.  He swings it around and then launches it at 
an enemy, releasing bright, possibly seizure-inducing, flashes of light 
if you get the timed hit.
-----------------------------------------------------------------------
Star Gun

Obtain: This is down one of the six doors of Bowser’s Keep.  If you 
missed it in the first run-through due to chance, start over in 
Bowser’s Keep and try your luck again.

Buy: NA
Sell: 60 Coins

Function: + 57 Attack.  Geno combines his love of stars with his love 
of guns.  Still, it’s a weak combination, considering that everyone 
else gets a + 70 weapon in Bowser’s Keep/Gate (the latter in the case 
of Mario), except for Bowser, who makes up with it in natural strength.
-----------------------------------------------------------------------
Sticky Glove

Obtain: This is sold at Nimbus Land for the Nimbus in your party.

Buy: 98 Coins
Sell: 49 Coins

Function: + 60 Attack.  Mallow punches the enemies like only he can for 
a pretty powerful attack.
-----------------------------------------------------------------------
Super Hammer

Obtain: This is sold in Marrymore, although it doesn’t compare to the 
Masher.

Buy: 70 Coins
Sell: 35 Coins

Function: + 40 Attack.  This is like any hammer of Mario’s, but I 
recommend skipping it in favor of the Masher.
-----------------------------------------------------------------------
Super Slap

Obtain: This is gotten in one of the six doors of Bowser’s Keep, and 
you can get it if you want by multiple trips to Bowser’s Keep should 
you miss it, although it isn’t nearly as strong as the Frying Pan, 
which can actually be gotten earlier in the game.

Buy: NA
Sell: 55 Coins

Function: + 70 Attack.  This is Toadstool’s strongest slap glove, 
although it isn’t her best weapon.
-----------------------------------------------------------------------
Troopa Shell

Obtain: This is sold in post-Yaridovich Seaside Town.

Buy: 90 Coins
Sell: 45 Coins

Function: + 50 Attack.  Even after the fifth Star Piece, the Masher is 
still Mario’s weapon of choice!  That is, the Masher is on par with the 
Troopa Shell, so use whichever you prefer.  A Koopa Troopa is a turtle-
like enemy, like Terrapins, that Mario has faced even since Mario Bros.
-----------------------------------------------------------------------
Ultra Hammer

Obtain: This is in plain site after a Save Block in the Gate, right 
before Count Down.

Buy: NA
Sell: 57 Coins

Function: + 70 Attack.  This is the best hammer in the game, sure, but 
the Lazy Shell is a better choice than this by a long shot.
-----------------------------------------------------------------------
War Fan

Obtain: Buy this in Nimbus Land at the item shop, of course.

Buy: 100 Coins
Sell: 50 Coins

Function: + 60 Attack.  Toadstool will whack an enemy with her fan, 
twice if you get the timed hit.
-----------------------------------------------------------------------
Whomp Glove

Obtain: Buy this in Marrymore while you’re there.

Buy: 72 Coins
Sell: 36 Coins

Function: + 40 Attack.  Mallow’s punching days continue still with this 
weapon, although playing music is more his calling.
=======================================================================
                                Armor
=======================================================================
Courage Shell

Obtain: You can buy this at Monstro Town, though it’s hardly worth it.

Buy: 60 Coins
Sell: 30 Coins

Function: + 12 Defense.  + 6 Magic Defense.  Sure, Geno usually gets 
ripped off in his defense, and Bowser seems even more ripped-off.  
However, like strength, Bowser has lots of natural defense, and he only 
needs a slight push.  However, this shell doesn’t compare to the Work 
Pants, gotten three Star Pieces earlier.
-----------------------------------------------------------------------
Fire Cape

Obtain: This is sold at the Hino Mart deep in Barrel Volcano.  I 
wouldn’t imagine that he gets good business.

Buy: 90 Coins
Sell: 45 Coins

Function: + 30 Defense.  + 15 Magic Defense.  Geno not only has lesser 
weapons, but his armor isn’t even on par with everyone else’s.  Well, 
at least he can play D & D whenever he feels like it.
-----------------------------------------------------------------------
Fire Dress

Obtain: This is sold in the Hino Mart of Barrel Volcano.  I wonder what 
Hinopio has one for…

Buy: 90 Coins
Sell: 45 Coins

Function: + 42 Defense.  + 21 Magic Defense.  For armor, Toadstool uses 
dresses.  I’d imagine that’d be really effective…
-----------------------------------------------------------------------
Fire Pants

Obtain: Buy these at the Hino Mart in Barrel Volcano.

Buy: 90 Coins
Sell: 45 Coins

Function: +42 Defense.  + 21 Magic Defense.  Ugh, Fire Pants?  That 
would hurt so badly.  Well, Mallow can handle it, I guess.
-----------------------------------------------------------------------
Fire Shell

Obtain: Buy this at the Hino Mart in the depths of Barrel Volcano.

Buy: 90 Coins
Sell: 45 Coins

Function: + 18 Defense.  + 9 Magic Defense.  Bowser can handle fire, 
and it even gives him a little boost, too, that is plenty for King 
Bowser.
-----------------------------------------------------------------------
Fire Shirt

Obtain: Buy this at the Hino Mart in Barrel Volcano, just like all the 
other fire armor.

Buy: 90 Coins
Sell: 45 Coins

Function: + 42 Defense.  + 21 Magic Defense.  This is a shirt for Mario 
that offers pretty good defense all around.
-----------------------------------------------------------------------
Fuzzy Cape

Obtain: Buy this while in Nimbus Land.

Buy: 70 Coins
Sell: 35 Coins

Function: + 24 Defense.  + 12 Magic Defense.  How does a cape defend 
Geno?  I mean, most enemies attack him from the front.  No wonder most 
of his armor stinks.
-----------------------------------------------------------------------
Fuzzy Dress

Obtain: This is sold in Nimbus Land, home of the whopper.

Buy: 70 Coins
Sell: 35 Coins

Function: + 36 Defense.  + 18 Magic Defense.  Not too shabby, eh?  But 
seriously though, folks, this is the princess’s normal armor.
-----------------------------------------------------------------------
Fuzzy Pants

Obtain: Buy this in Nimbus Land.  Why fuzzy?  Shouldn’t it be fluffy?

Buy: 70 Coins
Sell: 35 Coins

Function: + 36 Defense.  + 18 Magic Defense.  Mallow’s new pants are 
very stylish, I must admit.
-----------------------------------------------------------------------
Fuzzy Shirt

Obtain: This is the Nimbus Land series of armor; buy it there.

Buy: 70 Coins
Sell: 35 Coins

Function: + 36 Defense.  + 18 Magic Defense.  For Nimbus Land, this 
armor isn’t half-bad.  Being a shirt, it goes to Mario.
-----------------------------------------------------------------------
Happy Cape

Obtain: Buy this in Marrymore, where else?

Buy: 38 Coins
Sell: 19 Coins

Function: + 12 Defense.  + 6 Magic Defense.  Well, when others are 
getting twice the bonus, Geno gets stuck with half.  He’s going to need 
that luck guaranteed to you in this cape…
-----------------------------------------------------------------------
Happy Pants

Obtain: They sell these at Marrymore, quite conveniently.

Buy: 38 Coins
Sell: 19 Coins

Function: + 24 Defense.  + 12 Magic Defense.  This pair of pants is 
“lucky.”  Well, when using it, all enemies went after Mallow – all of 
them.  Okay, I’m kidding there, but no luck is involved!
-----------------------------------------------------------------------
Happy Shell

Obtain: Buy this in Marrymore, just like all the other happy armor.

Buy: 38 Coins
Sell: 19 Coins

Function: + 6 Defense.  + 3 Defense.  Not so good, but then again it is 
for Bowser.  With all his natural defense, this is plenty for the titan.
-----------------------------------------------------------------------
Happy Shirt

Obtain: Buy this at Marrymore in the Inn/Item Shop.

Buy: 38 Coins
Sell: 19 Coins

Function: + 24 Defense.  + 12 Magic Defense.  This goes to Mario as 
another shirt of his.
-----------------------------------------------------------------------
Heal Shell

Obtain: This is sold to you by Croco in Bowser’s Keep.  Croco is 
through the upper-left door in the room that Magikoopa is found in.

Buy: 100 Coins
Sell: 50 Coins

Function: + 24 Defense.  + 12 Magic Defense.  This is Bowser’s best 
regular armor, although the Lazy Shell and Super Suit would be more 
suited to him.  Get it?  The armor would be more “suited” to him.  Ha!  
I made a funny.
-----------------------------------------------------------------------
Hero Shirt

Obtain: Buy this from Croco in Bowser’s Keep; from Magikoopa, take the 
upper-left door to find Croco, who is now selling items.

Buy: 100 Coins
Sell: 50 Coins

Function: This is Mario’s legendary shirt, and the best piece of armor 
for him, not counting the Lazy Shell or Super Suit.
-----------------------------------------------------------------------
Lazy Shell

Obtain: Get the Seed and Fertilizer from Shy Away, and you’ll find a 
path to the north has opened in Rose Town.  It is the home of Gardener, 
who is called as such, who has spent his life in search of the 
legendary seed and fertilizer, but to no avail.  Give them to him and 
he’ll plant them in his undoubtedly legendary pot, growing a beanstalk!  
Go outside and climb it to reach a cloud, on which are two chests – 
both Lazy Shells.

Buy: NA
Sell: 111 Coins

Function: + 127 Defense.  + 127 Magic Defense.  Now, those are some 
GREAT stats.  However, there is a downside.  The Lazy Shell armor also 
decreases attack strength considerably.  I let Bowser wear this at all 
times.  With his high natural defense, he’s like a fortress with this 
on.  Most attacks do either one or zero damage.  Even Culex could only 
do 46 damage to him, which is respectable for other enemies, but an 
extremely weak attack for Culex, Dark Knight of Vanda.
-----------------------------------------------------------------------
Mega Cape

Obtain: Buy this in Moleville as Geno’s first article of armor.

Buy: 22 Coins
Sell: 11 Coins

Function: + 6 Defense.  + 3 Magic Defense.  Well, it looks like Geno 
missed the train again.  His armor reeks.  Just look at those lousy 
increases!
-----------------------------------------------------------------------
Mega Pants

Obtain: Buy this while in Moleville, the happiest place on Earth.

Buy: 22 Coins
Sell: 11 Coins

Function: + 18 Defense.  + 9 Magic Defense.  You know, Mallow gets more 
bang for his buck than Mario does when it comes to the mega armor.  As 
Pants, they are exclusively for Mallow.
-----------------------------------------------------------------------
Mega Shirt

Obtain: Moleville has all the mega armor series, and you can buy it 
there therefore.

Buy: 22 Coins
Sell: 11 Coins

Function: + 8 Defense.  + 10 Magic Defense.  Mario will have a blast 
wearing this shirt, which actually doesn’t have a 2:1 ratio for defense 
and magic defense.
-----------------------------------------------------------------------
Nautica Dress

Obtain: Buy this in the Sea, preferably, although it can also be found 
in the Sunken Ship and in new Seaside Town.

Buy: 50 Coins
Sell: 25 Coins

Function: + 30 Defense.  + 15 Magic Defense.  I thought it was bad luck 
to take a woman onboard a ship.  Well, apparently they made them 
anyways.  It is for Toadstool, as all dresses are.
-----------------------------------------------------------------------
Pants

Obtain: Buy these at Mushroom Kingdom.

Buy: 7 Coins
Sell: 3 Coins

Function: + 6 Defense.  + 3 Magic Defense.  Mallow’s first pair of 
pantaloons are these.  A little too loud for my tastes, though.
-----------------------------------------------------------------------
Polka Dress

Obtain: Princess Toadstool of the Mushroom Kingdom joins your party 
most cordially while wearing this splendid garment.

Buy: NA
Sell: 80 Coins

Function: + 24 Defense.  + 12 Magic Defense.  See, without Toadstool 
starting with her Slap Glove and Polka Dress, she’d be a total wimp.  
This is her starter dress.
-----------------------------------------------------------------------
Prince Pants

Obtain: Croco sells these in Bowser’s Keep.  To find him, take the left 
door instead of the right in the fork that leads to Boomer.

Buy: 100 Coins
Sell: 50 Coins

Function: + 48 Defense.  + 24 Magic Defense.  The people speak of these 
pants in legend…  Yep, these pants are legendary, and I’d imagine 
Mallow wears them while ruling over his homeland with an iron fist.
-----------------------------------------------------------------------
Royal Dress

Obtain: Buy this from a reformed Croco while in Bowser’s Keep.  Take 
the upper-left door in the room with Magikoopa and the endless coin 
chest in it to find that REPTILE.

Buy: 100 Coins
Sell: 50 Coins

Function: + 48 Defense.  + 24 Magic Defense.  If this dress is so 
legendary, then how does Croco have an endless supply of them?  
-----------------------------------------------------------------------
Sailor Cape

Obtain: Buy this in the Sea from the mystic.

Buy: 50 Coins
Sell: 25 Coins

Function: + 18 Defense.  + 9 Magic Defense.  Sailors wear capes?  Again, 
Geno got the short end of the stick when it comes to defense.  Maybe he 
should’ve chosen a different doll…
-----------------------------------------------------------------------
Sailor Pants

Obtain: Buy these in the Sea as soon as you can.

Buy: 50 Coins
Sell: 25 Coins

Function: + 30 Defense.  + 15 Magic Defense.  I don’t know if Mallow is 
sailor enough to wear this, but they are for him.
-----------------------------------------------------------------------
Sailor Shirt

Obtain: You can buy this at all the sea-themed places – the Sea, Sunken 
Ship, and Seaside Town after Yaridovich.

Buy: 50 Coins
Sell: 25 Coins

Function: + 30 Defense.  + 15 Magic Defense.  It does a stand-up job at 
defending Mario.  However, I wonder if any enemies are ever smart 
enough to hit his legs…
-----------------------------------------------------------------------
Shirt

Obtain: This, Mario’s first article of armor, can be bought in Mushroom 
Kingdom.

Buy: 7 Coins
Sell: 3 Coins

Function: + 6 Defense.  + 6 Magic Defense.  Layers!  No, but really, 
this is a good start for Mario’s career in armor-buying.
-----------------------------------------------------------------------
Star Cape

Obtain: Buy this from Croco in Bowser’s Keep.  He’s through the upper-
left door in the room you fight Magikoopa in.

Buy: 100 Coins
Sell: 50 Coins

Function: + 36 Defense.  + 18 Magic Defense.  In the ultimate armor 
series, Geno gets stuck with this.
-----------------------------------------------------------------------
Super Suit

Obtain: This is very hard to get, but it pays off if you do get it.  In 
Monstro Town, there is a Chow who keeps track of how many consecutive 
jumps you’ve done on an enemy.  If you use a Super Jump or Ultra Jump, 
and somehow do 100 consecutive jumps, then that Chow will give you this, 
although it is nearly impossible to do.

Buy: NA
Sell: 350 Coins

Function: + 50 Defense.  + 50 Magic Defense.  No, don’t let this fool 
you.  Those are pretty good stats in and of themselves, but the Super 
Suit is not give justice by that summary.  Actually, EVERY stat is 
increased by 50, including Speed!  And, the Super Suit has the effect 
of the Safety Ring built into it.  Basically, you’re a god when you 
wear this.  Anyone can, but I recommend it for Mario.  After all, he 
earned it.
-----------------------------------------------------------------------
Thick Pants

Obtain: Buy these at Rose Town for everyone’s favorite marshmallow.

Buy: 14 Coins
Sell: 7 Coins

Function: + 12 Defense.  + 6 Magic Defense.  These are for Mallow.  Now, 
why not buy two?  Then he could have double the defense.  Ah, but alas, 
he cannot.
-----------------------------------------------------------------------
Thick Shirt

Obtain: This is the Rose Town spin on armor.

Buy: 14 Coins
Sell: 7 Coins

Function: + 12 Defense.  + 8 Magic Defense.  This is rather odd, that 
the Thick Shirt has less defense than the Mega Shirt, which comes next, 
but oh well.  It’s Mario’s new shirt, and he’s practically invincible 
with it on.
-----------------------------------------------------------------------
Work Pants

Obtain: This are sold at Moleville.

Buy: 22 Coins
Sell: 11 Coins

Function: + 15 Defense.  + 5 Magic Defense.  Anyone can wear these 
sweaty work pants, but I recommend that Bowser use them.  They are his 
best armor all the way until Barrel Volcano, almost four Star Pieces 
away.
=======================================================================
                             Accessories
=======================================================================
Amulet

Obtain: If you manage to dodge Snifits 1-3 in the curtain mini-game you 
play with him, then Booster will give you the Amulet upon finding his 
favorite Mario doll.

Buy: NA
Sell: 100 Coins

Attack: + 7
Defense: + 7
M. Attack: + 7
M. Defense: + 7
Speed: - 5

Function: I recommend this for Bowser.  According to the game, after 
all, it smells badly.
-----------------------------------------------------------------------
Antidote Pin

Obtain: Purchase this while in Rose Town if you’d like.  It might 
actually be of some use in the upcoming Forest Maze.

Buy: 28 Coins
Sell: 14 Coins

Attack: NA
Defense: + 2
M. Attack: NA 
M. Defense: + 2
Speed: NA

Function: Aside from stat increases, this prevents you from being 
poisoned.
-----------------------------------------------------------------------
Attack Scarf

Obtain: In Monstro Town there is a Chow who counts the number of times 
you’ve used Super Jump consecutively.  Do it 30 times, which is torture, 
and you’ll get this by talking to him again.

Buy: NA
Sell: 750 Coins

Attack: + 30
Defense: + 30
M. Attack: + 30
M. Defense: + 30
Speed: + 30

Function: Combine this with the Super Suit and you’ll be truly 
invincible.  Anyone can wear it, but I suggest Mario.
-----------------------------------------------------------------------
B’Tub Ring

Obtain: You can buy this in Marrymore.

Buy: 145 Coins
Sell: 72 Coins

Attack: NA
Defense: NA
M. Attack: NA
M. Defense: NA
Speed: NA

Function: Seems rather pointless, hmm?  Actually, it has a purpose.  If 
you equip it to Toadstool – the only one who can equip it – and use 
Mystery Egg ten times, then it becomes Lamb’s Lure, an attack enemy.  
Use Lamb’s Lure 48 times to get Sheep Attack, a very good item.  
Pointless?  I think not.
-----------------------------------------------------------------------
Coin Trick

Obtain: You buy this from the frog pupil of Frogfucius residing in the 
elder’s house of Seaside Town.

Buy: 36 Frog Coins
Sell: 18 Coins

Attack: NA
Defense: NA
M. Attack: NA
M. Defense: NA
Speed: NA

Function: When you win a battle with this equipped, you get double the 
number of coins you normally would.
-----------------------------------------------------------------------
Exp. Booster

Obtain: The frog – pupil of Frogfucius – in Seaside Town’s elder’s 
house’s upper story’s desk’s chair sells this.

Buy: 22 Frog Coins
Sell: 11 Coins

Attack: NA
Defense: NA
M. Attack: NA
M. Defense: NA
Speed: NA

Function: Quite handy, indeed.  When you equip this, you double the 
number of Experience Points you get per battle unconditionally.  When 
you fight Culex, wear this!
-----------------------------------------------------------------------
Fearless Pin

Obtain: They sell this in Rose Town’s very own item shop.

Buy: 130 Coins
Sell: 65 Coins

Attack: NA
Defense: + 5
M. Attack: NA
M. Defense: + 5
Speed: NA

Function: Not only does it raise defense stats, but it prevents you 
from being scared, which would normally halve your attack and defense.
-----------------------------------------------------------------------
Feather

Obtain: In Nimbus Land, when you’re posing as the statue (pun!) and 
Dodo tries to peck you, avoid fighting Dodo and you’ll find this in the 
next room.

Buy: NA
Sell: 333 Coins

Attack: NA
Defense: + 5
M. Attack: NA
M. Defense: + 5
Speed: + 20

Function: Not bad.  Although it raises defense, too, it would be used 
mainly for the speed increase.
-----------------------------------------------------------------------
Ghost Medal

Obtain: If you stay at the Inn in Monstro Town, three ghastly spirits 
come to haunt your dreams – The Big Boo, Greaper, and Dry Bones.  They 
challenge you to find three flags that they hide.  These are the Big 
Boo Flag, the Greaper Flag, and the Dry Bones Flag.  They are found 
behind the sign in Rose Town (Greaper), under Mario’s bed in Mario’s 
Pad (Dry Bones), and between the “O” and “A” in the word “GOAL” in 
Yo’ster Isle.  When you have all three, sleep at the Inn.  The ghosts 
appear again, and when you awaken Mario will be wearing the Ghost Medal.

Buy: NA
Sell: 800 Coins

Attack: NA
Defense: NA
M. Attack: NA
M. Defense: NA
Speed: NA

Function: Although seemingly pointless, the Ghost Medal is worth a lot.  
Also, in battle, your defense (magic, too) is raised by 2.  It would’ve 
been better earlier in the game, so now it’s only good for cash.
-----------------------------------------------------------------------
Jinx Belt

Obtain: In Monstro Town, go up the stairs and through the door to find 
a dojo.  Jagger, an AWOL member of the Koopa Troop, is there to train 
so that he might make Bowser proud one day.  Beat him in battle and his 
sensei, a bug-like creature named Jinx, comes out.  She is very tough, 
but you can beat her three times to get this item, as well as become 
the sensei of the dojo.  Mario-style!

Buy: NA
Sell: 999 Coins

Attack: + 27
Defense: + 27
M. Attack: NA
M. Defense: NA
Speed: + 12

Function: This is the only item in the game that sells for 999 coins!  
Also, it’s good for attack, like Jinx, but not affected by magic, like 
Jinx.  Emblem of power!
-----------------------------------------------------------------------
Jump Shoes

Obtain: These can be bought at Mushroom Kingdom as your first possible 
accessory.

Buy: 30 Coins
Sell: 15 Coins

Attack: NA
Defense: + 1
M. Attack: + 5
M. Defense: + 1
Speed: + 2

Function: These always go to Mario.  Aside from stat changes, they also 
let you use Jump and the related attacks on any enemy – like the Spiky.  
It isn’t that good, though…
-----------------------------------------------------------------------
Quartz Charm

Obtain: You must beat Culex, Dark Knight of Vanda, servant of the Dark 
Mage, in glorious battle.  Good luck with that.  See “Secrets and Side 
Quests” for more information.

Buy: NA
Sell: 3 Coins

Attack: NA
Defense: NA
M. Attack: NA
M. Defense: NA
Speed: NA

Function: This simply makes it impossible for you to fall victim to 
instant-death attacks, like Silver Bullet (Jinx).
-----------------------------------------------------------------------
Rare Scarf

Obtain: This is found along the beanstalk rising up to Nimbus Land.  
See “Red Star,” under sub-section “Beanstalk,” for more details.

Buy: NA
Sell: 75 Coins

Attack: + 15
Defense: NA
M. Attack: + 15
M. Defense: + 15
Speed: NA

Function: This has no unordinary purpose outside of raising stats, 
quite well at that.
-----------------------------------------------------------------------
Safety Badge

Obtain: Defeat a Hidon by one of the Save Blocks in the Sunken Ship.

Buy: NA
Sell: 250 Coins

Attack: NA
Defense: + 5
M. Attack: NA
M. Defense: + 5
Speed: NA

Function: In addition to raising defense, this protects the wearer from 
mute and poison.
-----------------------------------------------------------------------
Safety Ring

Obtain: This is found in the Sunken Ship.  Here’s an extract from my 
guide for getting it.  Start from the Save Block in Sunken Ship by the 
Hidon.  Go north into a new room.  We can currently do nothing; go 
north again.  Get in the water and then take the whirlpool to the floor 
of the waterlogged room.  Now go south.  Collect the four Frog Coins 
here and avoid the Mr. Kippers.  They may be partnered with a Crusty, 
imposing crablike creatures, or lobster-like creatures.  They have 
awesome attack and defense, although their magic defense is very low, 
especially to thunder-type attacks (use Mallow’s Shocker or Thunderbolt 
on them).  Now go north twice to end up in a log hallway filled with 
Zeostars and Mr. Kippers.  Here’s where you’ll also encounter Bloobers 
and Leukos.  Jump over them to reach the next room at the end.  Here, 
you’ll see a Bloober with several smaller ones attached to it, like 
Blooper Babies (Bloobers are taken from old Mario enemies called 
Bloopers, first appearing in Super Mario Bros., although they actually 
were called “Bloobers” in Super Mario Bros. for the NES).  Each little 
Bloober is a separate enemy.  Anyways, jump up the barrels and you’ll 
reach a door.  Don’t enter just yet.  Instead, get back into the water 
and swim to the corner for a Frog Coin.  Now enter the whirlpool.  From 
where you land, go left and enter the door hidden from sight behind the 
barrels.  Here, hit the chest for the Safety Ring, a new accessory, and 
a good one, too.

Buy: NA
Sell: 400 Coins

Attack: NA
Defense: + 5
M. Attack: NA
M. Defense: + 5
Speed: + 5

Function: Aside from raising stats, this guards against all mortal 
blows (ones that kill you unconditionally, like Jinx’s Silver Bullet), 
as well preventing all abnormal conditions – poison, sleep, silence, 
etc.
-----------------------------------------------------------------------
Scrooge Ring

Obtain: This is sold in Seaside Town by the grown pupil of Frogfucius 
(upstairs of the elder’s home).

Buy: 50 Frog Coins
Sell: 25 Coins

Attack: NA
Defense: NA
M. Attack: NA
M. Defense: NA
Speed: NA

Function: Well not affecting your stats, this cuts the amount of FP you 
use for special moves in battle by half.
-----------------------------------------------------------------------
Signal Ring

Obtain: In Nimbus Land, once Valentina is out, go to the house right of 
Nimbus Castle.  It’s Croco!  That REPTILE just never gives up, huh?  
This time, though, he realizes that you’d beat him up, so he makes a 
hasty retreat.  In doing so, he bumps into the wall, which knocks loose 
his “treasure-finder.”  Okay, he didn’t actually call it that.

Buy: NA
Sell: 300 Coins

Attack: NA
Defense: NA
M. Attack: NA
M. Defense: NA
Speed: + 10

Function: A sound will alert you that there’s a surprise box (hidden 
chest) in a screen when you enter.  Don’t equip it, though, as you have 
a guide for this.  I’m sure you can spend your accessories in a better 
way than this.
-----------------------------------------------------------------------
Troopa Pin

Obtain: You have to scale the cliff in Land’s End making good time.  
Please see “Frog Coins” for details on that.

Buy: NA
Sell: 500 Coins

Attack: NA
Defense: NA
M. Attack: NA
M. Defense: NA
Speed: + 20

Function: This makes you a true Sky Troopa.  Also, in battle, your 
magic attack by 1.5.
-----------------------------------------------------------------------
Trueform Pin

Obtain: You can but it in Rose Way, or defeat a Pandorite in Kero 
Sewers for it.

Buy: 60 Coins
Sell: 30 Coins

Attack: NA
Defense: + 4
M. Attack: NA
M. Defense: + 4
Speed: NA

Function: With it, you cannot be turned into a mushroom or scarecrow.  
Neat-o!
-----------------------------------------------------------------------
Wake Up Pin

Obtain: A Toad gives it to you during the Shyster invasion of Mushroom 
Kingdom (in the castle) for free, but you can also buy it in Rose Town.

Buy: 42 Coins
Sell: 21 Coins

Attack: NA
Defense: + 3
M. Attack: NA
M. Defense: + 3
Speed: NA

Function: This stops any mute or sleep attacks if you wear this.
-----------------------------------------------------------------------
Zoom Shoes

Obtain: You can buy them in several shops – Rose Town, for instance – 
but you can get them for free by using the Master Key (see that under 
“Special Items” of this section) in Booster Tower.

Buy: 100 Coins
Sell: 50 Coins

Attack: NA
Defense: + 5
M. Attack: NA
M. Defense: + 5
Speed: + 10

Function: It increases your speed by 10.  Not-a-bad, eh?
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

And there you have it!  Pant, I’m done with, pant, this section.  
*Passes out*.  Now, while on the subject of items…

=======================================================================
==========================Yoshi Cookie Items*==========================
=======================================================================

Yoshi Cookies are items cleverly named after Yoshi’s Cookie, a puzzle 
game starring Yoshi on the NES.  When you use a Yoshi Cookie, Yoshi 
will come out and possibly turn an enemy into an item.  Below is the 
list of what enemies turn into what items.  So, make sure to save your 
cookies for when it counts.

-----------------------------------+-----------------------------------
                Items              |              Enemies              
-----------------------------------+-----------------------------------
Able Juice                         | Alley Rat, Frogog, Guerilla,      
                                   | Stinger                           
Bad Mushroom                       | Amanita, Chewy                    
Bracer                             | Chomp, Crusty, Jabit, Magmus      
Elixir                             | Bloober, Springer, Tub-O-Troopa   
Energizer                          | Arachne, Enigma, Geckit, Mad      
                                   | Mallet, Oerlikon, Pounder,        
                                   | Poundette                         
Freshen Up                         | Li’l Boo                          
Fright Bomb                        | Chow                              
Froggie Drink                      | Gecko, Gu Goomba, Octovader       
Honey Syrup                        | Carroboscis, Greaper, Jester,     
                                   | Octolot, Shadow, Shy Guy          
Maple Syrup                        | Gorgon, Lakitu, Malakoopa, Orb    
                                   | User, Shy Away, Sling Shy         
Max Mushroom                       | Ameboid, Fink Flower, Sackit      
Mid Mushroom                       | Crook, Terra Cotta                
Muku Cookie                        | Mukumuku                          
Mushroom                           | Body, Buzzer, Chomp Chomp, Dry    
                                   | Bones, Goby, Goomba, Machine Made 
                                   | (Shyster), Mr. Kipper, Rat Funk,  
                                   | Starslap                          
Pick Me Up                         | Big Bertha, Chained Kong, Cluster,
                                   | Pulsar, Reacher, Remo Con, Rob-omb
Power Blast                        | Ninja                             
Pure Water                         | Glum Reaper, Hobgoblin, Vomer     
Royal Syrup                        | Forkies, Orbison, Shaman, Shogun, 
                                   | Stumpet                           
Sleepy Bomb                        | Snapdragon                        
-----------------------------------+-----------------------------------

And there we have it!  No more item junk for me!  Huzzah!

=======================================================================
=======================Secrets and Side Quests*========================
=======================================================================

Here’s where I compile a bunch of side quests and mini-games so that I 
don’t get e-mail about it.  Let us begin, shall we?

                       +-----------------------+
                       |    Jagger and Jinx    |
                       +-----------------------+

In Monstro Town, there is a dojo up some stairs.  Jagger, an AWOL Koopa 
Trooper, has fled there in hopes of becoming strong enough to defeat 
Smithy and make Bowser proud.  His sensei is out now, so you can 
challenge him.  When you win, his sensei appears – Jinx.  You can 
challenge her to three different fights, each harder than the last.  
Beat her three times for the Jinx Belt.  From my guide, here’s my guide 
for beating them.  I recommend being at least past Nimbus Castle.

                                ------
                                Jagger
                                ------

Assemble your party like so: Mario, Toadstool, and Bowser.  This is the 
best choice for the upcoming battle.  Also, come with Pick Me Ups and 
other healing items.  Also, return to Monstro Town.  Now, above the Inn 
is a staircase, correct?  Take it up and open the door to find a 
Terrapin, named Jagger, also from Bowser’s Koopa Troop.  He went AWOL 
because he knew he couldn’t beat Smithy, and he came here to train at 
the Dojo under his sensei, who isn’t in right now.  He promises he’ll 
return one day and make you proud.  Bowser forgives him, though.  In 
the meantime, you can challenge Jagger to a fight.

He’s an optional boss, I suppose, and he has 600 HP, 120 attack, 80 
defense, 0 magic attack, and 50 magic defense.  Not too hard, eh?  He 
does have a particularly strong attack called Terrapunch, but you can 
work around it.  Let Toadstool use Group Hug to heal everyone (or 
Therapy if need be) and keep attacking.  Bowser’s Spiked Link is great 
here, and the Masher is also pretty nice.  He’s not too hard, really.

                                 ----
                                 Jinx
                                 ----

A voice comes from nowhere after the fight, praising Jagger.  It’s a 
tiny bug from a bonsai plant!  Ha!  That’s the sensei of this dojo.  
The sensei says that she (I think it’s a she) will accept a challenge 
from you any day.  So, go heal, save, and come back with the same party.  
Jinx is much tougher than her student, and she has 600 HP, 140 attack, 
100 defense, 0 magic attack, and 80 magic defense.  However, we can 
still win.  First, note that Jinx has one bad attack called Jinxed, and 
she can use it twice in one turn.  It does anywhere from 40-60 damage, 
depending on the character, and it’s a great reason for using Group Hug.  
Toward the end of the battle, Jinx uses Valor Up to raise her attack.  
She can also use Triple Kick, quite strong, but she will give in pretty 
early due to low HP.

                                -------
                                Jinx II
                                -------

Jinx wants to have a rematch.  Enter with the same party we had before 
and challenge her (heal at the Inn and save first, though).  This time, 
Jinx has 800 HP, 160 attack, 120 defense, 0 magic attack, and 90 magic 
defense.  She is also resistant to most types of special attacks 
(thunder, fire, etc.); don’t even try to use specials in this match.  
Have these accessories equipped to your group…

-----------------------------------------------------------------------
Character        Weapon            Armor             Accessory
-----------------------------------------------------------------------
Mario            Lazy Shell        Fuzzy Shirt       Safety Ring
-----------------------------------------------------------------------
Toadstool        War Fan           Fuzzy Dress       Zoom Shoes
-----------------------------------------------------------------------
Bowser           Spiked Link       Lazy Shell        Amulet
-----------------------------------------------------------------------

With the Lazy Shell Armor, Bowser becomes a tank, although his attack 
(both magical and normal) suffer a -50 decrease.  Bowser’s role in this 
battle will be to use items if need be, but also to keep you in the 
battle should Mario and Toadstool faint.  And since Bowser has pretty 
weak attack now, let him use Star Egg for each of his turns to actually 
put a dent in Jinx.  Bowser will take one or two damage from all her 
toughest attacks, and Mario’s Lazy Shell combined with the Star Egg do 
200 damage a turn.  In the meantime, Toadstool can heal the group 
members or bring them back with Come Back.  Toadstool also has 
relatively low attack, and you can put her to good use if she’s not 
healing by using Star Egg, too.

For the record, Jinx has Quicksilver, a very strong attack against 
anyone but Bowser, Triple Kick, a moderate attack, Jinxed, a 
comparatively weak attack, and Silver Bullet, which can instantly kill 
its target.  That’s why Mario is wearing Safety Ring; he cannot be 
killed in one shot.  If you truly wanted Bowser to be invincible, give 
him the Safety Ring.  In any case, never let two allies be downed 
(fainted) at once, as there’s always the chance of Jinx pulling Silver 
Bullet.  All and all, it’s an amazingly easy battle, even if she does 
use Valor Up.

                               --------
                               Jinx III
                               --------

Fight Jinx one last time and she’ll hold nothing back.  As a note of 
interest, Jinx has 1000 HP, 180 attack, 140 defense, 0 magic attack, 
and 100 magic defense.  Magic attack never rises with her, but magic 
attack rises by ten each fight.  Attack and defense rise by 20 in each 
fight, and her HP rises by 200 in each of her forms.  Now, she’s tough 
as nails this times.  She has several attacks at her disposal, while 
only two are new.  Bombs Away will do mild damage to anyone but Bowser 
(by the way, have all the equipment as suggested above in your party), 
and Magnum can be horrific.  She also has stronger versions of Quick 
Silver, Silver Bullet, Jinxed, and Triple Kick.  And, also, she can use 
Valor Up.  But, she’s still very simple to beat.  For starters, let 
Bowser in all his defense use Star Egg each turn.

When Toadstool isn’t healing the group, let her use it, too.  It’s an 
easy 100 damage.  Mario can do about 50 damage with the Lazy Shell, 
which brings us up to about 200-250 damage each turn.  It will take no 
more than 5 turns to beat her, by that logic.  Of course, her doubled 
defense due to Valor Up will make it a longer process, but it still 
won’t be an excruciatingly long battle.  It will be further prolonged 
with a second Valor Up.  Still, with Bowser the fort, it is easy 
picking.  I feel bad for poor Jinx…

Jinx: “Whoa......  You ARE the stronger champion, no doubt about it.  
My reputation was staked on this last fight, so I’ve lost the title of 
‘Sensei’.  From today, you are the Sensei of this dojo.  Please take 
this belt, which only the highest ranking fighter in the dojo can wear.  
We will rename the dojo, ‘Mario Style Dojo’, and incorporate your jump 
technique into the training.  Jagger and I will start our training 
immediately.  1000 warm up jumps!  Ready, begin!”

And that’s how you get the Jinx Belt, the reward for this series of 
fights.  While it decreases magic defense by five, it dramatically 
increases attack and defense.  For now, here are the equipment and

                 +-----------------------------------+
                 |    Culex, Dark Knight of Vanda    |
                 +-----------------------------------+

From my guide, here’s an extract for getting the Quartz Stone and 
beating the toughest enemy in the entire game.  Culex is NOT from a 
Final Fantasy game!

                         ---------------------
                         The Gates to Oblivion
                         ---------------------

To Moleville!  In the leftmost house above the item shop, talk to the 
grown mole here and he’ll sell you Fireworks for 500 coins.  Sure, it’s 
a real setback, but we need it!  Right of that house is a little mole 
girl running her pur-tend store.  Give her the Fireworks for the Shiny 
Stone.  Now, return to Monstro Town.  You know the sealed door, right?  
Check it with A and the Shiny Stone reacts with it, opening the door.  
Be sure to have saved and healed beforehand.  Have the Mario-Toadstool-
Bowser party with all the above equipment.  Now enter if you dare…

                                 -----
                                 Culex
                                 -----

You are in an infinitely dark room, when suddenly a strange creature 
appears before you…

“Greetings.  I am Culex, Dark Knight of Vanda.  I have crossed into 
this dimension to fight for the Dark Mage.  But this world is 
uninhabitable for me and my kind.  I must return to my own world.  
Before I go, though, I would like to challenge your strongest knight.  
Will you accept my challenge?  You will enter combat against me?  En 
garde!”

Accept the dark warrior’s challenge.  In case you didn’t know, Square 
Enix, the co-makers of this game, were also responsible for the Final 
Fantasy series.  Culex is not from a Final Fantasy game, but he adds 
that flavor to the otherwise lighthearted Super Mario RPG.

“I am matter…  I am antimatter…  I can see your past…  I can see your 
future…  I consume time…  And I will consume you!”

This music is highly uncharacteristic of a Mario game, although it may 
run parallel to Final Fantasy.  I don’t really play that series that 
much (I’ve only played # 8, and from what I saw, it stunk).  Culex 
immediately summons four crystals – the Wind Crystal, the Earth Crystal, 
the Water Crystal, and the Fire Crystal.  This chart should prove 
useful for their stats.

---------------+----------+----------+----------+----------+-----------
Enemy Name     |    HP    |    AP    |    DP    |    MA    |    MD     
---------------+----------+----------+----------+----------+-----------
Culex          |    4096  |    250   |    100   |    100   |    80     
Wind Crystal   |    800   |    0     |    200   |    60    |    88     
Earth Crystal  |    3200  |    0     |    70    |    80    |    33     
Water Crystal  |    1800  |    0     |    130   |    120   |    50     
Fire Crystal   |    2500  |    0     |    100   |    130   |    60     
---------------+----------+----------+----------+----------+-----------

Impressive, no?  Not even the final boss can top Culex’s attack, 
although he can equal it.  There are two good strategies for beating 
Culex that I currently have.  I list them in order of hardness and 
based on how much fun they are.

                              ----------
                              Strategy 1
                              ----------

Duke it out!  This is very tough, though.  Between the crystals and 
Culex, they have tons of attacks, and I won’t even try to record them.  
However, Culex has pretty low defense.  Bowser won’t take much damage 
due to the Lazy Shell armor, but he will for certain attacks.  Take, 
for example, Dark Star.  To Toadstool, this did 180 damage for me.  
They have just about every magic attack in the book, and even some that 
are exclusive to this fight.  But, we are in a nearly invincible 
position.  With Lazy Shell armor, Bowser takes hardly any damage.  With 
the Safety Ring, most FP-consuming attacks do no damage to Mario.

Toadstool will admittedly suffer, but just let her go down.  Spend 
Mario and Bowser’s turns attacking Culex, not the crystals.  As you can 
see, the crystals can do very little damage to you.  Also, I’d like to 
note one attack – Shredder.  Culex uses it from time to time, and a 
pink ring of light scans each of you.  What does it do?  I think it had 
an original, horrible purpose, but they took it out and didn’t replace 
it because it was so bad.  Or, maybe it was intended to be a break for 
the players.  In any case, I have found that it negates all defensive 
and offensive power-ups (like Geno Boosts and the like).

With your accessories, you are in a near impregnable position, and it 
leaves you with enough time to personally beat Culex turn-by-turn.  
Still, you WILL have to heal.  Although he only attacks every few turns, 
Culex can bust through even Bowser’s defense, and it will hurt.  So, 
while some consider Culex the hardest boss in the game, he’s made quite 
easy by the correct accessories.  If you do want to take out a crystal, 
defeat the Earth Crystal.  It has a few attacks that actually can 
damage Mario – Boulder and Blast, and possibly others.

                              ----------
                              Strategy 2
                              ----------

Much easier, but a bit monotonous and not nearly as fun as going blow-
for-blow with the Dark Knight of Vanda, this strategy centers around 
the Star Egg.  Repeated use of it for every single character will 
destroy Culex’s crystals quickly and soon Culex himself.  Heal when 
appropriate and he’ll be a piece of cake.  Also, give Toadstool the 
Lazy Shell armor and the Safety Ring, as she is the vital character.  
If you need to, you can switch out between strategies using the Earlier 
Times item.  Using this strategy, I have actually made the crystals and 
Culex run out of FP.  And, of course, with no FP, Culex and the 
crystals are nothings.

After hearing a new, special ending theme, as well as gaining no coins, 
you’ll receive 244 Experience Points (holy jeepers!).  Afterward, 
you’re back in the dark realm you fought Culex in, except the music is 
now that of a harp.

“Ahhhh!  Your spirit……… is strong!  Thank you, brave knight.  I will 
treasure this memento of my journey here.  Perhaps in another time, 
another game, we may have been mortal enemies…  Let us part as comrades 
in arms.  Take this.  Treasure it as a keepsake of our fight.  Farewell, 
champion knight!”

And that’s you got the Quartz Charm.  Unfortunately, it really isn’t 
that good, and we won’t be equipping it.  It looks like Culex won’t be 
able to serve the Dark Mage all that well, now does it?  However, 
there’re two other items to be found here in Monstro Town…

               +---------------------------------------+
               |    The Attack Scarf and Super Suit    |
               +---------------------------------------+

Next door to Culex lives a Chow who counts how many times you’ve been 
able to jump consecutively during a Super or Ultra Jump.  If you can 
manage to do 30, talk to the Chow.  He’ll give you the Attack Scarf, 
one of the better, if not the best, accessories in the game.  Do 100 
and he’ll give you the Super Suit, the best armor in the game (both can 
be equipped to anyone).  Wear them together for a total of + 80 in all 
categories, including speed.  In plain English, you’ll be absolutely 
invincible with this combo on.

                    +-----------------------------+
                    |    The Three Musty Fears    |
                    +-----------------------------+

This is also in Monstro Town…  And this is an extract from my guide.

On ground level, the rightmost house in Monstro Town is the Inn.  You 
can feel free to stay there for free, courtesy of the 3 Musty Fears.  
So, check the Amanita with A and you’ll go to sleep.  Above you appears 
a Greaper!  And a The Big Boo!  And a Dry Bones!  They want to see if 
you can hear them, and so they challenge you to a round of “Find the 
Flag,” what can only be described as the best game ever.

They go off to hide the flags, and they come back to give you a hint.  
Greaper hid his flag behind a wooden flower.  Dry Bones hid his flag 
under a green bed.  The Big Boo hid his flag between “O” and “A.”  Hmm, 
I think I know where they all are.  Let’s go in order, shall we?  First, 
go to Rose Town.  The town emblem is a wooden sign in the shape of a 
flower.  Check behind it to get the Greaper Flag.  Note that you check 
with the A Button.  Now go to Mario’s Pad.  It’s swinging, bro.  Check 
the bed, which is green, for the Dry Bones’ Flag.  Now go to Yo’ster 
Isle.  In the race track, the word “GOAL” is written, one letter to 
each lane.  The Big Boo Flag is hidden there.

Now, while on Yo’ster Isle, might I point out two new things.  First, a 
baby Yoshi is born from an egg (in the left area).  Second, Raz and 
Raini, the couple who married at Marrymore, are honeymooning here.  Now, 
return to Monstro Town and sleep at the eerie Inn.  In thanks for 
playing their game, they give away their grand prize.  When you wake up, 
Mario will be equipped with the Ghost Medal.

                          +----------------+
                          |    Game Boy    |
                          +----------------+

Toward the end of the game, you’ll find a boy in the Inn of Mushroom 
Kingdom playing a Game Boy.  Talk to him and he’ll eventually set the 
high score, and then has no need for it.  For 500 Coins, he’ll sell the 
Game Boy to you.  If you buy it, then you can play the game from that 
point on from the Menu.  I’m not too good at it, but you might be.  
Simply move around a beetle and press A to shoot at Koopa shells all 
over the place, and each sequence of hits (that is, all hits that 
result from the stars of one hit) you do doubles your points (2, 4, 8, 
16, 32, 64, etc.).  Also, you can change the background using either 
Mallow and Toadstool as your second partner or Geno and Bowser as your 
second partner.  In either case, it’s just for fun, and nothing happens 
when you do well.

                         +-------------------+
                         |    Midas River    |
                         +-------------------+

Even after washing down its banks the first time, you can pay a fee to 
swim down Midas River again.  Here’s a guide through it to get the most 
bang for your buck, assuming you haven’t gotten any of the starter Frog 
Coins.  When you reach the fork in the road, go left.  At the next fork, 
go right.  You can get a total of four Frog Coins (the green ones) from 
this.  Afterward, you’ll reach a barrel section, in which you run down 
a rolling barrel in the river.  Now, I’ll name the different lanes L 
and R, L being the left one, R being the right one.  Take this path for 
optimum coinage:

               R, R, R, L, R, R, L (C), R, R, R, L, R, R

The C represents a Cheep Cheep that will try to hit you as you go.  You 
can direct your direction by either hitting or jumping the barrels.  If 
you just want to get it done as easily as possible, stick to the right.  
There are only regular coins on the path, mind you.  Jump Cheep Cheeps 
or you lose coins.  At the end, the man tallies up how many coins you 
got.  Based on how many coins you’ve gotten, the man will exchange your 
coins for Frog Coins.  Here’s a chart showing what the charges are.  
Also, if you get 100 coins, he’ll automatically give you five Frog 
Coins, although it’s rather difficult to do.

          +------------------------------------------------+
          | Coins Acquired              Price of Frog Coin |
          +------------------------------------------------+
          | 100 Coins                             50 Coins |
          | 90-99 Coins                           60 Coins |
          | 80-89                                 70 Coins |
          | 70-79                                 75 Coins |
          +------------------------------------------------+

                       +-----------------------+
                       |    Pipe Vault Game    |
                       +-----------------------+

Down one pipe in Pipe Vault is a mole from Moleville who operates a 
simple game related to Whack-a-Mole.  You must jump on what comes out 
of the pipes for points.  A Goomba is worth one point, a Golden Goomba 
is worth 3, and a Spiny takes away one of your points.  If you get 
twenty points or more the first time you play, you get a Flower Tab.  
The next time you break your High Score you’ll get a Flower Jar.  Each 
time you break it after that, you get a Frog Coin.

                       +----------------------+
                       |    Mushroom Derby    |
                       +----------------------+

There are races on Yo’ster Isle, the source of all your Yoshi Cookies.  
Here’s an extract from my guide on beating Boshi…  Get on Yoshi, the 
green dinosaur, and talk to the pink Yoshi for cookies.  When you have 
the Cookies, talk to Boshi.  He’ll let you race if you bet them.  Now, 
racing is based on rhythm, so turn up the volume.  The background music 
has a certain pace, and you need to alternate between A and B to make 
Yoshi run.  This is harder than it sounds, but you’ll eventually get a 
good grasp on it.  Also, you can press Y to eat a Yoshi Cookie, which 
gives you a short boost of speed.  They are nearly essential, and I 
advise you use all three, even if you are in the lead.  Soon, you’ll 
understand the beat, and you’ll win quite easily.  Generally, the horns 
and cymbals in the background music tell you when to press A and B.  
When I caught onto this, it became simplicity itself.  From now on, 
Yoshi’s the new BOSS of the island!  Huzzah!

But, comparable to George Washington after being nominated as king of 
the United States preceding the defeat of Great Britain in the 
Revolutionary War, as the abolishment of this very title was the point 
of the war, Yoshi decides that he doesn’t want to be a BOSS.  Let’s 
just let everyone race!  Boy, never thought I’d compare Washington to 
Yoshi, but I managed.  From now on, if you ever want to get a Yoshi 
Cookie, items that summon Yoshi to battle to attack enemies (turning 
some into items.  See the section entitled “Yoshi Cookie Items” for a 
list of what enemies turn into what to wisely spend your cookies), just 
win the race in a group competition.  From then on, you can wager 
cookies to race in party races.

                     +--------------------------+
                     |    Moleville Mountain    |
                     +--------------------------+

Once you’ve beaten Punchinello and rescued Dyna and Mite, you can ride 
the mine carts again for a small fee (either pay ten coins or bet 
thirty coins).  You want to finish as quickly as possible.  To do this, 
jump on the cart to reach Mushrooms, and use them for speed on the 2D 
portions of the track.  Make sure not to jump at turns, and to brake 
and tilt the control stick in the direction of the turn when making one.  
If you break your high score for time, you get 50 coins.

                        +--------------------+
                        |    Booster Hill    |
                        +--------------------+

I’m not talking about the Booster/Snifit chase you had the first time 
you played in Booster Hill.  No, I’m referring to beetle-hunting.  
Please, allow me to explain.  After beating Yaridovich, a shop in town 
becomes “Beetles Are Us.”  There, for a collective cost of 150 coins, 
you can buy a Beetle Box, which lets you play this game.  On Booster 
Hill, you’ll run up trying to catch beetles, which you can exchange for 
prizes at Beetles Are Us.  Jump on the barrels to get a slight speed 
boost, whereas you fall back if you get hit by barrels.  Male beetles 
are worth 50 coins, females are worth 1 (sexist!), and gold beetles are 
worth one Frog Coin.

                        +--------------------+
                        |    Mushroom Boy    |
                        +--------------------+

In Seaside Town, one store is devoted to mushrooms.  His establishment 
is a good way to get good items.  Here’s how it works.  First, go to 
Mushroom Boy.  He eats mushrooms that you have and gives you items for 
them.  When he eats one, he judges what type they are.  “Rippin’” 
Mushrooms get you Rock Candy.  “Berry” Mushrooms get you Maple Syrup, 
while “Flower” ones get you Flower Tabs.  Find different types of 
mushrooms in Forest Maze.  As you can see, it’s well worth the effort.

                         +------------------+
                         |    Sky Bridge    |
                         +------------------+

In Land’s End, you can play this game by talking to the mystic at Sky 
Bridge.  You can cross the bridge normally, or you can do this.   Talk 
to the shaman and he’ll let you play it for 5 coins.  There are three 
versions.  On Normal, you simply jump across the platforms.  Beat it 
for 5 coins.  On Special, the blocks fall if your time runs out.  You 
get 8 coins for clearing that.  On Expert, jumps are harder and blocks 
will fall.  Frog Coins are awarded for Expert.  In each course, Bullet 
Bills are fired at you.  When you finish, you can possibly double your 
prize by getting back over.  I advise against this, as if you lose, you 
lose it all.

                          +-----------------+
                          |    The Cliff    |
                          +-----------------+

See “Frog Coins” for a good explanation of this.

                     +--------------------------+
                     |    Grate Guy’s Casino    |
                     +--------------------------+

This is a direct extract from my guide on getting into the casino and 
getting its item – the Star Egg.

Go to Booster Tower.  As you climb it, you’ll eventually find Knife Guy 
juggling balls.  Talk to him.  He will apologize for the trouble he 
caused you earlier, but he will follow that up with a challenge.  He 
juggles the balls, some red, one yellow, and asks which hands holds the 
yellow ball.  He gives you a Wilt Shroom if you win.  They are wastes.  
Still, keep playing.  In fact, you need to beat the game thirteen times.

Just follow the yellow blur.  It’s very easy.  He may throw in a 
Mushroom every now and then, too.  He may even give a Mid Mushroom.  He 
may also give away Rotten Mush.  These wins don’t have to be 
consecutive, but it goes faster that way.  Each time he starts juggling 
faster, and you need to beat the thirteenth level of difficulty.  So, 
to beat this level, you must beat the game 13 times plus however many 
times you lose the game.  On the thirteenth time, he gives you the 
Bright Card.  Logically, you could just keep touching the same hand 
over and over.  Since you have a 50 % chance at it, if you’re luck is 
any good, you’ll eventually get the Bright Card.

A good way to do this is to watch his hands.  The one which is lower at 
the end of his ball-throwing is the catching hand.  Or, watch one hand.  
If the finger is up at the end, it is the other hand, and if it is down, 
it’s that hand.  The last few are very hard.  Try watching one hand to 
see which color ball is in it last.  If yellow, pick it.  If not, pick 
the other.  With good luck, you’ll beat it.  Now, take his Bright Card 
and head for Bean Valley.

In Bean Valley, go to the screen with five pipes in it, the one south 
of where we fought Megasmilax and the Smilaxes.  Enter the northernmost 
pipe and defeat the Chomp Chomp.  Now, stand left of where it was (the 
very corner), and jump three times.  If done correctly, you’ll hear a 
chime.  This creates a yellow platform, which can be used to go up a 
tier and exit the pipe, leading to Grate Guy’s Casino on the map.

When you enter, you’ll find a house.  Inside, talk to the two doormen.  
If you have the Bright Card, they let you in.  When inside, you’ll find 
two Toads and Grate Guy himself.  Here are game explanations.

Slot Machines - The Toad to the left has a slot machine.  They act just 
like those in Bean Valley.  The only way to win is by getting three-of-
a-kind for a Frog Coin, though.  It costs 10 coins to play.

Blackjack - Dealer, the right Toad, will let you play blackjack with 
him for one Frog Coin.  For my not-so-gambling-oriented readers, I’ll 
explain the game.  Each card in Blackjack has a number assigned to it, 
which is the number of a card (for example, a five of diamonds is worth 
five).  In this game, face cards (jacks, queens, and kings) are worth 
ten.  The goal is to draw cards, as many as you’d like, to see who is 
closest to the number 21.  However, you can’t go over 21, or you 
automatically lose, regardless of the dealer’s hand.  You automatically 
draw two cards at the start of the game, but you may draw as many as 
you want afterward.  Also, in this game, you get two Frog Coins for 
winning, which includes the one you paid to play.  If it’s a tie or you 
lose, the dealer wins.  Here, use your better judgment.  For example, 
if you have eleven or less, than always draw another card.  If you have 
twelve, then also draw a card, as chances are good that you won’t get a 
ten.  But, if you have, say, nineteen, do not draw, as you almost 
always will exceed 21 then.  Really, a lot is involved in the game.

Look the Other Way – Talk to Grate Guy a few times and he’ll let you 
play this.  It is quite random.  At the start, press right or left on 
the control pad.  This is free, mind you.  Then, he points his hand in 
a certain direction.  If you look in the opposite direction, you win.  
You get a variety of worthless items for winning, like Rotten Mush, 
Moldy Mush, Wilt Shrooms, Mushrooms, while eventually he gives Red 
Essences and Rock Candies, plus one other item (read below).

What’s the purpose of this place, you ask?  Aside from gambling and 
getting Frog Coins, there’s one other function.  Take the time to play 
and win Look the Other Way 100 times.  These do not have to be 
consecutive by any means.  In the very end, you get the Star Egg, an 
extremely useful item.  How so?  Have you ever used a Rock Candy?  If 
you’ve been using my guide, then you have gotten several.  Rock Candies 
are strong items that attack every enemy to do lots of damage.  Star 
Eggs do the same thing, only they do only half the damage that Rock 
Candy does.  However, you can the same Star Egg over and over and over 
again, never running out.  In case you haven’t noticed, we have 
recently been stocking up on powerful items for a few enemies coming up 
soon.

                         +-------------------+
                         |    Bellhop Job    |
                         +-------------------+

Mario can get employed in this game.  If you stay at the suite in 
Marrymore, but you don’t have the coins to pay it off, then you’ll be 
forced to work as a bellhop, the Toads that must escort you to your 
room and demand tips.  Well, it isn’t nearly as glamorous as it looks.  
First, you stand around until someone’s going to the suite.  You then 
escort them up the stairs, explain everything, and you might even get a 
tip, too.  You must repeat this over and over until you’ve paid off 
your debt to the hotel.  I hope that set you straight, hoodlum!

                          +----------------+
                          |    2D Mario    |
                          +----------------+

In Booster Tower, the room right after the first Save Block, if you go 
behind the curtains, you’ll emerge as 8-bit, 2D Mario!  He has a 
mushroom, as if in Super Mario Bros. for the NES.  The music changes to 
World 1-1’s theme, too.  When you try to leave the room, Mario does the 
hit gesture from that game, jumps into the air as if he has been killed, 
and runs back behind the curtains while the Game Over jingle plays from 
Super Mario Bros.  Let the nostalgia flow!

And those are all the secrets and side quests you could hope to do.

=======================================================================
=================================FAQ*==================================
=======================================================================

FAQ stands for Frequently Asked Questions.  That’s right, here’s where 
I put questions that I’m sick and tired of answering in e-mail so I 
won’t get them anymore.  Now, I’ve noticed that I’m usually a bit 
harsher in my FAQ sections than in my actual e-mail responses.  I’ve 
been told I’m quite nice in actual e-mail.  Read the last question for 
details on contacting me.  Now, let the interrogations commence!

Question: Which Final Fantasy game is Culex from?
Answer: None of them.  He is a Final Fantasy-like character, who even 
has the remix of the boss music for the first FF as his theme, but he 
isn’t actually from one of their games.  Square Enix, the makers of 
this game, are responsible for such titles as Final Fantasy and Chrono 
Trigger, so it’s only natural they throw in a character who’s not 
exactly Mario-typical.

Question: Who is Culex?
Answer: An optional boss.  Please read “Secrets and Side Quests” for 
details.

Question: How long did it take you to write this walkthrough?
Answer: Why do you care?  But really, I started on April 3, 2005, and I 
finished on April 24, 2005.  So, it took me twenty-one days, or exactly 
three weeks, to write this.  I normally don’t take nearly this long, 
but I’ve been having a lot of activity in my life lately, and this is a 
very long guide.  I’ll be taking another little break, maybe ten or so 
days, before I get into full swing with walkthroughs again.

Question: So, IS Luigi in this game?
Answer :Yes.  In fact, Luigi makes two cameos.  In case you’ve been in 
a coma for the past twenty years, Luigi is Mario’s younger brother.  
First, Luigi makes a wish on Star Hill you can hear (“I wanna be a 
great plumber like my brother Mario.”).  Second, Luigi leads the parade 
during the credits for Super Mario RPG.

Question: Wario makes a cameo?
Answer: Quite.  First, Booster does resemble the scraggly Wario a bit, 
and one of the portraits of Booster’s ancestors is Wario.  Other than 
that, he’s not present.

Question: What other cameos are made in this game?
Answer: Plenty!  First, Link from The Legend of Zelda series is in this 
game.  To see him, get the second Star Piece and stay at Rose Town’s 
Inn.  If you try to talk to him, it will make the secret sound from the 
original The Legend of Zelda (NES).  Then, in the Hino Mart, ships from 
Star Fox and F-Zero are in the corner.  Finally, Samus Aran from the 
Metroid series makes two cameos.  The first is in Booster Tower.  Look 
in the toy box during the Booster/Snifit interface in the highest room 
of the tower to see a Samus action figure.  Then, although this never 
works for me, if you go to Mushroom Kingdom after getting the fifth 
Star Piece, you can find her sleeping in the guest room of the castle.  
Talk to her and she’ll say that she’s resting up for Mother Brain.

Question: a/s/l?
Answer: Shut up!  For any of you who aren’t so IM-savvy, “a/s/l” means 
“age/sex/location,” and it’s a question.  I do NOT respond to personal 
questions.  I’m not trying to be antisocial or anything, but I simply 
don’t have time to get to know everyone.  Hundreds of people read my 
guides daily, and I sure don’t want to chat with all of them!

Question: Can I use your guide on my site?
Answer: No.  Absolutely not.  But, don’t feel bad about it.  I say no 
to everyone.  See my legal section for details, ‘cause only 
GameFaqs.com and its affiliates can use my guides.

Question: What other games do you have walkthroughs for?
Answer: This is my twenty-seventh walkthrough.  As you can tell, I 
spend all my spare time writing videogame walkthroughs.  I know what 
you’re thinking…  Here’s the list, in order of my writing them: The 
Legend of Zelda: Four Swords Adventures, Harvest Moon: A Wonderful Life, 
Sonic the Hedgehog 2 and 1, Sonic Heroes, Mario Kart: Double Dash, The 
Legend of Zelda: Ocarina of Time, The Legend of Zelda: Ocarina of 
Time/Master Quest, The Legend of Zelda: The Wind Waker, Super Smash 
Bros. Melee, Zelda II: The Adventure of Link, Paper Mario: The 
Thousand-Year Door, The Legend of Zelda, Super Mario 64, Super Mario 64 
DS, The Legend of Zelda: Majora's Mask, Sonic Adventure 2 Battle, 
Luigi's Mansion, Super Mario Sunshine, The Legend of Zelda: The Minish 
Cap, The Legend of Zelda: A Link to the Past, The Legend of Zelda: 
Link's Awakening, The Legend of Zelda: Link's Awakening DX, Mario Power 
Tennis, Mario Party 6, Paper Mario, and you’re reading my latest.  See 
a pattern?  Yep, I sure do like my The Legend of Zelda and Mario, with 
a little Sonic on the side.  For an up-to-date listing of games I’ve 
written for, please use the below link:

http://www.gamefaqs.com/features/recognition/46879.html

Question: How can I contact you?
Answer: By e-mail only.  I do not accept IM's anymore at all.  My e-
mail is listed at the top of this guide.  Say Super Mario RPG (the Star 
part is unnecessary) and I'll know which game you need help on.  And, 
please, read all my FAQ before that.  Don't send me Spam, chain letters, 
or "tags," which are essentially the same thing.  I have never sent 
chain letters once in my life, and I've never once seen bloody Mary 
appear in my mirror and slay me with a dagger.  Don't ask me for 
personal information because I won't answer that, either.  My e-mail is 
not given for your social hour but for helping you with this game.  And, 
please read all the sections about your question before asking me.  
Last, don't ask me about games I don't have guides for.  Seriously, 
people ask me once a week what I think of a game I've never even played.  
And please don't send me additions to the guide.  I do not write 
incomplete guides, and I move on after writing each one.  I might, and 
that's a big might, include your tip, but I usually don't.  I just 
don't have time to keep updating them.  Follow these guidelines to get 
the most info out of me as possible.

And that’s it, folks.  All that up there was fun, but let’s move on to 
the real gem of this guide.  The spectacular, fantabulous…
-----------------------------------------------------------------------
   _________________________________________________________________
  /                                                                 \
 /                                                                   \
||----------------------------Section 4*-----------------------------||
 \                                                                   /
  \_________________________________________________________________/

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

I admit, I absolutely despise writing this section, and this is a 
direct extract from another walkthrough.  If you know which guide this 
boilerplate is taken from, then either you’re a stalker or you have way 
too much time on your hands.

Reading legal sections is about as fun as watching a foreign-language 
film about the making of boxes in black and white.  First, though, the 
credits.  Yes, I know that everybody is dying to know who helped me 
write this.  Let's get started, shall we?

                           +---------------+
                           |    Credits    |
                           +---------------+

First, I'd like to thank myself for writing the guide, playing the game, 
and for posting it.  The man!  The myth!  The legend!

Second, a big round of applause for Nintendo.  They made Mario and this 
game, and this guide wouldn't be around without them.

Third, let's all thank GameFaqs, the great site that is the only place 
where you can find my guides.  Without them, you wouldn't be reading 
this.

Recently, some more people have helped me out.  Here's a list of who 
they are and what they did.

- Nintendo Power’s official guide, from which all enemy information 
comes (it would’ve taken me way longer than it did without it).  
Granted, they did mess up a few times, but it was still a huge help.

- Tyler Harris, who told me how to get the timed hits for HP Rain, 
Group Hug, Therapy, and Come Back.

- Tyler, for disconfirming the Luigi and Wario cameo theories and 
correcting the name of “Spy Guy,” who was actually “Shy Ranger.”

- Xero, who also corrected the Luigi and Wario cameo theories 
(originally, this guide included a theory that Luigi and Wario were the 
two hidden characters you could talk to behind houses in Rose Town and 
Mushroom Kingdom, respectively.  Using an emulator, you can see that 
Mario is actually talking to the ground, it seems).

- jkwik6football9oracle, for correcting me on some stats I switched 
around, as well as for the weakness to fire of the Geno Clone.

- spacepope4u, a fellow contributor on GameFaqs.  With his advanced 
knowledge of Mario, he created the Mario Series Character Guide, the 
best Mario character encyclopedia around.  I learned a lot from it 
myself, and I recommend it to any Mario fan.  Thanks for the info, 
spacepope4u!

That's it for now, but I'm sure that list will grow.  Now for the legal 
section.  If you're really obsessed with my guides, you'll know which 
one I copied the legal boilerplates out of.

                      +-------------------------+
                      |    Legal Information    |
                      +-------------------------+

First of all, I take no credit for the creation, distribution, 
production, idealizing, or in any way making this game.  That honor 
goes to Nintendo, not me, and I do not deny this.

Second, this document is Copyright 2005-2006 Brian McPhee.

Third, this may not be reproduced in part of in full under any 
circumstances except for personal, private use. It may not be placed on 
any web site or otherwise distributed publicly without advance written 
permission. Use of this guide on any other web site or as a part of any 
public display is strictly prohibited, and a violation of copyright.

To phrase that first item legally, all trademarks and copyrights 
contained in this document are owned by their respective trademark and 
copyright holders.

To make it clear for those of you who might having problems absorbing 
information, no one but the website GameFaqs may use my guides on their 
sites, books, magazines, etc.

DO IT AGAIN!  Oh, sorry, I just love legal sections so much.  Plus, I 
didn’t realize you were still here.  Seriously, who reads this section?  
No one, that’s who, because I still get “can I put your guide on my 
site?” questions.  But, I ramble.  And, I must add, that I had a great 
time writing this walkthrough and playing an old game I probably 
wouldn’t have otherwise set up my Super Nintendo to play.  It’s been a 
blast, but all good things must come to an end.  I won’t cry if you 
won’t.  So, now I will make my great escape with my trademarked 
signature move…  It defies logic, gravity, and possibility; it’s the 
greatest Houdini ever!  Yeah, that’s right, I’m referring to my one-of-
a-kind, classic, mega-totally-off-the-chain-super-tight and x-treme 
good-bye phrase that’ll leave your heart pounding and you shouting for 
more.  Get ready!  Drum roll, please…  Adios.  No, that’s not it.  Here 
it comes.  See ya later.