Paper Mario Guide
I know that in most walkthroughs, the controls are listed first. However, this is for the
Super Mario Fan Club walkthrough, and I am assuming that you already have the game
and know your controls. If you don't, well, too bad (or maybe I will write them in the
end of the guide). Anyway, this walkthrough here is for those of you who are stuck in a
certain place in Paper Mario and need help. I give you permission to use this guide on
your website if you wish, but please keep in the fact that I am the actual author of the
Under the chapter's title, you can see which Badges I recommend for the current chapter.
If there is a * by the Badge, that means that you will collect that Badge during the chapter
and should equip it as soon as possible. Mini-bosses will be highlighted in bold, and
chapter bosses will be highlighted in red.
Recommended Badge Combo: N/A
The game starts with Mario receiving a letter from Princess Peach. After a short movie,
you will get to control Mario for the first time. Try out the Spin Dash and talking to
people. If you wish to visit the Princess's room, talk to the guard blocking the door on
the second floor five times, and he will let you in. Anyway, your goal here is to make it
to the top floor. Keep going up the stairs, through all the doors, and so on…until you
finally meet Princess Peach. A short conversation, then the castle gets kidnapped.
Bowser appears, and you fight him.
You cannot defeat Bowser. You can only select the Jump attack, so use it. After several
turns, Bowser will charge up with the Star Rod and you will not be able to hurt him.
Once that happens, you will be defeated by Bowser and thrown out the window. When
the words "Paper Mario" appear, press A.
Prologue: A Plea to the Stars
Recommended Badge Combo:
*Power Jump – 1 BP
*Close Call – 1 BP
Mario will end up in a strange area. The Star Spirits will appear and gather all the power
they can muster, and will send it to you to revive you. Next, a Goomba girl will find you,
and will call for help once she figures out that you are the real Mario. You will reappear
in a Toad House, where Eldstar, one of the Star Spirits, will tell you that you must come
to Shooting Star Summit. You then awake, and finally your journey begins!
Go outside of the Toad House. You can talk to the Goombas in Goomba Village if you
wish. Talk to Goompapa (the Goomba by the gate), and he will start fixing the gate.
Now, go inside the Goomba family's house, and out onto the veranda. Goompa will be
there. Talk to him, but he will respond to you quite rudely, so leave the place. When you
exit the Goomba house, Goombario will tell you that the gate is finished. Kammy Koopa
messes up the gate by placing a Yellow Block there. You can't break the block, so you
will have to find Goompa's Hammer.
Go to the place where you first saw Goompa. The veranda is gone, and you will fall –
paper-style. Approach Goompa and he will notice you. He explains to you that you can't
get home because of another Yellow Block that's in the way, and that you should find the
Hammer. Go to the screen on the left. Search the bushes to find coins (or no coins);
however, the bush on the far left is the one concealing the Hammer. Leave the area –
Goompa will walk ahead, and get knocked out by Jr. Troopa. The bully then yells at you.
Afterwards, he starts the first fight in your large quest!
BOSS: Jr. Troopa
What To Do: Easy. Just use any regular attack, since you don't have any Badges at this
moment. Repeat five times and he's dead. When he charges up for the full-power attack,
that means he has only 1 HP remaining. You get 20 Star Points for beating this guy.
He swears revenge upon you, then leaves his "private playground". Leave the
playground and use the Hammer to break the Yellow Block in the way. Hit the nearby
tree for a Mushroom (don't use it to heal yourself though just yet). Hit the Heart Block to
refill your HP, then use the spring to jump to the ledge with the Fire Flower. Proceed to
the right (or maybe smash some bricks with the Hammer first). In this screen, Goompa
tells you about bad Goombas. Just use a First Strike on each enemy, and you will do fine
(watch out, there are 2 Paragoombas). Before leaving to the right, jump onto the higher
ledge. Defeat the Goomba there for another 2 Star Points and grab the Star Piece – you'll
need it later in the game. Now go right. You'll be back in Goomba Village.
Goompa unlocks the locked gate. His two grandchildren will be there. He will go into
the house and tell you to wait a moment. When he returns, he will give you the Power
Jump badge and a lesson on badges (choose no twice to skip it). Goompa will then give
Goombario permission to help you in your quest. How great!
New Member: Goombario
Starting Abilities: Headbonk, Tattle
Attack: 1 + 1
Break the Yellow Block to leave Goomba Village. Before you leave, though, hit the
nearby tree with the Hammer. A Goomnut will fall out, good for 3 FP. You might need
it. Make sure to equip the Power Jump badge, then leave the village.
You will fight many bad Goombas in these parts. Check the sign and a Goomba will pop
out. Goombario will explain that you can switch attack order by using the Z button. Kill
the Goomba, then go on. If you don't want to take damage from an enemy party
composed of two Goombas, make sure to use a First Strike, to use a Power Jump on the
Goomba in the back, and for Goombario to Headbonk the Goomba in the front – it's your
choice, however. Along your way, you will find a red "?" block. This block has the
Close Call badge. Equip Close Call, then keep going on the road until you find a party of
3 Paragoombas. You should take them out after a while (use Power Jumps). Hit the
Heart Block to the right of them to refill your HP and FP. Go to the right. When you
approach the spring on this screen, the Goomba Bros. will stop you.
BOSS: Notorious Goomba Bros.
HP: Blue Goomba – 6, Red Goomba – 7
Attack: 1 (both)
What To Do: Use a Power Jump on Blue Goomba, and let Goombario use a Headbonk
against Red Goomba. You will be attacked, but that's all right, we can always restore
HP. Use another Power Jump against Blue Goomba to knock him out, and let
Goombario use another Headbonk. After that, simply use Jump or Hammer, then
Headbonk. You should be able to finish Red Goomba with after several turns. You
should receive 20 Star Points for doing this.
Go one screen left and refill. Now save your game (there is a save block past the spring –
don't jump using the spring, just go on the grass and you'll find it). Don't read the sign
about mushrooms, because a Goomba will pop out (and you don't want to fight at this
moment). Go to the right. On this screen, you will see how the Goomba Brothers report
that they were beaten up. After you approach the fortress, Goomba King and the beat-up
Goomba Bros. will fight you.
PROLOGUE BOSS: King Goomba, Goomba Bros.
HP: King – 10, Bros. – 2 each
Attack: King – 1-2, Bros. – 1 each
What To Do: Don't use conventional fighting methods. Instead, you should first use a
Hammer attack on the nearby tree. This will make a 3 HP injury to the entire enemy
party (killing the Goomba Bros. off). Goombario should Headbonk the king. Now use a
Power Jump and headbonk, then again Power Jump. The king should die and you should
have 7 HP and 1 FP on your stats. If you played your game correctly, you will receive 30
Star Points, and you will also Level Up. Select FP as your choice.
The Goomba King and the Goomba Bros. will retreat into the castle, and you resume
control of Mario. Go to the right. Beside the fortress, you will see a bush. Check it, and
a switch will come out. Jump on the switch (or hammer it if you wish). Goomba King
starts telling you about a dangerous switch, but it's too late – you already pressed it! The
missing bridge to Toad Town reappears, so cross it. Before leaving this area, go down
and to the left. There will be a brick block on the ground there. Hammer the Brick
Block, and a "?" block will appear. Hit the "?" block for a Super Shroom! Now go to the
right. The game will ask if you want to save & continue, save & quit, or continue
without saving. Select save & continue (unless you really have to leave right now).
You will see Princess Peach in her castle. Bowser starts talking to her and explains that
the Star Rod can grant any wish. Princess Peach wishes that someone would help her,
and someone does. Twink will come in, and Princess Peach will ask him if he could
deliver her Lucky Star to Mario. Twink then flies away, and you resume control.
Now that you can play as Mario again, go to the right. If you go all the way down the
stairs and then to the left, you will find a "?" block with the Sleepy Sheep item. Keep
going to the right until you see the ending of the grass and the gate to Toad Town.
Before you enter the town, though, hammer the tree nearby. A springboard will fall out.
Using the power of the spring, jump onto the top of the gate and open the treasure chest
there. You will collect the Hammer Throw badge. Go to the left, jump off the gate, and
enter Toad Town.
Once you enter, a Toad will start screaming about what has happened to Princess Peach
and all of that. When he finishes, you can visit the shop in Toad Town and buy some
items. Once you're all done, go to the right, to get to the central plaza of Toad Town.
From the central plaza, go to the north. Go through the large door with a star on it, and
you will come to the place where Princess Peach's Castle used to be. Go through the
ruins to the right, to the next screen. Make your way to the right and up the stairs, and
onto the next screen.
On this screen, simply jump or walk up the stairs. You have finally made it to the top of
Shooting Star Summit. Talk to Eldstar, the Star Spirit, and the Star Spirits will appear
and explain to you what has happened. Bowser has stolen the Star Rod, and with its
power, he not only defeated you, but also kidnapped Princess Peach and trapped the Star
Spirits. The Star Spirits explain that you are not strong enough to challenge Bowser at
this moment, but instead you must first rescue the 7 Star Spirits. Once that happens, the
final showdown will occur. The Star Spirits then explain they have no more power, and
I'm not sure if there's supposed to be a movie here or not, but anyway, you will be asked
if you wish to save. When you gain control of Mario again, go to the left, back to the
castle. Halfway through, Twink will accidentally run into you, then be very excited
because he finally found you. He gives you the Lucky Star and explains the Action
Command. Use the Action Command to make your attacks stronger than before! The
Action Command is one of the most important actions that you will learn in the game, so
if it seems to be difficult to initiate a successful Action Command, practice! After this, a
Magikoopa will appear. This enemy has been actually following Twink in hopes of
finding and defeating Mario.
What To Do: First, use a Power Jump and make sure that you hit him with the Action
Command (to make 4 points of damage). Next, Goombario should use a Headbonk move
with Action Command initiated. The attack is pretty strong, so defend from it using the
Action Command. Now, if you did everything correctly, you can let Goombario use a
Tattle move on the Magikoopa before you use a Hammer attack with Action Command
on the Magikoopa. If you missed an Action Command, then both Mario & Goombario
should attack in that turn. If I remember correctly, you should receive 14 Star Points for
defeating the Magikoopa.
Go back to Toad Town. One of the Toads will tell you that Merlon, the wizard in the
house with the spinning roof, desires to see you. Save your game (there's a Save Block in
front of the Toad House). Now, if you try to open Merlon's door, you can't – Merlon is
out, so it says. Try again though. After the second time, Merlon will open the door and
will tell you a long, boring story about why he is able to help you. Mario sleeps through
the entire story (so you will only see "…." basically). Merlon then explains to you that
one of the Star Spirits is being held at the Koopa Bros. Fortress. You need to go all the
way down Pleasant Path; at the very end is the fortress, where you can find the Koopa
Bros., the enemies who are holding the Star Spirit.
If you try to go east from Toad Town, four dark Toads are blocking the road. Go to
Merlon's house again. He goes up to the Toads and reveals their true identities – the
dark, suspicious Toads are actually the Koopa Bros. in disguise. They retreat to the
fortress. Merlon will explain to you the second part of your fortune – you will need the
help of a blue-shelled Koopa in order to reach the fortress. He says he does not clearly
understand it, and that you should go to Koopa Village, the village halfway down
Pleasant Path, in order to clear it all up. He then leaves back home, and you can go east.
Chapter 1: Storming Koopa Bros. Fortress
Recommended Badge Combo:
Power Jump – 1 BP
Hammer Throw – 2 BP
*HP Plus – 3 BP
Go forward and defeat the Koopa Troopa and Goomba using your newly learned Action
Command. The Koopa Troopa's attack may be difficult to evade, so paralyze it by
jumping on it (not so hard, was it). Go to the right, and defeat (or avoid) the several
enemies in this screen. The brick blocks don't have anything at all, but hit the red "?"
block to get the Dizzy Attack badge. The yellow blocks have coins, except for the last
one, which has a Fright Jar item. Anyway, go onto the next screen. Defeat the Koopa
Troopa here. In order to cross the river, you will have to hit the tree. A switch will fall
out, so hit the switch and a bridge will form. Before crossing, hit the "?" block to get a
POW Block item. Don't hit the brick block that is right after you cross the bridge
because you will have to fight a party of two Spiked Goombas if you do (Goombario
cannot use the Headbonk move on Spiked Goombas, he will get hurt if he does). Defeat
the Goomba hanging around the bridge area, then go up the stair-like things. Watch out
for the Koopa Troopa on one of the stairs. Anyway, behind one of the fences is a Sleepy
Sheep item. When you go all the way up, proceed to the next screen.
You will be in a screen with a sign and three blue poles. If you are low on HP, run
around the pole on the left – for each circle around it, a heart will pop out. Now face the
sign and go south (first time I played it took me some time to figure it out). Go down the
stairs, to Koopa Village. Before you enter, you will find three Brick Blocks on the
ground. Smash the left, then right, then top. A red "?" block will appear – hit it and you
will get the Attack FX B Badge. Now go into Koopa Village.
One of the Koopas will greet you there, but because of the Fuzzy problem in Koopa
village, Koopa Village is in a state of despair. A Fuzzy will steal the Koopa's shell;
hammer the Fuzzy and the shell will return. Now you can either go help some of the
villagers, or go directly towards your goal – it really doesn't matter if you help or no. If
you want to help the Koopas, there is a shell in a tree and on top of a Brick Block. Now
save your game and go to the screen on the right (also Koopa Village by the way). There
is a Fuzzy with a Koopa's shell in the yellow sand circle – sneak up on the Fuzzy by
tilting the Control Stick just a bit, then hammer it. There's also a Koopa's shell on top of
the block way in the air above the checkered ground. Roll the blue block under the Brick
Block, then jump and hit the brick block to retrieve the shell. Now that you are satisfied,
you can go into Kooper's house. It is the house in the middle, with a green roof. He says
he's kind of busy, but he still opens the door and begs of you to retrieve his shell, which
was stolen by a Fuzzy. Enter the house – the Fuzzy will start running away using the
back door. Chase the Fuzzy.
Though you can run as fast as possible, the Fuzzy will still be too fast for you. However,
at the very end, you will come into the woods behind Koopa Village. Here, you will have
to play a guessing game with the Fuzzies. If you win three times, you get Kooper's shell.
In order to win, you need good observation as well as luck. The Fuzzy with the shell
jumps around the trees, and you must hammer the tree where he stops last. The first time
he'll be quite slow, the second time a bit faster, the third time very fast. When you win
the third time, he gives back Kooper's shell and says that maybe he will behave himself.
Now leave the woods – Kooper is standing where the exit is. Give him the shell, and
after that, because you helped him so greatly (and because he wants to travel the world),
he will join your party.
New Party Member: Kooper
Starting Abilities: Shell Toss, Power Shell (3 FP)
When you try to leave, the Fuzzies come out of the woods and say that they want a fight.
HP: 3 each
Attack: 1 each (they take away 1 HP from you and restore 1 HP to themselves)
What To Do: Remember that Fire Flower that you collected way back in the Prologue, in
the woods behind Goomba Village? Now is the time to use the Fire Flower. If you have
already used the flower, you will have to use Kooper's Power Shell and one of Mario's
attacks. The Fuzzies will heal back if they attack you, so block their attack (Action
Command) and then bowl them down with the Power Shell again. You will receive 12
Star Points for this easy fight.
The Fuzzies say that they will be good, and bounce away into the woods (if you had the
Fire Flower, then you can say you got 12 free Star Points). Now, head back to Kooper's
house. On your way, you will find a high stump upon which is the HP Plus Badge. You
can't reach it, but Kooper can. Get on the stump opposite, jump onto the higher stump,
and then use Kooper's C-Down ability to retrieve the HP Plus Badge. This badge is very
important; it allows you to have an extra 5 HP.
Enter Kooper's house through the back door, then leave through the front door. Before
leaving this area, go to the place with the checkered ground. Where the shell once used
to be, there is now a Star Piece. Roll the blue block under the brick block to retrieve the
piece. Now leave to the left. Save your game and rest in the Toad House if needed.
Go up the stairs to the place with the three blue poles. Continue to the right to the next
screen. Defeat the Koopa Troopa there and collect the five coins, then use Kooper's C-
Down ability to get the Lightning Bolt item. Keep the item, you will need it for the
chapter battle. Now, defeat any enemies that you find in the area (if there are any), and
then use Kooper's C-Down ability to reach the switch on the other side of the river. A
bridge will appear and you can cross. Watch out while crossing, though, because there is
a Paratroopa there. If I remember correctly, you should level up at this point. Choose to
upgrade Badge Points, then equip the HP Plus Badge. If there are any other enemies in
this area, defeat them - otherwise, proceed to the right. Here, you will find a Koopa
Troopa and a Paratroopa. Hammer the tree nearby the Koopa Troopa to make a Star
Piece fall out. Well, there's the arch, symbolizing the entrance to the Koopa Bros.
Fortress. Hit the Heart Block to refill your HP and FP, then go to the next screen.
Behold the Koopa Bros. Fortress! Once you come, you will see Black Ninjakoopa, one
of the Koopa Bros., come out of the fortress, but retreat inside when he sees you in front
of him. Save your game, then enter the fortress. It's time that the Koopa Bros. have been
Koopa Bros. Fortress
Recommended Badge Combo:
Power Jump – 1 BP
*Power Bounce – 2 BP
HP Plus – 3 BP
NOTE: The regular attack power of any Bob-omb is 1; however, if you attack a Bob-
Omb and do not defeat it in one turn, it will turn red. When it does, you can't Headbonk
it or Jump on it; you have to Hammer it or hit it with a shell. If you don't kill a red Bob-
Omb, it will self-destruct in your face for 2 damage.
In this area, there's nothing special – the exit and a locked door. There is also a Koopa
Troopa here. Defeat the Koopa Troopa with his Bob-Omb ally to get the Fortress Key,
which will let you open the locked door. In this next room, you can either fight the Bob-
Ombs or avoid them (both strategies are fine). In either case, though, you have to make it
to the door on the right. You will see Green Ninjakoopa giving orders to one of the
Koopa Troopas, then he sees Mario and retreats to the higher levels of the castle. Kill the
Koopa Troopa here. Go to the right, you will find a Koopa Troopa behind bars. In its
eagerness to attack you, the Koopa Troopa reveals that there is a secret exit from the
closed cell. Kill the Koopa Troopa, then carefully walk along the edge of the cell until
you slip through. Pick up the Power Bounce badge, and replace the Hammer Throw
badge with it. Exit the cell, then keep going to the right. Defeat the final Koopa Troopa
in this area, and go into the next room. There seems to be no way that you can get
through, but in order to find the hidden switch, you must defeat the Koopa Troopa in the
room. Hit the switch, and the stairs will alter position, revealing the entrance to the
basement. Go down the stairs, obviously.
You can go to the right if you wish, but there's nothing of interest there. Go to the left.
The doors will slide up and out of your reach. Select Goombario as your partner – I
mean, there's two Paratroopas and a Koopa Troopa here! Lots of flipping to do to these
guys. Once you've defeated all of them, the doors will slide back down into your reach,
so you can leave the room. The other exit also goes into your reach, by the way, so go
there. Two fire bars in this room. You can defeat the bars by playing helicopter with
them (jump over them when they approach you), for the prize of ten coins. At the very
end of the room is a Fortress Key, yahoo! Go to the right, through the room where you
fought the Paratroopas, and up the stairs to the main floor. Unlock the door there.
You will see how Yellow Ninjakoopa is building something. Finally, when he is done,
he notices that you have come into the room, and leaves. Before you go up the pathway,
go down & to the right. You will see a door, so go through it. There's a Save Block here
on this balcony, so save your game and enter the castle again. Now go up the pathway.
Hit the "?" block, and you will discover it's a trap. The floor disappears from under you,
and you float down.
Congratulations, you have landed into a prison. Refill your HP and FP with the Heart
Block after the pink Bob-Omb talks to you. These Bob-Ombs have been sent to prison
because they, well, defied the orders of the Koopa Bros. Talk to the pink Bob-Omb
again. She is Bombette, and she says that if you get her out of prison, she will repay the
New Party Member: Bombette
Abilities At Start: Body Slam, Bomb (3 FP)
Bombette then notices the crack in the wall. Use her C-Down ability to blow up the wall.
You can now escape from the prison! Before that, however, a Koopa Troopa and two
Bob-Ombs start telling the prisoners that exploding is not allowed in the building when
they notice you. You have to fight them.
BOSS: Koopa Troopa, Bob-Ombs
HP: 4, 3 each Bob-Omb
Attack: Koopa: 1, Bob-Omb: 1-2
What To Do: The only reason why I call these guys a boss is because of the change in
the music. All right, if you don't know how to beat them I'll tell you. Use a Power
Bounce on the Koopa Troopa, and get 5 bounces in at least to kill it. Then use
Bombette's Bomb to blast the enemy Bob-Omb. The enemy Bob-Omb will attack you.
Now let Bombette Body Slam the enemy Bob-Omb, and finish the enemy with the
hammer. You get, uh, 6 Star Points for this fight.
You get a whole mass of coins from this fight. Now go to the left, and through the door.
You should know this place, it's the staircase that leads to the basement. Go up the
staircase and through the door on the right. Now that you have Bombette in your party,
go to the place where the Save Block is. Save, then enter the castle again. Go to the right
and blow up the crack in the wall. Go through the hole. Open the treasure chest here,
there is the Refund Badge. Now go back into the fortress and up the pathway. Open the
door opposite of where the fake "?" block used to be. You will be on the second floor in
the room where you found the Power Bounce Badge. Switch to Kooper, then use his C-
Down ability to hit the red switch. The walls will rearrange, and you can cross the path
for a little bit. The vertical wall on the next roof, though, prevents you from going
further, so hit the red switch again. The vertical wall is now gone. Repeat for the other
switch to reach the door on the other side of the room.
Fight the Paratroopa there, then hit the switch. The stairs will go down. Go down the
stairs. You've been here before, this is the second room. Now, though, the crack in the
wall is accessible because of the stairs. Use Bombette to blow up the crack, then go
through the hole, collect the Fortress Key, and go back up the stairs. Unlock the door.
At first, there seems to be nothing here. If you look again, however, you will notice that
you are now on the second floor on the first room. Hammer the switch, and a large,
green staircase will emerge from the ice in the first floor. Defeat the two Koopa Troopas
that have appeared along with the staircase, then go up the stairs. Follow the pathway
upwards, but don't go into the door there yet. Go further up the pathway (down & then
left), until you reach the very top. You can call it the third floor if you want, but it's only
a very small space, with the Smash Charge Badge there. Defeat the Bob-Omb, grab the
Badge, then go down to the door which you ignored previously.
As soon as you walk down the stairs, Red Ninjakoopa will appear along with the rest of
the gang. They will start firing Bullet Bills at you from the cannons. Go down to a ledge
below, blow up the rock, and grab the Maple Syrup item. Go back up. If you wish to
fight the Bullet Bills, you can (for Star Points), but you don't have to. You can simply
evade them all the way until the Bullet Bill Blasters. Near the cannons, there is another
ledge similar to the one way on the left. Hit the Heart and Save Blocks, then go up and
fight the cannons.
BOSS: Bullet Bill Blasters
HP: 4 each
What To Do: The blasters don't have any attack of their own, but they fire Bullet Bills at
you. Anyway, Bomb the first Bullet Blaster (make sure that you get the Action
Command at 100% to kill it in one hit), and hammer the second one. The blasters will
fire two Bullet Bills, so take those out with a hammer and Body Slam attack. This next
turn, the Bill Blasters will not do anything (they shoot every other turn). Now use a
Bomb attack on the third Blaster and hammer the second one. Destroy the Bullet Bill,
then use Body Slam and Hammer to finish off the cannon. You will get 15 Star Points
for the cannons and 1 Star Point per Bullet Bill (with my strategy, that's 18 Star Points).
Collect the huge amount of coins which appears, then hit the Heart Block and Save
Block. Go up and open the large door. Oh, by the way, I think you should have leveled
up by now, upgrade FP because it's easier in the battle that way.
CHAPTER BOSS: Fake Bowser, Koopa Bros.
HP: Bowser – 10, Koopa Bros. – 5 each
Attack: Bowser – 1, Koopa Bros. – 1 each
Defense: Bowser – 1
What To Do: Before you square off with the Koopa Bros., you will have to fight the
robot Bowser that the Koopa Bros. made. First, use the Lightning Bolt to deal 5 damage
to the robot. Next, use a Bomb attack on the robot (make sure that you have the Action
Command at 100%). The robot will hit you, but try to block its attack. Now use a
hammer attack, and the robot will blow up. The Koopa Bros. fall out of the robot. They
stand one on another, making a cool formation. Anyway, Bomb the Koopa Bros., and
they will all fall apart. Now Bomb a brother to kill him.
Here is where the strategies change depending on whether your max FP is 10 or 15. If it's
10, read the next paragraph; if it's 15, read this paragraph. What you should do now is
Power Bounce on another brother to defeat him. When the two brothers get up again, use
a Power Bounce on one to flip and kill him, and use a Body Slam to injure the last
brother. You will be attacked for 1 damage. Try to block the attack, then flip and injure
the final brother, and Body Slam to leave the last brother with 1 HP. The last brother will
get up, I think. Hammer him and he will die.
If you have 10 FP, then your strategy is quite different than from the one above. You
can't use a Power Bounce to kill off the second brother, so you will have to use a regular
Jump attack to deal 2 damage to the brother. When the brothers get up, flip the brother
that you injured and do another 1 damage. Use a Body Slam to kill the second brother.
You will then be attacked for 2 damage, but try to block the attack. Anyway, now you
should destabilize the formation with a Hammer attack and a Body Slam. The Koopa
Bros. will fall, so use a Hammer attack and Body Slam to deal 4 damage to the third
brother. Use a Body Slam to kill the third brother while he's up, then flip the fourth
brother and deal him 1 damage. Now simply flip and deal damage until the last brother is
You will get 32 Star Points for defeating the Koopa Bros. Also, they don't actually die,
but instead they fly away, down into the prison. The crack that you made has been
patched up, so they are trapped inside the prison for good. The first Star Spirit is then
released. Touch the card to free the first Star Spirit.
End of Chapter!
You will be asked if you wish to Save & Continue, Save & Quit, or Continue Without
Saving. Choose Save & Continue. Now, you see Princess Peach remember that there is
a secret exit out of the room. You will get to play as Princess Peach. Go up to the
picture on the fireplace and press A. Princess Peach will find something behind the
picture – a button! Press the button and the fireplace will reveal the secret passage. Go
through the secret hallway, and press the button to rotate into another room. Here, the
room is locked, so you can't get out, but Bowser's diary is on the table. Read the diary to
find out about Mario's victory as well as the fact that the second Star Spirit is hidden
within Dry Dry Ruins, deep in the Dry Dry Desert. Bowser then comes in and you are
sent back to your room in a quite rough manner.
Back outside Koopa Bros. Fortress, Eldstar grants you his power, Refresh. With this
power, you can restore 5 HP and 5 FP at the same time, as well as cure any poisoning or
shrinking. He also explains how to use the ability in battle, as well as how to use the
ability Focus, to increase Star Power. Eldstar then departs for Star Haven.
Go to the left, fighting or avoiding all enemies. Right after the entrance arch to Koopa
Bros. Fortress, there is a cracked wall, so switch to Bombette, blow up the wall, then go
down the pipe and collect the FP Plus badge on the next screen. Jump back down, and go
to the left. You can stop at Koopa Village if you like, but the important thing is that you
have to have Bombette out at the last screen. Suspiciously enough, there will be no
enemies where there were once enemies. Keep going left, and eventually Jr. Troopa will
jump out of the bushes. He misses and falls into the water; when he gets back up, you
start fighting him.
BOSS: Jr. Troopa #2
What To Do: Jr. Troopa has picked up a new ability – to hide in his shell. Very cute,
isn't it? Anyway, that grants him an extra point of defense, so you will have to use your
Hammer to deal him 1 point of damage. Use the Bomb attack to deal 4 points of damage
at a time, and the Power Jump to deal 3 points of damage at a time. Just use Bomb and
Power Jump twice, then Hammer Jr. Troopa. He will faint and give you 20 Star Points.
What's also great is that you can keep on hitting him on the field screen – every time you
do, he will say "Aaaaaaaaaaaauuuuugh". Go back to Toad Town.
Walk to the south. Before you leave to the next screen, make sure that you have at least
175 coins in your inventory. Walk next to Rowf's shop – Rhuff, the shopkeeper's son,
will lead you in. Buy the Multibounce and D-Down Pound badges – you'll need them
pretty soon, in Chapter 2. You can also buy Speedy Spin if you have the money for it –
you should probably buy it if you know that you will travel between cities a lot, late in
the game (like me, when trying to chase Chuck Quizmo and collect all the hidden Star
Pieces). Now go to the next screen. You can talk to the Toads, get some recipes from
Tayce T., or even visit Forever Forest (although you don't need to do that at this very
moment). You can't get through Forever Forest (Oakley will stop you), so the only thing
you can do is kill a Forest Fuzzy and Piranha Plant or something. Anyway, your job here
is to go to the next screen in the south.
You will be by the railroad station in Toad Town. There is one problem though – a large
boulder is blocking off the railroad track! Well, that's very easily fixable. Switch to
Bombette and blast the rock to smithereens. You will be thanked, and now you can ride
the train to Mt. Rugged!
Chapter 2: The Mystery of Dry Dry Ruins
Recommended Badge Combo:
Power Jump – 1 BP
Multibounce – 1 BP
HP Plus – 3 BP
D-Down Pound – 2 BP
Note: You cannot equip D-Down Pound until you get a Level Up, so try to gather 100
Star Points as quickly as possible.
Save your game, then walk across the railroad track and up the beginning of Mt. Rugged.
Keep jumping – you'll eventually make it to the top of this area. There is a Heart Block
here, and you may use it. Go to the right, and you will see a scene of Parakarry
accidentally crashing into you. He apologizes, then asks you to find the three letters he
lost on Mt. Rugged in return for something very good.
Go to the next screen. You can fight the Monty Mole that pops out of the ground, but
you don't have to – although I did note that you should try to get 100 Star Points ASAP.
Before you proceed to the next area on the right, you will find a stair leading down, so
follow it. Kill or ignore the Monty Mole there. You can hit the "?" block for a Sleepy
Sheep item, but the most important thing is not that. From that area, go to the left. You
will see a large yellow block (like the one that Kammy Koopa placed to block the gate in
the beginning of the game). Smash it with your hammer, then go on to meet Whacka.
You can talk to him, but that doesn't do anything. Rather than that, smack him with your
hammer. Whacka will drop a Whacka's bump, a very important item that restores 25 HP
and 25 FP. Now go back up the stairs and to the next screen.
Using the save block here, save your game, then fight the Monty Moles that pop out of
the ground (watch out for their first strike attack). Go to the right and up. You will see a
letter propped up on a high ledge. Stand on the ledge opposite, then switch to Kooper
and use his C-Down ability to retrieve the letter. One found, two more to go. Anyway,
go to the right (well, what else?). In this next screen, go up the stairs (avoiding the Cleft,
cleverly disguised as a rock). When you are all the way up, go to the left, fighting or
dodging another disguised Cleft. The large rock is actually a cave that you can enter, so
go through it to the left, and to the next screen. Look, you're now on top of the place
where you got the first letter. Go to the left and slide down the huge slide. You will fly
and land in a place with a Cleft. Do whatever you want with the Cleft, then go to the
screen to the left. Oh, by now you should have upgraded. Choose BP obviously, and add
D-Down Pound to your arsenal of Hammer moves –you will need this move to kill Clefts
very easily. Just one D-Down Pound, and a Cleft is done in.
Go down the stairs, there's another enemy party here. Hit the block for a Mushroom.
Now go up the stairs on the left. Use the springboard to spring into the air and reach the
very high ledge. Hit the "?" block at the far right for a Honey Syrup. Now slide down
the slide, and you will end up on the high ledge on the right side of this screen. Go to the
right, gather the letter, and drop down to the bottom. Before you leave this area, go to the
left again. There is a cave area here too, and if you look carefully, there is an opening on
the left side. Go through it, all the way to the left, and open the treasure chest. Inside is
the ever-important Damage Dodge badge. Now leave this area.
In the area with the Cleft, slide down the slide and avoid the Monty Moles again. Go to
the next screen to the right, go up the stairs again, and this time go to the right. You will
end up in an area where there is a gap too large for you to jump over. Jump anyway.
You will miss and land below. Avoid the Cleft, but make your way to the right and
collect the letter. Use the spring pad to leap back to the top. Make your way to the left
now, go down the stairs, go one screen to the left, avoid the Monty Moles, and go all the
way back to the beginning, where Parakarry is by the Heart Block. Give him one of the
letters, then the second. Finally, after you give him the third letter, Parakarry will be so
pleased that he will join your party!
New Party Member: Parakarry
Abilities At Start: Sky Dive, Shell Shot
Go to the place where you found the first letter. Using Parakarry's C-Down ability, he
can carry you over the gap. Use his ability again to collect the Quake Hammer badge.
Now go all the way to the place where you found the third letter. Parakarry can now
carry you over the gap, and you can continue your journey. Right after you land, equip
the Power Jump, Power Bounce, Damage Dodge, and HP Plus Badges – I'll explain to
you why in a moment. Make sure that your HP and FP is refilled. Now proceed to the
right, you will be crossing a large bridge, with a large bird suspiciously watching you
cross. When you cross the bridge all the way, the bird will say that you look very similar
to this one guy Mario, who's on Bowser's wanted list. You can talk Buzzar out of a fight
if you tell her that you are Luigi; however, let's assume that you want an extra 15 Star
Points. Say that you are Mario, and a fight will engage.
What To Do: To me, this is the toughest battle of all of them (even the one with King
Bowser). Start with a Shell Shot and Power Bounce – that's 10 HP off if initiated
correctly. Buzzar has a wide arsenal of attack moves, including flinging a feather at you,
hitting you with her talons, grabbing you and dropping you (escape it, because if you
don't you'll get hurt big-time), or hurting both you and your partner. If the wind attack
(hurts you and partner) is the case, press A as quickly as possible, because you want the
injury for your partner to be as small as possible. Keep using Power Bounces and Power
Jumps (to save FP), and Shell Shots if Parakarry is not injured. Once you run out of FP,
eat an FP-reviving item and immediately use Shell Shot again. You might want to bring
along an HP-reviving item or two, since you probably will be in the Danger zone by the
time the fight ends (Danger is when you have less than 5 HP). I once ended up in Peril
zone (1 HP remaining).
You get 15 Star Points, and Buzzar falls away. Go down the steps, and to the next
screen. Here, use the Heart Block and Save Block, then go into the desert. Oh, by the
way, equip your original badge combo again.
Recommended Badge Combo:
Power Jump – 1 BP
Multibounce – 1 BP
HP Plus – 3 BP
Hammer Throw – 2 BP
Quake Hammer – 1 BP
In your spare time, you can search all 49 areas of the desert. At this time, though, I
assume that you want to get Chapter 2 over with as quickly as possible, so stay on the
path. Keep going to the right, and stay to the path at all times (don't wander off to the
north or south). If a Pokey or Bandit decides to pick a fight, kill the enemies quickly –
remember that you can't jump on the Pokey, and that the Bandit will steal 10 coins along.
The Quake Hammer is one of the most prized treasures for the desert, especially when
you have been mugged by a group of four Bandits.
You will soon reach an area with a stone cactus. Let the whirlwind take you away. You
will land in an almost deserted desert area, with three palm trees growing in a triangle.
Stand in the middle, and jump. The secret Runaway Pay Badge shall now be yours! Go
to the south until you reach the path again, then keep going east until you reach Dry
Outpost. Before you enter the city, make sure that you have no more than 8 items in your
Go through the city, and you will see Little Mouser, the shopkeeper, run off. Follow him
to the next screen of the city, then follow him back. Enter the shop, and buy a Dried
Shroom, then Dusty Hammer (in that order). Little Mouser will recognize it as a sign,
and will tell you how to reach Moustafa, the ruler of the city. Go to the second screen of
Dry Outpost, to the house on the far right. Go into the house, then go to the right. Jump
up the boxes onto the roof. Go through the roofs (pick up the letter behind the vase), and
enter the door at the very left end. Moustafa will give you the Pulse Stone, which will
reveal the entrance to the Ruins where the second Star Spirit is being held. Now leave
the city (go to the left).
As soon as you leave, go south from the city. Avoid the enemies here (or fight them if
you want), then go south. There is an oasis here. Go to the east side of the oasis and hit
the Heart Block. Now go to the south side of the oasis, and you will find a new block –
the Super Block. Hit it, and choose to upgrade Bombette to Super-rank. It is vital to
your survival in the Ruins. Now go north, ignore the path, and keep going north until you
can't go north anymore. Now start going to the left. Avoid the Pokey enemies here,
there's about 14 of them here, and they will all follow you in a fancy conga line.
Eventually, you will come upon a place in the desert where the Pulse Stone will flash
very fast, and there is nothing but a large stone in the middle. Place the Pulse Stone
there, and the Dry Ruins will rise out of the sands. Hit the Heart Block, then enter
Dry Dry Ruins
Recommended Badge Combo:
Power Jump – 1 BP
Multibounce – 1 BP
HP Plus – 3 BP
* Spike Shield – 2 BP
Quake Hammer – 1 BP
Tutankoopa will try to scare you off with his scary voice. If you think that the voice is
scary, please see your nearest psychiatrist. Hit the Save block and go to the next screen.
As soon as you approach the tombs, the Pokey Mummies will come out and try to attack
you. Kill them, or dodge them. Don't forget to collect the all-important Spike Shield
badge in the second tomb, it lets you jump on spiked enemies! Go to the right, and
through the door that is lower (down the stairs). Collect the key and leave back to the last
room, since the next door is unreachable. Now that you have a key, you can unlock the
door that was up the stairs. Unlock it, and jump on the switch. You will see the sand
drop into the room below. Go back to that room, and you will see that you can now exit
through the door that was once unreachable.
Tutankoopa will speak with his so-called scary voice again. Ignore his threats, and make
your way to the top floor. Here, you will see a cracked wall, but you have to fly to reach
it. Switch to Parakarry and let him take you over to the wall, then pull out Bombette and
blow the wall to smithereens. Go in and press the switch to release the sand. Before you
leave this room, collect the Star Piece in the bottom-right corner – you'll need it! Now
leave, and drop down. Go into the room directly under the one where you released the
sand. Go into that room, collect the key, then go back. Now go all the way down to the
bottom floor. Unlock the door there, and go through it.
It seems as if there's nothing here, except for stairs that can be rotated to a Stone Block
blocking the path to an artifact. Since you can't destroy the block, just go to the left.
There is a fake "?" block at the very left, but play along with what Bowser expects you to
do – hit the block. It will disappear, and three Pokey Mummies will come out of the
nearby tombs. Watch out, they sometimes appear with Swoopers. Use a Quake Hammer
to knock a Swooper off of its perch. Swoopers only have 4 HP, but they can be a real
pain sometimes if you don't knock them off the ceiling, because their attack is tougher to
Once you have defeated all the mummies, the Ruins Key falls from the ceiling (hmm…).
Pick it up, and use it to unlock the door right in front of you. Go through, obviously.
Here, don't go down yet, but instead let Parakarry carry you over the gap to the door.
Tutankoopa will plead at you not to enter the room, but ignore him. Go up the green
stairs and press the green switch to make the stairs rotate. Go up the new set of reachable
stairs and press the green switch again. Jump onto the rotated stairs and walk to the top.
Walk down the red stairs and press the red switch to make the stairs rotate. Now drop
down, go up the stairs you first climbed, go past the green switch to the red stairs, and go
up the red stairs. Now go to the left, down the stone steps.
Before you drop down to the large treasure chest, walk along the thin ledge, then drop
down to the ledge below. Keep walking (don't fall off) until you reach the bottom-left
corner. Now walk towards the wall and to the right. Eventually you'll find a secret
passage leading to the concealed Slow Go badge – though you don't even need any BP
for this badge, it's still useful in Chapter 3, but don't equip it now. Drop down to the
large treasure chest, open it, and be amazed – you have just collected the Super Hammer!
New Weapon: Super Hammer
Replaces: Regular Hammer
Hit the Stone Block and be amazed at the fact that it breaks. Now leave the room (the
exit is on the right side).
Drop down to the bottom. You will see a cracked wall, so switch to Bombette and blow
it up. Fall down, you don't have any other choice. Switch to Parakarry, and use the
Super Block to upgrade him to Super level. Now switch to Bombette, and blow up the
crack in the wall. I hope that you have 6 FP before you enter – if not, eat Honey Syrup.
The next room has a stone block blocking the way to the Diamond Stone. When you hit
the block, a pair of Stone Chomps will attack you.
BOSS: Stone Chomp
What To Do: Very simple. If you followed my instructions, then Bombette should have
the Power Bomb ability. Use that, and hope that it reaches 100%. The Stone Chomps
will be blown away. If you don't have 6 FP, use the Super Hammer and Bombette's Body
Slam. Just make sure that you initiate the Action Command successfully at all times.
Basically, it's a free 8 Star Points.
Collect the huge amount of coins, and pick up the Diamond Stone. Now you can leave
this room through the crack that you made. Switch to Goombario, and go to the right.
There is a long hallway populated by Buzzy Beetles both on the floor and ceiling. Use
the Quake Hammer to knock the Buzzy Beetles off the ceiling, because if you don't, they
have a higher attack power (falling from the ceiling). Finally, go through the exit on the
right. Hit the Super Block to make a switch appear. Jump on the switch, and stairs will
appear, allowing you to collect the key. Go all the way back through the long hallway,
and use the springboard to jump up to the place from which you first entered the room.
Go up the stairs and through the door (where you fought the mummies). Go to the right
here. Before leaving, go up the stairs and jump on the switch to rotate the stairs. Break
the stone block and collect the artifact. Now leave to the right. Here's the main room.
Go up the two stairs, avoid the Buzzy Beetle, and enter the door to the right. The design
of this room is the same as the one with the Diamond Stone, only it has the Pyramid
Stone. Switch to Bombette, break the block, and fight the Stone Chomps.
BOSS: Stone Chomp
What To Do: Power Bomb. Simple enough, isn't it? 8 Star Points are your reward.
Collect the coins and the Pyramid Stone. Now, go all the way down the main room,
through the room where the artifact was, and down the stairs. Instead of going through
the crack, go to the right. Avoid the Buzzy Beetle and go through the door. Tutankoopa
will yell at you again, but ignore him as usual. Go through the door up the stairs, using
your key in the process. Press the switch to drain the sand from the room. Now go to the
room beneath, and cross the new sand to the room on the right. The last ruins stone, the
Lunar Stone, is hidden here. Break the block, switch to Bombette, take the stone, and
fight the Chomps. Just look at the top of this page, I don't want to write it all out again.
Go back to the left, through the sand, and to the left again. Now go up to the first statue
from the left, and place the Pyramid Stone there. Go to the middle statue, and place the
Diamond Stone there. Go to the fifth statue from the left and place the Lunar Stone there.
The statues will flash, and the stairs to Tutankoopa's chamber will materialize. Go down
the stairs. Along your way, hit the Heart Block. Now switch to Parakarry, go down the
stairs, and through the door. Tutankoopa will yell at you for the very last time. Hit the
Save Block, and proceed to the right to fight Tutankoopa. Before going to fight him,
though, make sure that you adjust your badges to the combination listed below.
Power Jump – 1 BP
Power Bounce – 2 BP
D-Down Pound – 2 BP
HP Plus – 3 BP
CHAPTER BOSS: Tutankoopa
HP: Tutankoopa – 30, Chomp – 4
Attack: Tutankoopa – 2-3, Chomp – 3
Defense: Chomp – 3
What To Do: Start off by using a Power Bounce on Tutankoopa, and using a Shell Shot
from Parakarry – 11 damage done. If Tutankoopa calls on his pet Chomp, use the D-
Down Pound to destroy the monster, and use Parakarry's Shell Shot again. If Tutankoopa
throws a shell at you, block the attack. The worst of all is that he will use his magic – if
he does, don't block the attack from Mario, but put all your efforts to block the attack
from Parakarry. If you run out of FP, use a Maple Syrup. Just use Power Bounce &
Shell Shot three times successfully, and you will win the battle. You will get 32 or more
Star Points for beating Tutankoopa.
Tutankoopa will think that his pet will help him, but Chomp betrays Tutankoopa and
starts chasing him. When they're gone, you can free the second Star Spirit!
End of Chapter!
Select Save & Continue. You will see Princess Peach and Twink deciding to sneak out
of the room again, trying to find more information. Use the secret exit again (the picture
beside the fireplace conceals a switch, if you forgot). When you leave the room where
you read Bowser's diary, Twink warns you that there are guards outside and that you
should be extra careful. Avoid being spotted by the guards (they walk around with
flashlights), and go to the room next to the one which you left. You will be in the library.
Sneak past the over-predictable guards to the very far end of the library. You will see
two of the guards talking about the fact that Mario defeated Tutankoopa, and that Bowser
is going to have Mario fight the invincible Tubba Blubba next. They then spot you, and
you're taken away to your room.
You're back in front of the entrance to Dry Ruins. Mamar, the second Star Spirit, grants
you the Lullaby ability and heads for Star Haven. Adjust your badges to the Dry Desert
combo, then keep going south until you find the path again. Keep going to the left.
Switch to Parakarry when you see the screen with Prof. Kolorado's tent. Give him the
artifact, and he will reward you with a Star Piece. Give him a letter, and he will give you
another Star Piece.
Now head to Mt. Rugged. Refill & save, and go back up. Fly over the gap and go to the
next screen. Here, head down until you see the Cleft. Defeat him, and keep going to the
right. Use Parakarry to fly over the gap, and talk to the Bub-ulb. You will receive a
Magical Seed. Fly back, and go all the way to the left, to the next screen. From here, go
to the left still, avoiding or fighting Monty Moles and using the Save Block. Keep going
to the left, through this screen too. At last you are at the beginning of Mt. Rugged. Hit
the Heart Block to refill your HP and FP, then switch to Kooper. Break the Stone Block
with your Super Hammer, and hit the Super Block to give Kooper the Dizzy Shell ability.
Now go down to the station, save, and head back for Toad Town.
When you're back in town, go north to the next screen. In this area, cross the bridge
which leads to Forever Forest to see the guard of the forest note a ghost entering the
woods. He asks you to clear up the matter, and you may now enter.
Before that, though, go to the left and through the pipe that says "Private".
Toad Town Tunnels
Recommended Badge Combo: Any
Go to the left and break the Stone Block. Before continuing, switch to Parakarry and
equip your best Jump attack badges. In here, you will fight Blooper.
What To Do: Just keep using Power Bounce and Shell Shot on the big guy until he gets
flattened. A switch appears, and you can now use the pipes to go between towns quickly.
Go to the next screen on the left. Board one of the rising platforms and jump off when
you can reach the ledge. Go through the pipe. Here, go to the left. Avoid enemies here,
and use the springboard to reach the Power Smash badge, concealed in a treasure chest.
Equip this badge, because it will be very useful in your adventure. Now go to the right.
Instead of going through the pipe from which you first came, board one of the platforms.
As yours goes lower, the other one goes higher. Avoid the two Spiked Gloombas, and
when the platforms are at the proper height, jump from one to another, and into the next
room. Here, board one of the rising platforms. You will go through a hole in the ceiling.
Go to the right, where there's another hole. Fight the Buzzy Beetle, then hit the Super
Block and upgrade Goombario to Super rank. You may leave the room via the pipe. Go
to the left, through the platforms, through the pipe from which you first entered, jump off
the ledge, go to the right, and use the pipe to go back out into Toad Town.
Chapter 3: The "Invincible" Tubba Blubba
Recommended Badge Combo:
Power Jump – 1 BP
Spike Shield – 2 BP
Power Smash – 1 BP
HP Plus – 3 BP
FP Plus – 3 BP
Dizzy Attack – 2 BP
Save your game, and keep going to the right. The ghost will appear and tell you that his
master wishes to see you. Go into the forest. Go through the gate, and follow these
directions closely (if you don't, you'll get lost):
1. Go around until you notice one of the bushes shake and the flowers spin around. Use
the exit next to those bushes.
2. You will be stopped by Oakley, talk to him again and he will let you pass. Here, go
around until you notice red eyes glow in the tree. Go through the exit nearby.
3. Go around until you see a different flower bush from the rest. Use the exit nearby.
Before that, though, go into the middle, where you will find a Bub-ulb with a magical
4. Go around until a face appears in the tree in the middle. Use the exit nearby.
5. Press A to check every group of mushrooms. The one that lights up in a very fancy
way (light show) shows the correct exit.
6. Check each flower bush. The flowers will disappear on all but one of the bushes when
you do that. Use the exit by the non-disappearing bush.
7. You will find a sign that shows you where Boo's Mansion is. Use the exit nearby.
Congratulations, you have made it out of Forever Forest into Boo's Mansion! You will
be instructed by the ghost to make your way to the third floor, where his mistress is
waiting. Save, refill, and enter the mansion.
Recommended Badge Combo: Any (you won't fight any enemies here)
Go up the stairs to the left. Talk to the frame without a picture, and you will find out that
in order to make your way to the third floor, you will have to find the picture. Go to the
left, and through the door. The first time you try to open it, it won't, but the second time
it will. Check the middle drawer, and Boos will come out. You will play a guessing
game to find the Record, so guess which Boo is holding it. If you win, you will get the
record and the Boos will disappear. Leave the room with the record.
Go to the next room on the left. You will see an old-fashioned phonograph on the top-
left side of the room. Place your record there, and you will be instructed that to play it,
you should press A repeatedly. Press it correctly so that the meter stays at the "Ok"
mark. If done correctly, the Boo guarding the treasure chest will start dancing to the
music. Stop playing (press B) and rush to the treasure chest. Open it to find the weight.
Now leave the room.
Go down the stairs. If you look at the sofa, you will see that one of the parts is differently
colored. Jump on that part, and you will spring into the chandelier. Pull it down and use
the weight to keep it down. The secret door, once hidden behind the drawer, is now
accessible. Go through the white door. Don't open the treasure chest here, but go down
the stairs and to the room on the right. Here, go through the room on the right again. The
door will disappear, leaving you trapped inside the room. Open the treasure chest and
Boos will come out. If you win their game, you will receive the Super Boots!
New Weapon: Super Boots
Damage: 2 + 2
Replaces: Regular Boots
Use your new Spin Jump ability in front of the Boo who just appeared, and you will
reveal a secret panel which has a Star Piece under it. Now use the Spin Jump on the
wooden panel, and you will fall to the room below.
Jump on or hammer the blue switch, and another one will fall down. Hammer that, and
an extremely large switch will appear. In order to make this switch activate, you must
first climb on the nearby chair, then onto the ledge and then onto the switch. A regular
jump or hammer will not work, so you will have to use a Spin Jump to activate the
switch. Stairs will appear, and you can now leave the underground. Nearby is the shop,
but you can't buy anything until you have met Lady Bow.
Go up the stairs. Go through the door to the north and up the stairs. Leave the secret
room, and you're now back in the main hall. Go to the right and up, there's a door here.
Here, you can jump into the vase to become 8-bit Mario; to become regular Mario again,
jump into the vase again or leave the room. That's not what we're here for, though.
Use the Spin Jump on the wooden panel to land in the library. Switch to Parakarry, and
have him fly you to the right, where Boo's Portrait is. Now fly back and go down. You
will see a stack of two crates here; time your jump correctly so you land on the crates. If
you don't, forget it; if you do, Spin Jump to break the crates. Keep going to the left,
where you will find that there is a cracked wall. Switch to Bombette & demolish the
wall. You're in the place where the secret room is, again. Leave the secret room and go
up the stairs. Now that you have the portrait, show it to the frame. Jump into the frame,
and you will be teleported to the third floor. Go into the large door to meet Lady Bow.
The ghost that was instructing you all this time was Bootler, Lady Bow's servant.
Anyway, she explains to you that Skolar, the third Star Spirit, has escaped from Tubba
Blubba's Castle, but got lost in Forever Forest and was captured by the Boos. Lady Bow
tells you that she will free the Star Spirit if you defeat Tubba Blubba. She also invites
herself to join your party.
New Party Member: Bow
Abilities At Start: Smack, Outta Sight
Attack: 1 + 1 + 1 + 1
Leave the room and keep going south until you drop down. Leave the mansion, and use
the Heart and Save blocks. Now go to the right. Lady Bow instructs the two ghosts who
are guarding the gate to unlock it, and you can now go to Gusty Gulch, the hill upon
which Tubba Blubba's Castle is!
Recommended Badge Combo:
Power Jump – 1 BP
Multibounce – 1 BP
Power Smash – 1 BP
D-Down Pound – 2 BP
HP Plus – 3 BP
FP Plus – 3 BP
Quake Hammer – 1 BP
Go to the right (well, what else?). Here is Windy Mill (it's locked though, so you can't
enter it), as well as several Hyper Paragoombas. The only difference between regular
Goombas and Hyper Goombas is that the hyper type also has the ability to charge up their
attack to 8 points of damage. When they charge up, you should either hide using Bow's
Outta Sight ability, or defeat them as soon as possible. Keep going to the right.
You will come to a city where Boos live. They will explain to you that Tubba Blubba
has been coming to the city every day to eat Boos, and that it is very dangerous. Go to
the right. Use the Heart Block and keep going. One of the Boos will stop you when
someone notices that Tubba Blubba is coming. Everybody hides, and Bow hides Mario
with her ability. The ghost that was talking to you, though, didn't have the time to hide,
and was devoured by Tubba Blubba. Keep going to the right.
Avoid or defeat the Hyper Cleft (courtesy of the D-Down Pound badge) here, then keep
going to the right. One of the "?" blocks has a Repel Gel, another has a coin. Fight the
Hyper Goomba here, avoid another Hyper Cleft, and be sure to collect the letter to Fice
T. Keep going to the right.
There are several enemies here, but you should still switch to Parakarry and let him carry
you over the gap. Hit the "?" block for a Super Shroom. Before you leave this area, walk
around the large stone to find a Star Piece. Now go to the right. This is the entrance to
Tubba Blubba's Castle. Save your game and enter.
Tubba Blubba's Castle
Recommended Badge Combo:
Power Jump – 1 BP
Power Smash – 1 BP
Multibounce – 1 BP
HP Plus – 3 BP
FP Plus – 3 BP
Quake Hammer – 1 BP
Smash Charge – 1 BP
(at times) Slow Go – 0 BP
Watch out for the guards in the main hall. Switch to Bow, and when the guards spot you,
pull off a disappearing trick (invisibility), leaving the guards clueless. Go into the door
on the left. Here, there is a sleeping Clubba. You can avoid him by walking slowly or
using the Slow Go badge, or fight him. The door at the end of the hall leads to a room
with some boxes, a chair, and a table. Jump up to the table to get a Star Piece. Leave the
room and go to the left. This is the dining room (ugh…for ghosts?). Avoid the Clubbas
and make your way to the door in the northwest. Go down the stairs, fighting Clubbas
along the way. At the very bottom there is a wooden panel, guarded by a Clubba. Defeat
the Clubba, then use a Spin Jump to break the panel.
Don't go south yet; instead, open the treasure chest to get a Castle Key. Use the Heart
Block to refill your stats, then talk to the Boo nearby if you want. Leave through the door
on the left. There is a Super Block here, so upgrade Lady Bow with it. Then go up the
stairs, avoiding the flying guards. Go all the way up and through the door – you're in the
dining room again. Make your way to the right, through the very long hall, and to the
main room again. Avoid the guards again (you can't fight them anyway), and make your
way to the right. Use your Castle Key to unlock the door. Here, you should watch out
for Clubbas, then go up the stairs. Several guards are here, so avoid them. Make your
way to the left and through the door.
You are now in the main room again, but on the second floor this time. The guards are
flying too low to catch you, so you don't have to worry about them. Make your way to
the left. There is a very long hall here, occupied by flying guards and Clubbas. Use
Bombette on the field screen to attack the sleeping Clubba nearby – not only will you get
a very good first strike, you will also blow up the nearby crack in the wall. Enter the
crack and break the panel that is not in a row of two. Use the spring pad to jump back to
the room from which you fell. Now break the panel right next to the one you just broke,
and you will fall onto the bed. Using Parakarry's ability, you can fly to the bed just
across and collect the D-Down Jump badge. Use the springboard to jump back up, and
exit the crack.
Keep going in the very long hall. At the very end, go into the door that is north. This
room is full of spikes that go up and disappear for a while afterwards. Use Lady Bow's
ability to turn immaterial when the spikes pop up – it will help you avoid them. At the
very end is a Castle Key in a treasure chest. Go through the spikes again, and leave the
Go through the door to your left. You are over the dining hall. Before fighting the
Clubba blocking the door, go up to the clock and move it (control stick to the left). Enter
the new door. Here, check the drawer, then use Parakarry's ability to fly to the bed.
Jump up on the bed and up the books, then go along the thin ledge along the wall until
you find an entrance to a place concealing the Mega Rush badge. This badge increases
your attack power by 4 points when you are in Peril (1 HP remaining). Leave this room.
Now fight the Clubba and unlock the door.
Hit the "?" block for a Maple Syrup, then avoid the flying guards. Go up the stairs and
through the door on the right. Tubba Blubba is here. Use Bow's ability to become
transparent so that the big beast will not notice you, and will walk away. Go all the way
to the right. Since you can't open the large door, go into the door nearby, and equip the
Slow Go badge. There's a whole lot of Clubbas here, and it's going to be tough if you
wake them up. With the Slow Go badge, however, you can walk very slowly and avoid
waking them up. To keep them from waking when you need to jump to get the Castle
Key, walk along the raised area to the very left wall, then jump – you will be too far from
any Clubba's hearing range. Pick up the Castle Key and retrace your steps to leave the
With the Castle Key in your possession, you can open the door on the right, so do so.
You're now in the main hall, but on the third floor. Go through to the right, use the Heart
and Save Blocks, and go into the next room. There's a treasure chest here. Just as you
approach it, Tubba Blubba will enter the room and will fall asleep. Open the treasure
chest – inside is a key called Yakkey. The key shouts for help before you steal it. Now
run as quickly as possible to the left! When you're on the third floor of the main hall,
Tubba Blubba will pound the ground, causing the pathway to collapse. The castle is
collapsing and Tubba Blubba is chasing you. Keep running, down the stairs and to the
left, through the door, and out of the castle. You will see a team of six Boos come to
save Lady Bow when you come out. They will hold the door while you are escaping to
the Windy Mill. Keep going to the left. Avoid all enemies, use the Heart and Save
blocks in the small town where the Boos reside, and proceed to the Windy Mill. Open
the locked door with Yakkey. Inside, use a Spin Jump to break the wooden panel.
Switch to Lady Bow, and adjust your badges to your favorite Jump attack badges (Power
Bounce, Power Jump). Avoid the Hyper Goombas that roam the bottom of the well, and
keep going to the right, through the doors. At the end of the Windy Mill is Tubba
Blubba's Heart. The secret to Tubba Blubba's invincibility is that his heart was separated,
and was controlling him from the Mill. You have to defeat the Heart before you can
defeat the beast.
CHAPTER BOSS: Tubba Blubba's Heart, Tubba Blubba
HP: Heart – 50, Tubba Blubba – 10
Attack: Heart – 6-12, Tubba Blubba – 4-6
What To Do: If you listened to me, then Lady Bow is the partner currently selected.
Start off with a Power Bounce and a successful Smack attack. The heart will charge up
for the attack for the next turn. Use a Power Bounce, then the Outta Sight ability to
become immaterial. The powerful attack will pass right through (if you didn't follow
directions, you will be damaged for 12 HP), and you can use Power Bounce on the heart
again after that. The heart will then charge up again, so use a Power Jump/Bounce and
Outta Sight. If it decides to smack you and not charge up for the attack, all the better –
block the 6-damage attack, then use Smack and Power Bounce. When the Heart has 5
HP remaining, it will run (you can't kill the heart).
Run all the way to the left. Use the springboard to leave the Windy Mill. You will see
Tubba Blubba eat the heart, then you fight him. He's very easy to defeat, he only has 10
HP. Use a Power Jump and a smack attack to flatten the beast. You will get 34 Star
Points, as well as the third Star Spirit from Bow. Skolar is now free!
End of Chapter!
In the castle, you have to sneak out again. You won't go far this time, though, because
Bowser & Kammy Koopa are discussing how to defeat Mario. Bowser catches you, and
asks you some questions. If you don't want extra battles in Shy Guy's Toy Box, choose
Mushroom, Thunder Rage, and Super Soda – if you do, choose the enemies. Choose
Clubba, Koopatrol, and Hammer Bros. if you want to get lots of Star Points in the Toy
Box – that's what I did, and it's a very nice strategy. You're then carried away back to
Skolar is embarrassed and glad at the same time. He grants you Star Storm, an ability
that hits all enemies for 7 HP damage, then departs for Star Haven. Go to the left, and to
Boo's Mansion. Save here and switch to either Goombario or Parakarry. Don't re-adjust
your badges yet, because you'll have another fight against an aerial enemy soon.
Leave the mansion using the main gate, and return to Forever Forest. You will hear Jr.
Troopa crying, scared of the forest. Go through the gate, and go either to the left or right.
You will see Jr. Troopa approach, and a battle starts.
BOSS: Jr. Troopa #3
What To Do: This battle may be a bit tougher than the other ones, because of the
increase in HP and attack power. If Goombario is the selected partner, use the Charge
ability, then a Power Bounce – if Parakarry, use a Shell Shot. Simply Charge/Headbonk
or Shell Shot, and Power Bounce, all the time. After about 4 repeats, Jr. Troopa will fall
to the ground, giving you 21 Star Points.
Before you leave the forest, go to the right from Boo's Mansion. Approach the stone here
– a face should appear. Go through the gate nearby. In this place, if you go to the
middle, you will find the FP Plus badge. Now leave through any gate except for the one
from which you came. You will enter a forest scene, but leave to the left and you will be
outside of the woods. Go to the left and hit the Save block. Keep going to the left, and
you will be back in Toad Town.
Shy Guys have been causing trouble in the city. You will see Tayce T.'s frying pan get
stolen – without it, you can't get anything cooked. If you go around town, you will see
that a Shy Guy is jumping on the bed in the Toad House, a pair of Shy Guys are
trampling the flowers in the Flower Garden, a Shy Guy stole Rowf's calculator, and other
thefts including Russ T.'s dictionary and the Storeroom Key from the south shop. Switch
to Bow, and go to the next screen on the west. At the very left end of the screen, there is
a yellow house. Go into the house and turn invisible. You will see a Shy Guy enter the
room, look around to see that no one is looking, and go into the secret room where Shy
Guy's Toy Box is. Once the Shy Guy has entered the secret room, trace its steps. Enter
the hidden room, and use the springboard to leap into the Toy Box.
Chapter 4: Trials in the Toy Box
First of all, hit the Save Block. Next, if you talk to the people in charge of the train
station, you will find out that everything except the train is there. Go to the screen on the
right. Fight the Shy Guy here, then hammer the blocks to spring yourself onto the high
blocks. Hammer another block to fly over the gap. Drop down, and you will find
yourself on the other side of the large blocks. Avoid any enemies here, and go into the
house that you can enter. Jump up the stairs, then when you can't go any further, go
south to go outside of the building, then go up the stairs again. Jump to the right to land
on top of large blocks, then go to the right. Now, if you chose an item when playing as
Princess Peach, you can collect the item before opening the treasure chest with the
Storeroom Key; if you chose an enemy, you have to fight the enemy. Once your task is
complete, open the chest and collect the key. Using a nearby block, you can spring
yourself over the high blocks. Keep going to the left, hitting blocks to make you jump
up. Leave this area, save your game, and use the springboard to leap back into Toad
Leave the house, and go to the store that is in the same screen as the entrance to the Toy
Box. Give the storekeeper the key, and he will unlock the storeroom. He lets you take
anything you want from it as a small thank-you gift. Don't take anything except for the
Toy Train. Leave the shop, and go back into the hidden room that conceals the entrance
to the Toy Box. Go up to the box and press A. Place the toy train into the box, and you
will see that it's actually a real train inside the box. Enter the Toy Box.
Using the train, you can now make your way to the Pink Station. Here, save your game,
then open the nearby treasure chest to reveal the Mailbag. Now go through the exit to the
right, near the mailbag. In this room, fight or elude the Shy Guys, then hammer the block
to fly into the background. Go to the left, fight the enemies, and at the very left end, open
the chest. It has the all-important Defend Plus badge, which boosts your defensive power
by 1 but takes 6 BP to wear. Go to the right, hammer the block, and you will go into the
foreground, this time on the other side of the barrier. Go to the right. You will see a door
that you cannot open, so keep going to the right. A Shy Guy will start running. Now go
back to the door, and stand on the right side against the door. The Shy Guy will open it
and you will revolve through and into the passage. Go through the pathway until you
find the two treasure chests. The one on the left contains the Ice Power Badge, a vital
item for the next chapter. The chest on the right has Tayce T.'s Frying Pan; however, if
you chose an enemy while playing as Princess Peach, you will have to defeat the enemy
first. Open the chest, then go back through the pathway and through the door. You can
fight the Shy Guys that just appeared one at a time, but you don't need to. Go to the left,
hammer the block, and keep going to the left until you leave this area. Save your game,
board the train, and go to Blue Station (arrow to the left). From there, exit the Toy Box.
Leave the house with the secret exit, and go to the right. Now go to Tayce T.'s house,
and give her back the Frying Pan (make sure you have no more than 9 items). As a token
of gratitude, she will bake you the Cake, which restores 15 FP. Unfortunately, you don't
get to use the cake. Go back to the Toy Box, and go to Pink Station. Use the exit to your
Jump on top of the colored blocks to get 2 or so coins from the "?" blocks, then fight the
Spy Guy (watch out, if the Spy Guy uses the hammer you can lose an attack option).
Keep going to the left, until you meet Gourmet Guy. Give him the Cake, and you will
see a very funny scene of how Gourmet Guy flies away because of the delicious taste.
He drops a Cookbook, so pick it up. Go through the train tracks that Gourmet Guy was
originally blocking, and to the right. Watch out for the Pyro Guys – you can't jump on
them since you'll get burned (unless you're wearing the Ice Power badge). At the very
end, pull the lever (check it). The tracks to Green Station will appear. Go to the left,
through where you saw Gourmet Guy, to the right, and to the station. Save your game,
then press the arrow to the right and ask the Toad to take you to Green Station.
If you really feel like it, you can go to the right, then use Bow's transparency ability to go
through the screen. However, you don't need to go all the way back to Toad Town with
the Mystery Note and Dictionary. See the four colored blocks? Hit the yellow, then
green, then red, and finally blue. The tracks to Red Station will appear.
In Red Station, save your game and refill your HP and FP (this is the only place where
you can find a Heart Block in the Toy Box). Go to the exit to your left. Board the nearby
moving platform and ride to the top, then board the circling platforms and keep going to
the left. Drop down to the left, avoid the nearby Pyro Guy, jump on the flower block, and
board the platform. Drop down to the left and switch to Bow. If you wish, you can
collect the Snowman Doll from the nearby "?" block. Switch to your favorite Jump
attack badges. Now go into the building on the left (make sure that Bow is out again).
BOSS: Big Lantern Ghost
What To Do: You can't see the ghost, so you first have to hit the lantern several times
before you can see your potential enemy. Use Bow's smack attack to hit the lantern up to
5 times, then use a strong Jump attack on the ghost. The ghost can do three things – jump
on Mario, make a flash attack that injures you and your partner, or blow out the light.
Attempt to defend Bow from the Flash attack at all cost, so that she won't be injured for 2
turns! Simply use Power Jump or Power Bounce and Smack attacks on the Big Lantern
Ghost, as well as turning on the lantern by smacking it (when the ghost turns it off). You
will get a neat 15 Star Points for this battle.
If you talk to the lantern, you will find out that there is someone inside it! Hit the lantern
with the Super Hammer, and Watt will come out. She is very happy that you rescued her,
and to repay her debt, she will join your party.
New Party Member: Watt
Abilities At Start: Electro Dash, Power Shock
Use her C-Down ability to turn the dark room into a bright room. Now leave the area (to
Board the platform in the top-right, and wait for another one. You can't jump over the
large gap, so switch to Parakarry and let him carry you over it. Hit the Super Block and
immediately upgrade Watt (yes, upgrade her abilities even before her first battle). Drop
down, and you can use Watt's ability to see an invisible red "?" block with the Deep
Focus badge in it. Now jump on top of the block (north), board the platform, then drop
down, make your way south and exit this place.
Use the Heart and Save blocks – prepare for the final battle! Go to the area on the right.
A Shy Guy will see you coming, and will jump over the large toy wall. Unfortunately,
the Shy Guys didn't spot a crack in the wall, so switch to Bombette and blow the
barricade to dust. The Shy Guys will start screaming and running around, panicking.
Keep going to the right. If you want to get the Shooting Star item nearby, you will have
to use Watt's ability to see an invisible "?" block – hit it to make it visible. Now jump
onto the ledge on top, drop down to the visible block, and use Kooper's C-Down ability
to hit the brick block and drop down the Shooting Star item. Now immediately switch
back to Watt, avoid the final Spy Guy (save your HP and FP before the last battle), and
go to the right, into the building.
Everything is dark here, so of course use Watt's C-Down ability. When you go to the
very right end, you will see all the Shy Guys make a hole in the wall to escape from you.
Before following them, change around your badges to the combo below. Go to the right,
and you will fight…
Recommended General Guy Badge Combo:
Power Jump – 1 BP
Spin Smash – 1 BP
Quake Hammer – 1 BP
D-Down Jump – 2 BP
D-Down Pound – 2 BP
Dodge Master – 2 BP
HP Plus – 3 BP
FP Plus – 3 BP
FP Plus – 3 BP
Damage Dodge – 3 BP
CHAPTER BOSS: General Guy + Troops
HP: Infantry – 15, Stilt Guys – 7, Shy Stack – 8, General Guy – 30
Attack: Infantry – 1 per unit, Stilt Guys – 2-3, Shy Stack – 1 per unit, General – 4-6
Defense: General Guy – 2
What To Do: General Guy will send his troops at you first. Use a Power Jump and
Watt's 4-damage shock attack to remove 10 infantry units. They will attack you for 5
damage, but you can nullify it if you properly block each incoming attack (they attack in
quick, 1-damage hits). Then use a successful Jump attack and a weak Electro Dash (don't
use Action Command, save time) to eliminate all the infantrymen. General Guy will be
very upset about this, but he will bring on the Stilt Guys against you. Use the Quake
Hammer to turn the Stilt Guys into regular Shy Guys, then use an Electro Dash attack.
Block the attacks, then use another Quake Hammer and Electro Dash to defeat the Stilt
Guys. General Guy will then bring on his "special battalion", the Shy Stack. Instead of
fighting the stack as you do usually, use a Spin Smash to knock one of the Shy Guys
away, then use an Electro Dash. Keep knocking away and shocking until both groups are
dead. Out of troops to attack you, General Guy will square off against you. Use a Power
Jump and Electro Dash to break the light bulb, leaving General Guy with only the bomb
attack. Now use a D-Down Jump or Pound and Watt's Shock attack – remember, Watt's
attack is very important because the attack penetrates all defenses. Repeat three more
times while blocking General Guy's moves, and his taking will break. You will receive
38 Star Points for this battle.
All the Shy Guys, even the General Guy, will start frantically running around. When
they finally escape, the Star Spirit is free. Touch the card. Congratulations on beating
half the game.
End of Chapter!
As Princess Peach again, use the secret exit to sneak out into the main hall. Go to the
right. Go into the room that is next to the one with the magical treasure chest. You will
be in the dining hall. Gourmet Guy says that he will not report to the guards if you bring
him something delicious, and gives you a Castle Key to unlock the door to the first floor.
Leave the room, elude the guards, and open the door using your new key. Watch out, the
first floor has more, as well as trickier guards, so you need to be on your feet. To access
the kitchen, you will have to go to the right, and north (if you played Super Mario 64, it's
the door to the basement). Twink will read about the Super Strawberry Cake, and you
will follow an interesting set of instructions to bake the cake. Bring a watch for the
cooking part, because you want to time 30 seconds without being off for too much. You
don't need to sneak around with the cake in your hands, because once you leave the
kitchen you automatically reappear in the dining room. If the cake is successfully done,
Gourmet Guy will tell you that the fifth Star Spirit is on Mt. Lavalava; if you mess up, he
will tell you to try again. Once you finally bake the cake properly, Twink will fly away
to tell Mario the important secret.
In Toad Town, Muskular will grant you the Chill Out ability when Twink comes.
Startled to see an honorable Star Spirit, Twink will be very nervous until he finally
remembers about the news he has to bring. Muskular departs, and Twink tells you about
the Lavalava Island. When you regain control, go one screen to the left. Keep going to
the right, until you see Professor Kolorado standing there. Go on one of the docks, and
you will be able to gain access to the whale's head. Spin jump to gain the whale's
attention, and he will ask you if you can fix up his stomach. Go inside, and use Watt's
ability to make the dark passage brighter. Go to the right.
Fuzzipede will start shouting at you because of the light, but stay in one place until you
finally touch him – a battle will begin.
What To Do: Look, I only called this guy a boss because of the music change. Alright,
I'll tell you what to do. Start off with a successful Power Shock attack to shock the idiot.
Use a Power Jump, then Electro Dash, then Power Jump, then Electro Dash. You will
receive 14 Star Points for absolutely no reason!
The whale blows you out of its stomach, and as a token of gratitude, lets you go to
Chapter 5: Hot Hot Times on Lavalava Island
When you finally arrive to Lavalava Island, Kolorado will start running towards the
mountain, when a pair of Jungle Fuzzies attacks him. Defeat the two, and Kolorado will
thank you (no money reward, too bad). Keep going to the right, avoiding the other
Jungle Fuzzies. Gosh I hate these critters!
You will be in Yoshi Village. You can talk to the Yoshis here if you want; however, the
important part is not that. From the village, go to the right; this time, two Spear Guys
attack Kolorado. Defeat them, and continue on to the right. You can look at the
mountain, but you can't enter it at this moment, so go back to the village to look for clues.
In the village, everyone is panicking and scared because the kids ran off to the Jade
Jungle. The village leader asks you to save the children in the jungle. Go to the exit to
the north from the village to access the jungle. Here, check the large bushes and they will
move out of the way. Go to the right. Keep going to the right until you see Sushie stuck
in a tree. Hit the tree with your hammer 3 times and Sushie will fall out. Since both you
and Sushie are trying to find the Yoshi kids, she joins your party.
New Party Member: Sushie
Abilities At Start: Belly Flop, Squirt
Go to the left. Using Sushie's C-Down ability, you can ride her to the island in the
middle of the lake. Defeat the Spear Guy and hit the red "?" block to collect the all-
powerful Power Quake badge. Leave the small island, dive under the bridge and swim to
the next screen. In this area, dive under the bridge, and collect the three coins. Now go
to the west and jump off to the wooden platform. Fight the Spear Guy here, then go to
the right, don't hit the tree (unless you want to fight a Jungle Fuzzy), and go down. Use
the Super Block to upgrade Sushie. Now leave this place, go to the south, and jump off
on the wooden platform. Go to the north. Clear the bushes, then check the bush that is
suspiciously different. That is actually a quartet of M. Bushes, and you must battle them
to save Red Yoshi. A Power Jump, Squirt, and Multibounce combo will work very well
against the critters. Just be sure to defend from the attacks, because you will be poisoned
if you don't.
Once you defeat the bushes, go through the nearby opening. Check the lone bush to free
Red Yoshi. Go back south, onto the wooden platform. Board Sushie, then go into the
island in the middle again. Go upwards and to the next screen. Here, clear the bushes to
the right, then ride Sushie to the platform on the other side of the river. There is a
spinning plant here, so jump on to it and press Z to fly up (may take a couple of tries).
Avoid or fight the Spear Guy here, then go north. The bushes can be parted to reveal a
pipe. Go down the pipe and switch to Watt, since everything is dark. Jump up the ledges
until you finally find Green Yoshi. He will run back home.
Go through the pipe again, switch to Sushie, drop down, and board Sushie. Go to the left
and to the next screen. Here, jump onto the wooden platform, then hammer the wooden
log to form a bridge to where Blue Yoshi Kid is. He will go home. Before leaving this
area, go to the left until you find a Star Piece underwater. Dive to reach it. Now go to
the right, and board the wooden platform on the far right. Go to the next screen on the
right. Here, avoid all enemies, don't touch any plants, and simply keep going until you
finally reach the right side of this area. You will be in a place with two Putrid Piranhas
scaring Orange Yoshi to death. When they see you, they forget about him and decide to
BOSS: Putrid Piranha x 2
What To Do: Power Jump, Squirt, Power Jump, and Squirt. There, that was easy.
Orange Yoshi will run back home. Go to the left. From here, go to the left, over the
bridge, and into the water. Go south, get back onto the land and go south. In this next
area, you should see the "Zzzz…." message. There are two trees here; hammer the one
on the left to knock Purple Yoshi Kid out of a tree. With all five Yoshi Kids rescued,
head back to the village. Use the bridge to the left and down, then hit the wooden log to
make a bridge. Go back into the village.
All the Yoshis will thank you and also tell you that the Village Leader desires to see you.
Go one screen to the left, and follow the bridges to the middle. Go north to where
Village Leader is standing, and he will give you the Jade Raven. Go one screen to the
right and back into the jungle. Use the newly-sprouted wooden bridge, then go north and
into the next screen. Here, ride Sushie to the wooden platform at the north end. Place the
Jade Raven into the large statue, and the access to the depths of the jungle will open.
In this area, go to the right, fight or avoid all enemies, and go next to the bushes. Keep
walking next to the bushes until a "!" appears above Mario's head. Clear the bushes and
head on to the next area. Here, push the blocks onto the sprouting water until all the
holes have been covered; when you do that, the large boulder blocking the exit will be
knocked away by the water geyser. Cover the water and move on. In this area, go to the
right until you see two nearby trees. Pull the vine on the left to open the exit, then
proceed. Go to the right, and use a Spin Jump nearby to reveal a Star Piece. Now switch
to Bombette, make sure that you have plenty of FP, and keep going to the right.
Eventually you will run into…
BOSS: Magikoopa, Putrid Piranha x 3
HP: Magikoopa – 11, Putrid Piranha – 12
Attack: Magikoopa – 3, P. Piranha – 2-3
What To Do: If you don't kill the Magikoopa, it will use healing spells on the entire
party, so start off with a Power Jump on the magical enemy. Then use Bombette's Power
Bomb to deal major damage to the Putrid Piranhas and wipe out the Magikoopa. Defend
from all of the piranha attacks, then use another Power Bomb. If unsuccessful, follow up
with a Multibounce attack. You will get 13 Star Points for this battle, I think.
Collect the huge amount of coins that spills out, then proceed to the right. At last you
have reached Master Raphael the Raven's tree! Go into the nearby entrance, save your
game, then keep going up the stairs (don't fall now) to the exit. Here, follow the path.
Before entering the tree, keep going up the path to reach a Happy Heart badge. Enter the
tree, and keep going upwards. There will be a door here, so go through it, and you will
be in Raphael's nest. Talk to him and explain that you are unable to access the volcano.
He will summon the other Ravens, and you have to follow him to the volcano. Once
there, the ravens will make an entrance to the volcano. When done, Raphael the Raven
gives you the Ultra Stone and leaves. Before going into the volcano, walk around until
you find a large leaf on the tree – go behind it to find the ever-important Jammin' Jelly,
an item that restores a whopping 50 FP! Now enter the elevator and ride to the volcano.
Use the Heart block, and proceed.
Recommended Badge Combo: Any, but you MUST have:
Ice Power – 2 BP
* Fire Shield – 2 BP
Keep going to the right, since this is simply a passage leading downwards into the
volcano. Proceed to the next screen only to find that Kolorado has already made it this
far before you. He will try to keep going, but, unfortunately for him, he treads on the
rock too long, and it sinks into the lava along with him. Of course, after such an
experience, Kolorado would much rather have you, the intelligent Mario, go first and
show him how to pass through than to burn to crisps in the lava. Just hop from platform
to platform, but don't tread too long or it will sink into the lava. Finally you will step
onto a rock that won't sink. Wait for the next moving rock to approach, then jump onto
it. You will be carried through the lava. Keep going to the right until you meet the Lava
Bubble. With Sushie's attack, you can deal 8 points of damage, and with your Jump
attack, you can also deal 8 points of damage – the bubble has 9 HP though. Keep going
to the right until you finally reach the exit to this place.
Jump onto the rope to slide down. You can get the POW Block if you want, but go down
the stairs and to the right. Avoid the fire bars, and at the end there is a Super Block.
Upgrade Sushie to the Ultra rank, then go to the left, and to the right, down to the Save
block. You cannot continue into the depths of the volcano for the reason that there is a
Metal Block in the way. Slide down again – about one-third of the way, drop down. If
successful, you will land on a tall ledge with the Fire Shield badge on it. Equip this
badge, since it will reduce the attacks of all Lava Bubbles by 1 point. Go to the left
again, and through the large opening. Go deeper into the volcano, then you will enter a
room with a steady lava flow. Use Parakarry to fly over the hot river, then push the blue
blocks into the lava. When you pushed all three, you will create a nifty dam that
decreases the lava flow, allowing you to continue. Go to the right, down the stairs, and
have Parakarry fly you over the shortened river. Go into the next room.
Parakarry cannot carry you over this gap, but there are two blue blocks in this room.
Make sure that both are aligned the same, then push one of them into the lava, then the
other. Get onto the second block and use Parakarry's ability – you can fly over the lava
now. Elude or fight the Lava Bubbles here (they have Magikoopas covering them,
beware), then go up the stairs and to the right. Open the very large treasure chest to get…
New Weapon: Ultra Hammer
Using the Ultra Hammer, you can break the Metal Block in your way. Go to the right
and leave this room. Now, using Parakarry's ability, fly over the river, then immediately
switch to Sushie, and go to the right. Go up the tunnel. Here, go to the right until you
see the springboard. Jump onto it to land onto another one. You will be flown onto the
ledge with the Save block, where Kolorado is pacing in search of an answer. Use your
Ultra Hammer to break the block, and Kolorado will dart ahead. Save your game before
going after the crazy archaeologist. When you enter this room, you will see that
Kolorado leaps before he looks, and gets properly punished by getting a broken shell or
something of the sort (he falls). Anyway, jump onto the rope to go further. When you
reach the shaft of light, press A to jump off and land near a Super Block. Upgrade
Goombario, then go to the left. Ignore Kolorado, and go to the left. Use the springboard
to land near the Save block, save your game, and go to the right again. This time, let the
rope take you all the way to the next room.
As soon as you enter, a large round, spiked thing will start rolling towards you. Use the
Spin Dash to run away; if you fear that you will be unable to outrun it, save yourself
some HP by using Bow's transparency move. Go through the door. Another lava sea
here, just like the one in the beginning of the volcano. Ride the platforms, avoid the fire
bars, and defeat the Lava Bubbles until you finally reach the right side. In this place,
avoid all the Spike Tops and move the blue block all the way to the left (it will take you a
while). Now jump onto the place with the huge amount of Metal Blocks. Hammer all of
them, and the spiked ball will start rolling. Run back to the right and get out of its way.
Unfortunately, Kolorado was unable to do so, and got smashed. The ball does, however,
make an opening in the previously sealed wall, allowing you to pass through. In this
place, go to the right, after Kolorado. He senses treasure, but his intuition is wrong;
however, your following has paid off in the fact that the "?" blocks hold a Super Shroom
and Maple Syrup, two items that could be important in your upcoming battle. Leave this
room, refill your HP and FP, then go down the stairs. Save your game, adjust your
badges to the Lava Piranha Combo, then keep going to the right until you finally meet up
with Lava Piranha.
Lava Piranha Combo:
Power Jump – 1 BP
Multibounce – 1 BP
Jump Charge – 1 BP
Power Bounce – 2 BP
Fire Shield – 2 BP
Ice Power – 2 BP
Damage Dodge – 3 BP
HP Plus – 3 BP
FP Plus – 3 BP
FP Plus – 3 BP
CHAPTER BOSS: Lava Piranha, Lava Buds
HP: Piranha – 40, Buds – 8, Petit Piranha – 1
Attack: Piranha – 5-7, Buds – 0-4, Petit Piranha – 6
What To Do: After some talking, you'll engage in battle. If you aren't wearing the badge
combo described above, you're in serious trouble. Anyway, use the Water Block at
maximum power (4 turns), then use a Power Jump attack on Lava Piranha. If you block
attacks, then the buds will have no effect on your HP, and Lava Piranha will only deal 1
point of damage to you. Once you've made your move, use a Squirt attack on Lava
Piranha – ignore the Lava Buds, since they don't do any damage at all. Squirt and Power
Jump are a deadly combo: You only need to repeat it four times, and Lava Piranha is
dead. Or…is it?
Well, you'll get the usual Star Points falling out, as well as the battle victory music, when
all of a sudden, Lava Piranha pops out again! This time, it's Super Lava Piranha, with
another 40 HP! Hmmm…anyway, start off by using a Tidal Wave attack. If you manage
to get at least 7 buttons in, then Lava Piranha and the buds will be paralyzed for two
turns. Use a Power Jump attack to injure the extinguished piranha some more. If your
Tidal Wave didn't work, use a Multibounce to knock all of the piranhas into paralysis.
Then use a Jump Charge and Squirt attack on the Lava Piranha. Use a Power Jump,
Squirt, Tidal Wave, Charge, and Power Jump…you won't get injured the entire time, and
Lava Piranha will be dead! This time, the Lava Piranha will really be dead, and will give
you a nice 38 Star Points.
With the Lava Piranha dead, the fifth Star Spirit, Misstar, is now free. Touch the card…
End of Chapter!…Huh?
There is a strange rumbling noise – the volcano is about to erupt! Going back the way
from which you came is far too dangerous, so Misstar tells you that you should go the
other way. Go to the right, avoiding the circle of lava from which the Lava Piranha used
to be in. Here, follow Misstar up the stairs, then up the stairs again. Switch to Bombette
and blow open the crack in the wall to continue to the next room. Kolorado will find the
treasure, but it will be too high for him. Just when he's in the middle of his excitement,
Misstar will grab you and Kolorado and pull you out of the volcano just in time to escape.
Now it's the End!