Walkthrough:Paper Mario/ZeoSpark

This page is on a walkthrough for the game Paper Mario.

Walkthrough

Opening
The game opens up at Mario and Luigi's house with the duo receiving an invitation to Princess Peach's Castle for a party. Mario and Luigi promptly head through Toad Town and enter Princess Peach's Castle.

Princess Peach's Castle
You now take control of Mario and the main objective is head to the top floor to meet Princess Peach. You can talk with the other guests at the party but it is better to just head for Peach. However, as she and Mario are about to send time together, Princess Peach's Castle is lifted to the sky with Bowser's Castle underneath. Bowser and his new assistant Kammy Koopa enter the castle and a fight with Bowser begins.

Boss: Bowser
This battle is what is known as a forced-loss battle. This means you cannot win by any means. The only thing you can do is Jump on Bowser before he powers himself up with the Star Rod to become invincible. Afterwards, Bowser finishes you off with a fire blast dealing 10 damage.

After the battle, Bowser gloats on his victory and sends one last lightning blast that sends Mario crashing out of the castle. Bowser has won! Now, you're forced to watch Mario fall from space and the logo for Paper Mario is seen.

End of opening

Prologue: A Plea from the Stars
Mario is still knocked out as he ends up in a forest. Soon, the Star Spirits make their first appearance and pleas for Mario to help them. However, Mario is still knocked out and barely has any energy left so the Star Spirits give him a bit of his energy to help him recover. The Star Spirits then disappear with a small Goomba recongizing Mario and askes for her family to help out.

In another location, Mario is seen lying on a bed and one of the Star Spirits, Eldstar, appears and askes Mario to meet him and the other Star Spirits at Shooting Star Summit when he fully recovers.

Goomba Village
When you wake up, it turns out that you're in a Toad House in the small Goomba Village. A Toad recommends you go and see Goompapa and Goompapa can be found near the gate. After talking with him a bit, you must talk with Goompa who is out on the veranda. Afterwards, talk back with Goompa who has finished fixing the gate. Unfortnately, Kammy Koopa swoops in and crushes the gate with a giant yellow block before flying off again. Goompapa says that Goompa has a hammer that they could use and tells you to go and find it. However, as you go and try to see Goompa, the whole veranda is gone and you fall to the back area of Goomba Forest.

Goomba Forest
Mario falls down in a paper fashion and the whole veranda can be seen destroyed. Goompa soon appears and tells you that he accidently broke the veranda when he tried to fix it. Mario askes for the hammer and Goompa says it landed in an nearby area. Head left to find yourself in a small,woods area.

Jr. Troopa's Playground
One thing first, the hammer is located in a specific bush and there are plently of coins first. After getting the hammer, take pratice in hammering the yellow blocks and trees in the area. '''Note: There is a Dolly located in one of the trees. Make sure you get it before you leave.''' After getting the hammer and collecting the coins in the area, you and Goompa tries to leave the area. However, Goompa is attacked by a bully named Jr. Troopa who is upset that there are people in his playground. He then issues a fight with Mario.

Boss: Jr. Troopa
Unlike the first battle with Bowser, the fight with Jr. Troopa is more of a forced-win fight unless you choose not to do nothing, This battle is very simple as you need to do is jump or hammer Jr. Troopa. Jr. Troopa only has five HP meaning he'll go down in no time. After winning, Goompa explains about the Star Points how 100 of them are needed to level up.
 * HP: 5
 * Attack: 1 (2 near the end)
 * Defense: 0

After the battle, Jr. Troopa remarks how he will get back Mario and he means it. Afterwards, leave Jr. Troopa's playground.

Goomba Forest (Revisited)
Now that you have the hammer, you can destroy the yellow block to proceed. Make sure you take the spring in the back to launch up to a Fire Flower that will be useful later. Head to the next screen and Goompa will mention the rouge Goomba's in the area. It is a good idea to battle the Goombas for the Star Points. Goompa will mention First Strikes on how they are useful to get in damage on an enemy. Also, there are Spiked Goomba's around meaning only the hammer should be used on them while jumping only works on Paragoombas at the time. After battling all of the Goombas (and don't forget the Star Piece on the ledge), head to the next screen to end up back in Goomba Village.

Goomba Village
You're back in Goomba Village and Goompa unlocks the locked gate from earlier. The others are happy that he's okay and tells Mario to wait until he gets back from inside. Goombario comments on how ario is lucky to fight bad guys and such. '''Note: If you picked up the Dolly from earlier, you'll be asked to give it to Goombaria. If you do, she'll give you a Star Piece.''' Afterwards, Goompa comes back out and gives you your first badge in the game: The Power Jump. Goompa will then explain how to equip and unequip badges and how they used Flower Points in battle. Also, Goombario will also join your party giving you an extra ally on your quest. Before leaving Goomba Village, make sure you heal at the Toad House, hit the tree for a Goomnut, equip the Power Jump badge, and save. Afterwards, smash the yellow block with your hammer and you can proceed.

Goomba Path
As soon you enter the path, there is a sign that reads "Beware of Goombas." Watch out as the Goomba on the sign actually comes out to battle you. Keep heading on and battle the Goombas in sight. Make sure you hit the special red block up ahead that contains the Close Call badge. This badge is pretty useful early in the game so make sure you equip it. There is also a sign with a Mushroom on it so make sure you read the sign and take it. After battling through the enemies, heal at the Heart Block and you'll be confronted by the Red and Blue Goombas. They intend to stop Mario here and now and proceed to fight them.

Boss: Red and Blue Goombas
This boss fight is very easy if you kept the Fire Flower from earlier. This will deal 3 damage to both of them. Afterwards, it's simple to have Mario Power Jump them and Goombario use his Headbonk to send the Goomba Bros. running away in tears.
 * HP: 7 (Red Goomba); 6 (Blue Goomba)
 * Attack: 1 (both)
 * Defense: 0 (both)

You can now proceed but it is recommended to go and heal at the Heart Block before saving. On the next screen, there is another sign with a Mushroom on it but it turns around to be revealed as a Goomba! Keep proceeding and you'll end up in a rather small fortress.

Goomba Fortress
The Red and Blue Goombas can be seen heading inside the fortress calling for Goomba King. Mario and Goombario arrive and soon, the Goomba King appears and proceeds to fight.

Boss: Goomba King (with Red and Blue Goombas)
This battle can be a little tough if one doesn't know what to do. The Red and Blue Goombas are in this battle but, as Goombario points out, they are weaken from their fight earlier. However, there is something to do in this battle that will make it much easier. Attack the Goomnut tree with a hammer and it will send a giant Goomnut that will hit the Goomba King and the Red and Blue Goombas dealing 3 damage to all. This will automatically take down the Red and Blue Goombas leaving just the Goomba King himself left. The only threat in this battle is that the Goomba King caan also make Goomnuts fall onto Mario but it only deals 2 damage and he can only use it once. Just Power Jump and Headbonk him until he is defeated. Note:''' At this point, you should've leveled up by now. Whenever you level up, you fully heal and you can increase one of the following: HP, FP, or BP (badge points). Increase the HP by 5 first.'''
 * HP: 10 (Goomba King); 1 (Red and Blue Goomas)
 * Attack: 1 (all)
 * Defense: 0 (all)

After the battle, the Goomba King and the Red and Blue Goombas will retreat inside the fortress and some will comment on how the switch is left outside. The switch is in a nearby bush that can be shaken and pressed. After pressing the switch, the Goomba King will come out and askes Mario not to press a switch he will see. Unfornately for him, Mario has already pressed the switch and the Goomba King is flung away with his fortress now a crossable bridge. Before leaving, make sure you hammer the tree for a Star Piece. As you leave the area, Kammy Koopa can be seen and she flies away.

You're given a choice to save and continue and let's do just that. Note, the next scene is with Princess Peach and Bowser but nothing too important happens so let's just jump back onto the walkthrough.

Path before Toad Town
Continuing on, simply head left to get into Toad Town. Be sure to pick up the Sleepy Sheep nearby and use the nearby spring to get onto the upper ledge to open a chest containing the Hammer Throw badge. This badge is pretty useful but it's best to equip it a little later (at least around Chapter 2). Anyways, head into Toad Town.

Toad Town
Ah, Toad own. This will serve as the main hubworld of this game. You are greated by a Toad who is glad to see Mario is okay. First things first, head down the nearby Warp Pipe and you'll end up at Mario and Luigi's house. Mario and Luigi speak with each other and you can visit Luigi at anytime. '''There are a few non-plot sidequests that involve Mario's house. There will be a section below that will cover that.''' Anyways, feel free to talk with the people and shop at the Item Shop but your main goal is Shooting Star Summit. You can access it by heading through the way where Princess Peach's Castle once was and continuing on. '''Take note on the lower path that leads to Mervelee and Merlee's house. We'll come back to it once we get more Star Pieces.''' Continue on to Shooting Star Summit.

Shooting Star Summit
Before scaling up, walk around the base of the summit to find a Star Piece. Once you reach the top, you will be greeted by the Star Spirits. They basically explain tha Bowser has stolen the powerful Star Rod and the only way to defeat him is to get it back from him. However, Mario will need to rescue all of the Star Spirits in order to do so.

You are prompted to save once again and this is basically the end of the prologue.

End of prologue

Pre-Chapter 1
You are treated to another Peach scene but there still isn't much controlling yet. However, we are introduced to Twink who will watch over Peach while she is captive. She will then ask Twink to give Mario the Lucky Star and Twink goes off to do so. You regain control of Mario.

Path to Shooting Star Summit
After walking a bit halfway, Twink appears and gives you the Lucky Star. You can now use the Action Command which is very useful in battle. Twink will ask to if you want to demostrate and, if you agree, Goombario will be your sparring partner. Afterwards, a Kamek will appear knowing Twink just helped out Peach and a fight begins.

Boss: Kamek
Kamek is definately a bruiser compared to all of the foes you've faced so far. However, you can now use the Action Command so there shouldn't be any problems. Just use Power Jump and Goombario's headbonks to bring down Kamek in a few turns.
 * HP: 10
 * Attack: 3
 * Defense: 0

After the battle, Twink congradulates Mario for his victory and assures him that Peach is doing okay. Twink then flies back to the castle to keep watch on Peach and it's time to resume our journey. Head through the doors to end up back in Toad Town.

Toad Town
Back in Toad Town, you'll notice a Toad looking for you and says that Merlon is looking for you. Merlon's house is the one with the swirly roof very closeby so head toward it and knock on the door. However, Merlon will keep saying that he is out. Just knock on the door once more and he'll eventually open the door on you casuign you to fall down. He'll notice it's Mario and let's him inside. After a very long talk (that puts Mario to sleep), Merlon will inform you that the next Star Spirit is in the Koopa Bros. Fortress far east from Toad Town. Now, head out and head east (make sure to save and heal first if needed) and you'll find four odd-looking Toads blocking the way. They won't let you through but they do mention not allowing you to go to the Koopa Bros. Fortress and not to ask Merlon for help. Head back to Merlon's house and talk with him. The Shaman will head out to confront the Toads and uses his magic to reveal them as the Koopa Bros. The Koopa Bros. flee and Merlon sends you on your way with one last message: To befriend a blue-shelled Koopa. Time for Chapter 1 at last!

Pleasant Path
You begin your journey on Pleasant Path which is far from pleasant. You'll encounter Koopas for the first time and you must battle them in a unique way. When you jump on them in battle, you'll knock them off of their shells and leave them literally defenseless. Never hammer a Koopa as it will only deal 1 point of damage and leave them on their feet. Anyways, continue on down battling any enemy in sight. Not too long later, you'll come across a badge box near a Spiked Goomba. Defeat the Spiked Goomba and claim the Dizzy Attack badge. This badge is pretty useful in battle against annoying enemies like, ahem, won't spoil that yet. Just put on that badge and, if you don't have any room, just take off the Close Call badge as it's not really needed anymore (if you have 15 HP around this point). Lastly, there is a Fright Jar in the last item box so take that. Fright Jars are sorta useful for driving out weaker enemies that don't give out any more Star Points but it isn't recommened to use on those that do (unless you're very low on HP and need to get away).

On the next screen, take a POW Block (very useful against a lot of Koopas), and defeat the nearby Koopa. Hit the tree to make a switch fall out and then hit the switch to make a bridge appear. Cross it and look at the nearby block. There is a Spiked Goomba on that block. You can choose to fight or avoid it but remember that you'll miss out on Star Points. However, there are two Spiked Goombas in the fight meaning Goombario shouldn't attack them. To avoid taking any damage if necessary, use a Sleepy Sheep then just attack them with Mario's hammers. Goombario can Tattle one of the Spiked Goombas if you want him to. Defeat the neaby Goomba and take note of a path downward. There is a Star Piece but it is out of reach. We'll get back to that later but for now, continue heading east (don't forget about the Sleepy Sheep semi-hidden behind a gate!). Battle the Koopa and head toward the next screen.

Now, here's where things get special. First of all, notice the candy cane-like thing with eyes watching you? Keep going around circles around it and a music will play and hearts will appear from the candy cane. Take this time to heal yourself! Now, the road forks from south to east. South leads to Koopa Village while east continues toward Koopa Bros. Fortress. Like Merlon said, we need a blue-shelled Koopa from Koopa Village in order to proceed to the Koopa Bros. Fortress so head south. '''Note alert! There are three placed blocks right before Koopa Villages. Hit the blocks in this order: Left, right, top. his will reveal a hidden Badge Block that contains the badge Attack FX B.''' Now, head east into Koopa Village.

Koopa Village
Fuzzy Invasion!

Welcome to the...peaceful Koopa Village? Woah! The Fuzzies are causing havok in the village taking the shells from the poor Koopas. It's your choice to retrieve all of the Koopa's shells but your main goal right now is to head into the second area with the house with a green roof on it. '''Also, make sure to have a Fire Flower handy. You can buy one in the Item Shop.''' As you head toward the green house, a Koopa by the name of Kooper comes out and is excited to see Mario. However, his shell was taken by a Fuzzy and askes you to get it back for him. Follow the Fuzzy to the back area of Koopa VIllage.

Fuzzy Woods
Keep heading east and battle the Fuzzies you come across (using the Dizzy attack on them will help). '''There is a Happy Heart badge nearby but we can't get it now. However, we'll come back to it very soon.''' Now, head into the deeper area of Fuzzy Woods and the Fuzzy with Kooper's shell will taunt you with a game. You must try to find him in a tree and hit the one he is hiding in. If you hit the wrong tree, then you'll be forced to fight a single Fuzzy. The game gets tricker at the end so keep those eyes peeled! After finding him for the third time, the Fuzzy will admit defeat and promises he won't be bad anymore (maybe). Anyways, try to leave and Kooper will appear saying he wants his shell back from the Fuzzy. However, you already have it and Kooper is happy. He will then join your party and you have a useful partner now. Kooper can grab out of reach items meaning you can get that Happy Heart badge from earlier. However, as you try to leave the woods, the same Fuzzy from earlier appears and wants a fight. Three other Fuzzies will join in resulting in a form of a mini-boss fight.

Boss: Fuzzy (x4)
This battle is very simple if you know what to do. This battle is meant to test out Kooper and his very useful Power Shell techique to damage all of the Fuzzies but it only deals 2 damage meaning only one of the Fuzzies will be killed in the first turn. This is why I told you to bring a Fire Flower to this fight as it can deal 3 damage to all of the Fuzzies instantly defeating them. Easiest boss fight!
 * HP: 3 (each)
 * Attack: 1 (each)
 * Defense: 0 (each)

After the battle, the Fuzzies will flee saying they'll be good. Afterwards, leave the woods (don't forget that HP Plus badge!) and head back into Koopa Village.

Koopa Village (Revisited)
There isn't much else to do in Koopa Village except to save and heal if necessary. Make sure to buy some items if you need to and head out into Pleasant Path. '''Note: Koopa Koot is a sidequest here with his many requests. However, I have already listed all of his favors on his page so if you want any ideas on how to do the favors, please check there.'''

Pleasant Path (Revisited)
Now, I'll take the time to explain about having Kooper on your team. Kooper is very useful in dealing against enemies like Spiked Goombas with his Shell Slam technique and his Power Shell attack can swiftly defeat a horde of enemies. However, Kooper's shell attacks can only work on ground enemies and Kooper cannot flip other Koopas on their backs. And there are also some Paratroopas on the way to Koopa Bros. Fortress. Because of this, Kooper should only be used to fight against Goombas and, if there are Koopas around, switch to Goombario since at least his Headbonk can flip the Koopas on their backs. '''Also remember: You can switch between Goombario and Kooper at any time during battle. However, you'll have to waste Mario's turn to do so.'''

Back to the walkthrough, continue to battle through the enemies. In the next screen from the area with Koopa Village, watch out for the Koopa that jumps from the bushes and use Kooper to grab the Thunder Bolt item (very useful for later). Take the time to test out using First Strikes with Kooper on the nearby Spiked Goomba. There are three Spiked Goombas in battle so take them all out with a Power Shell. Use Kooper to hit the out-of-reach switch and proceed across the bridge. Be wary of the Paratroopa as these guys can very easily get First Strikes against you. Make sure to always have Goombario when it comes to dealing with Paratroopas. Head to the next screen and '''hit the first tree you see. This tree contains a Star Piece.''' Battle all of the Koopas and Paratroopas on this path. You should've leveled up again by now before reaching Koopa Bros. Fortress so make sure to level up Flower Points next. Anyways, continue on and heal at the nearby Heal Block. '''Take note of the cracked wall. We'll come back to that later.''' Continue on and you finally reached Koopa Bros. Fortress!

Koopa Bros. Fortress
Finally, the first main level of the game. The first area of the game that harbors a Star Spirit. Save at the Save Block and, as you proceed further, Black Ninjakoopa will come out. He'll warn his brothers that Mario is here and, apparantly, leaves the door unlocked. Head inside and you'll find a Koopa near a locked door. Defeat the Koopa in battle who is aided by a Bob-omb (it's just that one so you can keep Kooper out for now) and take the Fortress Key. Unlock the door and head on through.

In the next room, there are a lot of Bob-ombs in battle. Here's a quick tip to battling Bob-ombs: Always have Mario weaken it and then have Kooper defeat it with a shell attack. Do not attack a lit up Bob-omb with a direct physical attack. This will only result the attacker being damaged. Always make sure to have Kooper be the one to damage (and defeat) the Bob-omb second since, if Kooper damages it, the Bob-omb will be able to explode itself onto Mario and that is pretty tricky to guard against. Head past the door and you'll see Green Ninjakoopa place a Fortress Key behind a gate taunting Mario to get it. Be prepared to jump over the nearby Koopa that will most likely try to attack you. Continue heading east and take notice of the badge inside of a cell. We'll get back to that just continue on battling the enemies for their Star Points (and coins). There is a key inside of a cell but we must ingore it for now. Head through the door to the next room.

In this room, take note of that large stairs. That will be useful later but, for now, battle the Koopa (watch out as he is joined by 3 Bob-ombs in battle) to make a switch fall. Hit the switch and this will cause the stairs to be lowered revealing another room. Head down and there are two ways to go: The nearby door to the east or the doorless opening to the west. The east door just leads to a locked cell with many Bob-ombs in it. Head into the west room and be prepared to fight some Koopas. Make sure to have Goombario as your partner since you'll be dealing with some Paratroopas. After defeating the Koopas, the open doors will lower and you can access the west room. In this room, there are many Fire Bars around. Note: If you jump around a Fire Bar many times, it will eventually disappear and release a ton of coins. Keep heading west and avoid (or destroy) the next Fire Bar to get a Fortress Key. Head back to the room with the staircase and unlock the door in the top room. Head through the door into the next room.

In this very large room, you'll notice Yellow Ninjakoopa messing with a platform with a yellow block on it. He runs off after seeing you are there. Before heading up, head south through the door to find a Save Block. Save and head back inside and head all the way to the top with the yellow block. It is obivious that is a trap but we must hit it in order to proceed. Hit the block and you'll fall downward with Yellow Ninjakoopa taunting you. You'll end up in the large cell room with the Bob-ombs in it. One of them, a pink Bob-omb named Bombette notices Mario and is surprised to see him in there. If you talk with her again, she'll explain why she and the other Bob-ombs are locked up. However, upon hearing Mario is trying to stop the Koopa Bros., she'll join your party! Alright! Time to demostrate her ability and blow up the nearby cracked wall. '''Note: Make sure you heal at the Heart Block and switch out to Kooper now. He is useful in upcoming battle.''' As you try to leave the cell, a Koopa and two Bob-ombs will confront you. If you have one, damage everyone with a POW Block then take them out with Kooper's Power Shell. After defeating them, switch back out to Bombette and leave the cell room.

Your objective now is that long room with the many cells in it. Head up the stairs and though the east door to get into that room again. Bomb the nearby cracked wall to get the Fortress Key. Don't leave yet! Don't forget about the Power Bounce badge. Now, get ready for some walking. Head back into the large room where you fell from that trap in. Head south first and bomb the wall to find a hidden chest that contains the Refund badge. Head back inside and head through the south door if you want to save first. Head up the stairs and though that door into another room. Watch out for the Paratroopa as he can easily attack you without warning. Defeat him and unlock the door to proceed into the long cell room from earlier but on a higher ledge.

Now, switch out to Kooper if you haven't already and you'll have to hit a series of switches to make platforms and walls shift around. Be careful not to fall to you have to walk all the way back around to reach this area again. Continue on and head through the door to a room where you can see another staircase out of reach. He downward, defeat the Koopa, and hit the blue switch to make the staircase lower. Head down the stairs and use Bombette to blast away at the wall. You'll end up in that cell where Green Ninjakoopa hide that Fortress Key behind. Take the key and head back through the hole to unlock the door. Proceed through the next room.

You're now back in the very first room of the fortress but you are now on a higher ledge. Hit the blue switch to make an extremely large staircase appear. There are a couple of Koopas on it and they will come running down off of it. You can choose to avoid them as they are running down the stairs but it's better to battle them for their experience. Head up the stairs and take note of the door to the right. Don't go through there just yet. Instead, continue heading up and you'll see a badge being guarded by a Bob-omb. Defeat the Bob-omb and take the Charge Hammer badge. Pretty useful later on but we don't need to equip it now. Instead, just head back through that door.

Almost there! You're bascially at the top of the Fortress down and the Koopa Bros. decide playtime is over. They will send out some Bill Blasters to fire Bullet Bills at you. Before going any forward, head southward to find a blastable rock. Destroy it to find a block containing a Maple Syrup item which is very useful. Continue on trying to dodge the Bullet Bills (they only give 1 Star Point in battle so it's pretty pointless to battle them). Before fighting the Bill Blasters, make sure you save and heal and have Bombette on your party. Them, try to hammer a Bill Blaster to start a mini-boss fight.

Boss: Bill Blasters (x3)
The Bill Blasters are definately the toughest foes you've faught so far. They have the most defense so far in this game and can be a pain to take out. They only attack by firing Bullet Bills that can them ram into you. Goombario is useless in this fight so don't bother having him out. You can use Kooper but, sometimes, the Bill Blasters may fire Bullet Bills into the air making him a tad useless as well. If you're good a button mashing, then Bombette's Bomb techique can take a Bill Blaster out in one hit. Mario can use Power Bounce but it's better to stick with hammer attacks. You can equip the Charge Hammer badge if you want but it's not really needed. Just keep attacking the Bill Blasters until they are defeated.
 * HP: 4
 * Attack 2 (Bullet Bills only)
 * Defense: 2

After the battle, you may have leveled up. If you do, go after HP again. Make sure you save (and/or heal if you didn't level up), and head through the doors. You're in a very large room at the highest point of Koopa Bros. Fortress. The Koopa Bros. are preparing something, but suddenly, a large version of Bowser appears. Boss time!

Boss: Bowser???
For a version of Bowser, this thing is surely weak. It's funny how the Koopa Bros. think they are fooling Mario with that poorly-made replica of the Koopa King. It only uses this arm swing attack that is very easy to block against. Just keep hammering at them until it is defeated. Not so fast! The Koopa Bros. themselves ar ready to fight!
 * HP: 10
 * Attack: 1
 * Defense: 2

Boss: Koopa Bros.
Very epic theme song that plays. Sadly, this can be a very easy and quick fight if you have the correct strategy. One of the main features about the Koopa Bros. is their special spinning attack that can deal upwards of 4 damage if all Koopas are present. However, the Koopa Bros. aren't any different from a regular Koopa Troopa except with 1 more point of HP. The key to winning this fight very quickly is to knock them off of their formation (hammer and shell attacks) and then attacking all of them with a multi-hit item and attack. If you have a Fire Flower, you can use that and Kooper's Power Shell to win this fight very shortly.
 * HP: 5 (each)
 * Attack: 1 (each); 4, 3, or 2 (Spinning attack; depends on number of Koopas left)
 * Defense: 1 (each)

After the battle, the Koopa Bros. are knocked into the large cell that had those Bob-ombs in it and they can't escape themselves. Now, you are able to take the card containing Eldstar! Congradulations! You've completed Chapter 1!

End of chapter!

Princess Peach Playthrough: Part 1
This time around, you'll actually be controlling Peach. She and Twink will be talking to each other and Peach recommends they find a way out of there. Twink knows there are many guards outside but Peach remembers that there is a secret switch somewhere. You must now try to find the switch. You can interact with various of objects here for a small gag but the switch is located behind a picture beside the fire place. Press the switch and it will reveal a secret path behind the fire place. Head through it and you'll end up near another switch. Press it and the wall will actually turn and place you in another room.

In this room, you must head west and find a diary (don't head out the door east as the guards will throw you back into Peach's room). You must read through the diary and, upon reading through, you'll find out it's Bowser's diary. Continue reading and you'll figure out that the next Star Spirit is in Dry Dry Ruins. However, Mario must solve the mystery of Dry Dry Desert in order to even find it. Peach and Twink now know the location of the next Star Spirit and Twink is eager to tell Mario. However, Bowser soon walks in and finds Peach reading his diary. He angrily tells the guards to take Peach back to her room.

End of Peach's playthrough

Pleasant Path
Back outside Koopa Bros. Fortress, Eldstar is pleased you've saved him and gives you the first Special Move in the game: Refresh. Eldstar will demostrate using Star Power moves including how to fill up the Star Meter each time. Refresh is pretty handy early on but later in the game, it's pretty useless (except to heal any ailments). Anyways, the next destination is Toad Town but there are a couple of things to do first.

Remember the cracked wall from earlier? Head toward it and use Bombette to break it down. Head through the Warp Pipe to be taken to another area and open the chest for a FP Plus badge! Nice! Now, head all the way back to the area with the first bridge and the Spiked Goomba. Head downward and use Kooper the claim that Star Piece you saw earlier. Don't bother with battling any enemies since they'll only yield 1 Star Point (or none for the Goombas) at this point in the game. Keep walking back to the first area of Pleasant Path and you'll be confronted by Jr. Troopa again. Guess he wasn't kidding when he said he'll be back. Anways, fight time!

Boss: Jr. Troopa
Jr. Troopa is now more of a threat than from the first fight. However, he has more HP and attack. The only thing special he does in this fight is hide inside of his shell that raises his defense. Nothing special in this fight. For a quick and easy victory, just use Mario's Power Jump and Bombette's Bomb technique to win this battle in a few turns.
 * HP: 15
 * Attack: 2
 * Defense: 1

After the battle, feel free to hit Jr. Troopa if you want (which is sorta mean even if it's Jr. Troopa). Just continue west into Toad Town. One thing you must have notice is that the south area is now accessable. Take the south path and take note of this new area of Toad Town. West leads to the harbor, east leads to Forever Forest, and south leads to the train the K64. The way to go is south so head south to be in an area with the train. However, the train isn't able to move due to a rock blocking the way. Simply have Bombette destroy the rock and the train is back in order. Enjoy the ride as you make your way to the next chapter.

Mt. Rugged
You arrive in Mt. Rugged and the Toad mentions stopping by Dry Dry Outpost. Anyways, check one of the nearby bushes to find an Egg that restores 5 HP. Pretty handy! Save if you want at the Save Block and proceed upwards. As you head upwards, you'll run into the mail-delivery Paratroopa, Parakarry. The mailman has dropped his mail and needs help looking for it. You agree to do so and you move on to the next screen.

In the next area, take the steps and slide down the slop for some coins. There are also Monty Moles in the area and, in battle, they attack by throwing rocks at you which isn't all too troublesome. They only have 3 HP in battle so they won't last long. Anyways, if you head downward, and head a little to the right, you'll find a block that contains a Sleepy Sheep (watch out for the Monty Mole that appears though). If you head left, smash the yellow block and you'll find a strange creature named a Whacka. They are very rare creatures that can only be found here. '''If you hit the Whacka, you'll get a Whacka Bump that is one of the best healing items in the game. It can heal 25 HP and 25 FP making it a better item for later chapters. NOTE: You can only hit the Whacka 3 times in the game and after the third time, it will disappear forever. Make sure to hang onto the Whacka Bumps for later chapters.''' Head east onto the next screen.

In this new area, save at the nearby Save Block if you wish and continue on. Watch out in this area though. The Monty Moles here can throw their rocks instead of popping out of the ground and chase you. Battle them all and head up the steps. Battle another Monty Mole that pops from a wall and you can see a letter on a ledge. Use Kooper to grab the letter which is addressed to Merlon in Toad Town. One down, two to go! Anyways continue right to the next screen and you'll notice a grey block on the ground. However, these are actually enemies called Clefts and they are very durable in battle. Not to mention they have spiked heads meaning jump attacks are useless. The best way to take down Clefts at this point in the game is to use Bombette's Bomb technique. There are three paths here but we're going to take the one that takes us upward for now. When you reach the top, head east to the next screen. Next, drop down to the lower area (be careful not to land on the Cleft down there) and take the next letter which is addressed to Goompapa of Goomba Village. Yes! Only one left. '''Note: I have leveld up after defeating the Cleft. If you did as well, go for Flower Points again. '''Use to nearby spring to get out of the area.

Back in the previous area, just keep going left (defeat the Cleft that's in the way). '''Note: There is a Star Piece nearby. Drop from the left hole down to get it.''' Keep going west and you'll find a slope that will slide you all the way across to the west side. There is another slope nearby but do not take it yet! That slop will take you back down to the lower area. Instead, battle the Cleft and proceed west to a new area. In this area, you can see the letter at the very top but we must work our way around first. Proceed west, defeat the Cleft, and take the Mushroom from the nearby question block. Keep going west and defeat the Monty Mole. '''Wait! There is a secret passage up ahead! You see the part with two openings? Go through the left one and keep going left that will take you to a chest with the Damage Dodge badge. This badge is very useful since Mario gains a defense point when he does the action command!''' Now, first head southward to find a small area with a Cleft and a few coins. '''Notice the ledge with a bunch of coins and a Star Piece. We cannot get it now but we can later.''' Take the spring upward and continue east (don't use that slope yet). Defeat the Cleft and hit the question box for a coin. Now, take the slope and you'll be taken to the ledge with theletter. It is addressed to Kolorado whom we never met yet but we will very soon. Now we have all three letters! Time to report back to Parakarry!

Head back to the previous area and use the slope to slide downward. Save if you wish and continue on until you're back to Parakarry. Give him all three letters and the Paratroopa will be happy. However, he will then decide to join you party! Now that you have Parakarry, time to address a couple of things. For starters, his ability allows him to lift Mario across small ledges to this is useful for getting that Star Piece earlier. Remember the three letters you've gotten earlier? You must deliver the letter to the correct character when you have Parakarry as your active partner. Letters can be found across the levels either hidden or out in plain sight. '''Also, don't forget to grab that Quake Hammer Badge! '''In the area with the three path that split up, if you keep going across the middle one and have Parakarry lift you across, you'll find a Bub-ulber. Talk to him and he'll give you a magical seed which is needed later on in the game. Parakarry is also very useful in battle able to attack flying enemies or deal high damage with his Shell Shot technique.

Now back on track, you next destination is that area where you found Goompapa's mail in the lower area (the one with the spring and Cleft near each other). Have Parakarry fly you across and cross the large bridge. However, there is a large bird name Buzzar that stops you and is looking for Mario. You are given three choices to say who you are: Mario, Luigi, or Peach. '''Note alert! If you choose either Mario or Peach, the Buzzar will fight you. The Buzzar is a very tough opponent that will most likely kill you if you don't know what you're doing. If you do choose to fight him, be prepared to use a lot of items. My advice is to wait until you complete the chapter first. This gives you more time to level up and increase Parakarry's power. Select the Luigi choice and the Buzzar will allow you to pass.''' Afterwards, save at the Save Block and continue on into Dry Dry Desert. '''Quick note: Make sure you have the Quake Hammer badge equipped. It will be very useful in Dry Dry Desert.'''

Dry Dry Desert
Welcome to Dry Dry Desert! A couple of things I must explain first before I move on with the walkthrough. It is very easy to get lost here as the area is huge! There are many secret items to uncover but I am going to follow a set path in sake of this walkthrough.

Now, the next destination is Dry Dry Outpost. Dry Dry Outpost can be reached by continuing to go east without making any turns. On the first screen, you'll see a group of Koopas who have set up camp in the desert. See the one with the mustache? That's Professor Kolorado. We will get to know him better later in the game. For now, talk to Kolorado with Parakarry as your active partner and Parakarry will be able to deliver his letter. Kolorado will give you a Star Piece in return. Head east to the next screen and you'll be introduced to two enemies: Bandits and Pokeys. Bandits can be a pain to deal with in battle since, if you don't guard their Thief attack, they can steal a certain amount of coins from you. They will also always battle in groups. However, if you manage to defeat the Bandit before it makes off with your coins, you'll be fine (and still get those Star Points). As for the Pokeys, jumping on them is useless for now meaning you must stick to hammer attacks. They will lose a segment the more they are attack and they can attack by swinging themselves or their segments at you. One annoying thing about Pokeys is that they are able to summon more Pokeys into the battle. The best partner to deal with them is Kooper and Mario can attack multiple enemies with his Quake Hammer. Defeat the lone Bandit in this area continue east.

In this area, there are both Bandits and Pokeys around. Defeat them all and continue east to the next screen. On this screen, you'll notice a stone pillar. It's not really important now but one thing: '''Watch out for the Tweezer!!! If you touch it, it will blow you to a random location in the desert! This is a surefire way of getting lost! Be sure to avoid the Tweezer! '''Anyways, continue east to yet another screen without any enemies in it. However, there is a Nomadmouse sitting around. You can talk with him if you want but there is a letter for him that you can get a little later. Head east again and defeat the lone Bandit in the area. Head east once more and you'll see a lot of trees around. Keep heading east a little and you'll find a sign saying Dry Dry Outpost is due east! You've made it! '''WAIT!!! If you hit the tree closest to Dry Dry Outpost, a letter will pop out and it's for Mort T. in Koopa Village.''' Now, head east into Dry Dry Outpost.

Dry Dry Outpost
Dry Dry Outpost is a rather run-down town but it's a relief from the desert. Anyways, first things first, save at the nearby save block. You'll notice a Little Mouser run from the Item Shop which means you cannot buy items for now. Head east and rest at the Inn if you need to. Continue heading east and you'll find that Little Mouser from earlier talking to a strange green Little Mouser. This guys refers to himself as Sheek and he wants something nice. The item he is looking for is a Lemon. I know where to get it! There is an Oasis in Dry Dry Desert and it's very near. So, head back two screen into Dry Dry Desert.

Dry Dry Desert
From this screen, head directly south and prepare to fight some enemies in this area. Afterwards, continue down one more screen to end up at the oasis. Hit the west tree for a Lemon. '''Now, to explain something important. Go south and, do you see a block with a blue orb inside? This is a Super Block. These are used to rank up your partners making them stronger and gives them more moves in battle. For now, power up Kooper since he is more useful in battling against ground enemies of the Desert mainly Pokeys. There will be more Super Blocks hidden throughout the game.''' With the lemon in hand, head up two screen and east back into Dry Dry Outpost.

Dry Dry Outpost
Back in Dry Dry Outpost, go and speak to Sheek again and give him the lemon. He will be overjoyed and lets you ask him any question. Choose the question "How to see Moustafa" and Sheek will tell you that you must go to the Item Shop and buy a Dried Shroom and a Dusty Hammer in that order. Go to the Item Shop and do so (they both only cost 2 coins each so not a big loss there) and you'll be able to see Moustafa. Head back to the house where Sheek was standing at and you'll see he isn't there anymore. Head through the door opening and hop onto the roof. When walking across teh rooftops, you can see a Letter in plain sight. This letter is addressed to the traveling Nomadimouse on the road. It was the one we saw when we was first going to Dry Dry Outpost. Anways, continue heading west and head into the door. You'll find Sheek here but he reveals himself as Moustafa himself. Moustafa knows you're trying to get into Dry Dry Ruins and gives you the Pulse Stone. He explains that this item will lead you to Dry Dry Ruins by flashing whenever your close. Make sure to heal and save if needed and head back out into Dry Dry Desert.

Dry Dry Desert
Back out in the desert, remember that the Pulse Stone will flash fast the closer you are to Dry Dry Ruins. From this screen, head north and defeat the enemies in the area. Head north again and you should see the Pulse Stone symbol. That means you're on the right track but not exactly close yet. Head left and you should hear a beep. Head left again and watch out for that Tweezer! Head north and defeat the Pokeys in the area if you want. Head left once more and, man, there is a lot of Pokeys in this area. Defeat them all and head left one more time. You'll notice two things: The Pulse Stone is reacting very fast and a lone rock in the middle. Go toward the rock and press the A button. You'll be prompted to place the Pulse Stone there and enjoy the cutscene as Dry Dry Ruins has risen from the ground! Great! Heal at the Heart Block and head inside.

Dry Dry Ruins
As soon you enter, you are greeted by a creepy voice referring to himself as Tutankoopa who tells you to leave while you can. As a little spoiler, there isn't anything "huge" and "scary" about this guy (as you may tell from the picture on the Chapter 2 screen). Anyways, save at the Save Block and proceed right. Also, make sure you still have Kooper in your active party. When you get to this screen, you'll notice a strange, looking coffin. Watch out as, when you pass by it, a Pokey Mummy will appear from it. Pokey Mummies are basically stronger versions of Pokeys but these guys can poison you in battle! Make sure you guard against their attacks or there is a chance you'll get poisoned. If you do get poisoned, use Eldstar's Refresh to heal you up and cure you of the poisoning. When you pass by the second coffin and defeat the second Pokey Mummy, pick up that Spike Shield badge (very useful!) and equip it right away! Now, you can jump on any spiked enemies! Defeat the third Pokey Mummy and you'll notice stairs leading upwards and downwards. Head downwards since the upwards one is locked into a room with a Ruins Key. Use the key to unlock that locked door and proceed through.

In this room, press the switch to make the sand empty out into the room where you got the Ruins Key from. Head back down to that room and you'll now be able to cross over to the other area. In this rather large room, Tutankoopa will message you again threatening  you but just ingore the warning as usual. You'll notice now, there are Buzzy Beetles in the area. Just defeat them in the way to defeat a Koopa Troopa (however, Buzzy Beetles can flip themselves over on the next turn). Head up the stairs and use Parakarry to help you across the gap. Now, have Bombette blast the wall and, in this room, press the switch to empty the sand out into the room below it. Head back out and into the open door leading to this room and grab the Ruins Key (don't forget about that Star Piece in the corner!). Head back out and go down the stairs and unlock the door. Head on through to the next room.

In this room, go all the way left (ingore the rotating stairs for now) and hit the ? Block. This will cause the three coffins containing Pokey Mummies to open up. Defeat them all and a Ruins Key will drop right in front of the locked door. Take the key and unlock the door and proceed on through. In this room, use Parakarry to help you across the gap and head into that room. When you enter this room, you'll notice Tutankoopa speaking in a normal tone telling you not to go in that room. There is a treasure chest sign so there is something valuable in here! To start, head up the green rotating stairs and press the switch. Head right up the green rotating stairs now and press the switch again. Head left up the green stairs and head down the red stairs and press the switch. Head down the red stairs then up the green stairs and finally, up the red stairs and head downward to the chest. Open it and you'll get the Super Hammer! Alright! '''Now to quickly explain, with the Super Hammer, you can now destroy the grey Stone Blocks! Also, Mario's attack power with his hammer increases by 1 in battle!''' Destroy the Stone Block and head out the room.

Now, before we do anything else, let's do a couple of things before we proceed. This will save backtracking later. First, head back into the room where you had to fight the three Pokey Mummies after pressing a ? Block. Head up the red rotating stairs and press the switch. Now, head up the stairs to get the Artifact! This item can be used later after completing this Chapter. Now, continue east and head up the east stairs. Destroy the Stone Block and this will cause a Stone Chomp to appear in battle.

Boss: Stone Chomp (x2)

 * HP: 5
 * Attack: 3
 * Defense: 1

The Stone Chomps can be very tough to damage and the best way to damage them is with the newly aquired Super Hammer, Super Ranked Kooper, or Bombette's Bomb technique. They have rather low HP so you shouldn't have much trouble with them.

After defeating the Stone Chomp, take the Pyramid Stone that will be useful later. Now, head all the way back to the room with the cracked wall. Bomb it with Bombette and fall down the pit. You'll find another Super Block! '''Make sure you rank up Parakarry this time. He is useful against the boss fight of Dry Dry Ruins (and the Buzzar from earlier).''' Now, bomb the left wall and you'll end up in another room with a Stone Block and Stone Chomps on the wall. As soon you break the Stone Block, a Stone Chomp will leap from it resulting in another battle. Defeat it (the fight for Stone Chomps is already covered above) and take the Diamond Stone. Now, head back into the room where you used the Super Block and continue on right.

In this long hallway, there are many Buzzy Beetles around. Defeat them one-by-one (watch out as some are on the ceiling) and continue into the east room. In here, you'll notice a Ruins Key nearby but it is out of reach. Destroy the Stone Block and press the switch to make some stairs appear allowing you to get the Ruins Key. Now, head back through the long hallway into the room where the Super Block was used. Take the spring upwards and head through the lower-east room. You'll be messaged by Tutankoopa again but it's just another boring threat. Anyways, notice the chomp pillars and remember how you've been collecting stones from the Stone Chomps lately? Well, those stones will be used here but we need the third one first. Now, unlock the upper door and press the switch to drain the sand into the lower room. '''Look at those Chomp Pillars! It shows the first one with a Pyramid symbol, the third one with a Star symbol, and the fifth one with the Lunar symbol! This is needed for the Chomp Pillar room! But, we need to get that Lunar Stone first!'''

Now, head back out and into the lower room and head into the east room. You know the drill: Destroy Stone Block, defeat Stone Chomp, and take the Lunar Stone. Now, head back into the Chomp Pillar room and place the stones in the spots where I said just above. After placing them in the correct spots, some stairs will lower leading to the lower area. Notice the music changed! Now, head downward and heal at the nearby block. Make sure you have Parakarry as your selected partner and head through the lower east room. You'll be in a small room with a Save Block and Tutankoop awill message you again preparing to face you. Save and head on through into the dark room. Tuntankoopa will appear and turn on the lights revealing himself (told ya he isn't huge and scary!). After a few words, it's boss fight time!

Boss: Tutankoopa
Tutankoopa isn't too difficult but isn't a walk in the park compared to the Koopa Bros. One thing you should notice is that Tutankoopa is standing on a platform which means hammer attacks won't work on him (except for the Hammer Throw). Also, Kooper and Bombette should stay away from this fight (as well as Goombario was he may be too weak). This make Parakarry the best choice since two of his attacks can hit airborn/ceiling enemies.
 * HP: 30
 * Attack: 3
 * Defense: 0

There are more things that should be said about Tutankoopa. One: He mainly attacks by throwing empty Buzzy Beetle shells at you that deal 3 damage each. Also, he can summon Chain Chomps to the battle. It isn't worth it to attack them since Tutankoopa will just summon more as the battle progresses. One last thing is that he may use a spell that either damages you (and your partner!) or himself. Now, if you're lucky and skilled and done everything like I've said, you can win this battle in three turns! This involves using a perfectally excuted Power Jump (which deals 4 damage) and a super-ranked Parakarry's Shell Shot (that deals 6 damage). Very easy and short battle overall. Just follow this stragety and you'll win in no time!

After the battle, Tutankoopa is chased off by his own Chain Chomp leaving behind the Star Spirit! This Star Spirit is Mamar! Finally! End of chapter baby!

End of chapter!

Princess Peach Playthrough: Part 2
Time for another Peach playthrough! You see Bowser trying to talk to Peach and Bowser seems very confident even though Mario just defeated Tutankoopa. However, Bowser then decides to use "Invincible Tubba Blubba" against him! Suddenly, Kammy Koopa rushes in and tells Bowser some urgent news which involves the Star Spirit getting away from Princess Peach. After hearing it, a frantic Bowser heads out to discuss it further with Kammy. Twink comes out of hiding and is glad to hear that the Star Spirit got away. However, he and Peach are more concerned about Tubba Blubba being invincible. Peach decides they must find a clue leading to his weakness.

You're finally in control of Peach. Take the secret fireplace passageway again and press the button to end up back in the room where Bowser's diary was (he's smart enough to keep it hidden this time). Now, you'll be heading out into the hall and, as Twink says, be careful not to get caught by one of the guards lurking around. If you get caught in their flashlight, they'll throw you back into your room. Anyways, the next destination is the door just below the one you exited from. In this room, Twink warns you about more guards around. Time for some stealth! For the first part, stand behind the file cabnets until the Koopatrol is walking right. Quickly run across and you'll see a Koopatrol walking around a table. Wait until he reaches the left side and zoom on over before he comes back around. There is another Koopatrol walking around. Stand in the middle gap until he passes by and run across before he turns around. '''There is a Power Rush badge nearby. Be sure to grab it. We'll do something important for it later. Anyways, after you get by the last Koopatrol, you'll stand behind a file cabnet where a Koopatrol and a Hammer Bro (take note of that Life Shroom! We can't get it now but remember where it was located'''). will be talking. They talk about how he loves to eat ghosts (Boos) and the Koopatrol mentions Tubba Blubba living beyond Forever Forest. The Hammer Bro. confirms this saying he lives at the top of Gusty Gluch in a castle. The most important thing said is that there is a rumor that may link to the key to him being invincible. However, as Peach and Twink discuss their information, they are heard by the Koopatrol and Hammer Bro. and Peach is taken back to her room.

End of Peach playthrough.

Dry Dry Desert
Back outside of Dry Dry Ruins, Mamar is pleased you've save her and gives you the Star Power Lullaby. It's sorta useful as it works a little better than Sleepy Sheeps but I'd save that Star Power for Refresh. Anyways, time to head out of the desert. From here, head west twice (ingore the Pokeys since they only yield 1 Star Point in battle) and south twice to end up back where Kolorado and his crew are ate. '''Don't forget to give the Artifact you've found in Dry Dry Ruins to Kolorado! If you give it to him, he'll give you a Star Piece!''' Now, simply head west to Mt. Rugged.

Mt. Rugged
Back in Mt. Rugged, make sure you save and heal. Also, make sure Parakarry is in your party! Remember the Buzzar from earlier? Oh yeah! You know you do! This time around, we are going to battle him since we've A: Leveled up at least twice from last time and B: Upgraded Parakarry to the Super Rank. Tell the Buzzar you're Mario (or Peach for a good laugh) and a boss fight will commence!

Boss: Buzzar
This guy has a lot of attacks and HP and can be a real pain if you try to fight him incorrectly. However, if you followed my walkthrough, this fight is fairly easy. Simply Power Jump and Shell Shot him and he'll go down in a some turns. This guy was sorta tricky especially the attack that can also knock out your partner (who is Parakarry right?) out for a number of turns. Just keep attacking and heal when necessary and he'll eventually go down.
 * HP: 40
 * Attack: 3
 * Defense: 0

After he is defeated, you may have leveled up. Upgrade your Flower Points and now, you must leave Mt. Rugged. Head all the way back to the train station area but, WAIT!!! As you come down the stairs (from the spot where you've first encountered Parakarry, you'll see a Stone Block. Smash it and you'll find another Super Block. Upgrade Bombette next. Now, with that done, take the train back into Toad Town!

Toad Town
Now, our next destination is Forever Forest due northeast but first, let's take care of a couple of things. First, head north to the next area and head left to find a Warp Pipe. Take it downward to Toad Town Sewers.

Toad Town Sewers
From here, head east, save at the Save Block, and smash the yellow block to enter the next room. This this room, you'll find some brick blocks and some Gloombas walking around. Gloombas are bascially stronger versions of Goombas that pose no threat to you at this point. Defeat them (there is a Spiked Gloomba laying down on a brick block) and head onto the next room. In this room, if you head eastward a little bit, you'll be attacked by a Blooper! Prepare for a boss fight!

Boss: Blooper
As a bit of a spoiler, this is one of three Bloopers you'll be fighting in this game. Fortunately, this guy is pretty easy compared to the Buzzar. Just use Mario's Power Jump and Parakarry's Shell Shot and he should go down in a few turns.
 * HP: 30
 * Attack: 3
 * Defense: 0

After the Blooper is defeated, open the chest and claim the Shrink Stomp badge. Now, head back into the room you've first entered into Toad Town Tunnels and head west (make sure you heal up first at the Toad House). Smash the Stone Block and head into the next room. As you proceed, another Blooper will come out! Whoo boy...this one is bigger from the one you've just faught! Anyways, prepare for a fight against the Electro Blooper!

Boss: Electro Blooper
Not as bad from the fight with the Blooper but the Electro Blooper as a couple of nasty tricks. First off, the Electro Blooper can electrify itself making direct attacks useless against it. If you don't have the Hammer Throw for Mario equipped, then just stick with healing for now. The second is its most deadly attack. If the Electro Blooper attacks while it's electrified, it will cause 6 points of damage! Make sure you have the Damage Dodge badge equipped and guard against that attack! Parakarry is a must in this fight as his Shell Shot is the only technique right now that can hurt the Electro Blooper while it's electrified. Just attack with the Power Jump/Shell Shot combo like you did with the Blooper and the Electro Blooper will go down in no time.
 * HP: 50
 * Attack: 4
 * Defense: 0

After the battle, you can now hit the blue switch to make three blue warp pipes appear. These Warp Pipes are shortcuts to Dry Dry Outpost (left), Koopa Village (middle), and Goomba Village (right). Awesomeness! After activating all of the Warp Pipes to the locations (you can deliver the letter to Goompapa now if you want who will then give you a letter to give to Muss T.), head left and smash the Stone Block to proceed into the next room. Hit the ? Blocks in this room (the middle one contains a Snowman Doll while the others contain coins) and head up the platforms. Head through the Warp Pipe and you'll end up in a large room. Keep heading west and defeat the Spiked Gloombas. Hit the block to make a spring come down and jump off of it to reach a chest. Open it to claim the Power Smash badge! Very useful! Now, head back out and jump across the two platforms (watch out for the Spiked Gloombas that walk out) and head into the next room.

In this room, use Parakarry to help you glide over the platforms to get to the Star Piece at the end. Defeat the Paragloomba and exit the room. We are finally done down here for now so head back the way you can into the room you've first enter the sewers in. Head up the Warp Pipe and back into Toad Town.

Toad Town
Back in Toad Town, head directly east from the Warp Pipe and you'll hear a scream. A Toad by the name of Fice T. had just seen the ghost (and you as well if you were quick enough). The Boo tries to scare you when your back is turned and it goes into Forever Forest. Follow east to follow the Boo and he'll eventually stop to talk with you. The Boo introduces himself as Bootler who says his master (Lady Bow) would like to see him. He says that there is a mansion on the far side of Forever Forest and this meeting involves one of the Star Spirits. Continue toward Forever Forest and the next chapter!

Forever Forest
Welcome to Forever Forest: The scariest location in this game! Take about atmosphere! But I, ZeoSpark, will be here to help guide you the way! One thing to notice about this is that there are multiple paths around. This will be explained shortly, for now, take the path with the laughing flowers in front of it. In this area, you'll run into a resident of Forever Forest named Oakly who doesn't allow you to go any further. However, talk to him again and he'll let you through after hearing you're invited to Boo's Mansion. However, he doesn't leave without telling you one important message. '''As Oakly says, this entire forest is like a maze and, in order to continue, you must choose the path that is different from the others. If you choose the wrong path, you'll be sent back to the beginning.''' Now, head in any direction and battle the Forest Fuzzies around. They aren't too much of a threat in battle as they can drain 2 HP from you. However, if you guard with the Damage Dodge badge equipped, you'll take no damage. Now, head down the pathway that has the tree with glowing eyes in it and continue to the next area.

In this area, you can find Oakly just to the west here. Now, you simply head left a little more and head down the path with the differently-shaped plants to continue on to the next area. In this new area, if you head west, you'll find a path that leads to a Bub-ulb. '''Make sure you talk to this Bub-ulber and get his Magical Seed. This will be needed later.''' Now, continue on and find the path with the laughing tree near it and proceed to the next area. In this new area, you'll want to watch for the mushrooms which can be interacted with. Watch out for the Piranha Plants around here though. These guys can be brutal in battle espically if you battle hordes of them. The best partner to have deal with them is Kooper who can hit from afar with his Power Slam. As for the hordes, use the Quake Hammer/Power Shell combo. Now, take the path that has a bunch of mushrooms lighting up and proceed to the next area.

In this area, you'll want to interact with the flowers to see which ones behave differently. Defeat any enemies you'll run into and take the path with the flowers laughing normally (the other two have the flowers wilting). In this area, defeat the Forest Fuzzies around and continue around to finally find a sign that points in the direction of Boo's Mansion and continue toward it.

Boo's Mansion
Woah. Very sinister-looking mansion. Anyways, as you proceed, you'll be greeted by Bootler who says his master is waiting for you at the top of the mansion on the third floor. However, it isn't that easy as we need to do a few things first. Head inside and let's do this!

First off, head upstairs and into the right door (a Boo will jump out to scare you). In this room, open up the middle bookcase (the yellow one) and it will release a bunch Boos. One of them will be holding the Record and you'll have to see which one of the Boos has it. Make sure you keep a close eye one the Boo that has it and attack it. After you do you, you can take the Record for yourself! Sweet! Now, exit the room and head right into the west door. Head inside and you'll notice a Boo guarding a treasure chest. To get him to move from it, head over to the phonograph and insert the Record in. Now, you have to play it and keep up with the beat to get the Boo to come over and dance. Wait until the Boo starts dancing and quickly make it to the chest containing the Weight. The Boo will leave having failed at his mission.

Now, head back into the main hall and head downstairs and go east to find a couch. Bouce off of the yellow part of it and you will jump onto the chandulre and you'll notice the bookcase blocking a door will move. You'll be prompted to place the Weight there and head through that recently unblocked door. In this room, there is a treasure chest in plain sight. However, it's just a trap that lowers the chandulere for a little scare (and laugh). Head downstairs and through the door into a different room. Simply just head through the east door into a new room. In this room, open the large chest and you'll have to play another Boo guessing game but the reward this time are the Super Boots. This game is a little tricker as the Boos will throw the Super Boots from one another. Keep your eye on them and attack the one holding the Super Boots to obtain them! '''Now, with the Super Boots, you can perform the Spin Jump that can destroy floorings with the X shape. Your jumping attack power has also increased.''' Now, Spin Jump through the floor into the next room below.

In this new area, head west a little and hammer the switch. After hammering it, another one will fall down. After hammering that one, a huge one will fall down. Jump up the chair and from the small table, Spin Jump the large switch to make stairs appear. Take notice of the Item Shop. You can't buy anything now but you can later. For now, head up the stairs and continue back into the main hall (the one with the couch in it by the way). Head through the lower right door and Spin Jump the flooring in here. Fall down through into an old library. Use Parakarry to help you over the small gap and take the Boo's Portrait! Awesomeness! You can get to Lady Bow now! Head west and use Bombette to destroy the wall. Head back into the main hall and head upstairs. Insert the Boo's Portrait into the empty picture frame and you'll be taken to the third floor. Head on through one of the large doors.

In this room, you'll be introduced to Lady Bow at last! Bow appears saying she put you through all of that as part of a test. Bootler then explains how the monster Tubba Blubba heads into Gusty Gulch to eat up any Boos. Bootler says Tubba Blubba is too strong since he is invincible, but, there is a rumor to his weakness. Bow then says you must defeat Tubba Blubba in order to get the Star Spirit. It's Skolar and he has been locked up in a cage. Skolar says he managed to escape Tubba Blubba's Castle but was too weak to continue and was eventually captured by the Boos. Bow says she will only release Skolar if Mario defeats Tubba Blubba but Bow suddenly says she wants to join you. Bootler is against this idea but Bow eventually tells him she is doing it weither he likes it or not. Bow now joins your party! Now, make sure you buy some items at the Item Shop and head out to save.

Now, before going any further yet, let me explain about Bow's usage in battle and on the field. On the field, she can use her Outta Sight ability to allow you to hide from enemies. This can be useful if you're trying to get away from strong enemies if your HP is on the low side. The Outta Sight ability is also used to help pass through certain things. In battle, Bow can use her Smack attack that, for now, deals 1 damage per slap. If you get the gauge filled up, the number of slaps will go up to four meaning 4 points of damage overall. Even when Bow is upgraded, only the number of slaps is increased rather than the attack power itself. This means that the Smack is useless against enemies with a defense of 1 or higher. Also, she can use her Outta Sight ability in battle to hide from enemy attacks. This is useful to avoid strong, powered-up attacks. However, Bow's next turn will be skipped. Alright! Now that's out of the way, continue east and the Boos will unlock the gate! Love that sudden background and music change! Continue eastward to Gusty Gluch.

Gusty Gluch
Cool area! In this first area, '''take note of the windmill known as Windy Mill. We'll come back to it later.''' If you continue eastward, you'll run into Hyper Goombas for the first time. These guys can power themselves up in battle unleashing a deadly attack! Make sure you have Bow use Outta Sight to protect against that attack! Defeat the Hyper Paragoombas around and continue on in the next area and you'll be in a small town with some different, colored Boos. You'll be greeted by one of them who says that Tubba Blubba ate a Boo not too long ago. Anyways, save and continue on to the next area.

In this area, heal at the Heart Block if you need to and continue heading east. You'll be stopped by another Boo who is happy that someone is going to teach Tubba Blubba is a lesson. You'll hear a rumbling and that means Tubba Blubba is coming! You'll be prompted to hide and, wow, Tubba Blubba is huge! And he definately looks meancing and just had eaten a poor Boo! No Stanley! That's it! Time for payback! Continue west to exit the small town. In this area, you can see a Hyper Cleft on the ground. Make sure to use Bombette to battle them and notice the Dizzy Dial on the cliff. Jump onto the cliff next to it and use Kooper's Shell Toss to get it. Continue eastward and defeat the Hyper Goomba. Hit the two ? Blocks and one of them will release a Repel Gel! This item basically acts like Bow's Outta Sight. Keep going east and make sure you pick up the letter addressed to Fice T. near the entrance to Forever Forest back in Toad Town. Defeat the Hyper Cleft nearby (try to bomb it with Bombette from a distance for a First Strike) and continue east to the next area.

In this area, defeat the Hyper Paragoomba you see and continue eastward to a gap. Use Parakarry to help you cross the gap and defeat any enemies you come across (there is a Star Piece hidden behind some rocks by the way!) and continue east to the next area. Save at the Save Block and continue inside the large castle.

Tubba Blubba's Castle
Man what a large castle! First things first, see all of those UFO-like enemies? Those things are called Sentials and they are everywhere in this castle. '''Do not get caught by any of them! If you do, they will kick you out of the castle. To avoid a Sential, use Bow's Outta Sight to hide when they are about to grab you.''' There are two doors: one on the east side and one on the west side. The east side door is locked so head through the west door. In this hallway, you'll notice a sleeping enemy. This is a Clubba and, like the Sentials, they are found all over the castle. You can sneak past this one (by walking slow) but I'd perfer to battle them for the Star Points. In battle, they attack by swinging their clubs which is pretty easy to guard against. Anyways, continue west (you can't do anything with the nearby door yet) and head through the upper door. Defeat (or avoid) the Clubba and grab the Star Piece and exit the room. Now, head through the large west door to the next area.

In this large area, you'll find non-sleeping Clubbas walking around. Defeat them and head through the upper-left door (we can't get the Star Piece yet). In this hall, head down the stairs and defeat any Clubbas you come across. When you reach the bottom, Spin Jump the flooring and you'll end up in the basement. Open the chest and you'll get the Castle Key! Now you can open that door back in the first room! Head downward and heal at the Heart Block. There is a Boo down here that managed to escape from Tubba Blubba and says that the key that leads to his weakness is in his room on the highest floor. Alright, exit the basement and you'll find a Super Block in plain sight. Upgrade Bow with it and proceed back to the main hall (the one with the four Sentials around). Unlock the door with the Castle Key and proceed on through.

In this room, defeat the Clubbas around and head upstairs. Hide from the Sentials and head through the door. Cross over the large hall and head through that door. In this hallway, defeat the Clubba and use Bombette to bomb the crack in the wall. This leads into a hidden room with three X boards. '''Make sure you Spin Jump the upper left one first. This will allow you to get back into this room by using that spring.''' The one on the top right corner leads to that room with the D-Down Jump Badge. Have Parakarry lift you over the gap to get to it. The one on the bottom right just leads into that room with the spring. Anyways, exit that room and continue west down the hall avoiding the Sential and Clubba. Head through the upper door into a room full of spikes. However, the spikes will retreat giving you time to go on. You must use Bow's Outta Sight to avoid the spikes when they pop up. Open the chest at the end for the Castle Key. Now, exit the spike room and head through the west door.

In this room, there is a Clubba sleeping right in front of the lock door. You must battle this Clubba as he is aided by three other Clubbas in battle. Make use of the Quake Hammer/Power Bomb combo do get rid of all of them in the same turn and unlock the door to proceed through the next room. In this room, hit the ? Block for a Maple Syrup and head up the stairs. Go through the door and, in this hall, Tubba Blubba is around! '''Do not let Tubba Blubba catch you! If he does, you'll be thrown into a battle you cannot win. You must run away at all costs!''' Simply avoid Tubba Blubba by using Bow's Outta Sight and wait until his stomping is out of view. Quickly head through the upper right door into a room filled with a lot of sleeping Clubbas! Wow! Defeat/Avoid them all and grab the Castle Key at the end. Now, head back out and unlock the door (don't worry, Tubba Blubba isn't around anymore) and proceed on through.

In here, heal and save and continue east into Tubba Blubba's room. As you head eastward, Tubba Blubba will enter his room worried about the Star Spirit getting loose and that there may be someone in his castle. He decides to sleep it off and, now, open the chest. A key by the name of Yakkey will pop out and notices you are trying to steal him to unlock the door to Windy Mill. Suddenly, he scream out and wakes up Tubba Blubba! Yikes! Now it's time to...RUUUUUUNNNNN!!!! You have to keep running no matter what! Run out and Tubba Blubba will smash the floor! Don't fret! Keep running all the way out of his castle!

Gusty Gluch
As you head out, a bunch of Boos will appear and they will down the door for you! Sweet! But you still have to hurry! Your next destination is Windy Mill so continue on west. Don't bother with any of the enemies around. Just continue on west and make sure to save in the town before heading to the Windy Mill area. Unlock he door and head inside.

Windy Mill
In here, Spin Jump the flooring and proceed through east. Try to ingore fighting any of the Hyper Goombas around (you can battle them if you want) but be sure that Bow is your partner before going any further. Ingore any of the signs and just keep going west until you end up in a room with a heart! This turns out to be Tubba Blubba's Heart who turns out to be the key to Tubba Blubba's weakness! After a bit of words, a fight will begin!

Boss: Tubba Blubba's Heart
Whoo boy! Tubba Blubba's Heart has a lot of HP and Attack but lacks defense. TBH is on a little platform which means hammer attacks won't work. The main threat to TBH is that he can charge his attack power like the Hyper enemies can. This charged up attack deals 12 damage! You heard me! 12 DAMAGE!!! You definately would want to use Bow's Outta Sight to avoid that. The main combo to use in this battle is the Power Jump/Smack combo. After taking enough damage, TBH will call it quits and leave the battle.
 * HP: 50
 * Attack: 6
 * Defense: 0

TBH will retreat out of Windy Mill and you must follow him out into Gusty Gluch.

Gusty Gluch
Back out in Gusty Gulch, Tubba Blubba will be there and he and his heart will reunite. Time for a fight with the "Invincible" one at last!

Boss: Tubba Blubba
Woah man! After laying a beating to his heart, Tubba Blubba is a total wimp now! Just simply use a Power Jump and a Smack to defeat him on the first turn! Easiest Chapter boss!
 * HP: 10
 * Attack: 4
 * Defense: 0

After the battle, Tubba Blubba will release all of the Boos he has eaten and runs away crying. Bow is pleased for the victory but does admit that she and the other Boos did used to scare him all of the time. However, she says that what Boos do but decides to stay in your party due to the thrill of adventure. Bow then orders Bootler to hand over the Star Spirit as promised. Pick up Skolar's card to complete this chapter!

End of chapter!



Princess Peach Playthrough: Part 3
Back in the skies, Peach and Twink are talking together and wonders if Mario has defeated Tubba Blubba. One way to find out is explore. Press the switch again and head through the fireplace. Press the switch to turn the object around and, uh oh, Bowser is in the room! He is upset after hearing from Kammy Koopa that Mario has defeated Tubba Blubba. Soon, Peach is out in plain sight as Bowser and Kammy Koopa discuss that Mario will head to Shy Guy's Toy Box next. Soon, Bowser will spot Peach in the room! Yikes! However, Bowser wants her to ask some questions about what enemies Mario hates/fears. Feel free to give yourself some easy items and, eventually, Peach is taken back to her room.

Gusty Gulch
Back in Gusty Gluch, Skolar is pleased you rescued him and gives you the Star Power move Star Storm! This move is very useful for taking out a crowd of tough enemies. Now, head west and take the gates back to Boo's Mansion.

Boo's Mansion
Nothing much else to do here except to save if needed. Also, make sure you have Parakarry in your party before heading out into Forever Forest. Now, head into Forever Forest.

Forever Forest
Now, it's time to leave Forever Forest. Luckly, it's much easier to leave the forest than to go through it. Before you can go any further, you'll encounter Jr. Troopa who is happy, at first, to see you. However, he will then fight you which is why he came to Forever Forest in the first place. Fight time!

Boss: Jr. Troopa
Jr. Troopa has now have wings in this fight! Shootness! And with a defense of 1, Bow and Goombario's attacks are useless against him. Kooper and Bombette are also useless since they can only attack ground enemies. This makes Parakarry the only good choice in this fight. Jr. Troopa also has hight attack power and HP in this fight but it isn't too threathening. Simply use the Power Jump/Shell Shot combo and Jr. Troopa will go down in no time.
 * HP: 40
 * Attack: 5
 * Defense: 1

After defeating Jr. Troopa, he'll run off. Now, simply head down an incorrect path to leave out of Forever Forest quicker. You'll know when you do so when you can spot the sign that leads downward to Toad Town.

Toad Town
When you make it out, you'll see Jr. Troopa has made it out of Toad Town. Take note of the music change and head into Toad Town.

Shy Guy Madness!

Oh man! The Shy Guys are going nuts in Toad Town and they are stealing everything from everyone. It is vital to explore throughout Toad Town (except for the harbor and train station areas) to see the items they have stolen. The items that are stolen goes as followed:
 * Rowf's Calculator -  Rowf won't be able to sell you any badges until he gets it back.
 * Tayce T.'s Frying Pan -  Tayce T. won't be able to cook you any food items.
 * Postman's Mailbag - You won't be able to view any mail you have gotten.
 * Russ T.'s Dictonary -  Russ T. won't be able to give you any helpful information.