MarioWiki

Vote for a featured article!

READ MORE

MarioWiki
Advertisement
The following walkthrough has been written by ZeoSpark

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

Paper mario hammer

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

  • HP: 5
  • Attack: 1 (2 near the end)
  • Defense: 0

Unlike the first battle with Bowser, the fight with Jr. Troopa is more of a forced-win fight unless you choose not to do anything, 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.


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

  • HP: 7 (Red Goomba); 6 (Blue Goomba)
  • Attack: 1 (both)
  • Defense: 0 (both)

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.


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)

  • HP: 10 (Goomba King); 1 (Red and Blue Goomas)
  • Attack: 1 (all)
  • Defense: 0 (all)

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 can 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.'


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 Town. 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

  • HP: 10
  • Attack: 3
  • Defense: 0

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.


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!

Chapter 1: Storming Koopa Bros. Fortress

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 Village. Hit the blocks in this order: Left, right, top. This 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)

  • HP: 3 (each)
  • Attack: 1 (each)
  • Defense: 0 (each)

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!


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)

  • HP: 4
  • Attack 2 (Bullet Bills only)
  • Defense: 2

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.


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???

  • HP: 10
  • Attack: 1
  • Defense: 2

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!

Boss: Koopa Bros.

  • HP: 5 (each)
  • Attack: 1 (each); 4, 3, or 2 (Spinning attack; depends on number of Koopas left)
  • Defense: 1 (each)

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.


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


Pre-Chapter 2

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

  • HP: 15
  • Attack: 2
  • Defense: 1

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.


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.


Chapter 2: The Mystery of Dry Dry Ruins

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

  • HP: 30
  • Attack: 3
  • Defense: 0

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.

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.


Pre-Chapter 3

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

  • HP: 40
  • Attack: 3
  • Defense: 0

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.


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

  • HP: 30
  • Attack: 3
  • Defense: 0

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.


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

  • HP: 50
  • Attack: 4
  • Defense: 0

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.


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!

Chapter 3: The "Invincible" Tubba Blubba

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

  • HP: 50
  • Attack: 6
  • Defense: 0

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.


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

  • HP: 10
  • Attack: 4
  • Defense: 0

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!


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.


Pre-Chapter 4

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

  • HP: 40
  • Attack: 5
  • Defense: 1

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.


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.

Now, before we do anything else more, let's head to Shooting Star Summit and head to Merluvlee's place. Head upstairs and talk with Merlow who will trade rare badges for a number of Star Pieces. I had 15 Star Pieces at this point and you should have more than 10 yourself a this point (I've played a couple of Chuck Quizmo's quizzes as well). One of the most useful badges to get right now is the Zap Tap badge so swap for that for now. Equip it as this badge is very useful since enemies that use contact attacks will take 1 point of damage.

Now, after that's out of the way, continue to back into Toad Town. Also, you may notice Merlon standing outside. He'll talk about having a dream about keeping going around and around a red palm tree in Dry Dry Outpost and something good may happen. If you go to Dry Dry Outpost (take the far left blue Warp Pipe from Toad Town Sewers) and do so, one of the Toads nearby will mention having a dream about Spin Jumping inside a house with a swirling roof three times. If you head back into Merlon's house and Spin Jump three times, the Quick Change badge will fall down. This is definately the most useful badge in the game as it allows you to change partners without having to waste your turn. You may not have enough badge power for it now so wait until you level up more later.

Phew, now that's done, let's head toward the southwest area of Toad Town (the area with the second Item Shop) and you'll be greeted by Twink again. He's impressed that you managed to defeat Tubba Blubba and informs you that the next Star Spirit is in Shy Guy's Toy Box. However, he is uncertain on the location and heads by to Peach. Now, keep heading west and enter the yellow building on the end. Wow, a empty room eh? There is a nice little secret here. Head on top of the white table below and switch to Bow. Use her Outta Sight ability and, after a few moments, a Shy Guy will appear oin the room. Wait until the Shy Guy opens a door to a secret room and use the spring inside to jump into Shy Guy's Toy Box!

Chapter 4: Trials in the Toy Box

Shy Guy's Toy Box

Welcome to the fun place known as Shy Guy's Toy Box! One thing that catches your eye is a train station but no train. Apprantely, it was taken away. Oh well. Save at the Save Block and head down the southwest path. Defeat the Shy Guy and you'll notice a strange-looking Shy Guy guarding a chest. Beware! This is an Anti Guy and he is tough in battle. You only have to fight one of them so make sure you are well prepared for this.


Boss: Anti Guy

  • HP: 50
  • Attack: 10
  • Defense: 0

Great galloping Goombas! Told ya this guy is strong in battle! Whoo boy... Remember that Repel Gel you got from earlier? This is a good time to use it to ward off some of his attacks. Bow is a good choice for this fight. Just use the Power Jump/Smack combo and he'll go down in no time. Make sure to heal when necessary as you most likely need to. Also, you don't really have to fight the Anti Guy at all if you want what's in the chest. Just give him a Lemon Candy (which has to be made by Tayce T. first meaning you can't make it now) and he'll leave without a fight. However, you'll miss out on vaulable star points.


After the battle, open the chest to claim the almighty Power Plus badge! It raises your attack and defense by 1! However, it costs 6 BP! Man! First off, you might want to go an heal first after that battle (a Shy Guy will cause some problems in the Inn but it's easy to take him out). Head back to the area with the Anti Guy Take out the Groove Guy (in battle, they can also summon other types of Shy Guys to the battle) and head west.

In this area, there are many Shy Guys carrying items around. These Shy Guys will run away from you when they spot you. Some of them have Cake Mixes but one of them has Rowf's Calculator. Defeat that Shy Guy and take the Calculator (for kicks, also take defeat the Shy Guy holding the Fire Flower). Now, exit this area and head back to the area with the train tracks. Now, head down the southwestern path.

As soon you enter, you'll get cutscene with Kammy Koopa placing a item you choose with Peach in front of a chest. For me, I choose the Mushroom but if you wished to fight an enemy, then it's your choice lol. Anyways, defeat the nearby Shy Guy and Spin Jump on one of the blue boxes to get some coins. Spin Jump on another to get to a higher ledge and continue using this boxes to make your way through. Continue east and watch out for the Sky Guy. He can get a First Strike on you so try to strike him when he gets low. Continue east (there is a Star Piece behind a yellow, round block to point out) until you see three blue buildings. Head up the middle one to end up on top of the buildings. There is a Star Piece on top of the left building. Use Parakarry to help you get to it. Jump over the gap to the east building and go downwards. You will see the chest and depending on if you choose an enemy to battle or an item to pick up, open the chest to get the very important Storeroom Key! Now you can open the storeroom at Harry's Shop back in Toad Town. Use the blue boxes to help you exit the area and take the spring out of Shy Guy's Toy Box and back into Toad Town.

Toad Town

Back in Toad Town, you can go to Harry's Shop (the Item Shop closeby) to open the storage room (don't forget to give Rowf his calculator! He'll give you an I Spy badge!). It's more polite to give Harry the Storeroom Key rather than unlock the door yourself but you can do whichever you want. In the storeroom, there are four times you can take: A Snowman Doll, a Volt Shroom, the Toy Train, and a Dizzy Dial. The Toy Train is the most important item to get here so take that and any others you want and exit the shop. Now, head back into the building that leads to Shy Guy's Toy Box and go directly toward the Toy Box itself. Do not take the spring yet. Move toward it until the red exclamation point appears and place the Toy Train inside. You can see the now large train enter inside. Now, enter Shy Guy's Toy Box via spring.

Shy Guy's Toy Box

Now, before we take the train, time to explain the colored stations. There are four main stations of Shy Guy's Toy Box: Blue, Pink, Green, and Red. We are currently in the Blue Station and we must work our way around the stations in the order I just listed. Before you go to a specific station, you must press one of the two switches at the base of the train. Since we can't get to the Red Station yet, we must press the pink one and head onto the Pink Station.

Pink Station

At the Pink Station, make sure you save first and head down the west path. Continue westward and battle the Spy Guy. These Shy Guys aren't too much of a threat in battle but their attacks can be tricky to guard against. Also, the Spy Guys can quickly launch their weapon at you which may result in common First Strikes. Continue west to the next area and you'll be a very fat Shy Guy named Gourmet Guy. However, he won't move until you give him something sweet. Anyways, leave this area back into the train station area and head down the southeast area (make sure to open that chest for the Postman's mailbag!).

In this area, you can see some Sky Guys around. Defeat the first one you see and Spin Jump the blue toy box to head into the back area. Head west and defeat the other Sky Guy and open the chest for the Defense Plus badge! Nice! Combine that with a Power Plus badge and the Damage Dodge badge and Mario's defense will be 4! Anyways, head east and Spin Jump the toy box to get into the lower area. Now, for this part, see the big blue square? That's actually a door; however, it will only open from the other side. You will have to wait until a Shy Guy walks from it (they will always enter from the left side to stand on the right side as the door flips open) and enter through. Head down the path (there will be more Shy Guys walking through and continue on east). Open the upper left chest for the Ice Power badge (very useful for the next chapter) and grab the item or defeat the enemy you choose and open that chest for the Frying Pan! You know what that means? Time to exit Shy Guy's Toy Box. Head back to the train station and take it to the Blue Station (press the switch).

Blue Station

Simply use the spring to exit out of Shy Guy's Toy Box again into Toad Town.

Toad Town

Back in Toad Town, head toward Tayce T.'s house and give her the Frying Pan. She will be happy that her Frying Pan is back and she'll cook you up a cake. Whatever you do, do NOT eat this cake! Even though you can use it, it must be saved for later! You'll see why! Also, while your in Toad Town, give the Mailbag back to the Postman. He'll give you a Star Piece. Now, head BACK into Shy Guy's Toy Box (all of this backtracking!).

Shy Guy's Toy Box

Blue Station

Not much else to do here but press the Pink Switch and head back to the Pink Station.

Pink Station

The next destination is Gourmet Guy so head down the west path and keep going west until you reach him. You must give him the cake (he'll spit out any other items) to make him run around happily. He'll also drop the Cookbook which can be given to Tayce T. later. Also, now, the path he was blocking is unblocked! Now, head up and east and defeat the Groove Guy. Hit the ? Blocks for coins and continue to the next area.

In this area, there are Groove Guys and Pyro Guys around. Pyro Guys cannot be jumped on unless you wear the Ice Power badge from earlier on them which will actually deal more damage to them. Bombette's Bomb is also effective against them. Now, continue on to the next area whichis actually the train station area behind the glass wall. See the pink switch? Press A toward it to make some broken train tracks flip over to some fixed ones. You can now access the Green Station! Head all the way back around and press the switch leading to the Green Staion and head into the train.

Green Station

In this station, one thing that catches your eye are four big colored boxes. We don't have the information to figure out the puzzle yet but we will soon. For now, take the only path of this station which is the southwest path. You'll see Kammy Koopa place the last enemy/item near the treasure chest. Now, you'll notice a bunch on conveyor belts moving in a specific direction. Head on the one going right and keep going across (the Spin technique helps to move across it). When you come to a gate, use Bow to help you move through it. There is a Shy Guy carrying a note closeby. Make sure you defeat that Shy Guy!

Continue heading east to find a slot machine! Cool! You can play it if you want but watch out. If there is three Shy Guys, five Shy Guys will pop out to fight you. Continue east and you'll at this part with many blocks moving up and down. Work your way east and make sure to take the lower area first for a small area with coins and a Star Piece. Head back upwards and use Parakarry to help you across the gap. Defeat the enemy or grab the item for the final important item: The Dictionary! You know the drill! Head back to the train station and head back to the Blue Station and ride it out into Toad Town.

Toad Town

With the Dictionary in hand, head to Russ T.'s house (the one right near the green Warp Pipe leading to Mario and Luigi's house). Give Russ T. the Dictionary and then the Mystery Note and he'll deciper it for you.This is actually a clue to the colored box puzzle at the Green Station. Now, I'm not sure if the order is differnet each time depending on the game or playthrough but the order I got was yellow, green, red, and blue. Now, time to head back to Shy Guy's Toy Box.

Shy Guy's Toy Box

Blue Station

Just press the switch and head directly to the Green Station.

Green Station

Now, hit the boxes in order listed above and they will all disappear and some colored tiles will fall down allowing you to go to the Red Station!

Red Station

Be happy! This is the last station and there will be no more backtracking into Toad Town! Alright! Now, save and heal if needed and head down the southwestern path. In this area, take the moving platform upwards and jump across the wheel. Continue heading west until you come across an open door. Make sure Bow is in your party and proceed inside. You'll enter inside a room of complete darkness and a large monster will greet you. Prepare for a boss fight!


Boss: Big Lantern Ghost

  • HP: 40
  • Attack: 5
  • Defense: 0

The fight with the Big Lantern Ghost is very unique. For starters, the room is very dark and you cannot attack him at all if it's like this. You must attack the lantern he is holding many times to make it light up. Bow is perfect for this as, at Super Rank, her Smack attack can hit up to 5 times making the room bright enough to attack him. However, the Big Lantern Ghost may then blow it back out but he wastes a turn by doing this. The Big Lantern Ghost can attack with a slam but the most annoying attack involves using his lantern to attack also knocking out your partner for 2 turns. Just keep hitting him hard with Power Jump and Smack attacks and he'll go down eventually.


After the battle, the Big Lantern Ghost will run away leaving his lantern behind. If you talk with the Lantern, it will actually talk and introduces itself as Watt. Watt explains that she was trapped in the lantern and needs help getting out. After hammering the lantern, Watt will be free and, upon seeing Mario, decides to join his party!

Watt is definately a useful partner to have. For starters, she can light up dark areas and even hidden blocks. In battle, Watt can pierce defenses with her Electro Dash and even power up Mario and stun enemies!  Now, let's head out this area and back to the previous area. Ride the platforms upward and there is a Super Block nearby! Use Parakarry to help you across and use it to power up Watt! Now, head back to the Red Station train station and save and heal! Now, head down the southeast path.

In this area, you'll see a lone Shy Guy run and jump behind a wall. Use Bombette to Bomb the wall and a bunch of Shy Guys can be seen running away (lol at the tripping Shy Guy). Anyways, first, use Watt to make a ? Block appear and hit it. Now, Spin Jump the blue toy box and use Kooper to hit the block holding the Shooting Star ahead. Watch out for the Spy Guy and enter the room. This room is dark as well so use Watt to brighten up things. Chase the Shy Guy eastward and they'll break down the wall. Head on through and you'll meet up with General Guy himself. He is impressed that you made it that far but says he will defend the Star Spirit! Boss fight!


Boss: General Guy

  • HP: 40
  • Attack: 4
  • Defense: 1

This is definately the most unique fight in the game. Now, before you even fight General Guy himself, you'll have to fight a varies of Shy Guys first making this a fight of endurance. The first up is the Shy Guy Squad and they can attack multiple times and is very hard to guard against. Just Power Jump and Electro Dash them until they are defeated.

General Guy will ride in his tank but isn't ready to fight you yet. He'll then summon two Stilt Guys to fight you! Simply defeat them (they do hit hard but no worries) and General Guy will summon a couple of Shy Guy Stacks. Defeat these guys all the same and the General will fight you himself. Now, one thing to point out is that lightbulb on his tank. That thing hits hard and can be a pain to deal with focus all your attacks on the lightbulb before going after the General's tank itself. General Guy will only attack with bombs dealing 3 damage each so that isn't too much of a problem. Watt is definately the best choice in dealing with the tank thanks to her defense piercing Electro Dash. Just keep using Power Jumps/Smashes and Electro Dashes until General Guys' tank is destroyed (remember, Watt can power up Mario!)!


After the battle, General Guy and all of his Shy Guys will run away (tripping Shy Guy again lol) and the Star Spirit will be released! You have freed Muskular (and cleared through half of the game)!

End of chapter!

Princess Peach Playthrough: Part 4

Time for another Princess Peach playthrough and this one is one of my personal favorites! Peach and Twink are having a conversation and decide to head out. You know the drill by now with the fireplace  but now fortunately, you don't have to press that second switch at the second fireplace. Now, head out of the door and sneak to the lower right door.

When you enter, you'll see Gourmet Guy again from earlier (how the heck did he get all the way up here?!). He believes he should tell Bowser on you but decides to stay quiet if you bake him a cake! He mentions he kitchen downstairs and gives you the Castle Key to go down there! Alright!

Before heading through the locked door, head through the upper right door and you'll notice a chest in here! This chest is special as whatever is placed into the chest will appear in another chest like this one in another location. The other chest is located at Merluvlee's house in Shooting Star Summit. Place the Power Rush badge you've found earlier into it and don't forget to head right a little to find a Deep Focus badge and place it inside!

Now, unlock the south door with the Castle Key and head through. Go down the stairs and watch for the guards. Head through the door to the right (beside the stairs, not up them) and head into the kitchen. Alright! It's baking time! You don't really need my help much here since Twink pretty much tells you what to do step by step. Just be warying when it comes to baking the cake for 30 seconds as it must be exactly 30 seconds! If the cake turns out bad, Gourmet Guy will spit it out and you must try again. If you know you messed up on something or you're not too sure, you can always tell Twink you want to start over. I'd used my laptop's clock for the 30 seconds thing.

After you successfully bake the cake, take it outside and you are automatically taken to Gourmet Guy's room. If the cake turned out good, Gourmet Guy will happily hop around the room and give you information in return. He says that one of the Star Spirits is inside Mt. Lavalava on Lavalava Island and is being guarded by the Piranha Plant. Gourmet Guy admits he doesn't really hate Mario and walks off. Wow! What a guy! Twink heads out to tell Mario but, as for Peach, she is spotted by Kammy Koopa and is taken back to her room.

End Peach playthrough


Pre-Chapter 5

Toad Town

Back in Toad Town, Muskular is pleased to be free and gives you the Star Power ability Chill Out. It's pretty useful against a bunch of tough enemies but I believe it doesn't work on bosses. Soon, Twink comes in and, after Muskular leaves, Twink tells you about where the next Star Spirit is. Time to get rolling!

Our next destination is Toad Town harbor so just simply west from where you at to end up at the harbor. At the harbor, you'll notice two things: Professor Kolorado is around and there is a large whale is in the water. Kolordo says he is also trying to get to Lavalava Island but cannot find a way to get there. Anyways, go on top of the whale and Spin Jump on his back to get him to come up. Kolorado incorrectly says he is a tuna but the whale says he has a stomach ache and needs help. You decide to help out and head inside the whale. Yep. Inside of the whale.

Inside the whale

Now we're inside the whale! Nasty! One quick thing to point out is that this place is dark so you'll need Watt out. Head to the stomach and youll find the Fuzzipede from earlier jumping around. Try to make contact with him for a boss fight!


Boss: Fuzzipede

  • HP: 20
  • Attack: 3
  • Defense: 0

Compared to General Guy, Fuzzipede is a walk in a park! He's definately the toughest type of Fuzzy you'll face in the game but, thankfully, he cannot drain your HP. One thing about this battle is that you must have Watt in your party! If you take Watt out, the area will become dark and you cannot hit the Fuzzipede. Just Power Jump and use Electro Dash to take him out. The Fuzzipede will hang from the ceiling when his HP gets low but a simple Quake Hammer and Electro Dash can still damage him all the same.


After the battle, the Fuzzipede will complain about his lost and the whale will glady say his belly is feeling better. The whale will then blow you out of his body.

Toad Town

Back at the harbor, the Fuzzipede will yell at the whale for eating him and the whale apolgizes saying he had slept with his mouth open. The Fuzzipede understands and thanks you for helping him out and leaves. The whale will also thank Mario for helping him out as well (loved the Dr. Mario reference) and offers you to take you anywhere you go! Sounds like a plan! Kolordo is glad to hear that too as he also plans to go to Lavalava Island. Alright, make sure you go and heal first (and save if necessary) and talk to the whale again and he'll take you to Lavalava Island. Enjoy the ride as you ride onto Chapter 5!

Chapter 5: Hot Hot Times on Lavalava Island

As you land on Lavalava Island, the whale will mention he can take you back to Toad Town at any time. That isn't necessary as there is already an Item Shop and an Inn on this island so everything is okay for now. Kolorado will quickly take off leaving you behind. Oh well. Anyways, check the northern bush for a Stopwatch. This item can be useful against a horde of tough enemies. Also, do you see this strange, looking plants around? These are Heart Plants and they'll give you a single heart whenever you check them.  However, there are also enemies that disguise themselves as Heart Plants called Hurt Plants that are also found on this island. Fortunately, all of the plants in this area are Heart Plants so no worries. There is also a Spinning Flower nearby. Just jump on it and use your Spin technique to grab the coins at the top. Afer that, take the southeastern path to the next area.

As soon you enter this area, you can hear someone yelling for help. Must be Kolorado so head right and you'll find the explorer being attacked by a Jungle Fuzzy. You can choose to help him or ingore him (how could you!?) but let's just battle the Jungle Fuzzy. Gotta get those Star Points (Oh! And to save Kolorado too). Jungle Fuzzies are very special as they can drain 2 points of HP each time and you must press the A button fast to get them off of you. These guys can also make clones of themselves which can get annoying. It's best to take them out with strong FP attacks of your own (Power Jump/Smash or Bow's Smack) to take them out easily. After fighting that Jungle Fuzzy, Kolorado thanks you and heads off. Don't forget to pick up that letter nearby. It's addressed to Igor of Boo's Shop. Continue eastward to Yoshi's Village.

Yoshi's Village

Woah! Yoshis and they can speak in human talk! Awesome! There isn't much to do in the first area (you can talk to the Yoshi Chief if you want) so head on to the next area due east. This is the area I talked about where you can use the Inn and shop at the Item Shop. Save at the Save Block if you want and head eastward into Jade Jungle.

Jade Jungle

As you reach in Jade Jungle, uh oh, sounds like Kolorado is in trouble again. Continue east again and you'll see Kolorado being attacked by a Spear Guy. Let's be kind and help him out again. Try to attack the Spear Guy from behind to get a First Strike against them. Spear Guys are a tad special in battle as, depending on how they hold their spears, you can only attack him in certain ways. If a Spear Guy is holding his spear upward, you must hammer him. If one holds it sideways, you must jump on him. Do so incorrectly and you'll get poked for damage.

Anyways, after defeating the Spear Guy, Kolorado thanks you once more and heads on east. You do so too and you'll find Kolorado standing near a dead end and a view of M. Lavalava is seen. There is no way across so, for now, you must head back into Yoshi's Village. Note: Kolorado will scream for help again but he was just messing around.

Yoshi's Village

Missing Yoshi Kids!

As you make it back into Yoshi's Village, you'll notice the music has changed to something frantic and the Yoshis are running around worried. Talk to the Yoshi Chief nearby and he says that the Yoshi Kids (known as the Fearsome 5) have gone missing in the jungle. Time to head into the jungle to find those kids! Take the upper left path.

Jade Jungle

Alright, first things first, those plants nearby are Hurt Plants as I mentioned earlier. They have a lot of HP and have a poisonous bite that you need to guard against. If you get poisoned, use Eldstar's Refresh to heal you up. Now, check the northern bushes and take the east path. In this area, you'll hear someone yelling. Continue east a little and you'll be greeted by a Cheep-Cheep who needs you to help her out. After hammering the tree three times, the Cheep-Cheep will be on the ground and notices you are also looking for the Yoshi Kids. Sushie will then join your party!

Alright, new partner explaination time! Sushie is very useful for this chapter due to her various of water techniques. Her main in-battle attack is Belly Flop which is pretty useful for some enemies. There is also her Squirt ability that is very strong and useful for fire enemies. But Sushie's main aspect comes in form of her field ability. Whenever, you see a brown square near water, you can swim on Sushie to get to places! You can also press the C-Down button to dive under which is needed in certain cases.

Alright, back to the game, head southeast and take the swimming square and swim and dive under the first path. Grab that Star Piece that's in plain sight and hammer that tree for a letter. It is addressed to Russ T. in Toad Town. Swim a little way westward (you can talk to the Bub-ulb if you want but he won't give you a Magical Seed). Anyways, just leave this area and back to the previous area. Battle the M. Bush if you want and use the swimming square. Take it to the middle platform and take down the Spear Guy that is guarding a Badge Block that contains the Power Quake badge! Nice! A stronger version of the Quake Hammer so make sure to equip the Power Quake in faovr of the Quake Hammer. Use the swimming platform (take note of that sleeping sound; a Yoshi Kid in that tree) and dive under the west path and head west.

In this area, dive under the path and dock on the swmming square. Head eastward down the paths and take down the Spear Guy along the way. Head downward to run into a Super Block and be sure to upgrade Sushie! Now, head back northward up the paths (make sure to use Watt near that Bell Plant to uncover a block containing a Thunder Rage). Head up to the next area and you'll notice a strange plant with a coin over it. Do not grab that coin. When you try to get the coin, the plant will close around you and squeeze out a point of HP from you. 1 coin isn't worth your health! Anyways, go through the northen bushes and use Sushie to swim you over to the upper area with the Spear Guy above. Spin over the blue plant and defeat the Spear Guy (he is accomplyed by three Jungle Fuzzies in battle so you may want to switch to Kooper and use the Power Quake/Power Shell combo to take them all out at once). Now, check the northern bushes twice and head down that warp pipe to a very dark area. You can hear a Yoshi Kid crying so switch out to Watt and head east to find the green Yoshi Kid. He'll say that he spun on that Spin Flower and ended up in the dark cave when he and the other Yoshi Kids were playing hide-and-seek. He'll then go back to Yoshi's Village.

You rescued the green Yoshi Kid!

Cool! Leave this cave via Warp Pipe and swim from that area to the southern platform. Now, head down the east path. You're now deeper in Jade Jungle. First off, take out the Spear Guy and hit that wooden peg to make a wooden bridge appear (take note of that stone figure; we'll get to that later). Head east more and defeat that Jungle Fuzzy. Continue down that eastward path and you can hear someone screaming for help. Make sure you have Kooper out and continue east to find the orange Yoshi Kid being attacked by a couple of Putrid Piranhas. Use Kooper to get a First Strike against them and use some heavy attacks against these guys (they have a lot of HP and a poisonous breath attack so watch out). After defeating the Putrid Piranhas, the orange Yoshi Kid will promise not to go out like that again and heads back home.

You rescued the orange Yoshi Kid!

Alright! Two down, three to go! Leave this area and, back in the previous area, use Sushie to swim over to the south platform. Head down that path and you'll hear someone sleeping nearby. It's that blue Yoshi Kid you saw earlier and he is napping in a tree. Hammer the tree to make him fall out and he says he got tired while playing hide-and-seek. The bored Yoshi Kid decides to head back home.

You rescued the blue Yoshi Kid!'

Niceness! We're halfway there! Head southward from that tree and hit that wooden peg as a shortcut to get back to Yoshi's Village. Go back to the village to heal up if you want but our next destination is the area you are in but we are going to swim around back to the area where you got the Power Quake badge from. Head to the southwest platform and you'll hear someone screaming for help. The Yoshi Kid's cries can be heard and it's somewhere nearby. Check the bushes (watch out as one of them is a M. Bush that you must fight) and the red Yoshi Kid will appear from a bush. He says that the weird plant (that M. Bush) trapped him there and decides to head back.

You rescued the red Yoshi Kid!

Yes! Now we only have to find one more Yoshi Kid! Swim back to the area where with the Spin Flower and the Spear Guy and head down the west path. Dock on that platform in the next area and hammer the wooden peg and cross over it. The light blue Yoshi Kid can be found at the end of the path and this was the Yoshi Kid that was "it" in the hide-and-seek game. He decides to head back home.

You rescued the light blue Yoshi Kid!

Congradulations! You've rescued all of the Yoshi Kids! A special theme will play when you have done so! All there is to do is head all the way back to Yoshi's Village (don't forget to nab that Star Piece under that wooden bridge!).

Yoshi's Village

Back in Yoshi's Village, the Yoshi's are greatful for the Yoshi Kids being back home and, if you talk to Kolorado, he says that the leader wants to talk with you. Head back into the first area of Yoshi's Village (the southwestern path) and head west across that wodden bridge to speak with the Yoshi Chief. He thanks you for rescuing the Yoshi Kids and explains that there is a way to get help to get into Mt. Lavalava. He directs you to a stone statue and gives you the Jade Raven. He says that this is needed to summon Raphael the Raven and the stone must be placed in a stone figure of him. Remember that stone figure back in Jade Jungle? That's our next destination! Head back to the previous area of Yoshi's Village and then exit via upper left path.

Jade Jungle

Time to get back to that stone! Go left and cross that wooden bridge you made earlier and take that north path. Now, switch to Sushie and swim northward (dive under that wooden bridge) and dock up on the area with the Jade Stone in it. Place the Jade Raven inside and the stone will move away allowing you to take this path. So, head on through to this area.

In this area, jump up to the upper ledge and use Watt's ability near that plant to make a ? Block appear containing a Stone Cap! Very useful for bosses! Anyways, head east and defeat that Spear Guy along the way (need Star Points). Now, head back to the west tree and pull down on that light green vine to make an egg appear. Now, check the northen bushes and head on through the next area. In this area, we must push the blue blocks onto the water that sprays from the ground. It doesn't really matter which blocks you use but you must plug up the water five times to make a bunch of water blow away a large boulder revealing a path. Push another block onto it and head on through.

In this area, there are many vine around. Pull the one closest to the bushes northward to make a switch appear (I think pulling the other switches either makes enemies appear or no enemies at all). Head through the path to end up even deeper in Jade Jungle. Check the two Heart Plants for hearts if needed and head east. You'll get a strange message and, if you continue east, you'll find three Putrid Piranhas preparing for a fight!


Boss: Putrid Piranhas (x3) and White Magikoopa

  • HP: 12 (Putrid Piranhas); 11 (White Magikoopa)
  • Attack: 3 (Putrid Piranhas); 3 (White Magikoopa)
  • Defense: 0 (all)

Whoo boy, this fight can be very rough if you came unprepared. The Putrid Piranhas can poison you and that annoying White Magikoopa can heal itself or the Putrid Piranhas. There are many ways to win this fight easily but one involves either using a Shooting Star/Star Storm or a Thunder Rage then followed up with Bombette's Power Bomb attack. I'm good a pressing A fast so I used this stragety. If your not good at it, then it's fine to use Power Quake and Kooper's Power Shell for this fight. Just continue hammering away and you'll win!


After the battle, grab all of those coins and continue east to Raphael the Raven's home.

Rapheal the Raven's House

Woooah! That is one big tree! Head on inside and save at the Save Block. Head out of this first part and continue upwards until you see the next opening (don't go inside yet! There is a Happy Heart badge just beyond this point so keep going around until you get it). Anyways, head into the opening and climb up the stairs and head out of that opening and you'll meet Raphael the Raven himself! The giant Raven is surprised to see someone has come to visit but then reconizes you as Mario. Raphael knows you need help getting into Mt. Lavalava and calls upon some Ravens. Rapael tells the Ravens what to do and they jump off. Time to do the same! Fall aaaaaaalllllll the way down and you'll land safely on a tree. Speak to Raphael and he'll create a shortcut which leads back into Jade Jungle.

Jade Jungle

Head eastward, and talk with Raphel again. He'll have the Ravens start building something (lol at the one that fell out) and it turns out to be a zipline that allows you to get on over to Mt. Lavalava! Kolorado appears to see what the noise was and is delighted to hear that and sets off. Before leaving, Raphael gives you the handy Ultra Stone and leaves! Let me explain the Ultra Stone right quick! This thing is handy as it allows you to Ultra Rank your partners! Whenever you see a Super Block and your partner is at the Super Rank, you can rank them up one last time to the Ultra Rank!

Alright, make sure you get what you need at Yoshi's Village (save and heal first of course) and take that zipline down to Mt. Lavalava! Oh, before you head inside, make sure you equip that Ice Power badge!

Mt. Lavalava

We finally made it in the volcano! As you head down his path, a Piranha Plant (yes, that is a Piranha Plant, not a Putrid Plant) will know you are there and decides to report to his boss (which, as stated by Gourmet Guy, is the Lava Piranha). Anways, head into the next area and you'll run into Kolorado who ends up burning himself on a sinking platform! Ouch! At least we know from a head start that those platforms sink! Jump across the three platforms to safe, non-sinking one. Wait for the moving platform to get in range and jump onto it. Ride it across and jump onto a platform with a Lava Bubble on it. If you have that Ice Power badge equipped, you can safely jump on it and deal even more damage to it! Lava Bubbles are red hot so you cannot use direct attacks on it with your partners and these guys can even knock them out for a few turns. Jump across more sinking platforms and head into the next area.

In this very large area, ride the zipline down and head down that east path. There are more fire bars here like back in Koopa Bros. Fortress so, did like before and jump over them until they disappear releasing a bunch of coins. There are two more of them so get rid of them and you'll find a Super Block at the end. Whatever you do, make sure you Ultra Rank Sushie! Her Ultra Rank move Tidal Wave is very useful for the boss fight here! Now, leave this area back to the previous area.

Back in this large area, head west and defeat the Spike Tops around. These guys have a lot of HP so it's wise to equip that Spike Shield badge for an easier time. If you want that POW Block, you have to use that spring nearby to go back around and use Kooper to get it. Anways, continue downward and save at that Save Block. You'll notice a red block but we can't destroy it just yet. Use the zipline to go downward and head down that west path. Go down this pathway into the next area.

Ooh. More burning lava! Take the northern path and use Parakarry to cross that gap. Push those three blocks over the lava to block if off and lower it making it able to cross over it. Use Parakarry again to cross over it and head west into the next area. In this area, push the two blocks beside each over toward the lava (doesn't really matter where you push them just as long they are beside each other) and use Parakarry to cross over. Careful as there are Lava Bubbles nearby and open the large chest for the Ultra Hammer! Alright! Now, you can destroy the red blocks with the Ultra Hammer and, this is Mario's strongest hammer! Break the nearby Metal Block and exit the area.

Back in the previous area, use Parakarry to safely cross the lava and destory that Metal Block and head down that southern path. In this small area, use Parakarry (whoo boy) to cross that lava and defeat that Piranha Plant.and open that chest above for the Dizzy Stomp badge. Now, leave the area and take that northern path and head back to that large area. This head, continue eastward and defeat the enemies along the way. There is a Super Block in here but it's out of reach for no. Instead, just exit back out and take the springs up to where you'll see Kolorado near the Metal Block (make sure you pick up that Fire Shield badge; you must jump off the zipline halfway to get to it). Smash the Metal Block and head into the next area.

In this new area, Kolorado will foolishly run ahead and fall down hard. Now, ride on the zipline and jump off halfway (where the wall looks pale)! This will cause you to land on the platform with that Super Block you saw earlier. This is a good time to Ultra Rank Parakarry. Now, head back up into that room with the zipline where Kolorado fell through and head into that area. In this hall, there is a large spiked boulder that will roll after you. You can either run/spin dash out of there or use Bow to have it safely pass through you. Anyways, hed through the east area.

Now, continue eastward and jump across the moving platform onto the next platform. There are more fire bars around so take them out and the Lava Bubbles along the way. Jump across the moving platform and head east into the next area. In this area, defeat the nearby Spike Top and Piranha Plant and noticed that spike ball with all of those Metal Blocks around. Head east and push that blue block all the way to that ledge to get up there. Kolorado will appear before you push the block saying that the treasure may be near. Hammer all of the Metal Blocks and move out of the way! Watch as that spiked ball smash through that wall and Kolorado (poor guy; he is so injury prone lately). Head east to the next area.

Continue eastward and Kolorado will suddenly appear (that was fast) saying the treasure is even closer now. He heads down that east path so heal at the Heart Block first you do the same. This small area is just a dead end but contains two ? Blocks with a Super Shroom and a Maple Syrup inside. Kolorado is at the end but, for now, head back out and go down the stairs. Save at the Save Block and make sure Sushie is in your party! If you have enough BP, equip that Fire Shield badge as well. Head east and that same Piranha Plant from earlier will alert the Lava Piranha of your presence! Head into the next area and the Lava Piranha itself will rise from the lava not intending to give you the Star Spirit! Fight time!


Boss: Lava Piranha

  • HP: 40
  • Attack: 5
  • Defense: 0

First off, your hammer is useless in this fight so you must stick with Jump attacks. The Lava Piranha has two Lava buds in battle that can be a pain if not dealt with. This is the perfect time to test out Sushie's Tidal Wave technique on them! Try to get it perfectally to knock them out in one hit. Just stick with using Power Jumps for Mario. The Lava Piranha only uses the same attack but it is definately strong dealing 5 damage each time. Continue until he is defeated! Yay! You win! Huh? What? He is still alive!? Darn! Phase 2 time!

Nothing has really changed this time except that he is on fire and so are the Lava Buds. They can easily be taken out with a perfect Tidal Wave and the Ice Power badge works wonders as well. Just continue using the same stragety and don't forget to heal when necessary. Kolorado will comically run into the fight but will get himself burned. Keep doing this until he falls for good!


After the battle, the Lava Piranha will sink into the lava, Kolorado will run off, and the Star Spirit, Misstar, will be saved!

End of chapter...wait a second...

What's going on? Misstar says that the star is about to erupt! Oh no! Time to get out of here! Follow Misstar eastward and continue upward the next area. Kolorado will catch up but then tries to go back thinking the treasure is somewhere in a previous room. However, the lava is quickly rising! Quickly change to Bombette and destroy the cracked wall and head on through. Head up the stairs and Kolorado can be seen trying to get the treasure he was longing to get! However, Misstar quickly grabs him and you out of the volcano as it erupts! The treasure can be seen landing somewhere in Jade Jungle (it landed near the tree where you rescued Sushie from). Phew! That was close.

Now...End of chapter!


Princess Peach Playthough: Part 5

This is another PPP that you're going to love. At the beginning, Peach and Twink are having a conversation and Peach is starting to act more bold and decides to head back out. You know the drill right now right? Hit switch, go through fireplace, and head outside. Anyways, you will head downstairs again and, this time, head through the far west door up the steps.

In this room, you'll run into a Koopatrol! Oh no! Aw, don't worry. A Hammer Bro. l is glad to see Peach and decides to put her in a quiz show game! This is the 64th Trivia Quiz-Off! Time for some fun! We are going to answer some questions and, hopefully, you can get them all right! Mr. Hammer says he'll give out 10 questions that you can answer. Press the A button when you know the answer. Here are the questions that are layed out. The questions went by fast so I'll simpfly it for now.

Questions

  1. What is the boss of Mt. Lavalava?
    • ​Answer: Lava Piranha
  2. Where did master Huff N. Puff imprisoned the next Star Spirit?
    • Answer: Flower Fields
  3. What is the name of the scary, round creature in Dry Dry Ruins?
    • ​Answer: Chomp
  4. How do you get to Flower Fields?
    • ​Answer: Pass Flower Gate
  5. Who is the person that Bowser really loves?
    • ​Answer: Princess Peach
  6. What is the thing most deeply related to Flower Fields?
    • ​Answer: Flower
  7. What is the name of the most awesome guy around?
    • ​Answer: Bowser
  8. What is the name of the beings living near Forever Forest and Gusty Gluch?
    • ​Answer: Boo
  9. What is located east of Town Town?
    • ​Answer: Flower garden
  10. Where is Peach's Castle now?
    • Answer: ​On Bowser's Castle

Whoo boy! That was fun and we got some interesting information from this as well! To sum it up: The next Star Spirit is in Flower Fields and is being guarded by Huff N. Puff. After winning the game (or even losing as it doesn't matter but you need that Jammin' Jelly), you are rewarded with the Sneaky Parasol! This item is very useful as it allows you to disguse yourself as other characters. However, we can't use it now as Bowser has entered the room but was disappointeed to hear that the game show was over. Bowser then notices Peach is out her room again and orders for her to be taken back.

End Peach playthrough


Pre-Chapter 6

Jade Jungle

Back to the main story, you, Misstar, and Kolorado are back in the jungle and Kolorado is disappointed not to get his treasure back. Misstar angrily tells him that his life is more important than some treasure and Misstar gives you the Star Power Smooch. This is very useful as it heals you 20 HP making Elstar's Refresh pretty useless. She flies off back to Star Haven and Kolorado heads back into the village. You must do the same as well.

Yoshi's Village

Back in the village, take the time to buy some items if needed but, take a minor detour into the jungle and head to the spot where you saved Sushie from the tree (take northwest path, head north through the bushes, then head east). Check the treasure chest to get the Volcano Vase. Now, take it back to Kolorado and the pleased explorer will give you a Magical Seed! Alright! Now it's time to leave Lavalava Island all together. Walk back to the whale and, oh, make sure you have Watt or Parakarry in your party and the Spike Shield badge equipped before you leave. You'll see why in a little while. Leave out and Jr. Troopa will swim onto shore attemping to challenge you again. However, you already left and Jr. Troopa continues to chase after you. You'll end up back in Toad Town.

Toad Town

Back in Toad Town, Kolorado decides to head back home after a day's of adventure and it's time to go to the next Star Piece. Darn! Forgot about Jr. Troopa! He still wants to challenge you despite being tired from the swim. Ah well...


Boss: Jr. Troopa

  • HP: 20
  • Attack: 6
  • Defense: 1

Hah hah! Jr. Troopa lost half of his HP from all of that swimming and now only has 20 HP. However, in addition to flying, he now has a spike on his head. This is why I told you to have either Watt or Parakarry in your party and to have that Spike Shield badge equipped. Just hammer away at him (not literally) until he is defeated.


After the battle, Jr. Troopa realizes he could've used his wings to flown back and forth from the islands! Hah! Too late now! Time to press on!

Now, before we go into Chapter 6. It's time to take care of a couple of things first. Okay, well, it's not a couple of things but a lot of things and it mainly involves finding Super Blocks and fighting bosses. Alright, where to start? Well, since we have Sushie now, head the first area of Toad Town (the area with the Item Shop and the Dojo) and head southward. There is a docking platform so swim across to the one with the warp pipe and enter. Inside, head all the way east to find a Super Block. Rank up Watt to the Ultra Rank and leave the warp pipe.

Now, head all the way to southward Toad Town and enter through the warp pipe into Toad Town Tunnels.

Toad Town Tunnels

In the tunnels, head west ward and continue heading in that direction until you make it to the room with the lever platforms and the Spiked Gloombas running out. Take the lowest warp pipe and smash the Stone Blocks in here to reach another Super Block. Ultra rank Kooper since he is useful for dealing with multiple ground enemies for now. Now head back to the area with the exit warp pipe and Spin Jump the wooden panel to get down lower. Now, lead west for now and take out all of the Dark Koopas in here to make a switch appear. Hit the switch and it leads to Boo's Mansion. You can deliever Igor's mail if you want but head back into Toad Town Tunnels for now and head east. Swim across and as soon you reach that platform, a Blooper will yell. WOOAAAHHH!!! THAT THING IS HUGE!!!


Boss: Super Blooper

  • HP: 70
  • Attack: 5
  • Defense: 0

Good grief! If you thought Tubba Blubba was huge, think again! This thing is an udder monstrary! Anyways, Parakarry is useful in this battle especially since he is at the Ultra rank by now. One thing about the Super Blooper is that it can summon Blooper Babies in battle and they can get annoying. Use Air Raid to take them out but beware. The Super Blooper will get angry that it's babies are defeated and is attack power doubles in strength! Ouch! That's 10 total damage! Just keep hammering away with Power Jumps and Shell Shots and be sure to heal when necessary until you win.


Good news! That was the last Blooper you'll face in Toad Town Sewers and now, you can hit the switch to open a Warp Pipe to Lavalava Island that opens right in Yoshi's Village! Cool! Simply leave Toad Town Tunnels altogether for now and head back into Toad Town.

Toad Town

Now, head back to near the entrance to Pleasant Path and you'll find Kolorado standing there. If you talk to him, he'll say that there is a large Koopa by the name of Kent C. Koopa is blocking the path. Kolorado says he is a brute and may have to find a secret passage to Koopa Village (maybe the blue Warp Pipe?). Make sure Watt is in your party and head out into Pleasant Path.

Pleasant Path

From here, continue a little ways east and you'll run into Kent C. Koopa. Woah that is a large Koopa! This guy is asking for a toll of 100 coins! Ridicouls! Agree to fight him and get ready for a tough one!


Boss: Kent C. Koopa

  • HP: 70
  • Attack: 10
  • Defense: 4

Wow! Those are some impressive stats and that virtually makes Kent C. Koopa look unstoppable! However, Mr. Koopa has one big weakness: He is very prone to sleep! So that means using the Lullabye Star Power move will put him to sleep for 4 turns! Make sure you put him to sleep at the start of the battle and Watt can attack normally with her Electro Dash. After he is asleep, Jump on him to make him flip over. Make sure you always put him to sleep whenever he wakes up. One thing you need to watch out for with Kent C. Koopa is that he can do this spinning attack that can also hurt Watt knocking her out for up to 3 turns. Make sure to have Mario guard against that to stop the attack. Just keep putting Kent to sleep and attacking his tail with Power Smashes and Electro Dashes and he'll be defeated.


After the battle, Kent C. Koopa will run away crying and you earned some well-deserved Star Points! Head back into Toad Town and rest up if needed.

Toad Town

Now, we are finally ready to head into Flower Fields. However, in order to do so, we must have gotten the four Magical Seeds from the Bub-ulbs first. If you been following my guide, then you should have all four of them by now. Here is a quick list on where they are if you missed any:

  • Toad Town: There is one in the area directly south from Flower Gate. Talk to the Bub-ulb right near the entrance of Forever Forest.
  • Forever Forest: The Bub-ulb is in the third area around a path. Just keep walking around until you find the long path leading to him.
  • Mt. Rugged: The Bub-ulb is in the large area where you first encountered Clefts. Take the middle path and have Parakarry help you across the gap to get to the Bub-ulb.
  • Lavalava Island/Jade Jungle: There is a Bub-ulb in the area where you rescued Sushie but this Bub-ulb doesn't actually give you the Magical Seed. Kolorado does after you gave him the Volcano Vase.

Now, head to Flower Gate which is right below from the Inn and give Minh T. all four of the Magical Seeds. After she has planted them, the door to Flower Fields will reveal itself! Head on through to Chapter 6!

Chapter 6: Dark Days in Flower Fields

Flower Fields

As soon you arrive, you'll be greeted by the large tree Wise Wisterwood. He is the protector of Flower Fields and says that Flower Fields is in trouble. He says that Huff N. Puff and his followers have taken over Flower Fields and blocked out the sun. Wisterwood states that Huff N. Puff is guarding a Star Spirit but all the way up on Cloudy Climb which requires a magic bean. He mentions Petuina who lives east.

Now, for a quick overview of Flower Fields. Flower Fields is one large area meaning there aren't any different named areas within it like how Lavalava Island had Yoshi's Village, Jade Jungle, and Mt. Lavalava. As you look around, you will notice six different paths. I'll divide the sections by the path you must take. Now, follow the Wise Wisterwood's instuctions and head down the east path.

East Path

Down here, you'll meet new enemies called Dayzees. These guys can be annoying in battle since they can put you to sleep with their singing and believe me, it's very difficult to guard against. For a good measure, try to bomb them from a distance with Bombette. Anyways, if you continue eastward, you'll run into a bee enemy called a Bzzap!. Watch out as these guys are quick and can get a First Strike against you if you're not careful. They are a pain in battle as their sting can poison you and even have this technique that shrinks you in battle. However, they have very low HP meaning a First Strike should take care of one in battle. Defeat the Bzzap! and head east into Petunia's garden.

Petunia's Garden

First thing you should notice is the rather catchy song playing and some oddly colored Monty Moles around. Talk to Petunia and she says that the Monty Moles are disrupting her roots and need to be dealt with. There is also a Dayzee around but I wouldn't bother with it. You must defeat all of the Monty Moles around and watch out. They have a lot of HP! Try to take them all out with a hard hitting partner like Parakarry or Bombette. After defeating all of the Monty Moles, a pleased Petunia will give you the Magical Bean! Petunia will say that you will need the Fertile Soil and Miracle Water to complete the task! Okay, two things. First, Spin Jump close to Petunia to see a piece of a the ground move. Head closer to it and Spin Jump to uncover a Star Piece. Next, hammer the tree nearby and grab the red berry. This will be needed later. Now, head back to the main area and take the southwest path.

Southwest Path

In here, give the Red Berry to the red flower gatekeeper and head on through. Watch out for that Bzzap! and continue west and you'll encounter a Ruff Puff for the first time. Ruff Puffs have a lot of HP and can do this electric attack that is pretty damaging. However, they aren't too threathening espeically if you use Parakarry. Hammer the nearby tree and save that Yellow Berry for later. Continue west into Posie's garden.

Posie's Garden

You'll meet a plant with a rather long noise near the Crystal Tree. She mentions the Fertile Soil and glady gives you some! How nice of her! Now, exit back to the main area and head down the southeast path.

Southeast Path

As soon you enter, take note of the Super Block and all of those dayzees! Give the Yellow Berry to the gatekeeper and use Parakarry to cross over the thorns. If you want to get to that Super Block, you must battle through all of those Dayzees! It's not so bad to battle through all of them and upgrade Bombette to the Ultra Rank! Now, head back eastward defeating the enemies nearby and hammering that tree for a Blue Berry. Head into the next area and hit that ? Block for a Dizzy Dial which isn't all to important in my opinion. This area seems dried up in the middle so continue eastward to Lily's garden.

Lily's Garden

Head to the middle and talk with Lily and she says that the Water Stone has been taken away not allowing any water to pour through. Agree to help her out and she gives you a description on what the Water Stone looks like. Before you go, make sure to hammer that tree! It contains a Jammin' Jelly which is a very useful item! Now, head back to the main area and head down the west path.

West Path

You know the drill! Give the Blue Berry to the gatekeeper and head eastward. Watch out as there is a Spiny nearby! Unless you have the Spike Shield badge equipped, do not jump on these guys. They have a lot of defense and can flip themselves over on the next turn like with Buzzy Beetles. However, comparied to most of the other enemies of Flower Fields, there HP is on the low side. Defeat that Spiny and you'll notice a spring. Use Watt to uncover a hidden ? Block and hit it. Now, use the sping to land on top of that ? Block and jump over to that Brick Block. Jump up to uncover a hidden block containing a Shooting Star! Head west (watch out for that Spiny) and head into the Forest...er...Hedge Maze!

Hedge Maze

Woah. Now this is what you call a maze! However, it won't be too bad if you follow this guide correctly. Before we do anything, we must fight some Lakitus how have lost the Water Stone.


Boss: Lakitu (x2) and Spiny (x2)

  • HP: 12 (Lakitus); 5 (Spinies)
  • Attack: 3 (Lakitus); 4 (Spinies)
  • Defense: 0 (Lakitus); 2 (Spinies)

This battle isn't too bad if you use multi-hit items and partners. Use that Shooting Star you picked up earlier and Parakarry's Air Raid to take them all out on the first turn!


After you defeat them, it's time to head through the hedge maze. Now, head north and west to a wall. Head north, west and immeditly go south to a path! Continue southward and head east. Head north and go through that warp pipe by hugging the west all. Head west to Rosie's garden.

Rosie's Garden

Talk to Rosie who is obessed on how beautful she is. She will reveal that she has the Water Stone but doesn't want to give it up unless she has something more beautiful to replace it! Hey! Well...what could be more beautiful than that? Ah! I know! Remember that Crystal Tree Posie was guarding? It's time to head back there so leave this area and head back down the southwest path back to Posie's garden and she'll be glad to hand you over a Crystal Berry! Nice! Take it back to Rosie who is very happy to see the Crystal Berry and gives you the Water Stone! Leave this area and head back down the southeast path!

Southeast Path

Cross over the thorns once more and head back to where Lily is. She'll tell you to place the Water Stone in the hole and watch as the water fills up everywhere! Lily is very pleased and give you the Miracle Water! Alright! We have all three items! Now need is the sun to be shining! Head back to the previous area and use Sushie to help to cross the water. Make sure you stop and hammer that tree nearby for a Bubble Berry! Leave this area altogether back into the main area and head down the northwest path.

Northwest Path

In this area, take note of that Star Piece above and give the Bubble Berry to the Bubble Plant. It will blow you over the large bed of thorns. Defeat the Bzzap! nearby and continue westward to the next area. Here, avoid that Lakitu (since he is out of range) and head up the stairs. Use Bombette to bomb that rock to fall into a hidden aclove with the mighty Mega Smash badge! Not useful yet but wait until later to equip it. Head west to the Sun's home.

Sun Tower

Love the music that plays here! Head a little ways west and use Bombette to bomb tthat rock and lower the stairs. Head on up and talk with the Sun who says that Huff N Puff's Puff Puff Machine is what causing problems on Flower Fields. He says you must destroy the Puff Puff Machine to help bring back order to Flower Fields. Leave this area make sure Parakarry is in your party and head back to the previous area. You'll be confronted by a Lakitu named Lakilester...no...Michael...? Not that either? Spike? It's Spike? Okay then (his real name is Lakilester by the way). Anyways, Spike is working for Huff N. Puff and intends to stop you!


Boss: Spike???

  • HP: 50
  • Attack: 4
  • Defense: 0

Spike is bascially a much stronger version of a Lakitu. All he does is his Spiny Flip technique that is easy to guard against. Just use the old Power Jump/Shell Shot combo to bring him down eventually!


After the battle, Spike admits defeat and askes you to finish him off. However, his girlfriend Lakilulu flies in and tells you the Lakilester is just misunderstood and to forgive him. Agree to forgive him and Lakilester will ask why do you fight. Reply to anything and Lakilester will be touched and join your party!

Let me point out one thing first: Lakilester is the last person to join your party in this game. He is very useful as he can cross you over hazards like spikes and lava! Also, he is very useful in battle using his Spiny Flip to attack all foes and his Spiny Surge to attack all enemies. Also, before we do anything else, let's head all the way back to Toad Town and into Toad Town sewers!

Toad Town Sewers

Now, head down through the floor and cross over the water using Sushie. Head downt that east door and use Lakilester to cross over those spikes. Head down through that warp pipe and defeat the Spinies around in this area. Hammer that Stone Block and head on through to the next room. Defeat/Avoid the Dark Koopas and head through that west door. Hit the Brick Block and jump off of that spring and head down to open the chest containing the Ultra Boots! Alright!

With the Ultra Boots, you can now to the Tornado Jump that will allow you to hit higher blocks. Your jumping attack power also increases! With the Ultra Boots on, leave Toad Town Sewers and back into Flower Fields.

Flower Fields

Now, head through to the northeast path.

Northeast Path

In this area, you will have to solve a bit of a puzzle in order to proceed on through. In order to make this platforms move, you must spin jump them. First, Spin Jump the red one and cross over to the green one and Spin Jump to lower it. Now, Spin Jump the purple one and then the green one again. Now, head back and spin jump the purple one to end up at the east area. Defeat the Ruff Puffs around and head up that east opening and left to get to that spring. Jump up to the Super Block and upgrade Lakilester to the Super Rank. Now, head east into the next area and cross over the throns with Lakilester (be sure to nab that Letter which is for Minh T. of Toad Town!).Head to the area with the Puff Puff Machine!

Puff Puff Machine

Some crazy music playing lol. There are a lot of guards around but they won't do anything yet. Start smashing up the Puff Puff Machine from all sides and you'll be attacked by the guards! Boss time!


Boss: Yellow Magikoopa and Lakitus (x3)

  • HP: 11 (Yellow Magikoopa); 12 (Lakitus)
  • Attack: 5 (Yellow Magikoopa); 3 (Lakitus)
  • Defense: 0 (all)

This fight can be very rough if you don't come prepared. However, quick way to take them all out is by using Star Storm and Parakarry's Air Raid. Not too bad but that Yellow Magikoopa can make things diffcult if he isn't taken down.


After you defeat all of those enemies, time to wreck up the Puff Puff Machine! You must attack it from all sides to completely destroy it! After you destroy it, watch as the sun brightens Flower Fields with his glow again! Flower Fields is restored! Head back to the main area and talk with Wise Wisterwood who thanks you for your actions! Now, you are able to plant the Magic Bean to get to Cloudly Climb and fight Huff N. Puff. Head over to that little patch of dirt near Tolietip (that funny looking plant) and place the Fertile Soil, Magic Bean, and Miracle Water in that order into the ground. Watch as the Magic Bean grows all the way to the top leading to Cloudly Climb! Now, before you head up there, heal at the Inn at Toad Town, bring along a Whacka Bump, and save! Now, take that beanstalk up to Cloudly Climb!

Cloudly Climb

As soon you get off of the beanstalk, head westward and bounce onto some clouds! This will lead to a S. Jump Chg. badge! This is very useful for the upcoming boss fight! Now, continue eastward until you reach a massive, brown cloud. Talk to it and it turns out to be Huff N. Puff himself! He is angry that you destroyed his Puff Puff Machine and comes out to fight you! Man he is huge!


Boss: Huff N. Puff

  • HP: 60
  • Attack: 4
  • Defense: 0

Huff N. Puff is definately the toughest boss in the game so far! This guy has massive HP and a bunch of attacks! One thing that makes this guy tough is that, everytime you attack him, he'll spawn smaller Tuff Puffs that can aid him in battle. These annoying enemies can attack you multiple times until you press the A button fast enough to get the off of you. Huff N. Puff can even inhale the Tuff Puffs healing himself! Huff N. Puff can also do a body slam attack, a blowing wind attack and a thunder attack. However, by far the most dangerous move he has is his charged thunder attack that can do 14 DAMAGE!!! You DEFINATELY want to use Bow's Outta Sight for that! Huff N. Puff's final attack involves him slamming the ground with his Tuff Puffs dealing damage depending on the amount of Tuff Puffs are around him.

Stragety wise, the best partner for this fight is Lakilester since his Spiny Surge can deal damage to the air Tuff Puffs without spawning too much Tuff Puffs from Huff N. Puff. His Cloud Nine may help you from his charged thunder attack but I'd still switch out to Bow to avoid it. Make sure you use a Whacka Bump if needed. Keep it up with the Spiny Surges and Power Jumps and Huff N. Puff will be no more!


After defeating Huff N. Puff, he will explode into nothing and the Star Spirit will be revealed! You have rescued Klevar!

End of chapter!


Princess Peach Playthrough: Part 6

Sadly, this is actually he last time we'll be playing as Princess Peach during a playthrough. However, we can make use of that Sneaky Parasol we won from the last playthrough. You know the regular routine by now so I'll just say head outside via fireplace. Now, when you are behind someone, press the B button to become that person weither it's a Hammer Bro. or a Koopatrol. A Hammer Bro. can be found in the library. Now that you have become that character, you no longer have to sneak around! Head upstairs and talk to the Koopatrol to let him let you pass on through. Head upstairs and talk to the Koopatrol guarding the door and he wants you to find a certain slacker and bring him there. The slacker is a Clubba (I thought they only worked for Tubba Blubba lol) who is outside and the Koopatrol gives you the key.

With the key in hand, head all the way downstairs and unlock that door on the first floor to end up outside. The Clubba is sleeping right near the entrancce but he isn't eager to leave. The Clubba will just fall back asleep so what do you do now? Of course! Use that Sneaky Parasol to become that Clubba and head back upstairs. Talk to the Koopatrol guarding the door and he'll walk away. Head through the door and head down that hall where Bowser defeated Mario (Bowser didn't bother fixing the window he broke?). Head through that door and head upstairs through another door. Head down that way and you'll bump into Kammy Koopa and some Koopatrols! Uh oh! Kammy Koopa remarks that you're doing a great job but notices that you smell too nice. She uses her magic to reveal you as Peach! She then has Peach taken back to her room!

End of Peach Playthrough


Pre-Chapter 7

Flower Fields

Back in Flower Fields, the Star Spirit Klevar thanks you for rescuing him and gives you the Star Power Time Out which is somewhat useful. You just need one more Star Spirit! Wise Wisterwood sends you his last thanks for saving Flower Fields and invites you to come back anytime! Leave Flower Fields and head back into Toad Town.

Toad Town

Back in Toad Town, head into Merlon's house who says a creature will like to speak to you. If you played Super Mario Bros. 2, then you know that this creature is a Ninji. The Ninji says he is from Starborn Vallery which is located in the Shiver reigon. He continues saying Merle (the son of Merlon btw) would like to speak to you and Merlon replies that there is a Warp Pipe somewhere below that takes you to Shiver City.The Ninji leaves and it's time for you to go as well! Take the Warp Pipe leading down into Toad Town Tunnels and let's go!

Toad Town Tunnels

Alright, fall down the hole that you Spin Jumped through much earlier and swim across the water with Sushie and head into the next room. Note: If you followed my guide, then you should already have the Ultra Boots right now so there is no need to take the path with the spikes. Just head downward battling through the Dark Koopas and head into the next room. In this room, you'll notice a single ? Block and a large gap. These blocks are invisible so you'll need to switch to Watt to reveal where they are. Ingore that lower green Warp Pipe and Tornado Jump the ? Blocks to make them visible. Hop on across and head through the blue door and down the warp pipe into an icy area. Do not go east just yet! Head westward and you'll find a Super Block! This is a good chance to Ultra Rank Lakilester. Now, head up the small stairs and head through the warp pipe onto the next chapter!

Chapter 7: A Star Spirit on Ice

Shiver City

Welcome to Shiver City! Home of the Penguins, I mean Bumptys! First things first, save and buy any items if needed (this town's item shop sells Maple Syrup so it's recommended to stock on some). If you try to leave east. you'll be stopped saying there is a stranger around and you cannot leave without permission from the Mayor. Well, head all the way to the west side of Shiver City and head into the house furthest to the west. Inside, you can talk with the Mayor's wife if you want but, when you head into the next room, you'll find the Mayor on the ground and...he has been murdered?! Good grief! You'll notice a note addressed to Herringway on the mayor's body. The policeman arrives and he and the Mayor's wife suspect you did it! No way! Haven't these guys heard of Super Mario?! You managed to convice the policeman that you're innocent but he just gives you a chance to prove yourself innocent meaning you can't leave the city. Time to find the real culprit!

Penguin murder mystery!

Woah, music change! Anyways, since your a prime suspect in a murder case, you can't do anything meaning you can't buy items or leave the town. However, you can still save so do that and head to the east area. In the area, now that the policeman is gone from the area, smash the icy lake with your Tornado Jump and use Sushie to claim the Warehouse Key at the bottom. Use it to unlock the nearby door and head inside. Head upstairs and use the spring to get onto the roof. Slide down to the roof of the next house and head down the chimney. You'll end up in the house of an older Bumpty who is actually Herringway. You tell him that the Mayor has been murdered and that Herringway is the prime suspect. He disproves the claims but decides to head on over to prove himself. Follow Herringway back into the Mayor's house.

Back in the mayor's house, the policeman confronts you but notices Herringway is around and claims that he is the one that murdered the Mayor. Herringway says he knew the Mayor for a long time and would never do such a thing. The policeman still thinks he is just trying to cover himself up but it seems things are at a standstill. Suddenly, the Mayor wakes up! He isn't dead! Everyone is shocked and the Mayor explains he knocked himself out trying to get a present for Herringway. Herringway takes the present and leaves as does the policeman. The Mayor regonizes you as Mario and, knowing you need to get to Starborn Valley, gives you permission to leave. Alright! Now, make sure you heal and save and have Sushie in your party and head on east into Shiver Snowfield.

Shiver Snowfield

Continue eastward and you'll run into Jr. Troopa again! Doesn't this kid ever give up? Oh well, fight time!


Boss: Jr. Troopa

  • HP: 50
  • Attack: 6
  • Defense: 2

Man. Jr. Troopa isn't playing around isn't he? In this battle, Jr. Troopa doesn't have his wings or a spike on his head but he does have a magic wand that deals a lot of damage. Not to mention it's pretty tricky to block against. The reason I told you to have Sushie in this fight because she can raise Mario's defense with Water Block. Have Mario just use Mega Smash and Sushie keep it up with the Body Slams and Jr. Troopa will go down in no time!


After the battle, make sure you go back into Shiver City to heal up and then continue eastward. In this area, take note of the snowman. Also, hammer the big tree nearby four times to bring down a letter which is addressed to Mayor Penguin. We'll give it to him a little later. For now, leave this area and head eastward into the next area. In this area, defeat the nearby Frost Piranha and continue east defeating more enemies around (be sure to grab that letter which is addressed to Merlow of Shooting Star Summit). Head up the stairs and you'll run into a fearsome looking creature known as Monstar. It warns to to run away but agree to just fight it!


Boss: Monstar

  • HP: 20
  • Attack: 1
  • Defense 0

Yep. You read that correctly! Comparied to all of the foes you have faced so far, the Monstar is the weakest! The only thing he does is this very flashly attack that deals only 1 damage! Hah! Simply take him out with attacks to defeat it!


After defeating it, it turns out that it is just a bunch of Star Kids in disguise. No wonder it was so weak lol. Anyways, just continue east into Starborn Valley.

Starborn Valley

As soon you arrive in Starborn Valley, you are greeted by Merle who askes you to follow him to his house. Merle apolgoies for the Star Kids for earlier as they take the Monstar for to scare off intruders. Take the small time to view how beautiful this place is and head up into Merle's house. Inside, Merle tells you a long story but I'll break down what he was saying a little later. For now, take the Scarf that Merle gives you and head all the way back to Shiver City through Shiver Snowfield.

Shiver City

Head toward Mayor Penguin's house and talk with him. The Mayor will give you the Bucket which is needed to get to the Crystal Palace (don't forget to give him the letter to earn a Star Piece!). With that done, leave Shiver City and back into Shiver Snowfield.

Shiver Snowfield

Alright, our next destination is the area with the snowmen so head east to get there. Now, look at all of the snowmen. Two of the snowmen are missing something that the others have. Those are the Scarf and the Bucket you obtained earlier. Place the scarf on the snowman that needs and and place the bucket onto the one without one and watch as the pathway opens. Time to press on forward!

Shiver Mountain

Now, in order to get to the Crystal Palace, we must scale up this mountain. Make sure you save and move on forward. Head up the stairs and fall down to land on top of the ice. Tornado Jump it and then do so on the switch to raise it up. Now, head down the stairs and defeat the Gulpit. Scale up some more stairs and defeat the Frost Piranha's around. Head up more stairs and destroy the brick block nearby! There is a hidden block above it and Tornado Jump it. This will reveal an Ultra Shroom that can heal 50 HP! Awesome! Now, continue west into the next area.

Here, continue east and use Kooper to hit the switch to raise the ice. What's this? Another Kooper? Woah! One of them is the imposter and the imposter is the one who questioned his name in the beginning so hammer the left Kooper to reveal him as a Duplighost! Boss time?


Boss: Duplighost x2

  • HP: 15
  • Attack: 4
  • Defense: 0

If you haven't faught Lee in the Dojo in Toad Town yet, these guys are Duplighosts that are able to turn into one of your partners. This ability isn't too threathening in this fight as they will copy Kooper and it's pretty much battling regular Koopa Troopas. These guys are basically weaker versions of Lee except Duplicghosts tend to always fight in pairs or groups. Other than that, they aren't threathening at all. Just defeat them by regular means to win!


After defeating the Duplighost, he will run away. Cool. Head downward for a sec and pick up the Pebble. It's pretty useless in battle but it will be useful just in a little while. Continue back east and head up the stairs but watch out for the White Clubba. It fights just like a regular Clubba except stronger and can do this multi-hit attack that can be threathening and difficult to guard against. Now, head up the stairs and use the Super Block to rank up Bow! Continue east to the next area.

In this area, you'll notice three items stuck in pedistals: A Shooting Star, a Snowman Doll, and a Thunder Rage. All three of these items are useful since they are multi-hit items so place any items in there if you want just not the Ultra Shroom. It's also a good time to place that pebble in there too. Don't worry! We will get back our items after the chapter is over! After your done, leave this small area.

In this new area, head up the stairs and take note of the star shape in the wall. Fall down and head east until you see a cracked wall. Blast it away with Bombette and head on through. You'll end up in a rather pleasant place. Continue east and it seems like you ran into a dead end. Don't worry! It's just an illusion! Just head on through and you'll run into an ancestor of Merlon: Madame Merlar. She tells you a long story that isn't too interesting but she does give you the Star Stone which is needed to place on that star-shaped hole. Go back and place it in there and watch as a large ice stairs emerge upwards. Time to start climbing! Head upwards and go east a bit and defeat the White Clubba. Go east more and you find a red block containing the Mega Jump badge! Alright! Climb up the stairs more and make sure you save at the save block and head eastward into the Crystal Palace.

Crystal Palace

Forgive me for not writing a well, detailed walkthrough of the Crystal Palace. Chrome crashed on me right around near the Crystal King fight so all of my work is lost! I'll try to simplfy things into a list as followed:

  • You need to transverse back and forth through the main side and the mirroed side. You must grab the Blue Key from the southern area and unlock the blue door by pressing a switch to make it appear.  You must do the same on the other side for the red switch.
  • The main enemies of the Crystal Palace are Duplighosts, White Clubbas, and Swoopulas. For Swoopulas, make sure you have either Hammer Throw or Quake Hammer badges equipped and a partner that can attack ceiling enemies normally (Parakarry, Bow, Watt, and Lakilester are the only ones).
  • What you do on the mirror side of the palace happens to the other side. This goes for Tornado Jumping a wooden floor and pushing a statue.
  • At points, the Duplighosts will try to fool you by turning into your partner. However, it's real easy to pick out the fakes (especially in Kooper's case).
  • For the final puzzle, you must push the Albino Dino statues onto the switches to make the real ones go on the switches. You must talk to an Albino Dino in a specific direction to move the statue in that direction.

Now, as I said it crashed before the Crystal King fight, I will be covering the fight. So, go ahead and save (and make sure Lakilester is in your party) and move eastward. Keep going east up the snowy path and you'll run into the Crystal King! Fight time!


Boss: Crystal King

  • HP: 70
  • Attack: 6
  • Defense: 2

Very epic music playing! The Crystal King is definately the toughest main story boss in the game so far. He has high HP, attack, and good defense. One thing about the Crystal King is that he is accomplined to the battle by three Crystal Bits. These things have one 1 point of HP but have high attack so it's wise to take them out with a multi-hit attack. Lakilester's Spiny Surge is useful in this. The Crystal King's main attack is an ice beam that can freeze Mario so it is wise to guard against it. Be careful as this attack is very quick. The Crystal King can also heal himself by 20 HP which is pretty annoying but I think he only does it twice in the battle. When his HP gets low (around 20 I believe), the Crystal King will create clones of himself in an attack known as Divide and Conqurer. One of them is the real Crystal King while the other two are fakes. If you don't attack the real one, then the Crystal King will use a blizzard attack that is very strong and very hard to guard against.

Stragey wise, just keep Mario using Mega Smashes while Lakilester sticks with Spiny Flips. Whenever the Crystal Bits are present, take them out quickly with Spiny Surge. Spiny Surge is also useful to find out the real Crystal King in his Divide and Conquer attack. Just keep it up until the Crystal King is defeated.


After that tough battle, watch as the Crystal King is defeated and you finally rescued the last Star Spirit (who is Kalmar).

End of chapter!


Like I said before, there are no more Princess Peach Playthroughs beyond this point. This is a short cutscene where Bowser is preparing for Mario's arrival but that's just about it.


Pre-Chapter 8

Shiver Mountain

Alright! After a lengthy task of gathering all of the Star Spirits, we can finally head up to Bowser's Castle to defeat the Koopa King once and for all! Kalmar gives you the Star Power ability Up & Away which can send weaker enemies away. You won't get any Star Points though so it's not all that useful to me. Now, we must make it back to Toad Town first so head all the way back to Shiver City (you can pick up those placed items if you want) and use the Warp Pipe to end up in Toad Town Tunnels.

Toad Town Tunnels

Head out of the icy area and, when you make it out, take the lower green Warp Pipe. You'll end up in what it appears to be a dead end. Switch to Bombette and have her blow up the wall revealing a hidden room with a man inside. This guy is named Rip Cheato and he will sell you items for 64 coins! Do not buy anything from this guy as you may pay that much coins for something worthless like a Dried Shroom! Anyways, use the east warp pipe to leave and you will actually end up in Toad Town.

Toad Town

Remember that locked, blue house from earlier? We are now inside of it! Take the nearby Odd Key and use it to unlock the door (they locked it from the inside lol). Now, before you do anything else, once we go to where we are going, there is no turning back. After beating Bowser in the end, that's it! So, if there are still things you need to do such as competing the Dojo, finding all Star Pieces, doing Koopa Koot's favors, etc., then make sure you do them now! I, myself, don't really need to do any of those things since I have did it on a seprate file. I'm actually only competing the game to complete this playthroughs.

Anyways, your next destination is Shooting Star Summit. Make sure to stock up on a few items (it will be a good idea to go back to Mt. Rugged for some Whacka Bumps). Oh, and if you still have that Jammin' Jelly and that Ultra Shroom from eariler, have Tayce T. cook them together for the Jelly Ultra! This is the best healing item in the game healing 50 HP and 50 FP! Now, with that out of the way, let's head to Shooting Star Summit and, by now, you should now how to get there.

Shooting Star Summit

Head up to the top as usual and head toward the center and a voice will tell you they will open the way to Star Haven. Watch as a ray of light beams down and take it up to Star Way.

Star Way

Very peaceful song! Now, before you advance, make sure to have Lakilester in your party and the Ice Power badge equipped! Head east and you'll run into an enemy known as a Ember. These guys are bascially stronger versions of Lava Bubbles from Mt. Lavalava. Since they are on fire, you can only hammer them unless you have the Ice Power badge equipped which deals even more damage to them. Lakilester can attack normally with his Spiny Flip. Be careful as when you attack one Ember, more Embers spawn from that one. The goal is to continue heading east up Star Way and defeating any Embers along the way. Eventually, you'll end up in Star Haven!

Star Haven

What a very nice setting! Now, this is the perfect time to stock up on some good items and get some rest. For now, make sure you have at least 3 Whacka Bumps and save all the others for later (it will be wise to save that Jelly Ultra for later as well). A bit of a spoiler but there is an Item Shop in Bowser's Castle which is why I'm telling you it's okay to store the good items as we are able to take them out later. Rest up at the inn and save and head far east to the home of the Star Spirits! Head inside.

Head up the stairs and watch as each of the Star Spirits praise you for your hard wook and give you the Star Beam ability! The Star Beam is a new Star Power ability but it's sole purpose is to neturalize the power of the Star Rod. It won't work on anything else so do waste a turn in battle trying to use it. Now, after that explaination, Eldstar gives you the Star Ship that allows you to get to Bowser's Castle! What are you waiting for? Get on there and watch the very nice cutscene and go into the final Chapter!

Chapter 8: A Star-Powered Showdown!

Bowser's Castle

We finally made it! Bowser's Castle at last! Time to take down the Koopa King and rescue Peach! Make sure you save at that Save Block because the enemies here are brutal! Head out the door and, in this area, you'll notice a locked door. We will come back to it so head through the opening to the east (and remember: lava is hot and, oh, make sure you have the Spike Shield badge equipped!).

In this hall, head eastward and you'll run into a Koopatrol! These guys are deadly in battle having high HP, defense, and a spike on their head! They can even power themselves up and call for backup! However, if you have that Spike Shield badge equipped like I said, then you can jump on these guys and flip them over like regular Koopa Troopas! After defeating the Koopatrol, a Castle Key will appear so take it and leave this area (there is a cell containing Toads but it isn't too important right now). Unlock that big door and head on inside! In this large room, head east and defeat the Koopatrols along the way and head into the next room. In this room, defeat the Koopatrols around while advancing east. Defeat the Hammer Bro. around (watch out; they are brutes in battle) and head out the door east.

It's Bowser! No wait, it's just one of his guard doors. He askes if you want to get to the other side and, when you reply yes, he'll ask for you to move directly in front of him. However, he'll send you down into the cell you saw earlier! Oh no! He says if you can make it back up there, he'll let you pass (but doesn't believe you can do so of course...). Anyways, heal at the Heart Block and use Bombette to blow up the wall and head out. Save at the Save Block and continue east out into the next room.

Oh boy! More lava! Switch out to Parakarry and have him help you cross the gaps. Move across the moving platform and over another gap until you see platforms sitting on the lava. You have to be quick to cross these as these platforms will sink into the lava and burn you if you stay on long enough. Jump across them all and head into the next room. In this room, you will see a switch over the lava but you'll notice no platforms around. Switch out to Lakilester and use his ability to get over to the platform with the switch on it. Hit the switch and this will cause a platform to move back and forth allowing you to cross. Cross over it and you'll notice an opening in the middle of some platforms. We can't do anything in that room yet so just use Lakilester to get over to a nearby switch and hit it to cause another moving platform to appear. Cross over it and you'll notice a very thin platform over lava. Use Parakarry and carefully cross over to the platform (you may have to hit the C Down button to automatcially stop on the platform when you get over it). Continue to cross over the other platforms and head east into the next room.

Now, switch back out to Lakilester and move across the lava (there is a Mystery on the ledge out of reach; you can actually use Kooper to get it). Continue east and ingore the Thunder Rage for now and you'll  notice a moving platform going under lava. Switch out to Bow and, when you get on the platform, use her Outta Sight ability to safely pass over it. Use Parakarry to cross over that gap and then Lakilester to cross over the lava and go inside the room in the middle.

In here, continue eastward and head up the stairs. You'll run into a bunch of Koopatrols and a Magikoopa who are the ones responsible for all of the lava! Get ready for a fight (use Star Storm and Spiny Surge) and take them all out! After defeating them, hit the switch to stop the lava flow and watch it all harden! You can now safely cross over the lava now! Alright! Leave this room and head all the way back to that room where I told you that you couldn't go through yet. Open the chest for the Castle Key which can unlock that door you saw before. However, before going back to the locked door, let's continue back west. Now that the lava is hardened, we can take the lower west opening so do so into the next room.

In here, be sure to hit the ? Block for a Life Shroom and continue heading westward. You'll end up back outside so continue west until you see some platforms going upwards. Jump up the and hit the red block for the Deep Focus badge! Now, we are going to go all the way east until we reach the locked door. Unlock it and head on inside!

Woo boy...it is very dark in here. This is bascially an underground cavern of Bowser's Castle and this area is huge. Switch out to Watt and use her ability to find your way around. Keep going east and around the path and you'll run into a Bony Beetle. These guys aren't too threatening but can retract their spikes making jumping on them useless. However, you do still have the Spike Shield badge equipped right? Anyways, defeat the Bony Beetle and head westward and you'll find two different paths. You must take the upper one but, in order to cross that gap, you must switch out to Parakarry forcing you to cross in the dark. After reaching the other side, you'll find three different paths to take now. The upper one is a dead end but leads to a ? Block containing a POW Block and the lower one also leads to a dead end with a Bony Beetle around so you must take the middle path. Use Parakarry to help you across the gap again and head west to the next area.

We're not out of this cavern yet! Continue walking westward and defeat the Koopatrols you see around. You'll find the triple path split again. The upper path leads to a ? Block containing a Shooting Star so grab that and use Parakarry to help you across the middle path. Defeat the Bony Beetle and you'll find three more paths yet again. Take the upper path and, this time, fall down the gap to land safely on a spring. Continue heading west and you'll run into a Magikoopa. Defeat him and continue heading west out of this area! In this small room, push the stone block westward and head down the opening to end up back in the room where that giant door send you away. The door has no choice to let you through so go on through!

In this very large room, save at the Save Block and remember the upper left door. This leads to a room with a Goomba who has set up an item shop allowing you to check and claim your items (and buy some as well!). Remember this room as we will come back a little later to pick up our Jelly Ultra! Now, one more thing: If you take the lower right opening, you will end up in a cell room with a Koopatrol around. Defeat the lone Koopatrol in battle and take the Prison Key to unlock the cell. Now, talk to the red Toad and he'll let you rest up! Alright! You can come back here anytime to heal up so remember this room as well. When all is said and done, head out the upper right opening.

Continue east down this hallway and defeat all of Bowser's henchmen around. Head out the door into the next room and, as you continue east, you'll notice a blue switch that is out of reach. Keep going east into the next room and you must use the nearby spring ingoring that locked door for now. Now, head west a little way and jump onto the blue chain to pull it down make water gush into the area (Bowser's Castle with that much water? Huh?). Anyways, use Sushie to now cross over the water and head west back into the previous area. Dock on the platform near the blue switch and hit it to make a spring appear from a hole in the wall. Use the spring to jump up to the ledge and have Bombette destroy the wall. Head on through and Tornado Jump the Brick Block to make the blue switch fall down. Hit it to reveal a path to a blue chain and pull it to make even more water gush in! Head back to the previous room and swim across and grab the Castle Key on the ledge! Alright! Okay, must drain the water now so head back to that blue chain and pull it again to drain it. Head down lower and do the same for the other chain and unlock that door with the Castle Key.

In this room, you'll notice some Bombshell Bills fly by. Make sure Bombette is in your party and proceed east defeating/avoiding the Bombshell Bills and defeat the Bombshell Bill Blasters. These things have lot of HP so you might need to chip away for a little bit. Defeat all of the Bombshell Bill Blasters you come across and head into the next room. In here, you run into Dry Bones for the first time. These guys can be a pain in battle since they can come back alive after you damage them. You must burn them with a Fire Flower to completly get rid of them. If you don't have any Fire Flowers, just use Bombette's Bomb Techniques or Kooper's Fire Shell. Anyways, push the far right block and enter the opening. Head through the small hall and, in this room, save at the Save Block before doing anything else. Push the far left block and head on through.

In here, heal at the Heart Block and continue east into the next room. Defeat the Hammer Bro. in here and push the middle block over the opening to reveal another opening and go on through (the other opening just leads to a dead end). Head through the hall and take the Castle Key you see at the end. Now, head back to the room with the Save Block and unlock that door. You're now in another room with a Bowser Door. Don't worry! This one won't send you into an underground cell like the last one. Inside, you will have to play a bit of a quiz. You'll have to watch as the Koopa Troop members walk around and answer the question. Here's a quick followup of the answers!

  1. How many Koopas were there?
    • ​Answer: 3
  2. What there was three of?
    • ​Answer: Red Shy Guys
  3. What came out of the middle entrance?
    • ​Answer: Red Shy Guys
  4. How many Goombas were there?
    • ​Answer: 2
  5. How many arms did you see?
    • ​4 Arms

Beware! If you somehow failed the quiz, you'll have to face THREE ANTI GUYS!!! One was bad enough but fighting three of the at the same time is just next to impossible! Just...pass the quiz. The answers are up there.

Anyways, after passing the quiz (or in some way I don't know how, defeated the Anti Squad), make sure you go back and save and head on through the door that will take you outside. Hit the ? Blocks for a Super Shroom and a Maple Syrup and another ? Block for another Super Shroom! Make sure you defeat the Koopatrols around and, when you get up the stairs, fall down them to pick up the Jammin' Jelly! Nice! Climb up the stairs more and defeat the flying Magikoopas around. Head on through the door at the end.

You'll end up in another large room with a Save Block in the middle. Save and continue directly west down another hall to another cell. Defeat the Koopatrol around and use the Prison Key to unlock the cell and get inside. Rest up and head back out and head through the upper west door. In here, defeat the nearby Dry Bones and head up the stairs. You'll notice a switch due south so stand on the lower blue platform and toss Bombette over to the switch and have her blow it up to raise the platforms. Quickly run and jump across it before it lowers and head into the next room containing an Ultra Shroom! Fantastic! With that done, save and heal if needed and head into the upper east door.

In this hall, there are many Hammer Bros. around. Defeat them all and head through the upper door since the lower one is locked. In this room, you must do something similar to the room where you got the Ultra Shroom from. Stand on the platform on the ground (it's in the ground but you can see a bit of it) and send Bombette over to the switch to have her blow it up. Quickly run over the risen platform and grab the Castle Key from the next room. Great! Before unlocking that door, make sure you go back and heal and save. Unlock that door to proceed into the next room.

Now, take note of the lamps on the wall! These are needed to solve a puzzle to stop you from going in an endless loop. Take the stairs in this order: Up, down, down, up, down, up. Do this correctly and you'll end up in a hall with a Koopatrol, a flying Magikoopa, and a Hammer Bro. Defeat them all and head into the next room. Heal at the Heart Block and continue east and you'll run into...Peach!? What is she doing here?! Oh, she says she managed to escape from Bowser and says there is no point in fighting him. Hmm...something is suspicious here...why would Peach suddenly care for herself and not the others trapped in the castle? Head west a bit and you'll notice Peach dragging behind. Keep going west then head east once "Peach" is out of sight. Did you see that?! I did! It was a Duplighost! Head back east and you'll find "Peach" standing near the door once more. She insists she didn't see anyone suspicious and when you tell her you want to save the others of Peach's Castle, she blantly says she doesn't care about them! That's it! Give this imposter a good hammer swing and defeat the Duplighost in battle (Beware! There are FOUR of them in battle!). Go back and heal at the Heart Block and make sure Watt is in your party before heading through the door.

You'll end up in another Bowser Door room. HEY!!! It's the Koopa Bros.! I thought they were trapped back inBower's Castle! Oh yeah! We get to fight the Koopa Bros. again and all of their awesomeness! NO!!! What is Jr. Troopa doing here!? HOW did he even get here!? I really was disappoianted we have to fight this brat instead of the Koopa Bros. but thankfully, this is the last battle with him.


Boss: Jr. Troopa

  • HP: 60
  • Attack: 8
  • Defense: 2

Jr. Troopa is not mesing around anymore. He will basically use every powerup he has used on you throughout the game which includes the wings with the spike helmet and the magic wand. Honestly, he isn't that threathening especially all the badges I have equipped. Just keep Mega Smashing him and use Watt's Turbo Charge to power-up Mario and stick with Electro Dashes after that. Jr. Troopa will go down in no time!


After defeating Jr. Troopa, he will run off for the last time and a confused Bowser Door lets you through since you beat the guy that beat the Koopa Bros. that you were suppose to beat. Head through teh Bowser Door and up the last hallway to finally end up at Peach's Castle.

Peach's Castle

We finally made it... Time to settle the score with Bowser once and for all! Now, before you do anything else, head through the far east door and open the dresser to have a Toad come out. He will let you take a quick nap which is greatly needed after fightning Jr. Troopa. Open the chest for the Last Stand badge and head through the large doors to the second floor. Head into the library now and jump onto top of the books to grab that Life Shroom from earlier.

Now, are you ready? Make sure Watt is your party and head back to the hall where you faught Bowser in the first place. You'll run into Peach who is tied up and Bowser soon swoops down taunting you. As you approach Peach, Bowser stops you and the long, awaited fight begins!


Boss: Bowser

  • HP: 50
  • Attack: 6
  • Defense: 1

Here we go! The final fight at last! Hmm...for a final boss, Bowser's stats are rather low compared to Jr. Troopa. Anyways, Bowser has a lot of attacks including a fire breath attack, and poison claw attack, and a stomping attack that can take away one of your action commands! Also, Bowser will power himself up with the Star Rod making him invincible. When that happens, break out the Star Beam to nullify the effects! Aw yeah! It's all a matter of continuing to beat him down until he is defeated! Watt's Electro Dash works well here!


After beating Bowser, he says it was more of a warm-up battle and flies away with Peach on his Koopa Clown Car taunting you to go after him. Continue west and up the stairs out of the castle and head into the far west door. SAVE AT THE SAVE BLOCK and head up the spiral stairs and head outside. Head across the pathway and another a large platform resembling the Koopa Clown Car and watch the cutscene. Kammy Koopa has made Bowser HUGE and a fight begins!


Boss: Bowser

  • HP: 99
  • Attack: 8
  • Defense: 2

Okay...those are some status...Bowser is a heavy hitter. However for this round, simply attack him hard until he power himself up again. Try to use the Star Beam on him and it doesn't work! Oh no! The battle ends from there.


As Mario is having trouble with Bowser, Peach is trying to cheer him on but Kammy Koopa silences her. Suddenly, Twink attacks Kammy Koopa and untie Peach. Kammy Koopa gets back on her feet and prepares to fight you.


Boss: Kammy Koopa

  • HP: ? (Possibility 10)
  • Attack: 1
  • Defense: 0

This is definately the weirdest boss fight in the game but, fortunately, it's a forced-win fight meaning you can't lose at all in this fight. Kammy Koopa only attacks by smashing Twink with yellow blocks (surprised she isn't using any magical spells). All you have to do is keep using Focus with Peach to power up Twink until Kammy Koopa is defeated.


After beating Kammy Koopa, Twink goes over to help out Mario and Peach uses focus to help power up the Star Beam! After a small cutscene, the Star Beam has been powered up to the Peach Beam! Alright! Bowser turns around and let the true final fight begin!


Final Boss: The King of Koopas - Bowser

  • HP: 99
  • Attack: 8
  • Defense: 2

I love, love, LOVE the theme that plays during this battle. It means it's time to take down Bowser once and for all! Use the Peach Beam to take down his invinciblity and go all out with attacks. Bowser's attacks hasn't changed much from the previous fight except, now, he can use this lightning attack that deals a lot of damage. He can also do this shine attack that can knock out your partner but has no effect on Watt who should be your partner in this fight. Bowser's most annoying trick is that he can heal himself 30 HP! However, he will only do it three time for this entire fight.

Overall, the main thing you should do in this fight is Mega Smashes and Electro Dashes. That Jelly Ultra will be very handy in this fight to heal yourself up! Just go all out on this fight and you will prevail in the end! Remember to always use the Peach Beam whenever Bowser powers himself up with the Star Rod.


After the battle, you finally get back the Star Rod and watch the long cutscene as Bowser and Kammy Koopa are sent away and the large platform is destroyed. Bowser's Castle itself is destroyed as well and the Star Spirits rescue Mario and Peach along with Peach's Castle. Mario hands over the Star Rod to Eldstar and he and the other Star Spirits are greatful for you bringing it back. The Star Spirits leave for Star Haven and Twink says his farewells as well. He is greafful to have met Peach and Mario and decides to leave hoping to grant other's wises as well one day. Watch as the Star Spirts and Twink leave and Peach's Castle is lower back onto the earth. Hey! If that isn't an end of chapter, I don't know what is!

End of chapter!

Epilogue

Mario's House

Luigi is talking with Mario glad to have heard the story. Soon, Mario and Luigi get an invintation delivered by Parakarry to go to Peach's Castle for a party!

Peach's Castle

A reference to the beginning, Mario and Luigi walk over to Peach's Castle but Luigi walks ahead saying he has to do something. Take the time to talk with the others and, when you're ready, head on inside. Watch the cutscene as Peach thanks everyone for the hard work and starts the party!

Soon, a parade begins (Luigi is the leader lol! Just like in SMRPG!) and watch as everyone in the game passes by! You done well! You completed the game! But, what do you do now once you get to the "The End" screen? Turn off the console! Watch some tv or get some rest! That the end of the game and this walkthrough!

End of walkthrough!

Advertisement