By Todd
Table of Contents:
Update Dates
Statement from... Me!
The Game
1.The story of the Thousand-Year Door
2.Important Characters
a.Good
b.Bad
c.Mario’s Partners
3.Controls
a.Basic controls
b.Jump and Hammer
c.Plane, Paper, Tube and Boat Modes
4.Battling
a.Battle Turns
b.Striking First
c.Victory and Loss
d.Battle Commands
e.Action Commands Offensive and Defensive
f.Star Power
g.The Audience and Stylish Moves
h.Bingo!
i.Leveling up and Bonuses
j.Things to look out for
5.Badges
a.Basics of Badges, battle and field
b.Getting more Badges
6.Mario’s Partners
7.Walkthrough
a.Prologue “A Rogue’s Welcome”
b.Chapter 1 “Castle and Dragon”
c.Chapter 2 “The Great Boggly Tree”
d.Chapter 3 “Of Glitz and Glory”
e.Chapter 4 “For Pigs the Bell Tolls”
f.Chapter 5 “The Key to Pirates”
g.Chapter 6 “3 Days of Excess”
h.Chapter 7 “Mario Shoots the Moon”
i.Chapter 8 “The Thousand-Year Door”
4.Special Moves
5.Shine Sprites
6.Star Pieces
7.Items
8.Shop Lists
9.Zess T’s Menu
10.Trouble Center
11.The Pit of 100 Trials
FAQ’s
Disclaimer, Credits, and Terms of Use
8/03/05: Started the Information Journal, finished the Tattle Log, Status Effects, and the Badges.
8/4/05: Did Special Moves and Shine Sprites, the Information Journal is almost finished!
8/5/05: Did a complete Shpealin’ an’ Grammer Check. Plus finished the Star Pieces and Items list.
8/6/05: Finished the Shop Lists, Zess T’s Menu, the Trouble Center, and the Pit of 100 Trials sections.
8/7/05: Did the Disclaimer, Credits, and Terms of Use section, as well as the Secrets section. Also started the actual Guide, finished the Prologue, and started Chapter 1.
8/8/05: Finished Chapter 1. Started Chapter 2.
8/9/05: Finished Chapters 2, 3, and 4.
9/5/05: Grammer and other check!
9/21/05: Turned the things that needed to be into tables, now they should be easier to read! (This included shop lists and boss fight boxes, etc...)
9/22/05: Finished the tables. The rest will be added as I type them.
10/30/05: Started and Finished Chapters 5 and 6.
11/1/05: Started and Finished Chapter 7 started Chapter 8.
11/2/05: Finished Chapter 8 and the Guide part of the FAQ. Also added the FAQ section. Need it otherwise I can’t call this an FAQ slash guide slash walkthrough!
-Finished November 2, 2005-
2.Important Characters
a.Good
Mario: That Lustrous Facial hair, those stylin’ blue overalls, there’s only one Mario. When our intrepid hero receives a request from Princess Peach to help her search for the Thousand-Year Door, he abandons his brother (again) and sets sail for the town of Rogueport. During the game, Mario is also known as “Murphy”, “Marty-o”, “The Great Gonzalas”, and “Luigi”.
Peach: While on vacation, Princess Peach wisely decides to wander off on her own. Rarely one to get into trouble, the princess is, surprisingly, nowhere to be found when Mario arrives in Rogueport. What could have possibly happened to her?
Luigi: Left behind once again, Luigi stays home only to later receive another letter from a different far-off kingdom. During Mario’s adventure you can talk to Luigi to see what he’s been up to.
Punio: A member of the Puni tribe. Small in stature, but when fighting the Jabbis, he and the rest of the Punies easily take them down.
Flavio: The rich and famous Flavio. Though he seems like a pompous blow-hard, he comes in handy when he needs to.
Professor Frankly: A professor at U Goom, and Goombella’s old archeology professor. He tells Mario and his partners the story of the Thousand-Year Door, and how to get to the locations of each Crystal Star. Plus he has his own great theme music!
b.Bad
Sir Grodus: Sir Grodus is also searching for
the Thousand-Year Door. As you can probably tell, he’s the bad guy in this
tale (the huge, computerized cranium is a dead giveaway). He rules the
nefarious X-Naut organization with an iron fist and a scary-looking scepter.
Bowser: When he finds out that Princess Peach
is missing, Bowser immediately sets out to find the damsel in distress
(with the intention of kidnapping her himself, of course). Along the way,
he’s sure to run into his long-time nemesis...
Lord Crump: The man right underneath Sir Grodus,
Lord Crump is the main guy in charge of getting the Crystal Stars. On his
own, he is no threat at all, but will he always be alone?
Beldam: The eldest sister of the Shadow Sirens.
She likes to use magic attacks, and her blizzard attack has an attack force
that is double.
Marilyn: The second Shadow Siren, Marilyn
is the strongest Shadow Siren. She uses a thunderbolt attack, and she can
also boost her attack power for one turn; try hitting her first!
c.Mario’s Partners
Goombella: Goombella is the first companion
to join Mario on his journey. She’s a smart (though somewhat sassy) Goomba
girl with aspirations of becoming an archaeologist.
Koops: Koops is a timid Koopa who wants to
be tougher for his girlfriend, Koopie Koo.
Madame Flurrie: Flurrie is a former stage
star, and a cloud spirit who can control the wind.
Yoshi: You’ll name this newborn Yoshi yourself
when he hatches in Chapter 3, but for the sake of clarity, I’ll refer to
him by the name of his species.
Vivian: Vivian is one of the Shadow Sirens
that work for Sir Grodus, but she joins Mario when he shows her an act
of kindness. Though she suffers from an inferiority complex, she’s perhaps
the best partner in the game.
Admiral Bobbery: Admiral Bobbery is a salty
old Bob-omb sailor who was once married to the lovely Scarlette.
Ms. Mowz: To convince Ms. Mowz to join your
party, you must complete the Elusive Badge sidequest that’s posted in the
Trouble Center after Chapter 4. Ms. Mowz is an optional partner in the
game, but it’s always useful to have an extra fighter just in case.
3.Controls
a.Basic Controls
Button
|
What It Does
|
A |
Jump, talk, and
examine
|
B
|
Use Hammer
|
C-Stick
|
Nothing |
X
|
Use Partner’s Ability
|
Y
|
Use Plane/Boat Ability
(in appropriate spots)
|
R
|
Use Paper/Tube Ability
|
L
|
Nothing
|
Analogue Stick
|
Move
|
Start
|
Access Pause Menu/Mario
|
Z
|
Show Stats
|
D-Up
|
Access Gear Menu
|
D-Left
|
Access Party Menu
|
D-Right
|
Access Badges Menu
|
D-Down
|
Access Journal Menu
|
b.Jump & Hammer
At the beginning of the game, both your Boots and Hammer are at level one. All you can do with them is jump and hit.
In Chapter 2 you get the level-2 Boots, which allow you to spin jump. In the field they allow you to break through barriers in the ground, and uncover hidden Star Pieces.
In Chapter 6 you get the level-3 Boots, which allow you to Super Jump. This allows you to reach bars or pipes suspended in the air, or knock objects off shelves you can stand under
In Chapter 3 you get the level-2 Hammer, which allows you to do a spin hit. With that you can destroy large Yellow Blocks.
Before Chapter 7 you get the level-3 Hammer. With it, Mario spins much more, and now you can also break small and large gray blocks.
c.Plane, Paper, Tube, & Boat Modes
During his adventure, Mario finds Black chests
that require a Black Key to open. When you find the keys and take them
to the chests, they will open and “curse” Mario with one of the Paper abilities.
Also when you complete certain Trouble Center requests, you can unlock
paper ability games at the Pianta Parlor.
The Plane ability: In the Prologue, Mario
gains the ability to turn into a paper plane. To do this, Mario must be
standing on a Paper plane tile. Once on it press “Y” and Mario will turn
into a paper plane, whitc you control by tilting left and right on the
analog stick to fly. You can turn back by either landing, or pressing “B”.
The Paper ability: In Chapter 1, Mario gains
the ability to become flat like a piece of paper. You can use this ability
wherever you like, just press and hold the “R” button, and Mario will be
flat like paper. This allows him to slip between flat things, like metal
bars. To turn back, just stop holding “R”!
The Paper Tube ability: In Chapter 4, Mario
gains the ability to become like a paper tube. You can use this ability
wherever you’d like. Just press and hold “R” to become a piece of paper,
then move your analog stick in a circle to become a tube. (You no longer
need to hold “R”.) As a tube you can move around more quickly, and get
under low places. To turn back just press “B”.
The Boat ability: In Chapter 5, Mario gains
the ability to become a paper boat. To use this ability, stand on a boat
panel and press “Y”, and Mario will fall in the water as a boat. While
a boat, Mario can float anywhere the water he is in connects to. Just watch
out for waves and whirlpools. To change back just press “Y” while next
to a boat panel.
4.Battling
a.Battle Turns
When battling, it’s important to know what order things work in, here’s how it goes:
Lead person’s turnàBehind Person’s TurnàEnemies' Turn
(Whomever you (Whomever is in the (They tend to
have in the lead back) go from the
position) front back)
b. Striking First
While in the field, the enemies will roam about around you. If you jump on one or hit it with your hammer, you can perform a first strike, but remember, all other things apply, so if you get a first strike while jumping on a spiked enemy and not wearing the Spike Shield badge, you will still get hurt. But getting the first strike can be good in the case of enemies you need to flip over, like Buzzy Beetle.
Also watch out, if you're not wearing the Chill Out badge, your enemies can get the first strike. If they do, you can still guard, but be quick: the first strike is right at the start of battle, as the enemy will move as the curtain rises!
c. Victory and Loss
When you defeat an enemy, not only does the crowd cheer for you, but you also get Star Points, Coins, and possibly HP, FP, or items! But be wary, if Mario loses all of his HP, you’ll get a Game Over, and you’ll have to start all the way back at your last save point, so save often!
d. Battle Commands
Battle Commands are basically what you and your partner can do. All of Mario’s commands are listed below. Mario’s Partners also have Item, Tactics and Attack commands. But they have different attacks; to see them, look below in the Partner’s section.
Jump: The move Mario is mostly known for, Mario will run over and jump on the targeted enemy. But watch out for spiked, toothed, or flaming enemies; unless you're wearing the proper badges, Mario can get hurt. As you get higher leveled boots and/or wear jump-related badges Mario can use special jump attacks. For example, when Mario wears and uses the Multibounce badge, he can jump on all the enemies on the stage.
Hammer: Mario’s been known to swing a hammer since the Donkey Kong days. When you select the Hammer attack, Mario will run over and hit the closest grounded (or near grounded) enemy. Mario can only attack the leading ground or near-grounded enemy. Once Mario gets higher level hammers, he can cause the enemy he attacks to fly back and hit the others. Some badges allow Mario to have a higher attack power, like with the Power Smash Badge. Add effects like the Head Rattle Badge, attack all the ground based enemies like with Quake Hammer, or attack any enemy, no matter how far back they are or if they are in the air with the Hammer Throw Badge.
Items: If Mario or his partner select this battle command, it allows them to use any of the items you have in stock. The type of items go as followed:
Healing: Replenishes you or your partners HP or FP.
Attack: Attacks the enemy.
Stat Effect: Causes you, your partner, or your enemy to get a stat effect. For example, Sleepy Sheep causes your enemies to fall asleep.
Mystery: A strange item, it randomly uses one of the above kinds of items.
Special: Along his adventure, Mario will pick up the seven Crystal Stars, each giving him a Special ability (You can see them listed under “Special Abilities). Mario gets his first Special ability after the first time he visits the Thousand-Year Door. Special abilities require Star Power, so watch your meter.
Tactics: The tactics menu gives Mario or his Partner a choice of things other than attacking. They are as followed:
Swap Partner: This allows you to change the active partner on the battlefield. If you have the Quick Change badge on, you can still take a turn after switching.
Appeal: This command will have Mario or his partner appeal to the crowd, replenishing your star meter. This works even better if you are wearing the Super Appeal or Super Appeal P badges.
Defend: This will cause the person using it to get in a ready position, and will reduce the amount of damage they take. You can still press “A” to defend to reduce the damage even more.
Run Away: If you are in a normal battle (a non-boss battle) and you don’t think you can take on the opponents (like when you're facing four Frost Piranhas at once), you can choose to run away. Once you do, press “A” as many times as you can to increase your chances of escaping. But if you do, you will lose coins.
Charge: If you are wearing the Charge or Charge P badge(s) Mario or his partner can charge up their attack power for the next turn. But you must be wearing the Charge or Charge P badge(s), or Charge will not be on your tactics menu.
e. Action Commands, Offensive and Defensive
Offensive:
In battle, Action Commands are important. For example, let’s say you're fighting a Spiked Goomba, which has 0 defense. Without doing the action command correctly, your hammer attack (the level-1 hammer) will only do 1 damage, but by doing the action commands, you can deal 2 damage. There are four kinds of offensive action commands:
Counting Down: For some attacks you must tilt the analog stick left until the star appears. Once it does, let the stick go, and the attack will commence.
Timing: For most aerial attacks you must time your action command correctly and press “A” just before you land on the enemy. Timing is important, so practice so you can get it correct every time.
Aiming Attacks: For these action commands you must place a small cursor inside a slightly large circle. For some attacks, like Goombella’s Tattle, you must simply press “A” when the cursor is inside the circle, but for attacks like Flurrie’s Body Slam, you must control the cursor and keep it inside the circle.
Button Mashing: For the rest of the attacks, you must press buttons. There are three forms of this: 1. Pressing one button many times. 2. Pressing and holding a single button. 3. Pressing out a whole sequence of buttons.
For each partner’s attack, I have listed the action commands with the attack in the Partner’s section.
Defensive:
The defensive action command is less complicated. All it is, is timing. When it’s the enemies turn, and they are about to attack, you must time it correctly and press “A” to perform a guard action command. Each different kind of attack requires different timing, so keep practicing. Also, instead of guarding, you can press “B” to perform a superguard action command, but the timing has to be more precise. I find it to be a bit difficult, except against weaker enemies like Goomba. But be careful when using the superguard, because if you don’t do it right, you will be attacked head-on with no guard whatsoever.
f. Star Power
Star Power is an important factor in battling; you need Star Power to use special moves. Once you use a special move, your star power is used. To refuel it, you need to entertain the audience to get star power back, or sleep at an inn.
g. The audience and Stylish Moves
During all of your fights after you visit the Thousand-Year Door for the first time, there will be an audience watching the whole thing. If you do good things, more people will show up, and you can get more Star Power. Sometimes you will have fans who will throw you items, HP, or FP. But not everybody likes Mario, and they will throw stuff at you and make you lose HP! When someone in your audience is going to throw something, you will hear a little tone, and the “X” button will appear near your active character. When this happens, quickly scan your audience to see what is being thrown. If it is a useful item or a piece of HP or FP, just leave them alone and they will throw it to you. (If they are throwing an item, and your bag is full, they will miss you and the item will disappear.) But if it is something bad, quickly press “X” and your active character will go into the audience and get rid of the troublemaker. Here is a list of the people who will appear in your audience, and what they do:
Shy Guys: They are there from the beginning. They do interesting things. Sometimes, one will run onstage and either cause something to fall, or make it foggy, so it is harder for Mario, his partner, and the enemies (including bosses) to make an attack connect.
Toads: They are with you from the beginning, all they will do is occasionally throw you something good.
Hammer Brothers: They are with you from the beginning. They will sometimes through hammers at you.
Goombas: They show up about the time you get to the Petal Meadows. They will sometimes throw cans or rocks at you.
Koopa Troopas: They show up around the time you get to Petalberg. They will either throw you a Courage Shell, or in times of plight in the audience, they will hide in their shells for a short time, so they won’t be able to see the show, so that means less SP.
Dull Bones: When you get to Hooktail Castle, they will become part of your audience. They will sometimes throw bones at you.
Punies: Once you free all the Punies in the Great Tree, the Punies will join the audience. They will sometimes throw something good to Mario. If something falls into the audience, though, they will all run away.
X-Nauts: Sometime during your adventure in the Great Tree, X-Nauts will join. They will either throw a can at you or a rock. If they are to throw a rock, every X-Naut in the audience will have a rock, but if you press “X” in time, the others will put their rocks away, and you will only be rid of one.
Piranha Plants: I believe they join during Chapter 2. Piranha Plants won’t throw anything at you, but they are still troublemakers. Eventually while they are watching, if they audience member next to them is small and tasty, like a Puni, they will eat it! Thus reducing your audience down by 1. Also Piranha Plants don’t jump in the air like everybody else, duh!
Bulky Bob-ombs: Once you start fighting in Glitzville, Bulky Bob-ombs will join up. Bulky Bob-ombs take up two seats at a time (so an audience full of them will only be half your total capacity). Bulky Bob-ombs don’t throw anything, but if they get bored or something disturbs them, they will light their fuse, and after a while, if they are still there, they will explode, taking most of your audience with them. Also if a Bulky Bob-omb explodes near other Bulky Bob-ombs, the others with explode in a chain reaction. Bulky Bob-ombs also make it impossible to see any audience members directly in front of them, so be wary when an audience member is sitting in front of one, and is about to throw something at you. You can press “X” while the object is in the air if need be.
Crazee Dayzee: They will join your audience as you trek Twilight Trail. They won’t throw anything, but sometimes they will sing and put most of your audience to sleep. Don’t worry, they will eventually wake up.
Boos: Once you open the box ‘o Boos in Creepy Steeple, Boos will join your audience. Boos don’t throw anything, but sometimes they will come onstage and turn you, your partner, or one of your enemies invisible for one turn. This can be annoying at times when they turn your opponent invisible. Don’t worry, though, the effect doesn’t work on bosses.
Luigi: Luigi?! Luigi is with you from the beginning, and occasionally throws items to you. But if Luigi is on some other big quest, how can he be here watching Mario?
Stylish Moves: If you press the “A” button at the correct time during an attack, you will perform a stylish move, which your audience members will love, giving you more Star Power. If you have a hard time getting stylish moves right, just wear the Timing Tutor badge, it’ll tell you when to press “A”.
h. Bingo!
When you do action commands correctly, icons appear next to your Star Power gauge. If one that matches it appears next to it, after you perform another action command a slot machine-type thing will pop up with the two symbols, you must time and press “A” at the correct time to get three symbols in a row, unless they are Poison Mushrooms. Here is a list of the possible outcomes:
3 Mushrooms: Recover all HP, and fill the audience.
3 Flowers: Recover all FP, and fill the audience.
3 Stars: Recover all Star power, and fill the audience.
3 Shine Sprites: Recover all HP, FP, and Star power, and fill the audience.
3 Poison Mushrooms: Lose half your total HP, FP, and Star power, plus your audience will run away.
i. Leveling up and Bonuses
1.It’s usually wise to attack the strongest enemy first, or the one you have the hardest time defending against.
2.Usually the enemies with higher defenses, like Koopa Troopas or Clefts, you can flip over. You can do this by either jumping on them or using Quake Hammer. Once you do this their defense goes to 0 and they are completely vulnerable.
3.Use Life Shrooms. Life Shrooms are one of the most useful items there is. If Mario or his partner faints in battle, the Life Shroom will automatically activate, reviving the one who fainted and giving them 10 HP. Life Shrooms are expensive, though, so save them for those tough battles.
4.Watch out for items. Sometimes an enemy will come into battle holding an item. If this is the case, attack it first. Items used against you can be bad, and are harder to defend against. Also if you win the battle, you might be able to pick the item up afterward.
5.Watch out for stage problems. As you level up, your stage gets better and worse in some ways. Here are some of the things you need to watch out for:
Falling stuff: Sometimes random things will fall onstage, either on Mario, his partner, an enemy, or in the audience. Most of it is random, ranging from giant forks, buckets, and fish-like things. Some of the falling objects can give status effects too: the fish-like things can cause confuse status, or the lights can cause an electrified status.
Water: Water can be a good or bad thing. If it falls on Mario, his partner, or the enemy, it cures all status problems like confuse or poison. If it falls in the audience, it’s treated like any kind of falling object.
Scenery: Sometimes if the ground is shaken a lot, or something heavy falls or hits the stage, the scenery will fall and hit whoever it’s above. Sometimes it’ll be on one side of the stage, or the whole stage. You can tell when it’s going to fall because it will be rocking back and forth.
Special Effects: When your stage is updated, when battles start you will see a fog machine, flamethrower, or fire crackers go off. But if during the battle, the things that project them fall down, they can fire at you or your opponent. If the fog machines go off and they are pointing at Mario, his partner, or an enemy, they might get a frozen status for a turn, also the stage may become foggy and it’ll be harder for anyone to hit their targets. If they are pointed at someone and the firecrackers go off, it will hurt the person they are pointed at, and sometimes give them a burn status. The flamethrower will give you a burn status, as well as causing some hefty damage.
5.Badges
a.Basics of Badges, battle and field
During your adventure you will come across a variety of badges that all give Mario or his partner new attacks, special defenses, or in some cases, new looks. For a list of all the badges, look below in the badge section of the information journal.
In Battle: Most badges are to be used in battle. Some give Mario new jump attacks or new hammer attacks. Some up the total HP or FP he has, and some just give Mario or his partner a higher defense or attack power.
In the field: Most field badges are just for fun, like the W Emblem or the Attack FX B. Some can be more useful, like the Bump Attack badge, which allows you to defeat weak enemies without battling.
Equipping badges:
Equipping a badge is easy, just press “Start” or Right on the D-pad to access the badge menu. Once there just go down to the badge you want to equip and press “A”, and if you have enough badge power (BP) the badge will be equipped. If you don’t have enough, unequip enough badges to give you enough, or wait to level up to increase your total BP by 3. To unequip a badge, just put the cursor next to the one you want to unequip and press “A”, and it will be unequipped.
b. Getting more Badges
Once you see the great benefits you get from badges, you will probably want to get more. There are four easy ways to find badges:
Trade: In the town area of the Rogueport Sewers there is a blue-dressed fella’ named Dazzle. You can trade Star Pieces to Dazzle for badges. So to get all the badges he has, you need to get all 100 Star Pieces.
Purchase: You can purchase badges from two locations in Rogueport. Charlieton, who wanders Rogueport square, sells badges, but at a high price. Also the Lovely Howz of Badges, located above Zess T.’s house, sells a bunch of badges you can’t get anywhere else. The badges they have on the shelves are on sale, but the rest in stock cost a pretty penny.
Win: In the Pianta Parlor, located on the west side of Rogueport, you can trade in the Pianta Tokens that you win for badges that you can’t get anywhere else. Plus you can win other prizes.
Find: Any other badges that you don’t have from the above three you must find out in all the places you visit. Nine of those badges are located in The Pit of 100 Trials, they are some of the harder ones to get, but they are quite useful.
6.Mario’s Partners
During his adventure, Mario will gain the help of 6 (or 7) partners. They each are different and each has different abilities and battling moves. They each have an ability that you can use in the field by pressing “X”. Each partner starts with 2 attacks, but can each level up twice and gain an attack each time. You can level them up by giving a Shine Sprite to Merlon in eastern Rogueport. Here is a look at what each of them can do:
Goombella: In the prologue Goombella will join Mario’s party. When you press “X” with her out as your partner, Goombella will tell you a little about your current location, and she can give you hints about anything. Also if you are standing next to someone, she will tell you about that person.
Level 1 attacks:
Headbonk: Goombella will run over and headbonk the chosen opponent. It works just like Mario’s Jump.
Tattle: When Goombella uses her tattle attack you must press “A” when the cursor is in the middle of the large circle. When done correctly, Goombella will tell you about that enemy. Also you can now see the enemy’s HP, and will see it every time you fight that enemy.
Level 2 attack:
Multibonk: Same as Headbonk, except if you get the action command correctly, Goombella will continue to headbonk until you miss an action command.
Level 3 attack:
Rally Wink: To do this, you must continuously press “A” or “B”, it depends on which is shown, it will alternate. When done correctly, Rally Wink will allow Mario to take a second turn, whether he has attacked yet or not.
Koops: In Chapter 1, Koops will join Mario’s party. When you press “X” Mario will shoot Koops in his shell a short distance. If you press and hold “X”, Mario will shoot Koops and Koops will stay in place and Mario can move about while Koops stays there.
Level 1 Attacks:
Shell Toss: To do Shell Toss, you must hold left on the analogue stick until the star appears, when it does let go and Koops will fly into the front most opponent.
Power Shell: Power Shell is basically the same as the Shell Toss accept for 2 differences. To do the Power Shell you must hold left and let go in a different fashion than the Shell Toss. And second, the Power Shell hits all of the ground-based foes on the stage.
Level 2 Attack:
Shell Shield: To do Shell Shield you must press “A” when the OK needle is in the red. The Shell Shield will protect Mario from receiving a certain amount of damage. I have no idea where Koops pulls that giant shell from.
Level 3 Attack:
Shell Slam: To do the Shell Slam you must click left on the analogue stick until you fill the meter. When you do, Koops will fly over and hit every ground-based enemy, and do damage as if they all had 0 defense.
Madame Flurrie: In Chapter 2, Mario gains the help of the cloud spirit, Madame Flurrie. In the field, if you press “X” with Flurrie out, the wind spirit will begin to blow large amounts of air. With this you can blow away certain barriers or spin enemies around, causing them to be temporarily immobile.
Level 1 Attacks:
Body Slam: To do this, you must move the small cursor into the circle, and keep it there. Once done correctly, Flurrie will slam her...self into the chosen enemy.
Gale Force: To do Gale Force you must press and hold “A” at the correct times. When done correctly, Flurrie's gusts of wind may blow away none to all of the non-boss enemies onstage!
Level 2 Attack:
Lip Lock: To do Lip Lock you must press and hold “A” only while the star is lit up. Once done, all the HP you take from the enemy will be added to Flurrie’s HP.
Level 3 Attack:
Dodgy Fog: Dodgy Fog is done by tilting the analog stick in the appropriate directions at the correct time. If you do it right, it will cause Mario to be dodgy, and he will be unable to be attacked for a few rounds.
Yoshi: During Chapter 3, Mario will find an egg, eventually it will hatch to be a Yoshi, which you can then name whatever you wish. Yoshi’s color is random. In the field, if you press “X”, Mario will hop on top of Yoshi be able to ride it around a lot quicker than walking. Also if you press “A” you can hover in the air for a short time.
Level 1 Attacks:
Ground Pound: To do this you must continuously press “R” to fill the meter. After you do that, Yoshi will attack the chosen opponent with a ground pound multiple times.
Gulp: Gulp is easy to do, all you have to do is press and hold “R” until the star appears. Once done Yoshi will eat the frontmost opponent and spit it out at the opponents behind it. This is really useful against enemies with high defenses.
Level 2 Attack:
Mini-egg: To do Mini-Egg, you must press “A” when the stars light up. After that, Yoshi will throw eggs at the opponents, sometimes shrinking them, reducing their attack power.
Level 3 Attack:
Stampede: Stampede is a fun attack that will call a heard of Yoshis to attack all the enemies. To do it, just alternate pressing “L” and “R". The more you fill the gauge, the more Yoshis will show up.
Vivian: Though Mario fights her in Chapter 2, in Chapter 4 Mario convinces Vivian to join the party. In the field if you press “X” Vivian will pull Mario into the shadows, allowing them both to avoid any enemy. Unfortunately, you can’t move around while down there.
Level 1 Attacks:
Shade Fist: Shade Fist will have you press a random button, ranging from “A”, “B”, ”X”, and “Y”. Once done, Vivian will punch the chosen enemy (from any height) and if you did the action command correctly, the enemy will have a burn condition for a few turns.
Veil: Veil is one of few attacks where you must press a sequence of buttons for it to work. If you do it right, Vivian will pull Mario into the shadows to avoid all attacks for that turn. The downside is that to reemerge takes up your next turn, so save Veil for those powered up, strong attacks.
Level 2 Attack:
Fiery Jinx: One of my favorite attacks, Fiery Jinx requires you to press a sequence of buttons. If you do it right, all the enemies onstage will be attacked with a flame attack, and if the action command was right, they will have a burn condition for a few turns.
Level 3 Attack:
Infatuate: Infatuate is done in an odd way. You must press “A” the moment a heart appears above the enemy. If you time it right, Vivian will blow a kiss to the opponent and confuse them for a few turns. You can attack all the enemies at once with this.
Admiral Bobbery: In Chapter 5, after you give him the Chuckola Cola and hit him with a hammer, Admiral Bobbery will join Mario’s Party. In the field, if you press “X” with Bobbery by your side, Mario will throw Bobbery and Bobbery will light his fuse, walk a few steps, and blow up.
Level 1 Attacks:
Bomb: Bobbery’s Action commands are fairly easy. To do Bomb, simply press and hold “A” until the star appears, and Bobbery will explode next to the frontmost enemy.
Bomb Squad: This one is a little different, to do it you must press and aim with “A” when the circle is in the area where you want to throw the mini-bombs, and Bobbery will throw them. At the end of the next round, the bombs will explode, damaging all the nearby enemies.
Level 2 Attack:
Hold Fast: To do Hold Fast, you must time and press “A” when the circles light up. Once done, Bobbery will ready himself and will cause damage to all direct attackers.
Level 3 Attacks:
Bob-ombast: If you like explosions, you will like Bob-ombast. You must press “A” many times until you fill the gauge. If you do it right, Bobbery will run over and cause a large explosion, causing large damage to all the enemies onstage.
Ms. Mowz: Ms. Mowz is an optional partner. You can get her anytime after Chapter 4 by completing the Elusive Badge Trouble Center request. If you press “X” with Ms. Mowz out, she will sniff the air, and if there is any hidden treasure around, she’ll let you know.
Level 1 Attacks:
Love Slap: To do Love Slap, you must quickly move the analog stick left and right to fill the gauge. Once done Ms. Mowz will slap the chosen enemy a couple times, and ignore their defense.
Kiss Thief: Kiss Thief requires timing. You must press “A” after the gauge gets past “OK” but before it gets to the end of the bar. If you do it right, Ms. Mowz will steal the enemy’s item or badge.
Level 2 Attack:
Tease: To do this move, you must alternate pressing and releasing the “A” button. If you do it right, Ms. Mowz will confuse the enemy for a few rounds.
Level 3 Attack:
Smooch: Smooch requires the most FP of any other move in the entire game. To do it, you must alternate pressing the “A” and “B” buttons. If you do it right, Ms. Mowz will kiss Mario and replenish 10 of his HP.
7. Walkthrough
a.Prologue “A Rogue’s Welcome”.
ROGUEPORT
Rogueport has 5 parts: Rogueport Plaza, the west side, the east side, the pier, and the train station.
ROGUEPORT PLAZA
Enemies: None
Star Pieces: 5
Shine Sprites: 0
Items: Ultra Hammer
Rogueport Plaza is the main part of town, it is also where Goombella joins your party.
Inn: The inn is in town, you can visit it to replenish your health, and you also have to visit it with story-mode related things.
Shops:
|
|
|
|
Fire Flower
|
10
|
Fright Mask
|
5
|
Honey Syrup
|
5
|
Mushroom
|
5
|
Sleepy Sheep
|
8
|
Tasty Tonic
|
3
|
|
|
Attack FX G Badge |
120
|
Boo’s Sheet
|
24
|
Double Pain Badge
|
36
|
Dried Shroom
|
2
|
Earth Quake
|
18
|
Hammerman Badge
|
120
|
Jammin’ Jelly
|
120
|
Jumpman Badge
|
180
|
Mega Rush Badge
|
60
|
Repel Cape
|
18
|
Shooting Star
|
36
|
Slow Go Badge
|
12
|
Timing Tutor Badge
|
120
|
Ultra Shroom
|
120
|
W Emblem Badge
|
360
|
Badge |
|
|
|
||
FP Drain
|
100
|
70
|
Happy Flower
|
150
|
105
|
Last Stand
|
50
|
35
|
Last Stand P
|
50
|
35
|
Piercing Blow
|
75
|
52
|
Power Jump
|
50
|
35
|
Simplifier
|
50
|
35
|
Super Appeal
|
50
|
35
|
Unsimplifier
|
50
|
35
|
|
||
Close Call
|
100
|
70
|
Close Call P
|
100
|
70
|
Sleepy Stomp
|
75
|
52
|
|
||
First Attack
|
100
|
70
|
Power Rush
|
50
|
35
|
Pretty Lucky P
|
150
|
105
|
|
||
Ice Smash
|
75
|
52
|
Power Rush P
|
50
|
35
|
Shrink Stomp
|
75
|
52
|
|
||
Damage Dodge
|
150
|
105
|
Head Rattle
|
100
|
70
|
Soft Stomp
|
75
|
52
|
|
||
Damage Dodge P
|
150
|
105
|
Fire Drive
|
100
|
70
|
Super Appeal P
|
50
|
35
|
|
||
Attack FX P
|
100
|
70
|
Crook’s Hideout: This is where the Bandit goes when he steals your money.
EAST ROGUEPORT:
Enemy:
Gus: HP: 20, Attack: 3, Defense: 0
Star Pieces: 5
Shine Sprites: 3
Items: Double Dip Badge
The east side of town isn’t the fanciest you’ll ever see, but it does house some important places. The east side is under the rule of Ishnail.
Inn: None
Shops: None
Other Buildings:
Professor Frankly’s House: You’ll visit this place quite often in your adventure. This is where Professor Frankly is currently living and doing his research. It’s full of books.
Merlon’s House: In exchange for three Shine Sprites, Merlon will power up a partner of your choosing. That includes boosting the character’s stats and teaching your ally a new battle technique. After Chapter 5, he can power up each partner a second time if you bring him the Up Arrow from Hooktail Castle.
Bobbery’s House: This is were Admiral Bobbery lives.
Trouble Center: You’ll find a variety of side quests posted on the bulletin board in the Trouble Center. When you complete one of the quests, you’ll receive a reward. Additional troubles will be posted at the conclusion of each chapter. See the “Trouble Center” section for more information.
Garf’s House: This is Garf’s house, you can access it when you complete the “Need a key!” trouble.
Ishnail’s Hangout: This is Ishnail, Gus and Garf's hangout. When you have the Paper mode ability, you can squeeze between Bobbery’s House and the Trouble Center to access the hangout.
Other:
Gus: Gus will be blocking the entrance to the second half of east Rogueport. At the beginning of the game, he is too tough for Mario to handle. You can pay 10 coins to pass him also, but you don’t need anything on that side until later in the game. I’d wait 'til at least after Chapter 1 or 2.
WEST ROGUEPORT:
Enemies: None
Star Pieces: 4
Shine Sprites: 2
Items: None
The west side of Rogueport is more beautiful than the rest. It has a fountain, a garden, and a nice paved walkway. The west side is under the rule of Don Pianta.
Inn: None
Shops:
WEST SIDE GOODS |
|
|
|
Dizzy Dial
|
12
|
Dried Shroom |
2
|
Life Shroom
|
50
|
Super Shroom
|
20
|
Thunder Bolt
|
10
|
Volt Shroom
|
10
|
|
|
Cake Mix |
6
|
FP Plus Badge
|
100
|
Gold Bar x3
|
234
|
Hammer Throw Badge
|
50
|
HP Plus Badge
|
100
|
HP Plus P Badge
|
200
|
Jammin’ Jelly
|
67
|
Maple Syrup
|
14
|
Money Money Badge
|
234
|
Multibounce Badge
|
50
|
Power Jump Badge
|
34
|
Power Rush Badge
|
34
|
Power Rush P Badge
|
34
|
Power Smash Badge
|
34
|
Quake Hammer Badge
|
67
|
Refund Badge
|
34
|
Super Appeal Badge
|
34
|
Super Shroom
|
10
|
Tornado Jump Badge
|
67
|
Ultra Shroom
|
67
|
Other Buildings:
Don Pianta’s Office: This is where Don Pianta has all of his business meetings. Mario must visit the don a few times in the game and do him some favors in order to continue with the story.
The 2 Houses: These are just houses, they have no real effect on the story.
Other:
The Lottery: Near the big sign in the center of the west side, you’ll see a large Bob-omb named Lucky. If you talk to him you can get a lottery ticket. (Your first one is cheaper.) If you check the sign every day (in real time) and see if you have any matching digits, if you do, you win a prize. If not, you get a Mushroom. You can buy a new ticket any time, but it’ll cost 100 coins. Remember: Lucky hates cheaters!
ROGUEPORT PIER:
Enemies:
Lord Crump: 4 HP, 1 ATK, 0 DEF
Star Pieces: 2
Shine Sprites: 0
Items: HP Drain Badge
This is the pier, it is also where Mario starts his adventure. The pier is also where: you meet Goombella; you fight Lord Crump for the first time; you try to stop Frankie and Francesca from leaving; you leave for Keelhaul Key; you return from Keelhaul Key; and you end your adventure.
Inn: None
Shops: None
Other Buildings: None
Other: None
ROGUEPORT TRAIN STATION:
Enemies: None
Star Pieces: 2
Shine Sprites: 0
Items: None
This is the train station of Rogueport. From here you can ride the Excess Express to Poshley Heights, or the Cheep Cheep Blimp to Glitzville.
Inn: None
Shops: None
Other Buildings: None
Other:
To ride either the Excess Express or the Cheep Blimp, you need the corresponding tickets. You can get them from Don Pianta. More information is provided in the prologues to Chapter’s 3 and 6.
Welcome to Rogueport, the beginning of your adventure. As you walk toward town, you’ll see a few thugs bothering a young Goomba girl. As you walk closer, the Goomba will bring you into the fight. The leader will attack you. He’s real easy, just get used to the battle controls, and move on.
After the fight, follow the Goomba girl, Goombella, out of the mob and into the plaza. Once there, you’ll meet up with Toadsworth, who will tell you that Princess Peach has vanished (!). After the conversation Goombella will join your party, and ask you to go to Professor Frankly’s house.
Before you do, walk up to the old Toad wandering about the entrance to the west side of town. She’ll inform you that she lost her contact lens, and tells you not to move. Start walking away and you’ll step on it. After she yells at you, enter the Toad Bros. Bazaar and talk to the clerk, who will place an order for a contact lens for you.
Now head for the east side of town. As you walk in, a Bandit will “accidentally” bump into you and steal half your coins. Follow him back to the plaza, into the back alleyway, and into the door on the left, and talk to the Bandit to get your coins back.
After the confrontation, head back to the East Side of town, and enter the second house on the right to find Professor Frankly.
After you talk with him and he discusses battling with you, it’ll be time for you to head for the Rogueport Sewers.
ROGUEPORT SEWERS
Enemies:
Goomba: 2 HP, 1 ATK, 0 DEF
Hammer Bro: 7 HP, 4 ATK, 1 DEF
Koopatrol: 6 HP, 4 ATK, 2 DEF
Magikoopa: 7 HP, 4 ATK, 0 DEF
Paragoomba: 2 HP, 1 ATK, 0 DEF
Spania: 3 HP, 1 ATK, 0 DEF
Spiky Goomba: 2 HP, 2 ATK, 0 DEF
Spinia: 3 HP, 1 ATK, 0 DEF
Spunia: 12 HP, 7 ATK, 2 DEF
Star Pieces: 12
Shine Sprites: 8
Items: Defend Plus P Badge, Spike Shield Badge, Fire Flower, Mushroom, Defend Plus Badge, Flower Saver P Badge, Soft Stomp Badge, Slow Shroom, Gradual Syrup, FP Plus, Damage Dodge Badge, Black Key, Happy Heart P Badge.
Rogueport Sewers is home to many strange creatures, a lot of pipes, and the Thousand-Year Door. Mario visits Rogueport Sewers as much as, if not more than, Rogueport.
Inn: None
Shops:
Underground Shop: The Underground Shop houses some really rare items, but at a high price. If you have a lot of money and need some good supplies, then visit the Underground Shop.
|
|
Gold Bar
|
110
|
Gold Bar x3
|
350
|
Gradual Syrup
|
15
|
Jammin Jelly
|
200
|
Slow Shroom
|
15
|
Ultra Shroom
|
200
|
|
|
Attack FX P Badge
|
1
|
Chill Out Badge |
2
|
Flower Finder Badge
|
6
|
Flower Saver Badge
|
10
|
Flower Saver P Badge |
10
|
Happy Flower Badge
|
4
|
Happy Heart Badge
|
4
|
Happy Heart P Badge
|
4
|
Heart Finder Badge
|
6
|
Item Hog Badge
|
5
|
Peekaboo Badge
|
7
|
Power Plus Badge
|
15
|
Power Plus P Badge
|
15
|
Pretty Lucky
|
3
|
Quick Change
|
8
|
Chet Rippo’s Adjustment House: For a fee, Chet Rippo can take points away from your HP, FP, or BP total and apply them to one of the other two categories. He can also take a rank from one of your companions and give it to another.
Other:
Herb T’s Shop: A small shop next to the Underground Shop where people like to stop by and chat, you can find Wonky here too.
Forgotten Building: In the background of the flooded room, there is a small building. Nothing to find but a Star Piece.
Teleporter Building: This is the building that the X-Nauts used to get to and from the Moon. You won’t have access to this building until Chapter 7.
The Palace of Shadow: The place behind the Thousand-Year Door. You can’t get in until the prologue to Chapter 8.
Once you get into the sewers, a group of Goombas will start harassing Goombella. Show them what-for, then continue on your way down to the Thousand-Year Door.
When you go down the second pipe, you’ll see a blue “!” switch. Hit it with your hammer, or jump on it and a staircase will appear. Go up the stairs and into the doorway. Inside, you’ll see a black chest, talk to it and it’ll tell you to go find the Black Key. Go back outside and walk left against the wall until you fall off the ledge. You’ll land on a platform with the Black Key on it. Grab it and head back to the chest, who will then “curse” you with the Plane mode ability.
Afterward head out to the plane panel and transform into a paper plane, and fly across the room. Enter the door into the room containing the Thousand-Year Door.
b.Chapter 1: “Castle and Dragon”
PROLOGE TO CHAPTER ONE:
ROGUEPORT SEWERS (cont.)
Once in the room with the Thousand-Year Door, stand on the pedestal. After the light show, you’ll automatically be brought back to Professor Frankly’s house. He’ll tell you that the first Crystal Star is in Petal Meadows.
Finish any errands you have in Rogueport, then head back to Rogueport Sewers. Once down there, head to the right until you find another Plane mode panel, use it to fly across the pit.
Go into the next room and you’ll see a strange shape popping out of the water. Hit it with your hammer to begin the fight with Blooper.
||||||||||||||||Boss
Fight!||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
HP: 12 ATK: 1 DEF: 0 |
First take out the
two tentacles, they have 2 HP each. Once you get rid of them, Blooper will
fall onstage and will become immobile for a couple rounds. Finish him off
and he’ll be gone.
|
======================================================
|
Enemies:
Goomba: 2 HP, 1 ATK, 0 DEF
Paragoomba: 2 HP, 1 ATK, 0 DEF
Spiky Goomba: 2 HP, 2 ATK, 0 DEF
Star Pieces: 2
Shine Sprites: 0
Items: Mushroom x2, Close Call Badge, Happy Heart Badge, Mystery, Fire Flower
Petal Meadows is a place of peace and serenity, where people can enjoy a quiet life free of worry... except for the dragon that occasionally swoops down and devours random passersby.
As you work your way through Petal Meadows, you’ll come across a river. If you check the bushes next to the river, a pipe will appear. Jump down it to be taken into the background, then walk to the right, and jump on the blue “!” switch. Once the bridge appears, walk across it and head into Petalburg.
PETALBURG
Enemies: None
Star Pieces: 2
Shine Sprites: 0
Items: Turtley Leaf, Mega Rush P Badge
Inn: The inn is the first building you’d see when you enter Petalburg.
Shops:
Niff T’s Shop: Niff T’s shop is the building next to the inn. Take note of the prices of the Mushroom and Mr. Softener.
|
|
Courage Shell
|
5
|
Fire Flower |
8
|
Honey Syrup
|
5
|
Mr. Softener
|
8
|
Mushroom
|
4
|
POW Block
|
5
|
Peach Fan’s House: The house next to Niff T’s shop has a Koopa who is a really big Princess Peach fan.
Mayor Kroop’s House: This is the first house on the left in the east side of the village. This is where the mayor lives.
Koops’s House: This is the only two-story house in the village, it is where Koops lives.
Toce T.’s House: The last house in Petalburg, this is were Toce T. lives. She is a friend of Merlee’s.
Other: The pipe that leads from Rogueport Sewers to Petalburg will appear on the island on the east side of the village.
Once you get to Petalburg, you will find that the trail leading to Shhwonk Fortress is blocked off. To get the gatekeeper to open the gate, you must talk to the mayor in the pink house. No matter how you answer his questions, he’ll tell you how to get to Hooktail Castle, won’t offer you a reward, and will continue to call you “Murphy”.
SHHWONK FORTRESS
Enemies:
Koopa Troopa: 4 HP, 2 ATK, 1 DEF
Bald Cleft: 2 HP, 1 ATK, 2 DEF
Bristle: 2 HP, 1 ATK, 4 DEF
Fuzzy: 3 HP, 1 ATK, 0 DEF
Gold Fuzzy: 10 HP, 1 ATK, 0 DEF
Paragoomba: 2 HP, 1 ATK, 0 DEF
Spiky Goomba: 2 HP, 2 ATK, 0 DEF
Star Pieces: 1
Sine Sprites: 0
Items: POW Block x2, Fire Flower, Moon Stone, Sun Stone, Multibounce Badge
Shhwonk Fortress is an old fortress near Petalburg. It’s supposed to have a horrible monster in it.
Before you go inside the first building, grab the POW Block inside of the “?” Box. Once inside, walk up to one of the pedestals and press “A”. Once you do, the two Bald Clefts will jump off their pedestals and walk around. Walk up to one. You will find that they cannot be attacked normally. Use the POW Block, and it will KO them. Now walk through the door.
Before you walk into the next building, check the bush next to the entrance, it will contain another POW Block. Grab it. Inside, do the same thing you did before with the Bristles, and move on.
In
the next building you will see a Thwomp statue on the opposite side of
the room. Talk to it and it will challenge you, but instead of fighting,
you will compete in the 65th annual Quirk Quiz! Fortunately
for you, you’re reading this FAQ, so the only thing being tested is your
ability to read.
Question & Answers:
|
Question
|
|
1.
|
What is hidden here?
|
Stone Keys
|
2.
|
How much does a
Mushroom and a Mr. Softener cost in Petalburg?
|
16 Coins
|
3.
|
What is the name
of the mayor of Petalburg?
|
Kroop
|
4.
|
Where is the Crystal
Star?
|
Hooktail Castle
|
5.
|
How can one get
from Petal Meadows to Rogueport?
|
Go through a pipe
|
6.
|
Which of the following
creatures have hands?
|
Koopa Troopas
|
7.
|
What number question
is this?
|
Question Seven
|
Once you get to the rock formation, put the sun and moon stones in their corresponding spots. When you do, the two rocks will slide back, revealing two blue “!” blocks. Stand next to one, then shoot and hold Koops out. While holding Koops, have Mario run to the other side and hit both switches at the same time, if you succeed a pipe will appear to take you to Hooktail Castle.
HOOKTAIL CASTLE
Enemies:
Dull Bones: 1 HP, 2 ATK, 1 DEF
Koopa Troopa: 4 HP, 2 ATK, 1 DEF
Paragoomba: 2 HP, 1 ATK, 0 DEF
Paratroopa: 4 HP, 2 ATK, 1 DEF
Red Bones: 5 HP, 3 ATK, 1 DEF
Spiky Goomba: 2 HP, 2 ATK, 0 DEF
Star Pieces: 5
Shine Sprites: 3
Items: Power Bounce Badge, Castle Key x4, Attack FX R, Black Key, Up Arrow, Last Stand P Badge, Life Shroom, Mushroom, Honey Syrup, HP Plus Badge, Attack FX B Badge
Many a brave adventurer has entered Hooktail Castle, only to end up as a pile of bones. Now the land must pin its hopes on a slightly overweight plumber and a cowardly Koopa.
In the entrance hall you’ll find a springboard that Mario can use to jump up to the second floor of the hall. Use it, and go out the door to the left. Once outside, use the Plane panel to fly across the broken bridge, then enter the main part of Hooktail Castle.
Follow the hallways until you get to a room with cages in the back. You’ll pass a pile of bones with blue shoes, Koops will automatically walk over to it, thinking it is his father. You’ll also note that he is holding a note. Choose to read it, and you’ll discover that it tells you that Hooktail’s weakness is crickets, that Hooktail is tricky but you must not give any mercy. You’ll also discover that the remains are definitely not Koops’ father.
Continue down the hall and you’ll see a fallen Red Bones in front of the door. Examine it, and after its speech, you’ll be flooded and pushed back by a sudden filling of the room with Dull Bones. Use your hammer to bash them away and work your way back to the Red Bones and engage in a fight. If you have Koops use his Power Shell, you can take out all of the Dull Bones in the fight. But try to take out Red Bones as fast as possible because it can rebuild more Dull Bones. Once you best it, you’ll have access to the rest of the castle.
At the end of the next chamber, you’ll see a small purple and yellow switch on the lower platform. First bash the purple switch to lower the purple block. Use it as a step to jump up and destroy the yellow block with your hammer. After it’s gone, go back and hit the yellow switch to raise the yellow platform.
Once it is risen, stand where it once stood, and use Koops to hit the red “!” block to move the staircase. Use it to retrieve the key, then use Koops to move the staircase back. Use the key on the door to the right.
Don’t bother with the green switch and platform, and keep heading to the right into the dungeon. When inside the dungeon, stand next to the red “!” switch, and use Koops’ hold ability. Then have Mario walk over to the far right cell, let Koops go, and the cell door will rise. Quickly enter the cell and into the door on the right.
Inside you’ll find another black chest that promises not to curse Mario. Move another room to the right. Take note of the pattern on the floor before you open the chest, because when you do, spikes will rise, and the ceiling will begin to lower, but don’t worry, you have enough time to make it back to the door.
Give the key to the black chest to find that it was lying, and it “curses” Mario with the Paper mode ability.
Return to the room on the left (the one with the cells) and squeeze through the bars with your new ability. But before you leave, squeeze through into the far left cell to retrieve the Attack FX R Badge, equip it (it takes 0 BP) and Mario’s attacks will sound like a cricket. It can be annoying, but you need it.
Return to the room where you fought Red Bones and found the note from Koops’s “dad”. You’ll find that you can squeeze through the far-left bars. Once on the other side, walk as far right as you can to find another Castle Key.
Return to the room before the dungeons, the one with the green switch and platform. Have Mario stand on the green platform, and use Koops to hit the green switch. You’ll rise up. Walk up the stairs, and unlock the door.
On the other side, you come across a broken bridge to the other side of the room. You can hit the first switch yourself, use Koops to hit the second. To get across the third part, you must jump out the window and walk to the other side, then jump back in.
In the next room, hold Koops next to the green switch, have Mario walk back to the platform, then let Koops go. Once you reach the top, go through the door on the left. Inside, you’ll encounter the thief, Ms. Mowz. After your “talk” with her, she’ll leave. Grab the Castle Key and the other goodies, then head out the door, then to the door on the right.
Work your way through the next room until you get to a yellow switch. Bash it to lower the platform, then use Koops’ hold ability until Mario is on the platform, then rise it.
Once up-top, walk along the thin pathway until you get next to a Plane panel. Use your Paper ability to squeeze through the bars, then fly to the door.
Once back in the tall room, go down the stairs then hit the yellow switch to lower the platform, then use Koops to grab the key, then head all the way up the stair well to the door.
On the other side of the door, you’ll be outside. Walk along the path until you get to a spiral incline. Walk up it, and you’ll end up in front of some large doors at the top of Hooktail Castle. Save and heal before you enter, for your boss battle against Hooktail will begin as soon as you enter the doors. Also, make double sure that you have the Attack FX R Badge equipped. The sound it makes will weaken Hooktail.
||||||||||||||||Boss
Fight!||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
HP: 20 ATK: 5 DEF:
1
|
Hooktail’s attacks
do tremendous amounts of damage, and her hide is nearly impervious, until
you nauseate her with the sound of crickets (see below). Once you’ve depleted
all of her HP, the boss will offer you a variety of rewards in exchange
for your forgiveness. Always answer no, the devious dragon is only trying
to lure you in close for an attack. When she’s finished begging, she’ll
go into the crowd and eat members of the audience to replenish half her
health! Continue fighting her to make her regurgitate your adoring fans,
and slay the foul beast for good.
Hooktail claims
to have gotten food poisoning from eating crickets once, so the mere sound
of the insects makes her sick to her stomach. If you have the Attack FX
R Badge equipped when you attack her, you’ll lower both her attack and
defense stats.
|
======================================================
|
PEACH’S EVENT
At the end of each chapter, you’ll play through two additional events—one as Princess Peach and one as Bowser. After Peach’s cutscene, enter the door to your left and take a shower. When you return to the previous room, the door on the right will open automatically. Proceed right until you come to the lab’s mainframe, named TEC-XX, or TEC.
BOWSER’S EVENT
All
you have to do in Bowser’s stage is head to the rear of the hall. On your
way there, take the time to talk to his minions to trigger some hilarious
dialogue. When Kammy asks if you like fried eggs, I recommend answering
in the affirmative (they are delicious, after all).
c.Chapter 2: “The Great Boggly Tree”
After the cutscene, walk back through Pedal Meadows, back to the Rogueport Sewers. Head down to the Thousand-Year Door and stand on the pedestal. After yet another light show, you’ll be automatically returned to Professor Frankly’s house, who will then tell you that the next Crystal Star is in the Boggly Woods.
After finishing any errands you have in Rogueport, head back to the room where you found the Black Key. You’ll see the little gray creature run into the hole again. Now that you can squeeze through the bars, follow it. After convincing it that you're nice, it’ll help you get to the Boggly Woods.
THE BOGGLY WOODS
Enemies:
Beldam: 9 HP, 1 ATK, 0 DEF
Cleft: 2 HP, 2 ATK, 2 DEF
Dark Puff: 3 HP, 2 ATK, 0 DEF
Marilyn: 12 HP, 2 ATK, 0 DEF
Pale Piranha: 4 HP, 2 ATK, 0 DEF
Vivian: 10 HP, 1 ATK, 0 DEF
Star Pieces: 4
Shine Sprites: 1
Items: Sleepy Sheep, Honey Syrup, Necklace, Inn Coupon, P-Down, D-Up P Badge, Quake Hammer Badge, FP Plus Badge, Volt Shroom, Super Appeal P Badge.
Boggly Woods is like a photo negative of the real world. So all of the native trees, monsters, and vegetation are different shades of black and white. It’s quite lovely.
As you walk toward the Great Tree, you’ll pass by the Shadow Sirens. You’ll find that they lost the sketch of Mario, so if you walk up and talk to them, they won’t bother you. In fact, they tell you to go away!
In the next area, Punio will lead you into the background to the Great Tree. Once there, you’ll find that a metallic door has blocked the entrance. No worries, Punio informs you that there is a secret entrance, but you need the cloud spirit Madam Flurrie to find it. So return back to the Boggly Woods.
As you trek towards Flurrie’s House, you’ll find a large cliff blocking your way. Press down on your control stick while standing next to the hill. Then, when you can go down no more, press right and you’ll find that you have walked into the hill. Follow the path until you find a blue “!” switch. Hit it to raise the warp pipe. After it has risen, use it to be warped to a plane panel, use that to fly to the top of the cliff.
Once inside Flurrie’s House, approach her bedroom door. Punio will ask for her help, she gladly agrees, but says that she simply cannot leave her room until she has her necklace. The same necklace you saw the Shadow Sirens with just moments ago.
Return to the spot where you saw the Shadow Sirens. They have found their picture of Mario, and attack him. The Shadow Sirens are pretty tough. First use attacks to hit all three at once, including your new Earth Tremor attack. Once you run out of FP, or wish not to use so much anymore, focus your attacks on Marilyn first, she has the highest attack power of the three. After she’s out, focus on Beldam (if not at the same time as Marilyn). Beldam can use magic to shrink you or enlarge her sisters. Save Vivian for last, she poses the least threat. Once you defeat them all, they’ll drop Flurrie’s necklace as they run away.
Once you return Flurrie’s necklace to her, she’ll show her, ahem, appreciation, then join your party.
Return to the entrance of the Great Tree, and use Flurrie’s wind power to blow away the barrier in front of the secret entrance. Punio will enter and unlock the metal door, allowing you entrance into the Great Tree.
THE GREAT TREE
Enemies:
Mini-Yux: 1 HP, 0 ATK, 0 DEF
Pale Piranha: 4 HP, 2 ATK, 0 DEF
Pider: 5 HP, 2 ATK, 0 DEF
X-Naut: 4 HP, 3 ATK, 0 DEF
Yux: 3 HP, 2 ATK, 0 DEF
Star Pieces: 6
Shine Sprites: 4
Items: Ultra Shroom, Red Key, Power Punch, Thunder Rage, Damage Dodge P Badge, Super Boots, Charge Badge, Blue Key, Dizzy Dial, Shrink Stomp Badge, Mushroom.
Inn: None
Shops:
Pungent’s Shop: A small hidden shop inside the Great Tree. I’ll tell you how to find it.
|
|
Honey Syrup |
5
|
HP Drain
|
10
|
Ice Storm
|
15
|
Mini Mr. Mini
|
8
|
Mushroom
|
3
|
Mystery
|
3
|
The Punies’ rivals, the Jabbies, have recently joined forces with the X-Nauts to takeover the Great Tree. The Punies are in dire need of a mustachioed general to turn the tide!
As soon as you enter the Great Tree, a pair of X-Nauts’ll attack you. Once you take them out, a small group of Punies will appear. You claim that you can help them, but they doubt you, and ask the “hairy old man” to free the rest of the tribe. Time to get to work!
You must work your way up three levels in the Great Tree to find red and blue cells. Speak with the elder, and as she tries to remember where the Punies are, Punio will talk to his sister. Afterward, head into the room on the left.
In the next room you’ll find, of course, Ms. Mowz! She’ll tell you the whereabouts of the Crystal Star, then take her leave. When she does, the X-Naut she KO’d will wake up and attack you. When he goes down he’ll drop the Red Key.
Return to the prison room, and unlock the elder’s cell. She’ll yell at Punio for not rescuing the others and begins lecturing...
...many hours later...
Zzzz... Oh, right. When she’s done, return to the entrance where you found the other Punies. The Puni elder will tell you that the Crystal Star is indeed at the bottom of the tree, but you need the Punies to get there. She’ll give you the Puni Orb, and tell you that if you lose any Punies, to see her and she’ll call them all back.
Go into the warp pipe, and put the Puni Orb inside the pedestal. Once activated, the switch will make another warp pipe appear, use it.
In the next room, place the Puni Orb in the pedestal, then have Flurrie use her wind attack to blow the Punies off the ledge. Soon they will float back up inside bubbles. Use Flurrie again, and blow the bubbled Punies across the gap. Once they are all on the other side, grab the Puni Orb, and jump across, then down the pipe.
EXTRA, PUNGENT’S SHOP: In the room with the snaky pathway, if you want to get to Pungent’s shop, jump down to the second floor of the room and walk to the far left, then use Flurrie’s wind attack to blow away the hidden wall. Inside the shop, if you examine behind the stump, you’ll find Punio’s Jabbie friend, Jabble. You let him join your party! Yay, friends!
Move back up onto the snaky pathway and enter the room on the right, but make sure you have all 11 Punies before you enter. As you walk through the next room, 10 Jabbies will come out and attack. Unfortunately, you can’t fight them, the Punies will take care of them. Once all of the Jabbies are KO’d, the Punies will destroy their hive. Enter the new door.
On the other side, you’ll find a Blue Key, take it and head back up to the cell room and open the other cell to get 90 more Punies!
Lead all 101 Punies back down to the snaky pathway room, and lead them to the far door on the right. Be sure not to lose any, you’ll need all 101 Punies for what’s next.
In the next room, it’ll look like a mirror of the last room, but when you get halfway, 100 Jabbies will come out and attack you. Again, you can’t fight them, so just watch the fight ensue. When it’s over, the Punies will destroy the hive. Go through the door and down the pipe, then enter the door on your right.
In the next room, you’ll see another pedestal, so put the Puni Orb in it.
Uh oh! Trap! You’ll find that Lord Crump has set a clever trap for you. Once he is done gloating and leaves, use Paper mode to slip through the bars, and then down the pipe that appeared.
When in the next room, hit the black “!” switch, and take note of the symbols in the room. Next head back to the room where you got the blue key, and you’ll see that four white “!” switches have appeared. Hit the switches so they are in this order: Sun, Moon, Puni, Star. When they are in the correct order, the wall will peel back and on the other side, you’ll find a pair of Super Boots.
After Toadette teaches you how to use them, use your Super Boots to break through the wooden panel outside where the white switches were.
Return to the room where you left the Punies, get back inside the cell, then break through the floor inside, go back up and use Flurrie to blow the Punies into the hole. Then go back down and get them, then head back to the second floor of the room to the left, place the Puni Orb in the pedestal, then blow the Punies into the hole (after you make it, of course). Then go down the warp pipe on the stump, but make sure you still have all 101 Punies!
Follow the path along the tree until you get into the water-filled room. Go down the other warp pipe, then jump across the gap, and go back up the warp pipe. You’ll see a blue panel, jump on it then shoot and hold Koops to the left. Step off the platform, and when the switch re-emerges, let Koops go to hit it. Go back down the warp pipe, and retrieve the Punies; take them across the water on the lily pads and down the warp pipe. Again, make sure you still have all 101!
Put the Puni Orb into the pedestal, and make sure all 101 Punies get on the platform. Once done, the platform will lower to the final floor. Save and heal before you enter the next room!
In the next room you’ll see another pedestal and platform. If you put the Puni Orb in the pedestal and you have all 101 Punies with you, the Crystal Star will come out of the nearby vase, yay! But Lord Crump will appear and take it, and leave through the warp pipe, boo! Also before he leaves, he begins the countdown to the explosion of a bomb that will destroy the whole Great Tree!
Race after Lord Crump, taking the Punies with you, until you reach the Great Tree’s entrance. Be sure to heal again at the healing box before you approach him. Once you confront Lord Crump at the entrance, he’ll stop the time bomb and call upon a large, metallic body that he will fight you in.
|||||||||||||Boss
Fight!|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
HP: 30 ATK: 2 DEF:
1
|
When you finally catch up to Lord Crump, he’ll
hop inside a giant robot called Magnus Von Grapple. You can either strike
the robot’s head with jumping attacks or its feet with ground attacks (neither
body part is more vulnerable than the other). After a few rounds of combat,
Magnus will detach both of its fists. They’re capable of dealing much more
damage than Magnus itself, so take them out as quickly as possible. The
fists will regenerate in a few turns, but you can chip away at the mech’s
body in the meantime.
If you don’t destroy
the X-Fists immediately, you may not last long against Crump’s technological
monstrosity. Fortunately, each fist has only 2 HP, so you should be able
to scrap both of them in a single turn. You can then chip away at the robot’s
body until the fists regenerate.
|
======================================================
|
PEACH’S EVENT
Until some enlightened game developer sees fit to give us a full-blown ballroom-dancing simulator, Peach’s next mini-stage is as close as we’re going to get. TEC will ask Peach to dance with a holographic image of herself. Press the buttons as they appear onscreen to demonstrate the style and grace befitting of a princess. (Before you proceed to TEC’s room, take a shower to hear Peach hum a different tune.)
BOWSER’S EVENT
Bowser doesn’t care much for grace and (as far as we know) he doesn’t do a lot of ballroom dancing. In the Koopa King’s second mini-stage, which hilariously parodies the first level in Super Mario Bros. and is quite possibly the greatest thing in the history of gaming, you’re simply expected to smash everything in sight. To aid your cause, pick up pieces of meat until Bowser grows to fill the entire screen.
Controls for Bowser’s mini-stages: A-Jump, B-Breath Fire, Control Stick: Move.
d.Chapter 3: “Of Glitz and Glory”
Head back through the Boggly Woods, back to the Rogueport Sewers, then to the Thousand-Year Door. After the usual light show, you’ll be back at Professor Frankly’s House. He’ll tell you that the next Crystal Star is in the floating city of Glitzville, but to get there you need to ride the Cheep Blimp, and that you might be able to get a ticket from Don Pianta.
Head over to the Toad Bros. Bazaar, you’ll see that one of them is standing outside of the shop, and he tells you that the contact lens you ordered is in. Go inside the shop and purchase it for 10 coins. Take the lens over to Zess T. standing at the gate outside of town. She’ll take it, and head back to her house. Now head to the west side of town.
Once in the west side of town, head to the shop, West Side Goods. Time to use up more money (don’t worry, you’ll make it all back during the chapter). Inside the shop, buy a Dried Shroom, then a Dizzy Dial. When the clerk asks you the color of your mustache, answer “black”, or whatever you want. She’ll realize that she asked you the wrong question, then she’ll ask you what your favorite color is, answer “yellow”. Then she’ll unlock the door to allow you to Don Pianta’s Office.
When you talk to him, he’ll ask you to do a favor in order to get the ticket. Once he’s done talking, head down to the pier and you’ll see Frankie and Francesca. Talk to them to find that they are set upon leaving. Head back to Don Pianta, the door will be automatically unlocked, you don’t need to buy anymore stuff. Answer his question anyway you want, either way, you’ll get your ticket.
After you have your ticket, head to Rogueport Train Station, and talk to the Cheep Cheep on your right. Show him your ticket, and head for the Cheep Blimp. Once you jump inside, you’ll be on your way to Glitzville!
GLITZVILLE
Enemies:
Bandit: HP: 5, ATK: 2, DEF: 0
Big Bandit: HP: 8, ATK: 3, DEF: 0
Bob-omb: HP: 4, ATK: 2, DEF: 1
Boomerang Bro: HP: 7, ATK: 2, DEF: 1
Bowser: HP: 30, ATK: 3, DEF: 1
Bristle: HP: 2, ATK: 1, DEF: 4
Dark Craw: HP: 20, ATK: 6, DEF: 0
Dark Koopatrol: HP: 25, ATK: 5, DEF: 2
Dark Puff: HP: 3, ATK: 2, DEF: 0
Dull Bones: HP: 1, ATK: 2, DEF: 1
Fire Bro: HP: 7, ATK: 3, DEF: 1
Flower Fuzzy: HP: 6, ATK: 3, DEF: 0
Fuzzy: HP: 3, ATK: 1, DEF: 0
Goomba: HP: 2, ATK: 1, DEF: 0
Green Fuzzy: HP: 5, ATK: 3, DEF: 0
Green Magikoopa: HP: 7, ATK: 4, DEF: 0
Hammer Bro: HP: 7, ATK: 4, DEF: 1
Hyper Bald Cleft: HP: 3, ATK: 3, DEF: 2
Iron Cleft (L): HP: 6, ATK: 4, DEF: ?
Iron Cleft (R): HP: 6, ATK: 4, DEF: ?
K.P. Koopa: HP: 4, ATK: 2, DEF: 1
K.P. Paratroopa: HP: 4, ATK: 2 DEF: 1
Lakitu: HP: 5, ATK: 2, DEF: 0
Pale Piranha: HP: 4, ATK: 2, DEF: 0
Pider: HP: 5, ATK: 2, DEF: 0
Pokey: HP: 4, ATK: 3, DEF: 0
R. S. Buzzy: HP: 5, ATK: 3, DEF: 5
Rawk Hawk: HP: 30, ATK: 4, DEF: 1
Red Chomp: HP: 6, ATK: 5, DEF: 3
Red Magikoopa: HP: 7, ATK: 4, DEF: 0
Shady Koopa: HP: 8, ATK: 3, DEF: 1
Shady Paratroopa: HP: 8, ATK: 3, DEF: 1
Spiny: HP: 3, ATK: 3, DEF: 3
White Magikoopa: HP: 7, ATK: 4, DEF: 0
Star Pieces: 10
Shine Sprites: 2
Items: Inn Coupon, Power Plus P Badge, Heart Plus P Badge, Charge P Badge, Ice Storm, Last Stand Badge, Dubious Paper.
The main attraction in the floating city of Glitzville is the Glitz Pit, a battle arena where the world’s greatest fighters compete for love and country. Or fame and personal fortune—whatever floats your paper boat.
Inn: None. Instead you’ll sleep in whatever locker room you have access to at the moment.
Shops:
SOUVENIR SHOP |
|
|
|
Earth Quake
|
15
|
Point Swap
|
5
|
Power Punch
|
15
|
Repel Cape
|
15
|
Super Shroom
|
15
|
Thunder Bolt
|
12
|
MR. HOGGLE’S HOT DOGS |
|
|
|
Hot Dog
|
10
|
Juice Shop: Though it’s a shop, you can’t buy anything, but you will come here a few times.
The Glitz Pit: The main attraction in Glitzville, you will spend most of your time here.
Other:
Cheep Blimp: You can use this to fly back to Rogueport.
Hot Sauce: After you complete his Trouble Center request, a businessman will sell you Hot Sauce for 10 coins a bottle.
When you get to Glitzville, you’ll need to enter the Glitz Pit. Once you're done checking out the sites of course, enter the double doors and witness the fight of Rawk Hawk vs. Dark Koopatrol. Your partner will notice that Rawk Hawk’s championship belt has the Crystal Star. Looks like you’ll have to fight your way to the top to win it.
Next head to Grubba’s, the promoter, office in the back of the Glitz Pit. He’ll get you set up, give you a new name, The Great Gonzales, and have his assistant, Jolene, set you up.
At this point, you must fight through the Glitz Pit. Good luck!
Once you achieve the rank of 15, King K. will tell you about a new kind of Hot Dog that the hot dog stand is selling made of some tropical egg. Head out into Glitzville and you’ll see the owner of the hot dog stand chasing an egg around. Go over and help him chase it down. Eventually it will jump on top of the hot dog stand, use the paper airplane panel on the other side of town to fly on top of the stand. Then once you get to it, allow it to follow you.
At this point, continue fighting like normal.
Soon, you’ll get to rank 9, and it’ll be time for your Major-league fight. You’ll find that none of your attacks will work against the Iron Clefts, so just run away. Once you return to the minor-league locker room, you’ll find that the egg you saved has hatched into a Yoshi! After you name him, sign-up to fight the Iron Clefts again, this time with Yoshi as your partner. Once your fight has started, switch Yoshi to the front, and have him use his Gulp ability to defeat the Iron Clefts. Now The Great Gonzales is a major-league fighter!
Once you reach rank 8, you’ll receive an Email from a mysterious person named X. It’ll tell you to go to the juice shop and talk to the owner. When you do, he’ll give you the Super Hammer! Next, head to the minor-league locker room and smash the large yellow block. Then ride Yoshi across the gap to the top of the bookshelf to receive the Dubious Paper.
After you beat the pair of Bristles, the Iron Clefts will jump onstage and challenge you to another fight. Just show them what The Great Gonzales thinks of that. Have Yoshi use his Gulp and beat them again.
Once you’ve reached rank 6, a fan of yours will send you a piece of cake, eat it to recover all of your HP, FP, and SP! Set up for your next fight against the group of Magikoopas. Once you beat them an old “friend” will jump onstage and challenge Mario. (Who’s Mario? All I see is The Great Gonzales.) Put the hurt on Bowser as quick as you can, his bite is poisonous!
Once you defeat the 4th ranked team, you’ll receive another Email from X. It tells you to go outside to the phonebooth. Inside it, you’ll find a Storage Key. Take the Storage Key back to the storage room. After talking to Ms. Mowz, use Flurrie to blow on the crates to the left. Then use your hammer to destroy the yellow blocks, then hit the blue “!” switch.
Take the newly exposed stairs up to the second floor. Then ride Yoshi over to the wooden crates to the left, destroy the large yellow block, and jump down into the vent. Inside the vent, walk to the other side, and listen to Grubba and Jolene’s conversation. Once it’s over, go to the other vent and slip though to get back into the storage room. Return to the locker room and continue fighting.
After you beat the 3rd ranked team, you’ll receive another cake, but DO NOT eat it. If you do, your partner won’t be able to participate in the next fight, and that can be hard against those Red Chomps.
When you are the number one-ranked fighter, you get another Email from X, telling you to take down the Great Gonzales posters in the lobby. Do this using Flurrie. Behind one is another Storage Key.
Go back down to the second floor of the storage room and go to the right an unlock the door. On the other side, break the large yellow block to find some of your old friends lying on the floor. King K. is too hurt to say anything, but Bandy Andy tells you not to go into the ring while it’s empty.
Once you register for the championship fight against Rawk Hawk, the security guard will instead take you to the other minor-league locker room and lock you in! Use Flurrie’s wind power to blow away the Princess Peach poster, walk through the secret room and into the second major-league locker room, then over to the bathroom, and use The Great Gonzales’s toilet paper ability. Actually, press down while standing in the toilet. You’ll be flushed into the original major-league locker room, then you can walk to the ring to challenge Rawk Hawk.
Rawk Hawk’s fight will be like a regular fight, he has the same amount of HP as Bowser. After you deplete some of his HP, he’ll jump up to the rafters and drop various objects on you and your partner. Just use the Quake Hammer or Flurrie’s Body Slam to bring him back to the ground.
Once your fight against Rawk Hawk is over, Jolene will lead you to the Champion’s room. While in there, you will hear voices, then you will receive an Email from X saying to find those voices.
First, get completely healed in the comfy bed, then jump to the top of the pile of presents, ride Yoshi to the vent, and use your spin hammer to break the vent. Walk to the other side of the ventilation system. Once Grubba is gone, break the vent, walk over to Grubba’s desk, and open it to find the info on Grubba’s machine and the Crystal Star. But as you look at it, Grubba will come back inside the office and see you. He will run away. Chase him into the ring, and be ready for your next boss fight.
||||||||||Boss Fight!||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
HP: 60 ATK: 4 DEF:
0
|
At the beginning
of the fight, Macho Grubba will gain he ability to act twice per turn.
He’ll use the additional action to increase one of his stats—Attack, Defense
or Evade—before unleashing his offense (some of his strikes are capable
of hitting both you and your partner, so heal accordingly). Each boost
lasts only a single round, however, and the boss must renew his double-action
capability every three rounds. Be sure to save some of your heavy artillery
for the second half of the match, when Macho Grubba further increases his
girth.
Take Grubba’s current
statistical bonus into account when determining the best course of action.
Your attacks won’t do much damage when Grubba elevates his defense, for
example, so spend the turn charging, and then hit him with a juiced-up
Power Bounce the following turn.
|
======================================================
|
PEACH’S EVENT
During your next rendezvous, TEC will ask you to speak with Sir Grodus. Take the elevator to the top floor and enter the green-lit door to your right. Check the lockers for an X-Naut uniform, then go behind one of the curtains to put it on. You’ll find Sir Grodus through the door at the east end of the hall. After your conversation, change back into your dress and return to TEC’s room.
BOWSER’S EVENT
The poor little Punies just can’t find a moment’s peace. As if our pudgy hero didn’t frighten them enough, Bowser shows up and nearly gives the entire tribe a coronary. Search the far-right bush to talk to the elder. (You can search the rest of the bushes to terrify the Punies hiding behind them. It’s not necessary, but it is funny.)
e.Chapter 4: “For Pigs the Bell Tolls”
Take the Cheep Blimp back to Rogueport, then head down to the Thousand-Year Door. Do your normal thing, then Professor Frankly will tell you that the next Crystal Star is in Twilight Town, a town that is in such a place where it is stuck in a constant twilight.
When you’re done with everything in Rogueport, head to the west side of town, and use your Paper ability to squeeze through the grate in the middle of the area. Once you’ve fallen, use Yoshi to float across the gap to the left, enter the door, and go down the pipe.
What? You mean the pipe rejected you? Well then head back to Professor Frankly’s House, he’ll tell you about a man named Darkly from Twilight Town. Darkly is standing behind Merlon and Professor Frankly’s houses. Once he tells you how to get into Twilight Town, return to the pipe and it’ll accept you.
TWILIGHT TOWN
Enemies: None
Star Pieces: 3
Shine Sprites: 0
Items: Peachy Peach, Defend Plus Badge, Jammin’ Jelly, Boo’s Sheet, Life Shroom, Inn Coupon, Superbombomb
The people of Twilight Town are plagued with a curse that turns them into pigs. As tempting as it may be to enjoy the lifetime supply of free pork, that’s not quite befitting of a hero.
Inn: The inn is the last house in the west side of town. Every time you stay there, you will get a free Peachy Peach.
Shops:
Twilight Shop: The Twilight Shop is the building in the middle of the east side of town. You can’t purchase anything until you break the curse.
|
|
Life Shroom
|
40
|
Maple Syrup
|
20
|
Spite Pouch
|
10
|
Stopwatch |
30
|
Super Shroom
|
15
|
Thunder Rage
|
20
|
Resident’s House: The first house on the left in the west and east sides of town are both residents' houses, nothing important in them.
Mayor’s House: The house in the middle of the west side of town is the mayor’s house.
Other: Twilight Town doesn’t have a blue pipe, just the brown-orange one.
When you get to Twilight Town, your partner will comment on how weird the town is, then you will hear a bell ring in the distance, and a nearby Twilighter will be turned into a pig. The mayor will come out and invite you into his home. He’ll tell you that the monster at Creepy Steeple has cursed them, so whenever the bell in Creepy Steeple rings, one member of the town will be “pigified”.
Head to the far end of the east side of town, you’ll find a gatekeeper who says that you need the mayor’s permission to pass. So head back to the mayor’s house. As you do, you’ll hear the bell ring again.
When you enter the mayor’s house, you’ll find that he has been turned into a pig! Next head to the Twilight Shop and talk to the owner. After her story, return to the gate, as you do the bell rings once again. You’ll find that the gatekeeper has also been turned into a pig, so take advantage of that and open the gate yourself, then head out to Twilight Trail.
TWILIGHT TRAIL
Enemies:
Amazy Dayzee: HP: 20, ATK: 20, DEF: 1
Crazee Dayzee: HP: 7, ATK: 2, DEF: 0
Hyper Cleft: HP: 4, ATK: 3, DEF: 3
Hyper Goomba: HP: 8, ATK: 2, DEF: 0
Hyper Paragoomba: HP: 8, ATK: 2, DEF: 0
Hyper Spiky Goomba: HP: 8, ATK: 3, DEF: 0
Star Pieces: 3
Shine Sprites: 1
Items: Black Key, Super Shroom, Shop Key, Hammer Throw Badge, Earth Quake
As soon as you step out onto Twilight Trail, you’ll see an old shack. Inside you’ll find a Black Key, grab it.
As you go down Twilight Trail, you’ll come across a fallen tree. You can’t get past it. Use Koops to get the Shop Key on the other side, then head back to Twilight Town.
Head into the shop and talk to the distressed shop owner, she’ll tell you that you can have anything inside of the storage room. Use the Shop Key to unlock it. Inside you'll find another black chest. Open it with the Black Key, and it’ll “curse” you with the Tube ability.
Head back to the fallen tree, and use your Tube ability to slip underneath it. On the other side, you’ll find a pile of hay, use Flurrie to blow it away, then enter the warp pipe. Later, you’ll come to another tree blocking your path, use Flurrie once more to blow away the bark, enter the tree, and you’ll reappear in the background. Continue on your way.
Before you reach the large rock, you’ll see a dark circle in the ground, use Flurrie again to blow it away and you’ll see some wooden boards. Use your Spin Jump to break it. In the background, push the rock, and the one in the foreground will move with it, revealing a hole. Return to the foreground and jump down into the hole, you’ll jump out on the other side of the rock.
When you get to the gate, you’ll have to use Tube mode to slip through the hole in the gate. Once on the other side, walk up to the gate and then it will unlock for the rest of the game. Now walk up to the front doors of Creepy Steeple, and walk in. Gwahahahaha!
CREEPY STEEPLE
Enemies:
Atomic Boo: HP: 40, ATK: 4, DEF: 0
Boo: HP: 7, ATK: 3, DEF: 0
Buzzy Beetle: HP: 5, ATK: 3, DEF: 4
Spike Top: HP: 5, ATK: 3, DEF: 4
Swooper: HP: 6, ATK: 3, DEF: 0
Star Pieces: 4
Shine Sprites: 3
Items: Golden Leaf, Lucky Start Badge, Steeple Key x2, Ice Smash Badge, Cookbook, Tornado Jump Badge, The Letter “P”, Power Plus Badge, Mr. Softener, Flower Saver Badge, Ultra Shroom
Once inside Creepy Steeple, you’ll see a statue of the Crystal Star, push it and you’ll fall into a hole. Enter the door to the left and you’ll see a box sitting in the middle of the hall. Open it and many, many Boos will fly out. The last one will pause a moment and ask you how many Boos flew out. Answer “200” and he will give you an Ultra Shroom.
Use the spring to jump to return to the main hall. Once you return, you’ll see a Boo sitting on the ground. Tell him that you won’t be mean, then he’ll call out all of his Boo friends.
If you stand in the hallway for too long, the Boos will take you out of Creepy Steeple. You can use your Spin Hammer to knock them off of you. But if you do it twice, they will combine and form Atomic Boo. If you beat it, you’ll win the Lucky Start badge, a really useful badge. Afterward, all that will be in the hall is a few Boos, which will act like normal enemies.
Go out the door that is closest to you (the actual you, not Mario). Head east until you find a red switch, hit it with your hammer, then go into the nearby door, and up the stairs.
Keep walking left on the platform until you reach where it is broken with a key on the other side. Use Koops to snatch it, or Yoshi to float across and get it yourself.
Return to the room with the staircase, and enter the door you haven’t been through yet. You’ll see another red switch, hit it twice and return to the stair room and climb up the moved staircase. Walk west until you get to a locked door. Unlock it with your key, and be sure to save. On the other side you’ll see a spiral staircase and a heal box, heal yourself and head up the stairs. Once you use the spring to jump up into the belfry, your boss fight will begin!
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Fight!||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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HP: 40 ATK: 4 DEF:
0
|
At the top of the
Steeple, you’ll meet the villain responsible for transforming Twilight
Town’s residents into swine. The unnamed boss starts with only one easily
defended attack, but once you’ve depleted half of his HP, the bowtied baddie
will turn into a shadow form of Mario, capable of mimicking your jump and
hammer attacks. Nevertheless, the mysterious foe shouldn’t give you too
much trouble.
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======================================================
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After the epilogue of the chapter, Mario and his partner will jump out of the belfry and leaves. Press “A” and the shadow will jump up, you’ll find that you can control him.
Return to Twilight Town. Be careful, you have no partners.
Just before you get into Twilight Town, Mario will jump out. Wow! Mario? What’s a celebrity like him doing here? Actually, that is the boss you fought back at Creepy Steeple, he stole Mario’s body and name. He makes you a deal, if you can guess his name, he’ll give you your body and name back. You wouldn’t be able to guess his correct name, even if I gave it to you, so enter whatever you want, then Mario will challenge you to a fight. You can’t fight him, so just run away.
Return to the west side of town (if you go into the mayor’s house, you can see Mario and his partners) and talk to the Shadow Siren, Vivian. She’ll tell you that she’s looking for something. Check the far-left bush and the Superbombomb will pop out. Take it back to Vivian, and she’ll be so happy, she’ll leave her sisters and join your party.
Now head to the east side of town and approach the tree closest to the gate until a conversation bubble appears above your head, then press “X” to have Vivian pull you into the shadows. They crows will tell you that there is someone in Creepy Steeple that knows the imposter’s real name. If you tell the kid nearby that you read strategy guides, don’t pay attention to his response. ^_^.
As you leave town, Mario will ambush you again, just do what you did before and run away. Now head to Creepy Steeple.
Once you get to the gates, instead of using the front entrance, jump down the well. In the caves below, head through the door on the right. Watch out, there is a horde of Buzzy Beetles and Spike Tops there, they will take some time to beat, so be ready. Once they are gone, pass to the right side of the room and push the door thing up the hill. Once you are up a ways, press “X” to fall into the shadows. Once the door passes over you, come back up and continue to the right. Once you break the wooden floor and are behind the hall where you let all the Boos out, roll up into a tube and head to the left, and you’ll find an entrance into the next room.
Stand next to the parrot in the room, and when the chat bubble is above your head use Vivian to hide. Once in the shadows, the parrot will say that the imposter’s name is Doopliss. Next, open all the boxes in the room. One has the letter “P” in it, another has a Steeple Key. Use it to get out of the room. Now return to the place on Twilight Trail were Mario ambushes you.
When you get there and Mario jumps out at you, tell him that his real name is Doopliss. He’ll get all weirded out and run back to the belfry of Creepy Steeple. Heal in Twilight Town if you need to, then give chase. Head back to Creepy Steeple and up to Doopliss’ room (the belfry) and you’ll start the fight against him.
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HP: 40 ATK: 4 DEF:
0
|
Doopliss will convince
all of your partners who aren’t named Vivian to fight alongside him, while
the Shadow Siren takes her sweet time deciding whether she should help
you (she will eventually join you). Focus all of your offense on your look-alike—if
you knock out one of your partners, someone else will jump in to take his
or her place (plus, beating up on your naïve friends will make you
feel kind of guilty). Doopliss has a lot of HP, and you won’t be used to
guarding against your own attacks, so it’s a good idea to use the Power
Lift to boost your ATK and DEF.
Your friends may
have fallen for Doopliss’ clever ruse, but they don’t deserve to get stomped.
Well, maybe they do, but each successive partner packs a wallop a bit meaner
than the last. Plus they’ll stop attacking you if you simply defeat Doopliss
and reclaim your identity.
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PEACH’S EVENT
Answer TEC’s question as fallows:
1)Thousand-Year Door opens
2)To conquer the world
3)A 1,000-year-old demon’s soul
4)Bring the demon back to life
5)Crystal Stars
BOWSER’S EVENT
Bowser’s vehicle will malfunction while he’s flying over the ocean, which leads to an underwater stage inspired by the original Super Mario Bros. There’s no real strategy for the level, so I’ll just recommend soaking in those sweet tunes as you reduce everything in your path to rubble.
f.Chapter 5: “The Key to Pirates”
After the mayor of Twilight Town apologizes for what happened, take the orange-brown warp pipe back to the Rogueport Sewers and head for the Thousand-Year Door. Approach the pedestal and wait until it’s all done. Back in town, Frankly tells you that the next Crystal Star is in Keelhaul Key, an island haunted by the ghost of Cortez the pirate.
Now head to the Rogueport Inn and talk to Flavio, the yellow man with a pointy nose. No matter how you answer his question, he’ll agree to take you to the key (little rhyme for you). Now follow him to the harbor, he’ll tell you about the SS Flavio, then mention that you have no navigator. Pa-Patch mentions a great navigator called Admiral Bobbery who lives in town.
Head to East Rogueport and ride Yoshi across the river and up on the rooftops, then ride him again to cross the river to land on the opposing rooftop. You should find a chimney that you can roll into in Tube Mode. Talk to the old Bob-omb inside, he’ll claim not to be Admiral Bobbery and unlock the door. Head back to the Inn and talk to Podley, then return to the house (the door is unlocked now). The Bob-omb will admit to being Admiral Bobbery, but still doesn’t go with you. Return to the Inn once more and talk to Podley again, he’ll tell you a sad story about Bobbery and give you a letter to give to Bobbery. Take the letter to Bobbery. After he reads it, he’ll agree to go to Keelhaul Key with you.
Head back to the Harbor and talk to Flavio. Make sure you have everything done in Rogueport before you leave, you won’t be able to return until the very end of the chapter. Once you tell Flavio your ready to go, you’ll embark on your trip to Keelhaul Key!
Keelhaul Key
Enemies:
Ember: HP: 8 ATK: 3 DEF: 0
Flower Fuzzy: HP: 5 ATK: 3 DEF: 0
Green Fuzzy: HP: 5 ATK: 3 DEF: 0
Putrid Piranha: HP: 8 ATK: 3 DEF: 0
Star Pieces: 6
Shine Sprites: 2
Items: Keel Mango, Head Rattle Badge, Courage Shell, Mini Mr. Mini, Jammin’ Jelly, Thunder Rage, Inn Coupon, Coconut x2, Ice Power Badge, Spite Pouch
Arrgh, matey! Thar be ghosts on Keelhaul Key that don’t look too kindly on some pudgy landlubber tryin’ to get his hands on their precious booty.
Inn: The inn is the “building” on the right, bit expensive though.
Shops:
Keelhaul Galleria: The Keelhaul Galleria is the long building on the left. The owner is actually the other Toad Bro. from Rogueport’s Toad Bros. Bazaar. His Ice Storm is a good idea on the fiery foes in the Pirate’s Grotto.
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|
Fire Flower
|
5
|
Fright Mask
|
2
|
Honey Syrup
|
3
|
Ice Storm |
15
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Sleepy Sheep
|
10
|
Super Shroom
|
12
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Other: On the Western Shore, you can find a Whacka, which when hit with your hammer, gives you a Whacka Bump, an item that recovers 25 HP and 25 FP!
Your trip will go beautifully, until the night you're attacked by a horde of ghosts, but you’ll end up on Keelhaul Key anyway. You’ll start on the farthest west you can be, a Toad will come and tell you that they have a bed ready for you. Before you go over there, head north until a blue creature pops out, and hit it to get a Whacka Bump. Make sure you're ready for a fight, as soon as you enter the shantytown you’ll get in a fight with three Embers.
Once you defeat them, Captain Mario will be elected to find a way off the island, and to also find your three missing crewmembers. Keep heading east until you reach the area with the huge cliff-face. Stand on the “?” Block and jump to reveal a coin block that will fill the gap between the two edges, now you can jump across while riding Yoshi.
You’ll find the missing crew members at the bridged area. Bobbery will send you and the other two away and will attempt to fight the Embers single-wicked. >_>
Return to the bridged area. Before you cross, jump down the natural stairs into the warp pipe and retrieve a coconut from the tree. Return and cross the bridge. Before you’re all the way across, though, go into Paper Mode to slip through the bridge to the ledge with the Ice Power Badge. This badge is REALLY useful in this chapter, it allows you to jump on fiery foes. Use the spring jump pad to get back up and proceed to the east.
You’ll find two Embers circling a palm tree, defeat them both then hit the tree with your hammer and Bobbery will fall down. Talk to him and he’ll tell you that his last request is to have a drink of his Chuckola Cola. Return to the shantytown and talk to Flavio. When he asks for something in exchange for the Chuckola Cola, give him the Coconut (it’s cheap and you don’t need it). Take the Chuckola Cola back to Bobbery, who’ll then appear to pass on. “Talk” to him to find that he is actually sleeping (have different partners out to get different responses, you can hear them all). When you’re ready, hit Bobbery with your hammer. He’ll make funny noises, then join your team.
Return to the shantytown once more and talk to Flavio. The crew will vote that he should join you. Yes, he’s annoying, but he’ll only follow you for a short time. Return to the spot where you found Bobbery, but continue east and examine the Skull Rock. When Flavio is done singing ask for the Skull Gem and he will give it to you. Place the gem in Skull Rock, then do three Spin Jumps on the red rock, then smack the blue one four times with your hammer. Then toss Bobbery in the hole that appears to open the entrance to the Pirate’s Grotto.
Pirate’s Grotto
Enemies:
Bill Blaster: HP: 5 ATK: -- DEF: 2
Bulky Bob-omb: HP: 6 ATK: 2 DEF: 1
Bullet Bill: HP: 2 ATK: 4 DEF: 1
Ember: HP: 8 ATK: 3 DEF: 0
Lava Bubble: HP: 6 ATK: 4 DEF: 0
Parabuzzy: HP: 5 ATK: 3 DEF: 4
Star Pieces: 4
Shine Sprites: 5
Items: Ruin Powder, Floodgate Handle, P-Down D-Up Badge, Grotto Key, Damage Dodge P Badge
As you delve deeper into Pirate’s Grotto, you’ll hear ghostly voices telling you to turn back. Where’s Luigi with his Poltergust 3000 when you need him?
The first trap you’ll have to overcome in the grotto is a bunch of spears that pop out of the ground. Make sure your timing is correct and have Vivian pull you into the shadows when the spears pop out, then run across while they are in the ground.
In the next room, a pair of Bill Blasters will set at the far end and shoot Bullet Bills at you. Vivian comes in handy once again; as the Bullet Bills fly by, duck into the shadows to avoid fighting them. When you reach the other end, engage in a fight with the Bill Blasters, you’ll fight them both at the same time.
Get through the big waterfall room and enter a room with metal doors at one end. Jump up the cliff and across the river. You’ll see a blue “!” switch on a platform, throw Bobbery up to the switch and have him explode next to it to activate the switch. Go through the door that opens. Cross through this room again into the storage room.
In that room, jump on the grate floating in the water, then jump on the island with the red switch on it, but don’t jump on the switch. Instead shoot and hold Koops away from the switch, then jump on the platform in the back of the room. Release Koops and ride the platform upward, then jump across to get the Grotto Key.
Return to the metal door room and open it. Go through the south entrance in the next room to find an area with spears popping out of the wall. Transform into Tube Mode and roll under them (you’ll have to wait for the pair of low spears to recede to pass them).
In the next room, use Koops or Bobbery to get a first strike on the enemies across the gap in the bridge. Once they are gone, cross over and use Bobbery to blast open the door.
The next room has more Bullet Blasters, just take them out like you did before. The following room has a half-sunken ship, enter it and talk to the Black Chest. Defeat the single Ember that appears to get the Black Key. Open the chest to be “cursed” with the Boat Mode ability.
Go all the way back to the door that you opened by having Bobbery explode next to the blue switch. On the other side, you’ll see a Boat Panel. Use it to transform into a boat, ride down the waterfall, and follow the river west until you reach another boat panel. Transform on it and grab the Floodgate Handle off the broken bow, then return to the large waterfall room, on foot of course.
Use Yoshi to ride across the gap to the chain mechanism that is attached to the floodgate. Attach the handle to it and open the floodgate. Return to the boat panel in the upper side of the room and fall down the waterfall and go through the entrance you just opened.
Sail east until you get to the room with the wall-spears. In this room you must be an agile sailor to avoid the waves. If you hit one, you’ll sink and appear back at the entrance of the room.
In the next room a bunch of Toads will see you, sail past them and, ignoring their comments, jump down the warp pipe. In the background, head all the way west until you get to another pipe you can jump down. Jump up to the airplane panel and fly until you’re above the first pipe you come across. Press “B” to transform back, jump down the pipe, and hit the blue switch in the background. Do the same for the other switch. Once you activate both switches, the Toads, and Piantas, can escape.
Go up to them, Frankie and Francesca will tell you what happened to them, and that they heard funny noises in the room to the east. Head east to see an ominous-looking ship. Heal and save, then enter the ship. You’ll be in a small room where the ghastly voice tells you to enter the next room. When you do, you’ll see a whole bunch of treasure, then the ghost of Cortez appears. He appears weak with only 20 HP, but he has three forms! But remember, he’s just an oversized Dry Bones!
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|
HP: 20, ATK: 4,
DEF: 1
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Cortez has three
forms. With each one, you can target either his head or the bone pile beneath
his torso—both have the same DEF. His first incarnation will try to skewer
you, either with all four weapons simultaneously, or with one at a time.
His second form will boost his ATK, then throw bones at both you and your
partner to inflict heavy damage; avoid this with Vivian’s Veil. When he
opens his rib cage, hit the exposed green gem with everything you’ve got.
His third form attacks five times (four weapons plus his head) per turn,
and when you’re about to finish him off, he’ll devour the souls of your
audience to replenish some of his HP!
If you destroy one
of Cortez’s weapons in his third incarnation, it will simply reappear after
two turns. You can, however, use Flurrie’s Gale Force (or some other attack
that deals a decent amount of damage to every enemy onscreen) to blow away
all four weapons at once.
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Nope, the chapter doesn’t end here either. Return to where you left all the Toads (heal before you do, of course) to find that your fight with Cortez cracked the nearby wall. Use Bobbery to blow it open. Once all the Toads and Piantas are through, go through yourself. You’ll emerge where you started the chapter (islands ARE round, of course). Grab a Whakkabump if you want and head down to where all of the Toads are and talk to Flavio. While you’re telling him of what happened, Four Eyes, or Lord Crump, will begin attacking the island. Flavio will tell you to take him back to Cortez. (Save! And heal if you need to.) Flavio will negotiate with Cortez, who’ll eventually allow you to use his ship to stop Lord Crump.
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Boss Fight!|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Lord Crump: HP:
30, ATK: 3, DEF: 0
X-Nauts: HP: 6/10,
ATK: 5, DEF: 0
|
Focus all of your
attacks on Lord Crump—if you knock out the X-Nauts more will simply jump
in to take their place. When you reduce Crump’s HP to zero, he’ll go backstage
to heal and recruit more help. The X-Nauts will begin dealing major damage
to both you and your partner. Finish off their leader as quickly as possible
to put an end to the skirmish.
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======================================================
|
Peach’s Event:
Follow TEC’s directions to the lab. Place the potions in the machine in the following order (from left to right): red, blue, orange, and green. Turn on the machine, and when the beaker stops above one of the potions, press the corresponding button. Heat the concoction for EXACTLY 30 seconds, then drink it. You can tell if you did it wrong, the potion will be transparent if it is incorrect and green if it is right. You can drink the bad potions to watch Peach grow or shrink. Head to Sir Grodus’s room and search the bookshelf for the Data Disk. Insert the disk in his computer. Return the disk to the bookshelf and follow TEC’s instructions to return to normal.
Bowser’s Event:
Once again, there’s not much strategy involved in Bower’s mini-stage. You can talk to the citizens of Twilight Town to see what they say, but when you’re ready, talk to Lord Crump to initiate a face-off between the X-Nauts and the Koopa Clan. Your adversaries battle as competently as you’d expect based on the prior success rate of the opposing generals.
g.Chapter 6: “3 Days of Excess”
After the cutscene on Keelhaul Key, get on Cortez’s boat to ride back to Rogueport. When you arrive, Cortez says that you can use his boat whenever you like. Go to the Thousand-Year Door to learn the location of the next Crystal Star. Frankly excitedly tells you that the next Crystal Star is in Poshley Heights, no dungeons or monsters! Oh, how wrong he is...
To get to Poshley Heights, you must get a ticket for the Excess Express, the ritziest train around. Now, who do we visit for tickets? Don Pianta! When you reach his office, you’ll find that Don Pianta isn’t feeling well. His thugs will tell you that if you can bring Francesca back to him, they’ll give you a ticket.
Return to Cortez and have him take you back to Keelhaul Key. You’ll find Frankie and Francesca to the east of the shantytown. After the loooooooooong scene, head back to where you knocked Bobbery out of the palm tree, the ring is in a nearby bush. Take the ring to Francesca, and they’ll agree to return to Rogueport with you. Ride back with Cortez and head to Don Pianta’s office. After another cutscene, you’ll receive your tickets.
Your first instinct is to leave, but not yet. Head to the East Side of town into the Trouble Center. Take on the trouble left by “???”. On the top of Zess T.’s house, you’ll find Ms. Mowz. After she talks to you head to the warp pipe to the Petal Meadows. Go into Hooktail’s castle. First head back to the room where you found the black key and look at the east wall, it’s cracked. Use Bobbery to blow it open and retrieve the Up Arrow. Now head all the way back up to the tower where you fought Hooktail. Head to the center of the room until Mario has a “!” above his head. Use Flurrie to blow away an invisible panel and open the chest to receive the badge. Head back to where you left Ms. Mowz, after you talk to her, she’ll join your party. Next head to Merlin’s house (next to Frankly’s) and give him the Up Arrow. You can now upgrade your partners one more level!
Now you may head to the Excess Express in Rogueport Station and board. Next stop; Riverside Station, then Poshley Heights!
Excess Express
Enemies: None
Star Pieces: 5
Shine Sprites: 2
Items: Ragged Diary, Mushroom, Dried Shroom, Autograph
Though Mario and his party expected the retrieval of the sixth Crystal Star to be relatively relaxing, the journey proves to be anything but. You’ll be surprised how much can happen on a three-day train ride.
Inn: The Inn is actually Mario’s room, 005. It’s free!
Shops:
Sales Stall: The Sales Stall only closes during this chapter, and it’s only during late night. It is located in the Dining Car.
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|
Boo’s Sheet
|
20
|
Maple Syrup
|
15
|
Mystery
|
3
|
Super Shroom |
15
|
Tasty Tonic
|
13
|
Thunder Rage
|
15
|
Engine: This is where the engineer works, you’ll need to talk to him later.
Green Car: This is a passenger car. 001: Zip Toad’s Room. 002: Toodles’s Room.
Red Car: This is a passenger car. 003: Tubby T’s Room. 004: Empty. 005: Mario, Goombella, Koops, Flurrie, Yoshi, Vivian, Bobbery and Ms. Mowz’s Room.
Dining Car: Where people eat, it is also the location of the Sales Stall.
Blue Car: This is a passenger car. 006: Pennington. 007: Business Ratooey. 008: Goldbob, Sylvia, and Bub’s room. Also the conductor is on this car.
Storage Car: The car where luggage and supplies are kept.
Other: The only time that the Sales Stall closes, that the time of day in the game is taken into account, and that you’ll see these particular passengers (except for Tubby T) is during this chapter.
*Dawn of the first day; 72 hours remain*
At the beginning of the chapter, you will find a threatening letter in your cabin. Take the letter to the conductor in the Blue Car on the West Side of the train. As you head back to your room, you’ll see a lot of commotion around the kitchen area. Talk to Pennington, the penguin. He’ll explain that someone has stolen a pot of stew. If you talk to him again, he’ll accuse Mario of stealing it (Hey, just because he’s a little overweight...), so you must find the pot to prove your innocence. Next you find some markings on the floor, examine them to find that they are from the stew. Follow them and they’ll lead you to room 003. Search inside the nightstand to find the Galley Pot. After Pennington talks to you and Tubby T, take the Galley Pot back to the Cheep Cheep chef.
Head to room 006 and talk to Pennington. He will tell Luigi that he is his new assistant and instructs Luigi to check on the Bob-omb family in room 008. No, he’ll continue calling you Luigi until the final boss fight...
Enter room 008, inside talk to Bub, the little Bob-omb, and he’ll tell you what he really wants for his birthday. Talk to him two more times, then talk to the conductor outside the room. Now head to the very front of the train, to the engine. Talk to the engineer and he’ll sign an autograph for you. Take it back to Bub.
Talk to Pennington and he’ll tell you that the conductor has a problem. Talk to the conductor and he’ll tell you that there is a stowaway on the train and they are one blanket short. Agree to help him find the culprit.
Enter room 004, the empty one, and use Vivian to hide in the shadows. When Ghost T. appears, jump out and talk to him. He’ll tell you that he’ll give you the blanket for his diary. Return to the conductor and tell him, he’ll allow you to enter the Storage Car. Use your Paper Mode ability to slip between the crates of “foods”. Behind them you’ll find the Ragged Diary. DO NOT READ IT!!! Take the diary back to Ghost T. and he’ll give you the blanket, take it back to the conductor. That’s all the mysteries we can solve today. Head back to your room, 005, and get some sleep.
*Dawn of the second day; 48 hours remain.*
When you wake up, head to Pennington’s room to learn about your next two cases. Somebody has stolen the Business Ratooey’s briefcase, which contains a powerful new syrup that can raise the dead or, when combined with gold and calcium from seashells, cause a large, sticky but delicious explosion! Hmm, wasn’t Toodles missing her gold ring? And the waitress was missing her shell earrings, how mysterious!
Now head to room 001 to find a paper lying on the floor, pick it up and take it to Pennington. The Business Ratooey says it’s one of his contracts. Return to room 004 and use Vivian to hide in the shadows. Soon, Zip Toad will peek out from behind the seat; emerge from the shadows and chase him around the room. When you catch him, he’ll give up the Briefcase, Gold Ring, and Shell Earrings. The train will be arriving at Riverside Station.
When you arrive at Riverside Station, “Zip Toad”, or Doopliss as we like to call him, will escape. Before you exit the train, take the Shell Earrings to the waitress in the Dining Car and the Gold Ring to Toodles in room 002.
Riverside Station
Enemies:
Goomba: HP: 2, ATK: 1, DEF: 0
Poison Pokey: HP: 8, ATK: 3, DEF: 0
Ruff Puff: HP: 7, ATK: 4, DEF: 0
Spiky Parabuzzy: HP: 5, ATK: 3, DEF: 4
Star Pieces: 1
Shine Sprites: 2
Items: Station Key, Close Call P Badge, Thunder Rage, HP Plus Badge, P-up D-Down Badge, Ultra Boots, Elevator Key, Storage Key
Exit the Excess Express and talk to the conductor in front of the train. He’ll tell you that the drawbridge is up and needs to be lowered. He’ll give you the station key. Go up to the station door (don’t heal, you don’t need to). Inside the station, go into the door on the right wall. Using Tube Mode, roll under the latticework and hit the blue switch to make a staircase appear. Climb the stairs and enter the next room.
Here, you must jump across four differently rotating gears. On the other side, roll under the cylinder, and jump into the open one, then onto a still gear. When the barrier rises, use Koops to retrieve the Storage Key. Go back down the stairs and use the key on the door to the right. Follow the path until you reach what looks like a dead end. Use Flurrie to blow away the papers (three gusts) and enter the door.
The next room is a falling maze you go through in Tube Mode. Enter it on the left wall and wait until you're on flat ground, then roll to the right and jump just as you reach the edge and fall into the hole. If you’re short, then roll up the inclines and try again. If you overshoot, wait until you stop, then use the spring jump pad and try again. Now you should be at another hole, jump across, if you continue left, you'll find the P-Up D-Down Badge. Now fall down the hole, again, make sure you're on the left side, if you are not, you will fall on the right decline and have to do it all over again. After that just follow the path to the exit. Go into the door on your left.
In the next room, you’ll see some Goombas, they should be cake. When you defeat them all, some switches will appear, hit them the number of times indicated. When you hit them all, stairs appear. Take them to the next room, where you find the Ultra Boots.
Use your Spring Jump to reach the pipe overhead, then shimmy to the other side of the boxes and use Paper Mode to slip through the grate. In this room, hop on the boxes and ride Yoshi to the other side of the gate and use your Spring Jump while under the Elevator Key to knock it off the pedestal. Now head back to the first room of the station and use the Elevator Key to ride down the elevator to the basement. Down there you will find a horde of black creatures swarming all around. Use Flurrie to blow them all away. When they leave, pull the lever, then hit the blue switch to lower the drawbridge.
Return to your room and go to sleep.
*Dawn of the Final Day; 24 hours remain*
Ah! What a lovely day! Today you will arrive at Poshley Heights! Why don’t we go talk to the engineer? As you talk to him, the creatures from Riverside Station will attack the train!
Walk all the way back to the Storage Car and use Flurrie to save the waitress and the conductor. Now use your Spring Jump to jump up to the red pipe and follow the attackers out the back of the train. Use your hammer to clear a path and walk to the front of the train. When you do, all of the creatures will combine and form Smorg!
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HP: 50, ATK: 5,
DEF: 1
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As your confrontation
with Smorg commences, the boss’ body will be virtually invulnerable. You
can drop the monster’s defense to zero, however, by defeating all tree
of its Smorg Miasmas. The tentacles will regenerate after two turns, but
you can deal hefty damage to the body in the meantime (and it won’t be
able to fight back). Hit it with everything you’ve got, because when the
Miasmas grow back a second time, they’ll merge into a single hook-like
tentacle with a much higher attack power. Don’t worry about the passengers
trapped in Smorg’s clutches—they’ll be fine once you vanquish the beast.
You won’t be able
to reach the Miasmas with ground-based attacks, so bring a partner who’s
capable of jumping to defeat them as quickly as possible. That will be
especially important with the hook-like tentacle, which is capable of dealing
double-digit damage to both you and your partner.
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Poshley Heights
Enemies: None
Star Pieces: 4
Shine Sprites: 1
Items: HP Drain P Badge, Inn Coupon
Inn: The inn is the huge building in the middle of town labeled “hotel”. It’s quite expensive, but you get an Omelet Meal for staying.
Shops:
Souvenir Shop:
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Toodles’s Home: This is where Toodles lives.
Penguin House: This is where a bunch of Penguins live.
Poshley Sanctum: A large shrine dedicated to the Crystal Stars.
Other: --
After you look about Poshley Heights, head to the Sanctum on the West Side of town. Read the note on the door and Pennington will approach you and tell you that he is the sanctum’s manager! He’ll unlock the sanctum for you.
Poshley Sanctum
Enemies:
Dark Boo: HP: 8, ATK: 5, DEF: 0
Star Pieces: 0
Shine Sprites: 1
Items: L Emblem Badge, Amber Crystal Star
When you enter the sanctum, you will see Beldam, Marilyn, and Doopliss (who is now concerned that people know his name) take the Crystal Star! Oh noes! Actually, Pennington informs you that the Crystal Star they took was a fake and that the real one was cleverly hidden.
Stand on the starred tile and do a Spring Jump to the overhead bar. Shimmy over to the ledge. Continue doing this until you reach an airplane panel, fly to the other side, and reach the up-most left corner and hit the blue switch to make a warp pipe appear. Jump down to it and enter the door of the painting.
Inside the second sanctum, weave around the Dark Boos and take the amber Crystal Star!
Peach’s Event:
There’s not much for you to do in Peach’s final mini-stage except walk to TEC’s room and watch a surprisingly touching cutscene unfold. If you don’t feel much animosity toward Sir Grodus at this point, you will by the time the event is over.
Bowser’s Event:
Fortunately, the always-loveable Bowser manages to lighten things up a bit with another heaping helping of wanton destruction. You’ll play through a level that should look pretty familiar to the Koopa King, then you’ll witness a hilarious confrontation between him and a certain championship fighter.
h.Chapter 7: “Mario Shoots the Moon”
The Excess Express will arrive at Rogueport Station, exit and head for the Thousand-Year Door. The Crystal Star seems to have appeared in an odd place. When you show the map to Professor Frankly, he’ll ask to look at it for a while and for you to come back later. Head to Rogueport Square and stand under the huge chest on the wooden platform that you’ve been able to see since the Prologue. Do a Spring Jump to knock it off, and open it to receive the Ultra Hammer. After your final meeting with Toadette, head back to Frankly’s. He’ll tell you that the Crystal Star is on the moon and that you can get there by getting shot out of a cannon in the Fahr Outpost. Head to the West Side of town and slip through the grate. Ride Yoshi across the platform (to the area near the door to Twilight Town), break the gray block with your hammer, and enter the blue pipe to head to the Fahr Outpost.
Fahr Outpost
Enemies:
Frost Piranha: HP: 10, ATK: 5, DEF: 0
Ice Puff: HP: 9, ATK: 4, DEF: 0
Star Pieces: 6
Shine Sprites: 2
Items: Heart Plus P Badge, Inn Coupon
It’s a good thing Mario doesn’t run around buck-naked like many other video game heroes, because it gets mighty cold at the Fahr Outpost!
Inn: The inn is in the eastern part of the Fahr Outpost. Every night you stay, you receive Space Food.
Shops: The Northwinds Market is located in the farthest east area you can be, it is the middle building.
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Other: The enemies in Fahr Outpost can freeze you, so try using items and attacks that attack multiple enemies at once. Also the Chill Out Badge is useful. If one character gets frozen, it might not be a bad idea to run away, unless you think the other character can hold the enemies off.
When you arrive at the outpost, you need to find the mayor, he’s the green Bob-omb in the east half of the outpost. When you talk to him, make sure Admiral Bobbery is your active partner. The mayor will tell you that to use the cannon you must get permission from Goldbob, and you need to find General White to operate it.
Head back to Rogueport Station and ride the Excess Express back to Poshley Heights (you can also use a warp pipe in the sewers, but I’m not getting into that). Once you arrive, you’ll find Goldbob in front of the blue house in the west part of town; he’s the golden Bob-omb with a top hat. When he asks how much you’re willing to pay him, answer “Everything I have!” then answer “yes” to everything he asks. He’ll give you your coins back as well as the Goldbob Guide. Now, General White is harder to find.
You can probably remember seeing him in Petalburg, so head there first. Talk to the Koopa Troopa standing at the entrance to town. He’ll say that General White went to an island in the south. Head down to Keelhaul Key and talk to Pa-Patch in the shantytown. He’ll point you to Glitzville. Take the Cheep Blimp up to Glitzville and talk to the juice shop owner (the guy who gave you the Super Hammer). He’ll tell you that General White went to a huge tree... or not. Now make your way back to the Great Tree in the Boggly Woods and talk to the Puni closest to the door. The Puni will say that General White went someplace dark. Now make your way up to Twilight Town and talk to the Twilighter in front of the inn. He’ll say that General White left, but he doesn’t know where to. Head back to the Fahr Outpost and talk to the mayor. While you're speaking to him, you’ll see General White walk out of the house behind you. Walk in it and “talk” to General White and wake him up. When he wakes up head back outside and talk to the mayor, then follow him to the cannon area.
Get ready for my favorite cutscene in the whole game. The music is great and everything is followed up by a large explosion after which you get to see an “enemy” we haven’t seen since Super Mario World, Parachute Bob-ombs. Anyhow, no action needed here, just talk to the mayor and Mario will be blasted to the moon.
The Moon
Enemies:
Mini-Z-Yux: HP: 2, ATK: 0, DEF: 0
Moon Cleft: HP: 6, ATK: 5, DEF: 5
Z-Yux: HP: 7, ATK: 4, DEF: 0
Star Pieces: 1
Shine Sprites: 0
Items: Stop Watch, Volt Shroom, Power Punch, Ruin Powder, Courage Shell.
After something of a rough landing, you’ll find yourself on the moon. The reduced gravity on the surface enables you to jump higher, but it also slows you down, making it more difficult to evade enemies.
Other: If you continue walking east or west after 6 areas, you’ll be back where you started. The moon is round, duh!
Go east or west three areas and in the third you should see a building in the background. Use Bobbery to blow up a cracked rock to reveal a warp pipe. Jump down it and walk to the building in the background.
????? (X-Naut Fortress)
Enemies:
Elite X-Naut: HP: 10, ATK: 5, DEF: 1
Mini-X-Yux: HP: 1, ATK: 0, DEF: 0
Mini-Yux: HP: 1, ATK: 1, DEF: 0
X-Naut: HP: 4, ATK: 3, DEF: 0
X-Naut PhD: HP: 9, ATK: 4, DEF: 0
X-Yux: HP: 10, ATK: 3, DEF: 1
Yux: HP: 3, ATK: 2, DEF: 0
Star Pieces: 2
Shine Sprites: 0
Items: Super Shroom, Elevator Key x2, Feeling Fine P Badge, Feeling Fine Badge, Sleepy Sheep, Card Key x4, Cog, HP Drain, Ultra Shroom
Other: The third room on Sublevel2 has a teleporter you can use to go back to the Rogueport Sewers. The room it leads to will always be unlocked once you come through it.
Be ready, as soon as you enter the X-Naut Fortress, you’ll be attacked by two Elite X-Nauts. If you attack them quickly and efficiently, they shouldn’t give you much trouble.
Walk across the hall past the elevator and into the first light panel room. The panels that you need to walk on will light up; memorize the path. When they go out, walk along the correct path and get the Elevator Key out of the chest. After you open the chest, the panels will deactivate and you can walk straight back.
Insert the Elevator Key in the elevator in the hall and head to Sublevel 2, head left and enter the door at the end of the hall. Here is another light panel puzzle. This time the panels won’t light up, but the correct path is in a picture on the back of the room, also the correct panels are a little off-color. Take the Red Card Key from the chest. Now head to the right end of the hallway and enter Sir Grodus’s office and take the Green Card Key from behind his desk.
Take
the elevator to Sublevel 1,head to the terminal on your right and enter
the access code 014029. Enter the room, talk to the metallic Twomp, and
choose, “Challenge this chump!” You’ll take part in The 66th
annual Quirk Quiz. If you lose, you have to fight TWO X-Yux, but you shouldn’t
have to if you read this correctly.
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Once on Sublevel 3, head to your left for your final light panel puzzle. This time you must step on the panels while they are still lit up. Three panels will light up at a time, so you’ll have enough time to get to the next one. When you reach the other side, you’ll get the yellow Card Key.
Enter the door at the other end of the hallway. Enter the cards in the following order on the terminals from left to right: Red, Yellow, and Green. When you get all three the door will unlock. Walk through it.
Walk up to the fence with a blue switch on the other side. Throw Bobbery over and have him explode next to the switch to activate the conveyor belt. Slip through the bars using Paper Mode, and have Vivian pull you into the shadows to get past the barrier.
Ride the lift to the platform above you, and then jump to a horizontal moving lift and ride to the warp pipe. Warp to the background and work your way all the way to the right and jump down the warp pipe that lands you near an airplane panel. Use the airplane panel to fly to the platform with the blue Card Key. Take the Card Key and head back to the lift near the conveyer belt. Ride it and the horizontal one back to the warp pipe and warp into the background again. This time, make your way to the warp pipe in the middle (it looks like it’s inside a red box, but you can jump to it. Use it to warp to the foreground and ride the lifts to the right to a blue switch. Hit it to make a staircase appear, jump up that and use the blue Card Key in the terminal to unlock the door. When you’re ready for your boss fight, go through to meet up with Lord Crump, again.
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HP: 70, ATK: 6,
DEF: 2
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The Crystal Star-powered
Magnus Von Grapple 2.0 is quite a bit more powerful than the robot’s previous
incarnation. As before, the boss will detach both its fists after you’ve
done a bit of damage. Each one strikes independently, and the body continues
to attack as well. When you’ve depleted half its health, the boss will
start to suck up members of the audience and use them as ammunition for
his rapid-fire cannon. Hit “A” in a quick rhythm to guard, but don’t just
hammer on the button.
Use Vivian’s Fiery
Jinx or Yoshi’s Stampede to destroy both of 2.0’s fists as soon as they
detach. They’ll eventually regenerate, but you’ll get a brief respite
from their assaults. Also, save your Star Power for a Sweet Feast—chances
are you’ll need to replenish your HP before the battle's over.
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Bowser’s Event:
In the final Bowser event (awww!), the only thing you have to do is examine the lock on the entrance to the Poshley Sanctum. That will trigger a cutscene in which the penguin with the improbably large brain meets the Koopa King with the impressively sharp teeth. There’s also a thinly veiled shot at Luigi, which I wholly disapprove of. >_>
Before the next chapter begins, you must leave the X-Naut Fortress. You’ll find the doors to anywhere are locked, take the elevator to Sublevel 4 and head to your right into TEC’s room. He’ll tell you what happened and will tell you were Princess Peach is. When he is finished, head to Sublevel 2 and use the teleporter to head back the Rogueport Sewers.
i.Chapter 8: “The Thousand-Year Door”
When you exit the teleportation room, Professor Frankly will greet you. After you tell him what happened, he’ll tell you to head for the Thousand-Year Door. Take care of whatever you need to now, after you get too far in this chapter, it’s hard to come back. When you’re ready, head down to the Thousand-Year Door. This time the light show will be different in that the Thousand-Year Door, will open! When you’re ready, enter the door.
Palace of Shadow
Enemies:
B. Bill Blaster: HP: 10, ATK: --, DEF: 4
Bombshell Bill: HP: 3, ATK: , DEF: 2
Chain Chomp: HP: 7, ATK: 6, DEF: 5
Dark Bones: HP: 20, ATK: 5, DEF: 2
Dark Wizzerd: HP: 10, ATK: 5, DEF: 2
Dry Bones: HP: 8, ATK: 5, DEF: 2
Dull Bones: HP: 1, ATK: 2, DEF: 1
Phantom Ember: HP: 10, ATK 5, DEF: 0
Red Bones: HP: 5, ATK: 3, DEF: 1
Swoopula: HP: 9, ATK: 4, DEF: 0
Star Pieces: 0
Shine Sprites: 0
Items: Stop Watch, Shooting Star, All or Nothing Badge, Boo’s Sheet, Palace Key x11, Ultra Shroom x3, Jammin’ Jelly x3, P-Up D-Down P Badge, Star Key, Life Shroom x3, Repel Cape, Thunder Rage, Shooting Star, Point Swap, Shooting Star
The Palace of Shadow will put all of your skills and partnerships to the test. It also seems to be a hot spot among Mario’s enemies—you’ll face no fewer than five boss battles by the end.
After the staircases, you’ll be in a hallway where spikes will rise out of the floor. Walk slowly and carefully through here (a good place to have the Slow Go Badge on), the spikes will rise before you step on them.
In the next hallway, you’ll have to jump over fire, do so carefully. When you get to the part with oncoming rows of flames, jump over the low ones and use Vivian to duck underneath the high ones.
Get ready for a flashback! In the next room, examine the pile of Dark Bones in front of the door, when you do it’ll jump to life and fill the room with Dry Bones. This time, the Dark Bones will run about the room, chase it down and initiate a fight with it. Instead of a Red Bones with a team of Dull Bones, it’s a Dark Bones with a team of Dry Bones. Vivian or Bobbery will come in handy; if you KO them with fire or explosion, they’ll leave forever and not come back. When you win, you’ll receive a Palace Key.
Two rooms later you’ll be in a room with four doors, two high, two low. This room is like a maze. You’ll know which door you need to go through because a red torch will be lit near it, but for less suffering here is the order: bottom, bottom, top, top, bottom, top, bottom.
In the next area, just ignore the tower in the back and walk all the way across to the door on the right. Now you’ll walk through four hallways. No traps, just enemies. At the end of the fourth, you’ll see a save block, save and get ready for a boss encounter.
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HP: 80, ATK: 8,
DEF: 2
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At the beginning
of the battle, the boss will behave in much the same way as his little
sister, Hooktail. As you deplete his health, however, he’ll add a couple
of new attacks. First, he’ll leap into the air and come down hard. As soon
as he lands, press the “A” button to guard. Later, he’ll occasionally raise
his attack power. When he does, hit him with Mario, then use Vivian’s Veil
ability to take cover—you don’t want to be on the receiving end of the
Megabreath that follows.
Gloomtail’s breath
is poisonous, so equip the Feeling Fine Badge if you have it. Also, keep
in mind that emerging from Vivian’s Veil constitutes your turn. Gloomtail
will attack immediately afterward, so keep you HP in double digits.
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Return to the large room with the fountain. Throw Bobbery into the mouths of the Chain Chomp statues to uncover warp pipes. Jump down them to go to the background and hit the two blue switches, then use the uncovered boat panels and sail to the tower and head inside.
In the tower, you will be required to find eight palace keys by solving cryptic clues, fortunately you have this guide, so I can just tell you how to get them. First head to the room on the left on the first floor, on the other side h it the switch on the left three times and the one on the right two times, and grab the key. Next head to the door to the right of the entrance, stand in the middle of the room, and have Madam Flurrie use her Gale Force to uncover a chest, then grab the key. Now head to the door just north of you, you should see walls in this room, just walk through it, hit the switch, and grab the key. Head to the second floor and to the room on the bottom left, on the other side, you must defeat the bone family from weakest to strongest, in this order; Dull BonesàRed BonesàDry BonesàDark Bones. Now hit the switch that appears and grab the key. Now head to the bottom-right door, inside have Vivian pull you into the shadows. Memorize where the switch is because it’ll disappear when you pop out of the ground. Hit it and grab the key. Now head to the top-right door and have Bobbery explode next to the wall. On the other side, grab the key. The top-left rooms on both floors are connected; if you destroy a gray block in one room, the corresponding red block in the other room will disappear. Work to destroy all eight blocks, hit the blue switches, and grab the keys. Now head to the third floor, put the Star Key in the pedestal, and put a Palace Key in each pillar, no particular order. You’ll hear a sound in the distance.
Leave the tower and save and heal because when you cross the bridge on the right, you’ll be attacked.
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Beldam: HP: 30,
ATK: 5, DEF: 0
Marilyn: HP: 40,
ATK: 7, DEF: 0
Doopliss: HP: 40,
ATK: 7, DEF: 0
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Beldam has a variety
of status-affecting techniques, and her blizzard blast can freeze both
members of your party. Make her your first target, and then go after Marilyn.
If the big-boned Shadow Siren raises her attack power twice, use Vivian’s
Veil to avoid the subsequent beatdown (Marilyn’s lightning can deal 20-plus
points of damage to you and your partner). Doopliss doesn’t pose much of
a threat, so save him for last.
The crafty shapeshifter
can transform into either you or your partner (he’ll switch throughout
the battle), and he’s more apt to use your special attacks than he was
during your previous encounter. Nevertheless, he’s far less dangerous than
either of the Shadow Sirens.
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In the next room, hold Koops down next to the switch and run up the stairs. When you let Koops go, quickly jump across the way, then go down the stairs and into the next room.
Go through the door on the left and hit the small green box with your hammer. Go back to the second hallway and ride Yoshi across the gap where the large green block used to be.
Climb the stairs and fall down the gap. Hit the small purple block and quickly get on the large one before it rises. When it’s at the top, ride Yoshi across the gap and hit the small red block. When it’s at the top hold Koops next to the small red block and get on the large one, release Koops and as the block falls, jump to the right. Roll into a tube, jump over the gap, and go through the door.
Use the Spring Jump to jump up to the pipe and shimmy until you get to the end, then drop down and go through the door. In the next room, climb up the stairs and throw Bobbery over the ledge when you get to it and jump across the ledge that appears.
Climb the rest of the stairs, then jump down to the bottom platform of the giant wheel and use Koops to grab the key. Drop down and climb the stairs again and go through the locked door. Climb up the stairs and hit the switches so that the stairs are illuminated in the following order from left to right: second, fourth, fifth and seventh. When you have them correct the giant wheel will turn, ride it to the other side then climb down all the stairs and go through the door. On the other side have Flurrie blow away the block and have Mario smash the block to reveal a wooden panel. Execute a Spin Jump to fall through the floor, and go through the door.
Very carefully walk across the narrow path. On the other side use the paper airplane and fly to the ledge with a door on it. Land and go through. In the next room, you have to be quick. Hit the switch and quickly ride Yoshi across the ledge that appears. Grab the key out of the chest.
Now for the ultimate flight test, when you come back out the door, drop down and walk all the way to the left, then jump up the spring jump pad. Walk to the airplane panel and fly all the way to the complete other side of the hall. Use the key on the door and go through.
The next room is a large, fancy room. All it has is a save and heal box at the other end. Try to make sure you have at least 80 Star Points before you go through the door, you’ll have to face the next two bosses right after another, so be ready!
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Sir Grodus: HP:
50, ATK: 7, DEF: 1
Grodus X: HP: 3,
ATK: 4, DEF: 0
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Grodus starts the
battle with four Grodus X’s that surround him in a forcefield. If you destroy
one of the Xs, the forcefield will break, but each of the remaining satellites
will give the boss a +1 Defense boost. Grodus himself uses magic attacks
that can hurt both you and your partner, freeze you, or stop time.
Grodus can regenerate
two Grodus Xs per turn, but it’s worth taking them out to lower his defense
and to avoid their attacks. Use a move that damages multiple foes at once
to destroy the satellites, then have your other character work on Grodus.
Multibounce is a nice and cheap, if difficult, option, but Flurrie’s Gale
Force works well, too.
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||||||||||||Boss
Fight!||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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|
Bowser: HP: 70 ATK:
7 DEF: 2
Kammy Koopa: HP:
50 ATK: 5 DEF: 0
|
Bowser and Kammy
Koopa won’t give you a moment to recuperate; heal at the beginning of the
battle, if need be. Bowser follows roughly the same pattern as he did in
the Glitzville arena. His bite is sometimes poisonous, and you may not
be able to move for a while if he jumps on you. Kammy fires projectiles,
and uses magic to make herself electrified or invisible, raise her ATK
and DEF, or restore her HP. Focus your most powerful attacks on the witch
to eliminate her from the battle as quickly as possible.
Once you defeat
Kammy Koopa, remind the Koopa King of what happens when he and Mario dance.
His attacks can do quite a bit of damage, but you should be used to them
from your grudge match in Glitzville. Don’t be afraid to use items or Sweet
Feast if you need to heal.
|
======================================================
|
When you enter the next room, you’ll see Sir Grodus and Princess Peach, but you’ll be too late to stop anything. You’ll see a cutscene where the Shadow Queen rises from her tomb, destroys Sir Grodus, and has a good laugh with Beldam, Marilyn, and Doopliss. Then she will inhabit Princess Peach’s body. The Shadow Queen asks if you want to be her servant, you'll of course answer “no” (or else), and she will attack you.
||||||||||||Final
Boss Fight!|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
HP: 150 ATK: 7 DEF:
0
|
At the beginning
of the battle, her evil highness can hit you with a quick lightning strike,
boost her ATK and DEF, or pull you into the shadows for three successive
strikes. After you deplete about half of her HP, she’ll change into a much
more frightening form with two large hands that act independently (they’ll
either slap you or absorb some of your HP). Occasionally, she’ll swap out
her hands with a bevy of appendages that emerge from the floor and can
hit you three or four times per onslaught. She’ll also add various status-affecting
breath attacks to her arsenal. Keep hitting her for the next three rounds—but
she won’t take any damage. Just hold off, use Sweet Feast if you need to,
save items, the harder part of the fight is coming...
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======================================================
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||||||||||||Final
Boss Fight! Cont.||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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|
HP: 150 ATK: 7 DEF:
0
|
Take out the Shadow
Queen’s hands with one character while the other focuses on the boss herself.
She’ll regenerate her appendages every turn, but it’ll reduce the amount
of damage you take. When the queen boosts her ATK by +7, use Vivian’s Veil
to take cover immediately. Also, equip the Feeling Fine badges if you have
them. They’ll protect you from becoming confused or poisoned. Correct me
if I’m wrong, but do you only get one star point for defeating the Shadow
Queen?
|
======================================================
|
Congratulations!!! You’ve beaten Paper Mario: The Thousand-Year Door!
Mario will later receive a letter from Goombella. She lets you know how everybody is. She is continuing research with Professor Frankly. She tells you that Koops is back home living the leisure life with his father and Koopie Koo. Madam Flurrie has returned to the stage and is re-enacting her adventure with Mario, and guess who’s playing Mario? Doopliss! Yoshi is back in Glitzville fighting to the top and says he’ll take the Great Gonzallas on anytime! Vivian is back with her sisters, but Beldam and Marilyn have taken a turn for the good and all three are living in harmony. Admiral Bobbery has taken to the high seas and Goombella hardly sees him. Ms. Mowz has returned to her sneaky badge-finding ways. She also saw Sir Grodus, Lord Crump, and some X-Nauts in Poshley Heights. Sir Grodus is still just a head, and the whole group seems to have taken a turn for the good. Plus, TEC seems to have come back online, yay!
At this point, your game will save and you can continue playing. Mario will start off in Rogueport with Goombella at his side. You’ll have everything you ended the game with. Now get out there and finish everything else. Did you get all of the Star Pieces and Shine Sprites? Did you find all of the badges? Have you made all of the recipes in Zess T’s Kitchen? Did you complete the Trouble Center? What about the Pit of 100 Trials? Better get to work!
Information Journal
1.Tattle Log
Mario’s foes are many and varie. In the following bits of text, I’ve listed every enemy alphabetically with its stats, the location of its first appearance, its tattle log number, its attacks and, a brief description provided by Goombella.
1.Book Worm
When you use Goombella’s Tattle on an enemy during a fight she’ll look it up in her book and add the baddie to your Tattle Log. You can then reference her findings at any time via the Journal option in the Start menu. Once you’ve tattled on an enemy, its HP bar will always appear beneath it during battle.
2.Lost Knowledge
If you’ve missed the opportunity to Tattle on an enemy (you’ll fight most bosses only once, for example), you can still add it to you Tattle Log. Just search the yellow trash can in Professor Frankly’s house once you’ve vanquished the foe. An entry will appear in the trash only if you can never fight the enemy again.
3.Peekaboo Badge
Just a side note, if you’re trying to get the tattle logs on all the enemies, the easiest way to tell if you have gotten the log on an enemy is by initiating a battle against it, and seeing if you can see their HP bar. But, if you have the Peekaboo Badge equipped, the enemy’s HP bar will always be visible, so make sure you don’t have that badge equipped when you're going log hunting.
4.The Tattle Logs
#061: Amazy Dayzee
HP: 20 ATK: 20 DEF: 1 Location: Twilight Trail
A mystical Dayzee that’s almost never seen. Since it has so many HP, and because it’s so quick to run away, this creature is almost impossible to beat.
Attacks:
Sing, Run Away
#063: Arantula
HP: 16 ATK: 7 DEF: 0 Location: Pit of 100 Trials
A spider-like creature that lives deep underground and spits web-wads. It’s coloring is intimidating, but don’t worry; it’s not poisonous.
Attacks:
Web Spit, Multiple Web Spit
#072: Atomic Boo
HP: 40 ATK: 4 DEF: 0 Location: Creepy Steeple
A massive creature made up of countless Boos. It attacks by breaking apart and sending out hundreds of Boos.
Attacks:
Hide, Multi-Fright, Fright
#093: B. Bill Blaster
HP: 10 ATK: 0 DEF: 4 Location: Palace of Shadow
A much tougher Bill Blaster. It’s really strong, but if you don’t beat it, it’ll keep shooting Bombshell Bills.
Attacks:
Bombshell Bill
#046: Badge Bandit
HP: 12 ATK: 5 DEF: 0 Location: Pit of 100 Trails
A Bandit who steals badges. His HP and Attack are high. Use your Guard well to keep your badges!
Attack:
Badge Steal
#077: Bald Cleft, Run-Away
HP: 2 ATK: 1 DEF: 2 Location: Shhwonk Fortress
Basically a rock monster with a swarthy-looking face. It attacks by charging and is impervious to fire.
Attack:
Tackle
#044: Bandit
HP: 5 ATK: 2 DEF: 0 Location: Glitzville
A petty thief that charges at people and tries to steal coins. If you guard well, though, he can’t steal a thing!
Attack:
Coin Steal
#121: Beldam
HP: 9/30 ATK: 1/5 DEF: 0 Location: Boggly Woods/Palace of Shadow
Leader of the three Shadow Sirens. She’ll throw all sorts of magic at you and has a very unpleasant disposition.
Attack:
Shrink, Power-up, Blizzard, Grow, Shadow Punch
#045: Big Bandit
HP: 8 ATK: 3 DEF: 0 Location: Glitzville
A Bandit boss that steals items as well as coins. Guard when he charges at you to hold onto your goods!
Attacks:
Coin Steal, Item Steal
#091: Bill Blaster
HP: 5 ATK: -- DEF: 2 Location: Pirate’s Grotto
A large black cannon that shoots Bullet Bills. Unknown whether it is alive or not.
Attack:
Bullet Bill
#098: Blooper
HP: 12 ATK: 1 DEF: 0 Location: Rogueport Sewers
A giant, squid-like thing that attacks with its ink and tentacles. Based on its dialect, it may come from the western sea.
Attacks:
Tentacle Slap, Ink Squirt
#086: Bob-omb
HP: 4 ATK: 2 DEF: 1 Location: Glitzville
A round bomb soldier that gets furious when damaged and attacks by charging and then exploding.
Attacks:
Light Fuse, Explode
#088: Bob-ulk
HP: 10 ATK: 4 DEF: 2 Location: Pit of 100 Trials
A really, really big Bob-omb that explodes after four turns. Take it out before then or you’ll be peeling your lips off the ceiling!
Attacks:
Light Fuse, Explode
#094: Bombshell Bill
HP: 3 ATK: 6 DEF: 2 Location: Palace of Shadow
A supped-up Bullet Bill. It’ll hit you hard if you don’t take it out first. Its HP is low, so do it quickly!
Attack:
Blast
#101: Bonetail
HP: 200 ATK: 8 DEF: 2 Location: Pit of 100 Trials
The oldest brother of Hooktail. He’s just bones now. He’s incredibly tough... Maybe even the toughest?
Attacks:
???
#071: Boo
HP: 7 ATK: 3 DEF: 0 Location: Creepy Steeple
A somewhat shy ghost that can make itself and its allies invisible. It may be a ghost, but it’s pretty cute.
Attacks:
Fright, Rise, “Boo’s Sheet”
#025: Boomerang Bro
HP: 7 ATK: 3 DEF: 1 Location: Glitzville
A Koopa who uses boomerangs instead of hammers. Beware of returning boomerangs!
Attacks:
Boomerang, Muti-Boomerang
#041: Bowser
HP: 30/70 ATK: 3/7 DEF: 1 / 2 Location: Glitzville/Palace of Shadow
Mario’s fated enemy, Bowser the Koopa King is a foe to be feared. His typical turf is NOT Glitzville.
Attacks:
Bowser Bomb, Fire Breath, Bite
#084: Bristle
HP: 2 ATK: 1 DEF: 4 Location: Shhwonk Fortress
A petrified, spine-covered monster that attacks by charging at you and is impervious to fire. If you approach, its spikes will pop out and poke you.
Attack:
Poke
#087: Bulky Bob-omb
HP: 6 ATK: 2 DEF: 1 Location: Pirate’s Grotto
A big, pink Bob-omb that explodes after four turns. That explosion is big, so take it out before then.
Attack:
Light Fuse, Explosion
#092 Bulky Bob-omb
HP: 6 ATK: 4 DEF: 1 Location: Pirate’s Grotto
A projectile that attacks after being shot from a Bill Blaster. Take it out before it slams into you.
Attack:
Shoot
#031: Buzzy Beetle
HP: 5 ATK: 3 DEF: 4 Location: Creepy Steeple
It’s well protected and immune to fire or explosions, but if you flip it over, its defense drops to zero.
Attacks:
Tackle, Flip Over
#089: Chain Chomp
HP: 7 ATK: 6 DEF: 5 Location: Palace of Shadow
It’s tough to damage this creature, but it has low HP, so it’s possible to take it out with one decisive blow.
Attacks:
Bite
#079: Cleft
HP: 2 ATK: 2 DEF: 2 Location: Shhwonk Fortress
A spiky, rock-headed jerk that’s impervious to fire attacks and has a solid body.
Attacks:
Tackle
#105: Cortez
HP: 20 ATK: 4 DEF: 1 Location: Pirate’s Grotto
A pirate spirit who stayed in Keelhaul Key to guard his treasure.
Attacks:
Pt 1: Sequence Attack, All at Once. Pt 2: Headbonk. Pt. 3: Hook, Saber,
Sword, Knife, Bite
#060: Crazee Dayzee
HP: 7 ATK: 2 DEF: 0 Location: Twilight Trail
This fleet-footed flower foe is super-cute, and it sings one hypnotically sleepy lullaby.
Attacks:
Sing, Run Away
#023: Dark Bones
HP: 20 ATK: 5 DEF: 2 Location: Palace of Shadow
It’s the baddest of the Bones bunch, so its HP is really high. When its HP get down to 0, it might rise again.
Attacks:
Bone Throw, Dry Bones Build, Rise Again
#073: Dark Boo
HP: 8 ATK: 5 DEF: 0 Location: Poshley Sanctum
A creepy-looking Boo with high HP and Attack. Get it before it turns invisible.
Attacks:
Fright, Rise, “Boo Sheet”
#085: Dark Bristle
HP: 8 ATK: 8 DEF: 4 Location: Pit of 100 Trials
An ancient creature made of rock. Its defense is high. You can’t jump on it because of its spikes, and you can’t get close to it because of its spears.
Attacks:
Poke
#043: Dark Craw
HP: 20 ATK: 6 DEF: 0 Location: Glitzville
A ghastly-looking spearman that’ll poke your feet if you try to stomp it when it’s spear is pointing up. It attacks by throwing spears, or charging.
Attack:
Throw Spear, Charge
#016: Dark Koopa
HP: 8 ATK: 4 DEF: 2 Location: Pit of 100 Trials
A Koopa that prefers dark places. It has a very hard shell but you can flip it by jumping on it.
Attacks:
Shell Slam
#019: Dark Koopatrol
HP: 25 ATK: 5 DEF: 2 Location: Glitzville
A member of the elite forces of the Koopa Clan. Its pair of red eyes is its most charming feature. After charging its attacks, it deals devastating blows, so watch yourself!
Attacks:
Charge Power, Shell Slam
#028: Dark Lakitu
HP: 13 ATK: 5 DEF: 0 Location: Pit of 100 Trials
A Lakitu on a dark cloud. It throws pipes at you that sometimes turn into Sky-Blue Spinies.
Attacks:
Pipe Throw
#017: Dark Paratroopa
HP: 8 ATK: 4 DEF: 2 Location: Pit of 100 Trials
A Paratroopa that lives in dark, damp places. It has a very hard shell, but you can flip it over by jumping on it.
Attack:
Dive
#067: Dark Puff
HP: 3 ATK: 2 DEF: 0 Location: Boggly Woods
A thunderhead that attacks with lightning. Don’t touch it when it’s charged up, or you’ll be in for a shock.
Attacks:
Dive, Electric Charge, Thunderbolt
#095: Dark Wizzard
HP: 10 ATK: 5 DEF: 2 Location: Palace of Shadow
A part-machine, part-organic, magic-using entity. It’ll multiply itself to confuse you.
Attacks:
Beam, Multiply
#104: Doopliss
HP: 40 ATK: 4 DEF: 0 Location: Creepy Steeple
A fiend that takes the shapes of Mario and friends then attacks. Currently a member of the Shadow Sisters.
Attacks:
Headbonk, Transform
#022: Dry Bones
HP: 8 ATK: 5 DEF: 2 Location: Palace of Shadow
A skeleton Koopa that sometimes builds friends. Even after it collapses at 0 HP, it will sometimes get back up.
Attacks:
Bone Throw, Dry Bones Build, Rise Again
#020: Dull Bones
HP: 1 ATK: 2 DEF: 1 Location: Hooktail Castle
A Koopa Troopa that became a skeleton. It throws bones to attack and builds buddies to help it fight.
Attacks:
Bone Throw, Dull Bones Build
#097 Elite Wizzerd
HP: 12 ATK: 8 DEF: 5 Location: Pit of 100 Trials
The top of the heap for half-machine organisms. It uses various magic moves, and if it’s alone, it’ll create illusions of itself.
Attacks:
Multiply, Beam, ???
#109: Elite X-Naut
HP: 10 ATK: 5 DEF: 1 Location: X-Naut Fortress
The pinnacle of the X-Naut troops, this soldier tackles and throws potions. Elite X-Nauts may be enhanced with nutrients developed by X-Naut PhDs.
Attacks:
Tackle, X-Naut Bomb, Growing Potion
#074: Ember
HP: 8 ATK: 3 DEF: 0 Location: Pirate’s Grotto
These blue flame spirits are susceptible to ice and explosive attacks. They’re said to be vengeful spirits of the recent dead.
Attacks:
Fireball, Flamethrower
#026: Fire Bro
HP: 7 ATK: 3 DEF: 1 Location: Glitzville
A relative of the Hammer Bros. who can spit fire. If one of his blasts hit you, you may catch on fire!
Attacks:
fireball, Multi-Fireball
#053: Flower Fuzzy
HP: 5 ATK: 3 DEF: 0
A Fuzzy with lovely coloring. It’ll suck your FP and attack with magic when full.
Attack:
FP Suck, Magic Attack
#058: Frost Piranha
HP: 10 ATK: 5 DEF: 0 Location: Fahr Outpost
A Piranha Plant with ice powers that’s weak against fire. Its biting attack sometimes freezes you.
Attacks:
frostbite, Blizzard
#050: Fuzzy
HP: 3 ATK: 1 DEF: 0 Location: Shhwonk Fortress
A parasite that sucks up its opponent’s HP to replenish its own. Fuzzies are so hyper that it’s hard to time your Guard Action Command.
Attacks:
HP Suck
#007: Gloomba
HP: 7 ATK: 3 DEF: 0 Location: Pit of 100 Trials
A Goomba that likes dark, damp places. It must look like that because it lives below ground.
Attacks:
Headbonk
#100: Gloomtail
HP: 80 ATK: 8 DEF: 2 Location: Palace of Shadow
Hooktail’s brother. He’s a big, dark, poison-spewing baddie. Watch out for his famous megabreath attack.
Attacks:
Stomp, Poison Breath, Charge, Megabreath
#051: Gold Fuzzy
HP: 10 ATK: 1 DEF: 0 Location: Shhwonk Fortress
A gold-colored Fuzzy that attacks by charging at you. Unlike normal Fuzzies, it won’t drain your HP.
Attacks:
Tackle
#001: Goomba
HP: 2 ATK: 1 DEF: 0 Location: Rogueport Sewers
The underling of underlings. No other distinguishing characteristics.
Attacks:
Headbonk
#052: Green Fuzzy
HP: 5 ATK: 3 DEF: 0 Location: Keelhaul Key
This minty Fuzzy replenishes its HP as it drains yours. And it can multiply.
Attacks:
HP Suck, Multiply
#039: Green Magikoopa
HP: 7 ATK: 4 DEF: 0 Location: Glitzville
A green-robed Koopa wizard that uses a variety of magic spells, including ones that electrify allies or make them invisible.
Attacks:
Electrify, “Boo’s Sheet”, Geometric Magic, ???
#120: Grodus
HP: 50 ATK: 7 DEF: 1 Location: Palace of Shadow
The nasty creature that kidnapped Peach. He’s into world domination. Some hobby, huh?
Attacks:
???
#116: Grodus X
HP: 3 ATK: 4 DEF: 0 Location: Palace of Shadow
An annoying magical protector of Grodus. When he has four of these, he’s invincible!
Attacks:
???
#042: Gus
HP: 20 ATK: 3 DEF: 0 Location: Rogueport
A super-annoying guy with a big pointy spear that he tends to throw at people. Some think he’s just a bunch of sass talk, but he’s tough.
Attacks:
Spear Throw, Spear Charge
#024: Hammer Bro.
HP: 7 ATK: 4 DEF: 1 Location: Glitzville
Well-known for their vicious and relentless hammer lobs, Hammer Bros. have a reputation as one of Mario’s toughest enemies.
Attacks:
Hammer Throw, Multi-Hammer Throw
#099: Hooktail
HP: 20 ATK: 5 DEF: 1 Location: Hooktail Castle
This giant dragon attacks by munching, stomping, and breathing stinky, fiery breath. She hates things that make chirping noises, especially creatures that start with “cr” and end with “icket”.
Attacks:
Bite, Stomp, Fire Breath
#078: Hyper Bald Cleft
HP: 3 ATK: 2 DEF: 2 Location: Glitzville
A hyperactive Bald Cleft that can charge up energy, boosting its attack to 8.
Attacks:
Tackle, Charge
#082: Hyper Cleft
HP: 4 ATK: 3 DEF: 3 Location: Twilight Trail
A hyperactive Cleft that uses charge moves to boost its Attack power to 9.
Attacks:
Tackle, Charge
#004: Hyper Goomba
HP: 8 ATK: 2 DEF: 0 Location: Twilight Trail
When this hyperactive Goomba charges up, its Attack rises to 8, so watch yourself!
Attacks:
Headbonk, Charge
#005: Hyper Paragoomba
HP: 8 ATK: 2 DEF: 0 Location: Twilight Trail
When this winged Hyper Goomba charges up, its Attack power rises to 8.
Attacks:
Dive, Charge
#006: Hyper Spiky Goomba
HP: 8 ATK: 3 DEF: 0 Location: Twilight Trail
When this spike-headed Hyper Goomba charges up, its Attack power rises to 9, so heads up!
Attack:
Spiked Headbonk, Charge
#069: Ice Puff
HP: 9 ATK: 4 DEF: 0 Location: Fahr Outpost
Ruff Puff’s chilly brother, it will sometimes freeze you with cold breath.
Attacks:
Dive, Ice Charge, Blizzard
#081: Iron Cleft (Green)
HP: 6 ATK: 4 DEF: ? Location: Glitzville
No attacks can pierce the defense of this hard, metallic Cleft. Since this one is wearing green shoes, it must be the younger brother.
Attacks:
Tackle
#080: Iron Cleft (Red)
HP: 6 ATK: 4 DEF: ? Location: Glitzville
No attacks can pierce the defense of this hard, metallic Cleft. Are they impossible to defeat???
Attacks:
Tackle
#012: K.P. Koopa
HP: 4 ATK: 2 DEF: 1 Location: Glitzville
A Koopa warrior that battles at the Glitz Pit in Glitzville. It may be a different color than your average Koopa, but its abilities are the same.
Attacks:
Shell Slam
#013: K.P. Paratroopa
HP: 2 ATK: 2 DEF: 1 Location: Glitzville
A Koopa Paratroopa who’s dyed its shell. Otherwise, it’s the same as any other Paratroopa, which means one stomp and it loses its wings.
Attacks:
Dive
#040: Kammy Koopa
HP: 50 ATK: 5 DEF: 0 Location: Palace of Shadow
An old witch who's always with Bowser. She’s a nasty, magic-using crone, but you should still respect your elders! Remember that!
Attacks:
???
#010: Koopa Troopa
HP: 4 ATK: 2 DEF: 1 Location: Petal Meadows
Koopa Troopas have been around forever. Jump on them to flip them over and drop their defense to zero.
Attack:
Shell Slam
#018: Koopatrol
HP: 6 ATK: 4 DEF: 2 Location: Rogueport Sewers
Occasionally uses an attack called Charge that saves up energy, and can call in backup for support if you don’t defeat it quickly.
Attacks:
Shell Slam, Charge, Call for Help
#027: Lakitu
HP: 5 ATK: 2 DEF: 0 Location: Glitzville
A cloud-riding member of the Koopa tribe, Lakitu attacks by throwing Spiny Eggs, which slowly hatch into Spinies.
Attacks:
Throw Spiny Egg
#075: Lava Bubble
HP: 6 ATK: 4 DEF: 0 Location: Pirate’s Grotto
This flame spirit is vulnerable to explosions and ice attacks. If you stomp on it, you’ll take damage.
Attacks:
fireball, Flamethrower
#119: Lord Crump
HP: 4/30 ATK: 1/3 DEF: 0 Location: Rogueport/Keelhaul Key
The X-Naut leader. He likes to attack with bodyslams. Always an interesting foe...
Attacks:
Body Slam, Heal, Call X-Nauts
#103: Macho Grubba
HP: 60 ATK: 4 DEF: 0 Location: Glitzville
Macho Grubba has the confidence to match his muscles after being powered up by the Crystal Star.
Attacks:
Double Attack, Up-Attack, Up-Defense, Dodgy, Punch
#036: Magikoopa
HP: 7 ATK: 4 DEF: 0 Location: Rogueport Sewers
A Koopa wizard that’ll use all sorts of magic. It breaks apart into multiple copies, so beat it as quickly as you possibly can.
Attacks:
Geometric Magic, Multiply, ???
#117: Magnus Von Grapple
HP: 30 ATK: 2 DEF: 1 Location: The Great Tree
A powerful and cutting-edge robot built by X-Naut scientists. It has all the features expected of a robot, including rocket fists.
Attacks:
Stomp, Earthquake, Rocket Fists, Body Shot
#118: Magnus Von Grapple 2.0
HP: 70 ATK: 6 DEF: 2 Location: X-Naut Fortress
The biggest upgrades seem to be the flying features. Watch out for the improved machine guns.
Attacks:
Stomp, Earthquake, Rocket Fists, Body Shot, Machine Guns
#122: Marilyn
HP: 12/40 ATK: 2/7 DEF: 0 Location: Boggly Woods/Palace of Shadow
Beldam’s sister, and therefore one of the Shadow Sirens. Her Attack is high, so take her out first.
Attacks:
Charge, Shadow Punch, Thunder
#115: Mini-X-Yux
HP: 1 ATK: 0 DEF: 0 Location: X-Naut Fortress
A protector of the X-Yux. You can’t attack the main unit until you clear these things out.
Attacks:
--
#111: Mini-Yux
HP: 1 ATK: 0 DEF: 0 Location: The Great Tree
Each one can divide into two. As long as you clear these out first, ordinary Yux are nothing to be feared.
Attacks:
--
#113: Mini-Z-Yux
HP: 2 ATK: 0 DEF: 0 Location: The Moon
A protector of the Z-Yux. There can be as many as four. They must all be defeated to make the Z-Yux vulnerable.
Attacks:
--
#083: Moon Cleft
HP: 6 ATK: 5 DEF: 5 Location: The Moon
A Cleft living on the moon. Its defense is high, but if you turn it over with an explosion, it’s defense goes down to 0.
Attacks:
Tackle
#056: Pale Piranha
HP: 4 ATK: 2 DEF: 0 Location: Boggly Woods
A monochrome Piranha Plant that attacks with a nasty bite. If you see one, throw all you’ve got at it, or run.
Attacks:
Bite
#033: Parabuzzy
HP: 5 ATK: 3 DEF: 4 Location: Pirate’s Grotto
A Buzzy with wings and high Defense. It flies in the air, but it’ll come down if you stomp on it.
Attacks:
Dive
#008: Paragloomba
HP: 7 ATK: 3 DEF: 0 Location: Pit of 100 Trails
A Gloomba with wings that may or may not get moldy.
Attacks:
Dive
#002: Paragoomba
HP: 2 ATK: 1 DEF: 0 Location: Rogueport Sewers
A Goomba with wings. You can’t reach it with a hammer while it’s in the air, but once it’s damaged, its wings get clipped. It’s kind of sad, really.
Attacks:
Dive
#011: Paratroopa
HP: 4 ATK: 2 DEF: 1 Location: Hooktail Castle
A Koopa Troopa with wings that stays airborne until you stomp on it and send it plunging to the ground.
Attacks:
Dive
#076: Phantom Ember
HP: 10 ATK: 5 DEF: 0 Location: Palace of Shadow
An angry spirit from beyond. Its flame attack will set you on fire.
Attacks:
Fireball, Flamethrower
#062: Pider
HP: 5 ATK: 2 DEF: 0 Location: The Great Tree
A spidery creature that drops down on webs. It can shoot out three web-wads to attack consecutively.
Attacks:
Web-Wad, Multi-Web-Wad
#059: Piranha Plant
HP: 15 ATK: 9 DEF: 0 Location: Pit of 100 Trials
The strongest of the Piranha Plants. It likes to live... in pipes.
Attacks:
Bite
#055: Poison Pokey
HP: 8 ATK: 4 DEF: 0 Location: Riverside Station
A poisonous Pokey that attacks with poison and sometimes calls in friends. Take it out quickly.
Attacks:
Body Throw, Body Slam, Call for Help
#070: Poison Puff
HP: 15 ATK: 8 DEF: 0 Location: Pit of 100 Trials
A poisonous cloud creature. It’ll charge you or try to poison you, and if you touch it while it’s storing poison, you’ll get hurt.
Attacks:
Dive, Poison Store, Poison Gas
#054: Pokey
HP: 4 ATK: 3 DEF: 0 Location: Glitzville
A cactus ghoul covered from head to base in nasty spines. It attacks by lobbing sections of itself at you, and can even call other Pokeys to come fight alongside it.
Attack:
Body Throw, Body Slam, Call for Help
#057: Putrid Piranha
HP: 8 ATK: 3 DEF: 0 Location: Keelhaul Key
A poisonous Piranha Plant. It’ll poison your allies. Use your Guard effectively to avoid poisoning.
Attacks:
Bite, Poison Gas
#035: R. S. Buzzy
HP: 5 ATK: 3 DEF: 4 Location: Glitzville
The sturdiest of all the Buzzy Beetles, a Red Spike Top is impervious to fire and explosions. Plus, the spike on its back protects it from being flipped over.
Attacks:
Shell Slam
#102: Rawk Hawk
HP: 30 ATK: 4 DEF: 1 Location: Glitzville
A champion fighter. Battling him requires a certain level of artistry. “You wanna hate me, but you can’t help but love the RAAAAAAAWWWWWK!”
Attacks:
Jump Attack, Slide Attack, Raptor Bump
#021: Red Bones
HP: 5 ATK: 3 DEF: 1 Location: Hooktail Castle
This ugly, red Dull Bones is stronger than a normal Dull Bones. Even if its HP drops to 0, it can come back to life.
Attacks:
Bone Throw, Dull Bones Build, Rise Again
#090: Red Chomp
HP: 6 ATK: 5 DEF: 3 Location: Glitzville
A red, brutal Chain Chomp. Attack and Defense are high. Rumor has it that it’s so angry because someone painted it red while it was sleeping...
Attacks:
Bite
#037: Red Magikoopa
HP: 7 ATK: 4 DEF: 0 Location: Glitzville
This red-garbed Koopa wizard uses a wide variety of magic, including Attack- and Defense-boosting spells.
Attacks:
Geometric Magic, Up-Attack, Up-Defense, ???
#068: Ruff Puff
HP: 7 ATK: 4 DEF: 0 Location: Riverside Station
A relative of the Dark Puff... or perhaps just a different-colored one. It charges up and shocks you with lightning.
Attacks:
Dive, Shock Charge, Lightning
#124: The Shadow Queen
HP: 150 ATK: 7 DEF: 1 Location: Palace of Shadow
The demon who possessed Peach. She tried to cast the world into darkness, but Mario whipped her but good. And Peach is back to normal, thank goodness!
Attacks:
Pt. 1: Dark Lightning. Pt. 2: Status-Breath, Big Hands, Little Hands, Switch
Hands
#014: Shady Koopa
HP: 8 ATK: 3 DEF: 1 Location: Glitzville
When a Shady Koopa flips back up from its back, its attack increases. Shady Koopas have a place of honor in the Koopa family tree because of this distinction.
Attacks:
Shell Slam, Back-side Shell Slam
#015: Shady Paratroopa
HP: 8 ATK: 3 DEF: 1 Location: Glitzville
Other than having wings, this creature isn’t very different from a Shady Koopa. Once it flips off its back, it boosts its attack.
Attacks:
Dive
#030: Sky-Blue Spiny
HP: 6 ATK: 6 DEF: 4 Location: Pit of 100 Trials
Spawned from a pipe thrown by Dark Lakitu, it will charge at you. When it’s balled up, your attacks won’t work.
Attacks:
Tackle, Ball-up
#106: Smorg
HP: 50 ATK: 5 DEF: 1 Location: Excess Express
A monster made of tons of smaller Smorgs. It uses Smorg tentacles to attack.
Attacks:
Smorg Miasma, Sprout 3 Smorg Miasmas, Smorg Hook, Sprout Smorg Hook
#048: Spania
HP: 3 ATK: 1 DEF: 0 Location: Rogueport Sewers
A Spinia with spines on its head. If you stomp on it, you’ll take damage. For whatever reason, it looks really peeved.
Attacks:
Spin Tackle
#032: Spike Top
HP: 5 ATK: 3 DEF: 4 Location: Creepy Steeple
This Buzzy has high defense and a pointy spike on its shell. You’ll take damage if you stomp on it.
Attacks:
Shell Slam
#009: Spiky Gloomba
HP: 7 ATK: 4 DEF: 0 Location: Pit of 100 Trials
A Gloomba with a painful-looking spike that likes damp places.
Attacks:
Spiked Headbonk
#003: Spiky Goomba
HP: 2 ATK: 2 DEF: 0 Location: Rogueport Sewers
A Goomba that wears a spiked helmet. Slightly higher attack power than a typical Goomba.
Attacks:
Spiked Headbonk
#034: Spiky Parabuzzy
HP: 5 ATK: 3 DEF: 4 Location: Riverside Station
A Buzzy with wings and a spike. It flies, so a hammer won’t reach. It’s hard to find attacks that work.
Attacks:
Dive
#047: Spinia
HP: 3 ATK: 1 DEF: 0 Location: Rogueport Sewers
A strange creature made of thin, papery boards. Still a completely mysterious species.
Attacks:
Spin Tackle
#029: Spiny
HP: 3 ATK: 3 DEF: 3 Location: Glitzville
A spine-covered member of the Koopa tribe with extremely high defense. It cannot be damaged when it rolls into a ball.
Attacks:
Tackle, Roll-up
#049: Spunia
HP: 12 ATK: 7 DEF: 2 Location: Pit of 100 Trials
A creature with a body made up of springy discs. It may not look like much, but it’s pretty tough.
Attacks:
Spin Tackle
#066: Swampire
HP: 20 ATK: 6 DEF: 0 Location: Pit of 100 Trials
A feared health-sucking bat that lives in the darkness. It steals your HP to add to its own.
Attacks:
HP Suck
#064: Swooper
HP: 6 ATK: 3 DEF: 0 Location: Creepy Steeple
A roosting creature that will hang from the ceiling until damaged.
Attacks:
HP Suck
#065: Swoopula
HP: 9 ATK: 4 DEF: 0 Location: Palace of Shadow
An HP-sucking batlike thing. Its name comes from its swooping, blood-sucking attack.
Attacks:
HP Suck
#123: Vivian
HP 10 ATK: 1 DEF: 0 Location: Boggly Woods
One of the Shadow Sirens and Beldam’s youngest sister. She’s so cute, she’s able to infatuate anyone.
Attacks:
Shadow Punch, Fiery Jinx
#038: White Magikoopa
HP: 7 ATK: 4 DEF: 0 Location: Glitzville
A white-robed Koopa wizard that uses a wide variety of magic, including magic that replenishes its own HP and that of its allies.
Attacks:
Geometric Magic, Heal
#096: Wizzerd
HP: 10 ATK: 6 DEF: 3 Location: Pit of 100 Trials
A part-machine, part-organic creature who uses different kinds of magic. It looks to be the best tickler of all time.
Attacks:
???
#107: X-Naut
HP: 4 ATK: 3 DEF: 0 Location: The Great Tree
A foot soldier that uses potions and attacks by ramming. This X-Naut is the lowest of Grodus’s underlings.
Attacks:
Tackle, Body Slam, Potion
#108: X-Naut PhD
HP: 9 ATK: 4 DEF: 0 Location: X-Naut Fortress
An X-Naut that throws chemicals. Research is ongoing about the effects of the chemicals they throw.
Attacks:
Shrinking Potion, Potion, Burn Potion, Healing Potion, ???
#114: X-Yux
HP: 10 ATK: 3 DEF: 1 Location: X-Naut Fortress
A new Yux designed to protect important areas. Its attacks will sometimes immobilize you.
Attacks:
“O” Beam
#110: Yux
HP: 3 ATK: 2 DEF: 0 Location: The Great Tree
These pathetically ugly creatures were created in the X-Naut laboratories. With Mini-Yux around them, they’re impervious to all attacks.
Attacks:
“O” Beam
#112: Z-Yux
HP: 7 ATK: 4 DEF: 0 Location: The Moon
A genetic improvement on the original Yux. Mini-Z-Yux often appear to restore HP or protect the main unit from damage.
Attacks: “O” Beam
2.Status Effects
Certain items and attacks can affect your status or that of your foes, as detailed in the chart below. A number will appear above the icon to indicate how many turns the effect will last.
Status |
Effect |
Allergic |
Removes all other status effects |
ATK-Up |
Raises attack power |
Burned |
Deals fire damage at the end of every turn |
Charged |
Raises power for next attack |
Confused |
Causes character to ignore commands |
DEF-Down |
Lowers Defense |
DEF-UP |
Raises Defense |
Dizzy |
Lowers Accuracy |
Dodgy |
Enables character to avoid most attacks |
Electrified |
Inflicts damage on enemies that attack directly |
Fast |
Enables two acts per turn |
Frozen |
Disables movement and actions |
Gradual FP |
Recovers Flower Points Gradually |
Gradual HP |
Recovers Heart Points Gradually |
Huge |
Raises Attack Power |
Immobilized |
Disables all actions |
Invisible |
Enables character to avoid all attacks |
Knocked Out |
Ends character’s participation in the battle* |
Payback |
Deals damage to attackers |
Poison |
Deals damage at the end of every turn |
Sleepy |
Disables all actions (negated when character is attacked) |
Slow |
Limits actions to every other turn |
Tiny |
Lowers attack power |
*When Mario is knocked out, the game is over |
1.All Or Nothing
BP: 4 FP: 0 Location: Palace of Shadow
Raises attack if you hit Action Commands; drops attack to 0 if you fail.
2.Attack FX B
BP: 0 FP: 0 Location: Rogueport
Changes the sound effects of Mario’s attacks.
3.Attack FX G
BP: 0 FP: 0 Location: Charlieton
Changes the sound effects of Mario’s attacks.
4.Attack FX P
BP: 0 FP: 0 Location: Lovely Howz
Changes the sound effects of Mario’s attacks.
5.Attack FX R
BP: 0 FP: 0 Location: Hooktail Castle
Changes the sound effects of Mario’s attacks.
6.Attack FX Y
BP: 0 FP: 0 Location: Dazzle
Changes the sound effects of Mario’s attacks
7.Bump Attack
BP: 5 FP: 0 Location: Pit of 100 trials
Let’s you bump into weak foes to defeat them without battling.
8.Charge
BP: 1 FP: 1 Location: The Great Tree
Adds Charge to Mario’s Tactics menu. Wearing more than one increases charge power.
9.Charge P
BP: 1 FP: 1 Location: Glitzville
Ads Charge to your partner’s Tactics menu. Wearing more than one increases charge power.
10.Chill Out
BP: 1 FP: 0 Location: Dazzle
Makes you never succumb to a First Strike.
11.Close Call
BP: 1 FP: 0 Location: Petal Meadows
When Mario’s in danger, causes enemies to miss sometimes.
12.Close Call P
BP: 1 FP: 0 Location: Lovely Howz
When your ally is in danger, causes foes to miss sometimes.
13.Damage Dodge
BP: 2 FP: 0 Location: Rogueport Sewers
Decreases damage by 1 with a Guard Action Command.
14.Damage Dodge P
BP: 2 FP: 0 Location: Pirate’s Grotto
Cuts damage by 1 HP with a Guard Action Command. (Partner)
15.Defend Plus
BP: 5 FP: 0 Location: Twilight Town
Boosts Mario’s defense by 1.
16.Defend Plus P
BP: 5 FP: 0 Location: Rogueport Sewers
Boosts you ally’s defense by 1.
17.Double Dip
BP: 3 FP: 4 Location: Rogueport
Let’s Mario uses two items during his battle turn. By wearing more than one, Mario can use up to three items.
18.Double Dip P
BP: 3 FP: 4 Location: Pit of 100 trials
Let’s your ally use two items during one battle turn. By wearing more than one, your partner can use up to three items.
19.Double Pain
BP: 0 FP: 0 Location: Charlieton
Doubles the damage Mario takes.
20.Feeling Fine
BP: 4 FP: 0 Location: X-Naut Fortress
Makes Mario immune to poison or dizziness.
21.Feeling Fine P
BP: 4 FP: 0 Location: X-Naut Fortress
Makes your partner immune to poison or dizziness.
22.Fire Drive
BP: 3 FP: 5 Location: Lovely Howz
Activates the Fire Drive, which assaults all ground enemies and burns them. Wearing more than one increases attack power.
23.First Attack
BP: 1 FP: 0 Location: Lovely Howz
Activates a First Strike to defeat weak foes without battling.
24.Flower Finder
BP: 3 FP: 0 Location: Dazzle
After beating a foe, makes more Flowers appear.
25.Flower Saver
BP: 4 FP: 0 Location: Dazzle
Drops FP used when Mario attacks by 1.
26.Flower Saver P
BP: 4 FP: 0 Location: Dazzle
Drops FP used when you partner attacks by 1.
27.FP Drain
BP: 1 FP: 0 Location: Lovely Howz
Drops Mario’s attack power by 1 but regains 1 FP per attack.
28.FP Plus
BP: 3 FP: 0 Location: Pianta Parlor
Increases maximum FP by 5.
29.Hammer Throw
BP: 1 FP: 2 Location: Twilight Trail
Enables Hammer Throw, which lets you throw a hammer at a foe, wherever it is. Wearing two or more increases attack power.
30.Hammerman
BP: 2 FP: 0 Location: Charlieton
Increases hammer power by 1, but eliminates the ability to jump.
31.Happy Flower
BP: 2 FP: 0 Location: Lovely Howz
Slowly and automatically restore FP during battle.
32.Happy Heart
BP: 2 FP: 0 Location: Dazzle
Slowly and automatically restore HP during battle.
33.Happy Heart P
BP: 2 FP: 0 Location: Dazzle
Slowly and automatically restore HP during battle. (Partner)
34.Head Rattle
BP: 1 FP: 2 Location: Keelhaul Key
Enables Head Rattle, which can confuse enemies if executed superbly. Wearing two or more confuses enemies longer.
35.Heart Finder
BP: 3 FP: 0 Location: Dazzle
After beating a foe, makes more Hearts appear.
36.HP Drain
BP: 1 FP: 0 Location: Rogueport
Drops Mario’s attack power by 1 but regains 1 HP per attack.
37.HP Drain P
BP: 1 FP: 0 Location: Poshley Heights
Drops your ally’s attack by 1 but regains 1 HP per attack.
38.HP Plus
BP: 3 FP: 0 Location: Hooktail Castle
Increases maximum HP by 5
39.FP Plus
BP: 3 FP: 0 Location: Pianta Parlor
Increases maximum HP by 5. (Partner)
40.Ice Power
BP: 1 FP: 0 Location: Keelhaul Key
Makes Mario damage-proof when jumping on fire enemies.
41.Ice Smash
BP: 1 FP: 3 Location: Creepy Steeple
Enables Ice Smash, which freezes an enemy if executed superbly. Wearing more than one freezes enemies longer.
42.Item Hog
BP: 3 FP: 0 Location: Dazzle
Makes it likelier that items will appear after battle.
43.Jumpman
BP: 2 FP: 0 Location: Charlieton
Increases jump power by 1, but you lose your hammer ability.
44.L Emblem
BP: 0 FP: 0 Location: Poshley Sanctum
Changes Mario’s clothes into Luigi’s cloths.
45.Last Stand
BP: 1 FP: 0 Location: Glitzville
Drops damage Mario receives by ½ when he is in peril.
46.Last Stand P
BP: 1 FP: 0 Location: Lovely Howz
Drops the damage your ally receives by ½ when in peril.
47.Lucky Day
BP: 7 FP: 0 Location: Pit of 100 trials
When Mario’s attacked, causes enemies to miss more often.
48.Lucky Start
BP: 4 FP: 0 Location: Creepy Steeple
Makes something good happen when you first enter battle.
49.Mega Rush
BP: 1 FP: 0 Location: Charlieton
Increases attack power by 5 when Mario is in peril.
50.Mega Rush P
BP: 1 FP: 0 Location: Petalburg
Increases attack power by 5 when you partner is in peril.
51.Money Money
BP: 5 FP: 0 Location: Pianta Parlor
Makes more coins appear after battle.
52.Multibounce
BP: 1 FP: 2 Location: Shhwonk Fortress
Enables Multibounce, which attacks multiple foes in order until you miss an action command. Wear more than one for increased attack power.
53.P-Down, D-Up
BP: 2 FP: 0 Location: Pirate’s Grotto
Drops the damage Mario deals and receives by 1.
54.P-Down, D-Up P
BP: 2 FP: 0 Location: Boggly Woods
Drops the damage your ally deals and receives by 1.
55.P-Up, D-Down
BP: 2 FP: 0 Location: Riverside Station
Boosts Mario’s attack by 1 but drops his defense by 1.
56.P-Up, D-Down P
BP: 2 FP: 0 Location: Palace of Shadow
Boosts you ally’s attack by 1, drops his or her defense by 1.
57.Peekaboo
BP: 2 FP: 0 Location: Dazzle
Makes enemy HP visible.
58.Piercing Blow
BP: 1 FP: 2 Location: Lovely Howz
Enables Piercing Blow, which deals damage that pierces enemy defenses.
59.Pity Flower
BP: 3 FP: 0 Location: Pit of 100 Trials
When Mario takes damage, occasionally recovers 1 FP.
60.Power Bounce
BP: 3 FP: 3 Location: Hooktail Castle
Enables Power Bounce, which lets you jump on one enemy until you miss an action command.
61.Power Jump
BP: 1 FP: 2 Location: Lovely Howz
Enables Power Jump, which lets you stomp on a foe with huge power. Wearing two or more increases attack power.
62.Power Plus
BP: 6 FP: 0 Location: Dazzle
Boosts Mario’s jump and hammer attack by 1.
63.Power Plus P
BP: 6 FP: 0 Location: Dazzle
Boosts you partner’s attack by 1.
64.Power Rush
BP: 1 FP: 0 Location: Lovely Howz
Increases attack power by 2 when Mario is in danger.
65.Power Rush P
BP: 1 FP: 0 Location: Lovely Howz
Increases attack power by 2 when your ally is in danger.
66.Power Smash
BP: 1 FP: 2 Location: Dazzle
Enables Power smash, which lets you whack an enemy with great power. Wearing two or more increases attack power.
67.Pretty Lucky
BP: 2 FP: 0 Location: Dazzle
When Mario’s attacked, causes enemies to miss sometimes.
68.Pretty Lucky P
BP: 2 FP: 0 Location: Lovely Howz
When you ally’s attacked, causes foes to miss sometimes.
69.Quake Hammer
BP: 2 FP: 3 Location: Boggly Woods
Enables Quake Hammer, which slightly damages all ground enemies. Wearing two or more increases attack power.
70.Quick Change
BP: 7 FP: 0 Location: Dazzle
Allows your ally to attack even after changing partners.
71.Refund
BP: 1 FP: 0 Location: Pianta Parlor
Refunds some coins if you use an item in battle.
72.Return Postage
BP: 7 FP: 0 Location: Pit of 100 trials
Makes direct-attackers take ½ the damage they do.
73.Shrink Stomp
BP: 1 FP: 2 Location: Lovely Howz
Enables Shrink Stomp to shrink foes and drop attack power if executed superbly. Wear two or more to shrink them longer.
74.Simplifier
BP: 1 FP: 0 Location: Lovely Howz
Makes Action commands easy, but earns less star power.
75.Sleepy Stomp
BP: 1 FP: 2 Location: Lovely Howz
Enables Sleepy Stomp, which makes enemies sleep if executed superbly. Wear two or more to keep enemies asleep longer.
76.Slow Go
BP: 0 FP: 0 Location: Charlieton
Makes Mario sluggish, so he can no longer run.
77.Soft Stomp
BP: 1 FP: 2 Location: Rogueport Sewers
Enables Soft Stomp, which makes foes soft if executed superbly. Wearing two or more keeps enemies soft longer.
78.Spike Shield
BP: 3 FP: 0 Location: Rogueport Sewers
Makes Mario damage-proof when jumping on spiky foes.
79.Super Appeal
BP: 1 FP: 0 Location: Lovely Howz
Gets more star power from the audience when Mario appeals.
80.Super Appeal P
BP: 1 FP: 0 Location: Lovely Howz
Gets more star power from the crowd when your ally appeals.
81.Timing Tutor
BP: 1 FP: 0 Location: Charlieton
Teaches the timing for style commands.
82.Tornado Jump
BP: 2 FP: 3 Location: Creepy Steeple
Enables Tornado Jump, which damages all midair enemies if executed superbly. Wearing two or more increases attack power.
83.Unsimplifier
BP: 1 FP: 0 Location: Lovely Howz
Makes Action Commands hard, but earns more star power.
84.W Emblem
BP: 0 FP: 0 Location: Charlieton
Changes Mario’s clothes into Wario’s clothes.
85.Zap Tap
BP: 3 FP: 0 Location: Pit of 100 Trials
Does damage to enemies that touch Mario in battle.
4.Special Moves
The star-powered special moves are the mightiest weapons in your arsenal, but you have to know how to use them. That’s where this section comes in. Read on for an explanation of each move.
Sweet Treat
SP: 1
Required: Mystical Map, a visit to the Thousand-Year Door
With the Sweet Treat, you can restore Heart Points to both you and your companion, as well as Flower Points. A targeting reticule will move up and down in an arc in front of Mario as icons fall from above. Flick the Control Stick left to shoot the flower and heart icons. Each one will replenish a point. Avoid hitting the Poison Mushrooms, though; they’ll prevent you from firing for a few moments.
Earth Tremor
SP: 2
Required: The Diamond Star from Hooktail Castle
The Earth Tremor shakes the ground to damage every enemy onstage. Press the A button as the gauge passes through each circle. The longer you can go without missing a circle (up to five gauges), the more damage the attack will inflict. Each gauge moves faster than the last.
Damage: 1 to 6 HP
Clock Out
SP: 2
Required: The Emerald Star from The Great Tree
Immobilize all of your enemies for a short period of time with Clock Out. The attack plays out like a game of hot potato. Press the button that appears over your opponents to toss the boss at them, then mash on the button as fast as possible (note that the button changes every couple of seconds). The better you do, the longer your foes will be unable to move.
Power Lifts
SP: 3
Required: The Gold Star from the Glitz Pit
If executed well, the Power Lift will increase you party’s Attack and Defense power briefly. Position the targeting reticule over the orange and blue arrows that appear on the three-by-three grid, and press A to fill meters to the left. Avoid the Poison Mushrooms. You’ll receive +1 to ATK every time you fill the orange meter, and +1 to your DEF every time you fill the blue meter.
Art Attack
SP: 4
Required: The Ruby Star from Creepy Steeple
The Art Attack damages all enemies that you encircle with the star. Simply manipulate the Control Stick to draw circles around the desired targets. The circles don’t have to be perfect, but they must be completely enclosed. If you’re a veteran of Bill Cosby’s PicturePages, this should be a cakewalk.
Damage: Unlimited HP
Sweet Feast
SP: 5
Required: The Sapphire Star from Pirate’s Grotto
The Sweet Feast is similar to the Sweet Treat, but you can launch stars rapid-fire by simply holding the Control Stick to the left instead of flicking it (you’ll still want to let up on the stick to avoid hitting Poison Mushrooms). Additionally, the large icons will each replenish five Heart Points or Flower Points when you hit them.
Showstopper
SP: 2
Required: The Amber Star from Poshley Sanctum
The Showstopper can defeat all of your opponents with a single blow (it doesn’t work against bosses, though). Press the buttons in the order they appear onscreen. There are five sequences in all—the more of them you complete, the better your chances of annihilating your foes.
Supernova
SP: 6
Required: The Crystal Star from the X-Naut Fortress
The Supernova doesn’t actually involve the explosion of a very large star in which the star may reach a maximum intrinsic luminosity one billion times that of the sun. But it does deal massive damage to every enemy onstage. Just mash the A Button as quickly as possible to fill the gauge repeatedly.
Damage: 0 to 15 HP
5.Shine Sprites
On the list below, I’ve detailed the location of every Shine Sprite in the game. I’m nice like that. ^_^
Rogueport:
Above the rooftops on the East Side of Rogueport.
Behind the house that has a padlock on the door on the East Side of town. Get on he roof and slip between the crates.
Behind the first house on the West Side of town. Roll into a tube and drop through the small hole inside the house.
In Bobbery’s house on the East Side of town. You won’t be able to get to the Shine Sprite until the prelude to Chapter 5.
Behind the cracked wall next to the item shop on the West Side of town. Blow a hole in the wall with Bobbery.
Rogueport Sewers:
On a high platform to the left of the Thousand-Year Door. You must be cursed with Paper mode to reach the Shine Sprite.
On the ledge next to the warp pipe that leads to Petalburg. You’ll need the Super Hammer to smash the yellow block in your way.
In front of the door that leads to the Twilight Town warp pipe. Yoshi must be in your party to reach the Shine Sprite.
On a platform in the room where you fought the giant Blooper. Use Boat mode to sail to the platform.
In a hidden room that you can reach only with boat mode.
In a hidden room that you can reach only with boat mode.
In a hidden room that you can reach only with boat mode.
On top of the pedestal next to where Dazzle hangs out. To get up there, you’ll need the Spring Jump.
Hooktail Castle:
In plain view at the beginning of the hall with the yellow and purple blocks.
In front of the weapon rack in the room where you first meet Ms. Mowz.
At the top of the tall staircase just before the exit onto the bridge outside.
Boggly Woods:
To the left of the high paper airplane panel. Toss Koops to your left to snag the Shine Sprite.
The Great Tree:
In the bottom right-hand corner of the room where you encase the Punies in bubbles.
On top of a pedestal in the room with two paper airplane panels. Use Flurrie to blow the vase off the first panel.
In the room beneath the first wooden panel you see after acquiring the Super Boots. Use your Spin Jump to break through.
Above the lily pads after you fill the room with water.
Glitzville:
To the right of the stairs that lead to the Glitzville arena entrance. Use your hammer to reveal a Coin Block beneath the Shine Sprite.
On the second floor of the storage room in the Glitzville arena.
Twilight Trail:
Behind the last tree before you get to Creepy Steeple.
Creepy Steeple:
Behind the small opening at the beginning of the first hall. Roll into a tube to enter the opening.
At the bottom of the well outside the front gate.
To the left of the incline where you have to push the door-shaped barricade.
Keelhaul Key:
To the left of the cliff as you make your way toward Pirate’s Grotto. Ride Yoshi to the block underneath the Shine Sprite.
Behind a large palm leaf to the right of the bridge. You’ll have to jump to find the Shine Sprite.
Pirate’s Grotto:
Concealed by a stalactite over the first wrecked ship. Jump while you’re standing on the bow to procure the Shine Sprite.
Near the top of the cliff. Stand on the top step and toss Koops to your left to reveal an invisible block.
Above the barrels in the room where you find the Grotto Key. To reach the Shine Sprite, ride the crate that acts as a counter weight.
Hovering over the water to the right of the wall of spikes. Use Koops’s Shell Toss to retrieve the Shine Sprite.
At the beginning of the area that follows the wall of spikes. Use your hammer to find a hidden block beneath the Shine Sprite.
Excess Express:
Behind the table in cabin 005.
In Bub the Bob-omb’s possession. Give him the engineer’s autograph to receive the Shine Sprite as a token of his appreciation.
Riverside Station:
On the steps behind the station.
Near the top of the stairs that unfold after you hit the numerical switches. Toss Koops at the Shine Sprite to nab it.
Poshley Heights:
Outside Poshley Sanctum, to the right of the entrance. Perform a Spring Jump to reach the Shine Sprite.
Poshley Sanctum:
Beyond the painting, on one of the ledges to the left. You’ll have to shimmy across the bars overhead to get to the shine sprite.
Fahr Outpost:
Behind a tree on your way to the Fahr Outpost.
To the right of the last house in the Fahr Outpost.
6.Star Pieces
A list of all the Star pieces in the game:
AG: Above Ground; BG: Below Ground; SE: Special Event
Rogueport:
AG-
Behind the crates on the right-hand side of the town square.
Inside the house next to the inn. You’ll find the door in the back alley
On the roof of Zess T’s kitchen.
On the top of the crates behind Professor Frankly’s house.
Behind the chimney on Admiral Bobbery’s house.
Behind the barrel next to Ishnail’s house on the east side of town.
Behind the short wall as you enter the west side of town.
Behind the warp pipe near the fountain on the west side of town.
Behind the trash can to the left of the item shop on the west side of town.
In the hidden area on the left side of the harbor. You’ll have to sail there from the boat panel.
Behind the warp pipe that leads to the Cheep Blimp
BG-
In front of the gallows in the town square.
In the ally behind Zess T’s kitchen.
In front of Professor Frankly’s house.
On the roof of the building with the padlock on the door in the east side of town. You need Yoshi to get up there.
In front of the Pianta Parlor.
Next to the stairs in the harbor.
At the left end of the train platform.
Rogueport Sewers:
AG-
Behind the pedestal next to Merluvlee’s house.
Behind the pedestal next to building with the X-Naut Teleporter.
Behind a broken pillar in front of Murluvlee’s house.
Behind the stairs in the room with the warp pipe that leads to the Pit of 100 Trials.
Behind the big yellow block in the room to the right of the Thousand-Year Door.
In the background of the room with the warp pipe that leads to Petal Meadows. You’ll need the Spring Jump to get back there.
On a platform in the background in the area beneath the metal grate on the west side of Rogueport.
Behind the center ledge in the area beneath the metal grate on the west side of Rogueport.
BG-
In front of Wonky inside Herb T’s place.
In front of the moving platform in the area where you first enter the sewers from the pipe in front of Frankly’s house.
To the south of the Crystal Star platform in the room with the Thousand-Year Door.
In front of the black treasure chest that curses you with Plane mode.
Near the warp pipe to Boggly Woods.
Petal Meadows:
AG-
In the tree to the left of the Save Block. Hit the tree with your hammer.
To the right of the blue “!” switch in the background.
Petalburg:
BG-
Near Bub-ulber on the west side of the village.
Next to the pink flowers at the east exit.
Shhwonk Fortress:
AG-
In the first bush between Petalburg and Shhwonk Fortress.
Hooktail Castle:
AG-
Beyond the doorway that’s to the right of the big purple block when the block is elevated.
On a ledge to the left of the first big yellow block when the block is elevated.
To the right of where you jump out the window.
On the edge of the railing to the right of the paper-airplane panel.
BG-
To the left of the Castle Key behind the bars in the Red Bones room.
Boggly Woods:
AG-
Next to the blue “!” block that raises the warp pipe.
In the third tree from your left in front of Flurrie’s house.
Hidden behind the fence, near the warp pipe that leads to Flurrie’s house.
BG-
Next to the love seat in Flurrie’s bedroom.
The Great Tree:
AG-
In the first large bush to the right of Pungent’s Shop.
Hidden behind the warp pipe to the left of the big tree stump.
Behind the warp pipe in the room beneath the prison cell that drops on you.
In one of the bushes in the room above where Lord Crump stole the Crystal Star from you.
BG-
At the right end of the room directly above the first Save Block.
In the center of the blue prison cell.
Glitzville:
AG-
Behind the telephone booth.
Behind the ferns to the right of the steps that lead to the arena.
Beneath the billboard on the roof of the juice shop. Toss Koops to retrieve the Star Piece.
Behind the counter in the juice shop.
In the right-hand drawer of the desk in Grubba’s office.
Behind the planter in the lower left-hand corner of Grubba’s office.
Behind the big yellow block in the room where you find the injured fighters.
BG-
Below the blimp landing point.
To the right of the west staircase in the arena lobby.
Near the center on the first floor of the Storage Room.
Twilight Town:
AG-
Between the first two houses on the west side of town.
In one of the bushes (near the tree) on the west side of town.
Behind the barrels that are inside of the fence on the east side of town.
Twilight Trail:
AG-
Behind the fallen tree that blocks your path.
Behind the warp pipe that follows the aforementioned fallen tree.
Behind the wall in front of Creepy Steeple.
Creepy Steeple:
AG-
Beyond the small opening at the beginning of the first hall. Roll into a tube to enter the opening.
In the background in the room where you free the Boos. You’ll get back there after you drop down the well.
BG-
On the right side of the room with the moving stairs.
Near the door in the parrot’s room.
Keelhaul Key:
AG-
On the left side of the beach in the shantytown.
Behind the rocks on the right side of the beach in the shantytown.
In the first bush you see after leaving the shantytown.
Behind the root in front of the right-hand side of the cliff.
Behind a rock formation in the foreground, to the left of the red stone in front of the Pirate’s Grotto entrance.
BG-
Near the small gap in the rock formation on the right side of the shore.
Pirate’s Grotto:
AG-
On a small platform in the water, to the left of the spears that protrude from the floor.
Inside a barrel at the top of the room where you find the Grotto Key. Ride the crate to reach the Star Piece.
BG-
Near the doorway to your right at the top of the large waterfall.
In the center of the room behind the locked door
Excess Express:
AG-
Inside the nightstand in cabin 008.
BG-
Next to the seats in cabin 004.
In front of the engine in the engine room.
SE-
In Chef Shimi’s possession. He’ll give you the Star Piece when you return the Galley Pot to him.
In the waitress’ possession. She’ll give you the Star Piece if you return the Shell Earrings to her.
Riverside Station:
AG-
Hidden behind the cylinder on which the Storage Key rests.
Poshley Heights:
AG-
Behind the lawn chair to the left of the blue house on the west side of town.
Behind the picket fence next to the pink house. Walk through the hedge to reach the Star Piece.
Behind the hedge to the left of the house that’s next to the hotel.
BG-
In front of the stairs that lead to the Excess Express.
Fahr Outpost:
AG-
Hidden behind a shrub in the center of the first area that follows the warp pipe.
Behind the broken wall in the area before you reach the outpost.
Behind the broken wall in the western part of the Fahr Outpost.
Behind the boxes in the far-right house.
BG-
To the left of the warp pipe.
To the left of the cannon in the eastern part of the Fahr Outpost.
The Moon:
BG-
Inside a cracked rock in the area where you can see the X-Naut Fortress in the background.
X-Naut Fortress:
AG-
On the crane platform. Acquire the Cog, then operate the crane to pick up the Star Piece.
At the left end of the air duct. Spring-Jump through the open vent to get up there.
7.Items
The following list describes every item and gives the locations for where you can find them. The items are organized by category.
a.Attack Items
Coconut Bomb
Location: Zess T’s House
Throw it to attack an enemy.
Courage Meal
Location: Zess T’s House
Throw it to attack an enemy.
Earth Quake
Location: Souvenir Shop
Attacks all ground-bound enemies.
Egg Bomb
Location: Zess T’s Shop
Throw it to attack an enemy.
Fire Flower
Location: Toad Bros. Bazaar
Attacks all enemies with fireballs and burns them.
HP Drain
Location: Pungent’s Shop
Simultaneously attacks foes and replenishes your own HP.
Ice Storm
Location: Pungent’s Shop
Drops shooting stars on all enemies and freezes them.
POW Block
Location: Niff T’s Shop
Attacks all ground-bound enemies.
Shooting Star
Location: Sorthwind's Mart
Drops shooting stars on all enemies and confuses them.
Thunder Bolt
Location: Westside Goods
Drops lightning on an enemy and stuns it.
Thunder Rage
Location: Twilight Shop
Drops lightning on all enemies and stuns them.
Zess Dynamite
Location: Zess T’s House
Toss it to attack all foes.
b.Defense Items
Boo’s Sheet
Location: Sales Stall
Makes you transparent, so attacks against you miss.
Courage Shell
Location: Niff T’s Shop
Gives your partner courage to boost his or her defense.
Love Pudding
Location: Zess T’s House
Makes you invisible, electrified, or sleepy.
Peach Tart
Location: Zess T’s House
Makes you electrified, dodgy, or sleepy.
Repel Cape
Location: Souvenir Shop
Raises your evasion, making you harder to hit.
Volt Shroom
Location: Westside Goods
Electrifies you to damage direct attackers.
c.Recovery Items
Cake Mix
Location: Pianta Parlor
An ingredient for making treats.
Choco Cake
Location: Zess T’s House
Replenishes 5 HP and 15 FP.
Coco Candy
Location: Zess T’s House
Replenishes 3 HP and 15 FP.
Coconut
Location: Keelhaul Key
Fruit from a tropical island. To be honest, it ain’t tasty.
Dried Bouquet
Location: Petalburg
Beautiful flowers made by Bub-ulber. Replenishes 1 HP.
Dried Shroom
Location: Westside Goods
A less-than-tasty dried Mushroom. Replenishes 1 HP.
Electro Pop
Location: Zess T’s House
Replenishes 15 FP
Fire Pop
Location: Zess T’s House
Replenishes 20 FP.
Fresh Juice
Location: Zess T’s House
Replenishes 5 FP and cures poison.
Fresh Pasta
Location: Poshley Heights
Poshley Heights pasta. Replenishes 10 HP and 5 FP.
Fried Egg
Location: Zess T’s House
Replenishes 10 HP.
Fruit Parfait
Location: Zess T’s House
Replenishes 10 HP and 2 FP
Golden Leaf
Location: Creepy Steeple
A weird leaf found in Creepy Steeple. Replenishes 10 FP.
Healthy Salad
Location: Zess T’s House
Replenishes 15 FP and cures poison.
Heartful Cake
Location: Zess T’s House
Replenishes 20 FP, but also softens you.
Honey Candy
Location: Zess T’s House
Replenishes 20 FP.
Honey Shroom
Location: Zess T’s House
Replenishes 5 HP and 5 FP.
Honey Super
Location: Zess T’s House
Replenishes 10 HP and 5 FP.
Honey Syrup
Location: Toad Bros. Bazaar
A sweet snack. Restores 5 FP
Honey Ultra
Location: Zess T’s House
Replenishes 50 HP and 5 FP
Horsetail
Location: Petal Meadows
A plant found in Petal Meadows. Replenishes 3 HP.
Hot Dog
Location: Hot Dog Stand
Mr. Hoggle’s meaty work of art. Refills 5 HP and 5 FP.
Icicle Pop
Location: Zess T’s House
Replenishes 10 HP.
Ink Pasta
Location: Zess T’s House
Replenishes 10 HP and 30 FP
Inky Sauce
Location: Zess T’s House
Replenishes 30 HP.
Jammin’ Jelly
Location: Underground Shop
Restores 50 FP.
Jelly Candy
Location: Zess T’s House
Replenishes 64 FP.
Jelly Shroom
Location: Zess T’s House
Replenishes 5 HP and 50 FP.
Jelly Super
Location: Zess T’s House
Replenishes 10 HP and 50 FP.
Jelly Ultra
Location: Zess T’s House
Replenishes 50 HP and 50 FP.
Keel Mango
Location: Keelhaul Key
Replenishes 5 HP.
Koopa Bun
Location: Zess T’s House
Replenishes 15 FP.
Koopa Tea
Location: Zess T’s House
Replenishes 7 FP.
Koopasta
Location: Zess T’s House
Replenishes 7 HP and 7 FP.
Life Shroom
Location: Westside Goods
Restores 10 HP when Mario or his partner fall.
Mango Delight
Location: Zess T’s House
Replenishes 10 HP and 3 FP.
Maple Shroom
Location: Zess T.’s House
Replenishes 5 HP and 10 FP.
Maple Super
Location: Zess T’s House
Replenishes 10 HP and 10 FP.
Maple Syrup
Location: Twilight Shop
Replenishes 10 FP.
Maple Ultra
Location: Zess T’s House
Replenishes 50 HP and 10 FP.
Meteor Meal
Location: Zess T’s House
Refills 7 HP and gradually recovers even more.
Mistake
Location: Zess T’s House
Replenishes 1 HP and 1 FP.
Mousse Cake
Location: Zess T’s House
Replenishes 15 FP.
Mushroom
Location: Toad Bros. Bazaar
Replenishes 5 HP.
Mystic Egg
Location: The Great Tree
Replenishes 5 HP.
Omelette Meal
Location: Zess T’s Shop
Replenishes 5 HP and 5 FP.
Peachy Peach
Location: Twilight Town
Replenishes 1 HP and 2 FP.
Shroom Cake
Location: Zess T’s House
Replenishes 10 HP and 10 FP.
Shroom Crepe
Location: Zess T’s House
Replenishes 30 HP and 20 FP.
Shroom Fry
Location: Zess T’s House
Replenishes 6 HP and 2 FP.
Shroom Roast
Location: Zess T’s House
Replenishes 15 HP and 5 FP.
Shroom Steak
Location: Zess T’s House
Replenishes 30 HP and 10 FP.
Snow Bunny
Location: Zess T’s House
Refills 30 HP but freezes you.
Space Food
Location: Zess T’s House
Replenishes 5 HP.
Spaghetti
Location: Zess T’s House
Replenishes 6 HP and 4 FP.
Spicy Pasta
Location: Zess T’s House
Replenishes 10 HP and 10 FP.
Spicy Soup
Location: Zess T’s House
Replenishes 4 HP and 7 FP.
Super Shroom
Location: Westside Goods
Replenishes 10 HP.
Tasty Tonic
Location: Toad Bros. Bazaar
Cures poison and other ailments.
Turtley Leaf
Location: Niff T’s Shop
Replenishes 3 FP.
Ultra Shroom
Location: Underground Shop
Replenishes 50 HP.
Whacka Bump
Location: Keelhaul Key
Replenishes 25 HP and 25 FP.
Zess Cookie
Location: Zess T’s House
Replenishes 15 HP and 15 FP.
Zess Deluxe
Location: Zess T’s House
Replenishes 40 HP and 40 FP.
Zess Dinner
Location: Zess T’s House
Replenishes 10 HP and 10 FP.
Zess Frappe
Location: Zess T’s House
Replenishes 20 HP.
Zess Special
Location: Zess T’s House
Replenishes 20 HP and 20 FP.
Zess Tea
Location: Zess T’s House
Replenishes 20 FP.
d.Support Items
Couple’s Cake
Location: Zess T’s House
Slowly refills HP. You can’t eat it alone.
Dizzy Dial
Location: Westside Goods
Makes all enemies dizzy, decreasing their accuracy.
Gradual Syrup
Location: Underground Shop
Makes allies recover FP gradually for a brief period.
Hot Sauce
Location: Glitzville
A popular sauce with captivating spiciness.
Mini Mr. Mini
Location: Pungent’s Shop
Briefly shrinks enemies, dropping their attack power.
Mr. Softener
Location: Niff T’s Shop
Softens up enemies for a bit, decreasing their defense.
Power Punch
Location: Souvenir Shop
Boosts you partner’s attack power by adding buffness.
Ruin Powder
Location: Northwinds Mart
Confuses all enemies, hindering their attacks.
Shroom Broth
Location: Zess T’s Shop
Gradually replenishes HP.
Sleepy Sheep
Location: Toad Bros. Bazaar
Temporarily puts all enemies to sleep, immobilizing them.
Slow Shroom
Location: Underground Shop
Makes allies recover HP gradually for a brief period.
Spite Pouch
Location: Twilight Shop
Briefly does half-damage to all foes that attack directly.
Stop Watch
Location: Twilight Shop
Temporarily immobilizes all enemies.
e.Other Items
Fright Mask
Location: Toad Bros. Bazaar
Summons a scary spirit to chase some enemies away.
Inn Coupon
Location: Various
Let’s you stay one free night at an inn.
Mystery
Location: Pungent’s Shop
Who knows what this does? Take a chance and find out!
Point Swap
Location: Souvenir Shop
Swaps your partner’s HP and FP.
Poison Shroom
Location: Zess T’s House
Eat it and it’ll poison you! (Feeling Fine?)
Trial Stew
Location: Zess T’s Shop
Yields incredible results.
f.Important Items
Autograph
Location: Excess Express
The autograph of the Excess Express engineer.
Battle Trunks
Location: The Glitz Pit
Trunks some wrestler wore to tatters.
Black Key (4)
Location: Rogueport Sewers, Hooktail Castle, Twilight Trail, Pirate’s Grotto
A strange black key... but what could it be for?
Blanket
Location: Excess Express
The conductor’s blanket. Without this, he’s freezing.
Blimp Ticket
Location: Rogueport
A ticket for the airship that travels to Glitzville
Blue Key
Location: The Great Tree
A key that opens the blue cell door.
Blue Potion
Location: X-Naut Fortress
A lovely-colored potion. What kind of effect will it have?
Box
Location: Rogueport
The thing McGoomba asked you to deliver to Goomfrey.
Briefcase
Location: Excess Express
A heavy briefcase with Nitro Honey Syrup specs inside.
Card Key (4)
Location: X-Naut Fortress
A card key that opens a door in the X-Naut base.
Castle Key (4)
Location: Hooktail Castle
A key that opens a door in Hooktail Castle
Cave Key
Location: Pirate’s Grotto
A key that opens a door inside the cave.
Champ’s Belt
Location: The Glitz Pit
The champ’s belt you earned when you beat Rawk Hawk
Chuckola Cola
Location: Keelhaul Key
Flavio’s treasured beverage. (Actually, it’s Bobbery’s!)
Cog
Location: X-Naut Fortress
A cog needed to operate the crane.
Contact Lens
Location: Toad Bros. Bazaar
An aid for poor vision. Does Mario really need this?
Cookbook
Location: Creepy Steeple
A rather old cookbook penned by Maitre Delish.
Data Disk
Location: X-Naut Fortress
A disk from Grodus’s room. What kind of data is on it?
Dubious Paper
Location: The Glitz Pit
A letter that looks like it has lots of important stuff in it.
Elevator Key (3)
Location: The X-Naut Fortress
A card key that operates an elevator in the X-Naut base.
Floodgate Handle
Location: Pirate’s Grotto
A handle used to open the floodgates.
Galley Kettle
Location: Excess Express
An empty stewpot. This thing looks like it was licked clean!
Gold Bar
Location: Underground Shop
A gold bar.
Gold Bar x3
Location: Underground Shop
Three gold bars.
Gold Card
Location: Rogueport (Trouble Center)
A parlor card that lets you play the Tube Mode game.
Gold Ring
Location: Excess Express
The ring Toodles lost. It looks quite expensive.
Goldbob’s Permission
Location: Poshley Heights
Goldbob’s user’s manual for the Fahr Outpost cannon.
Green Potion
Location: X-Naut Fortress
A pretty-colored potion. What kind of effect will it have?
House Key
Location: Rogueport
A key to a house. Whoever lost it probably needs it back.
Lottery Pick
Location: Rogueport
A lottery ticket from Lucky’s booth.
Moon Stone
Location: Shhwonk Fortress
A mystical stone shaped like the moon.
Necklace
Location: Boggly Woods
Flurrie’s favorite necklace.
Old Letter
Location: Rogueport
The letter Scarlette wrote to Bobbery on her deathbed.
Palace Key (11)
Location: Palace of Shadow
A key for a pedestal in the Palace of Shadow.
Platinum Card
Location: Poshley Heights (Trouble Center)
A parlor card that lets you play the Boat Mode game.
Present
Location: Poshley Heights
The thing Bub asked you to deliver to Sylvia.
Puni Orb
Location: The Great Tree
The emblem of a Puni leader, given to you by the elder.
Ragged Diary
Location: Excess Express
The diary the ghost kept. You shouldn’t read it.
Red Key
Location: The Great Tree
A key that opens the red cell door.
Red Potion
Location: X-Naut Fortress
A vividly colored potion. What kind of effect will it have?
Routing Slip
Location: Twilight Town
A Silver Club routing slip. It’s so well used, it’s tattered.
Shell Earrings
Location: Excess Express
Earrings lost by the waitress. They remind her of her ex.
Shine Sprite
Location: Everywhere
A mysterious, powerful object. Collecting these will help!
Silver Card
Location: Pit of 100 Trials (Trouble Center)
A parlor card that lets you play the Paper Mode game.
Skull Gem
Location: Keelhaul Key
The pride of Flavio’s family. Can it be set into Skull Rock?
Special Card
Location: Hooktail Castle (Trouble Center)
A parlor card that lets you play the Plane Mode game.
Star Key
Location: Palace of Shadow
A lovely piece of a star.
Station Key
Location: Riverside Station
A key that opens the entrance to the station.
Station Key (2)
Location: Riverside Station
A key that opens a door in the station.
Steeple Key (2)
Location: Creepy Steeple
A key that opens a door in Creepy Steeple.
Storage Key (3)
Location: Glitzville, The Glitz Pit
A key that opens a door in the Glitz Pit storage room.
Strange Sack
Location: The Pit of 100 Trials
A sack that allows you to carry 20 items.
Sun Stone
Location: Shhwonk Fortress
A mystical stone shaped like the sun.
Super Luigi
Location: Toad Bros. Bazaar
“Super Luigi: Book 1” Super-popular! Now on sale!
Super Luigi 2
Location: Toad Bros. Bazaar
“Super Luigi: Book 2” Manager’s pick!!!
Super Luigi 3
Location: Toad Bros. Bazaar
“Super Luigi: Book 3” This month’s best seller!!!
Super Luigi 4
Location: Toad Bros. Bazaar
“Super Luigi: Book 4” The fan favorite!!!
Super Luigi 5
Location: Toad Bros. Bazaar
“Super Luigi: Book 5” Coming soon to theaters!!!
Superbombomb
Location: Twilight Town
Won’t Vivian be punished if she doesn’t find this?
The Letter “P”
Location: Creepy Steeple
A letter needed to get Mario’s name and body back.
Train Ticket
Location: Rogueport
A ticket for the ritzy train to Poshley Heights.
Ultra Stone
Location: Rogueport
A stone that helps raises your partners to the highest rank.
Up Arrow
Location: Hooktail Castle
It’s unclear what this means. You should ask somebody.
Vital Paper
Location: Excess Express
This... looks like something very important and complicated.
Wedding Ring
Location: Keelhaul Key
A pricey ring, the symbol of Frankie and Francesca’s love.
Wrestling Mag
Location: The Glitz Pit
A mag that Jolene returned. Deliver it to Toodles.
Yellow Potion
Location: X-Naut Fortress
A pale-colored potion. What kind of effect will it have?
8.Shop List
The first list shows inventory and prices for each shop. The second list below it shows the stores where you can sell particular items for the best prices.
a.Buy
|
|
|
|
Fire Flower
|
10
|
Fright Mask
|
5
|
Honey Syrup
|
5
|
Mushroom
|
5
|
Sleepy Sheep
|
8
|
Tasty Tonic
|
3
|
|
|
|
|
Dizzy Dial
|
12
|
Dried Shroom
|
2
|
Life Shroom
|
50
|
Super Shroom
|
20
|
Thunder Bolt
|
10
|
Volt Shroom
|
10
|
|
|
|
|
Gold Bar
|
110
|
Gold Bar x3
|
350
|
Gradual Syrup
|
15
|
Jammin’ Jelly
|
200
|
Slow Shroom
|
15
|
Ultra Shroom
|
200
|
|
|
|
|
Courage Shell
|
5
|
Fire Flower
|
8
|
Honey Syrup
|
5
|
Mr. Softener
|
8
|
Mushroom
|
4
|
POW Block
|
5
|
|
|
|
|
Honey Syrup
|
5
|
HP Drain
|
10
|
Ice Storm
|
15
|
Mini Mr. Mini
|
8
|
Mushroom
|
3
|
Mystery
|
3
|
|
|
|
|
Earth Quake
|
15
|
Point Swap
|
5
|
Power Punch
|
15
|
Repel Cape
|
15
|
Super Shroom |
15
|
Thunder Bolt |
12
|
Hot Dog Stand (Glitzville) |
|
|
|
Hot Dog
|
10
|
|
|
|
|
Hot Sauce
|
10
|
|
|
|
|
Life Shroom
|
40
|
Maple Syrup
|
20
|
Spite Pouch
|
10
|
Stop Watch
|
30
|
Super Shroom
|
15
|
Thunder Rage
|
20
|
|
|
|
|
Fire Flower
|
5
|
Fright Mask
|
2
|
Honey Syrup
|
3
|
Ice Storm
|
15
|
Sleepy Sheep
|
10
|
Super Shroom
|
12
|
|
|
|
|
Boo’s Sheet
|
20
|
Maple Syrup
|
15
|
Mystery
|
3
|
Super Shroom
|
15
|
Tasty Tonic
|
3
|
Thunder Rage
|
15
|
|
|
|
|
Ice Storm
|
66
|
Maple Syrup
|
20
|
Ruin Powder
|
15
|
Shooting Star
|
30
|
Stop Watch
|
12
|
Super Shroom
|
15
|
|
|
|
|
Fire Flower
|
10
|
Honey Syrup
|
10
|
Maple Syrup
|
20
|
Mushroom
|
5
|
Super Shroom
|
20
|
Thunder Rage
|
20
|
|
|
|
|
Boo’s Sheet
|
24
|
Dried Shroom
|
2
|
Earth Quake
|
18
|
Jammin’ Jelly
|
120
|
Repel Cape
|
18
|
Shooting Star
|
36
|
Stop Watch
|
24
|
Ultra Shroom
|
120
|
|
|
|
|
Fresh Pasta
|
50
|
|
|
|
|
Cake Mix
|
5
|
Coconut
|
2
|
Dried Bouquet |
12
|
Fresh Pasta
|
53
|
Golden Leaf
|
4
|
Horsetail
|
2
|
Hot Sauce
|
11
|
Keel Mango
|
3
|
Mystic Egg
|
5
|
Peachy Peach
|
4
|
Turtley Leaf
|
2
|
|
|
|
|
Coconut
|
2
|
Horsetail
|
2
|
Keel Mango
|
3
|
Turtley Leaf
|
2
|
|
|
|
|
Coconut Bomb
|
8
|
Courage Meal
|
20
|
Egg Bomb
|
15
|
Poison Shroom
|
25
|
Zess Dynamite
|
40
|
|
|
|
|
Dried Bouquet
|
2
|
Golden Leaf
|
5
|
Koopasta
|
10
|
Koopa Tea
|
4
|
Sleepy Sheep
|
10
|
|
|
|
|
Fright Mask
|
4
|
Life Shroom
|
43
|
Power Punch
|
17
|
Super Shroom
|
14
|
Ultra Shroom
|
75
|
|
|
|
|
Coconut
|
3
|
Keel Mango
|
3
|
Peachy Peach
|
6
|
Zess Deluxe
|
75
|
Zess Dinner
|
15
|
Zess Special
|
25
|
|
|
|
|
Dried Bouquet
|
14
|
Dried Shroom
|
4
|
Hot Sauce
|
12
|
Jelly Ultra
|
200
|
Mistake
|
3
|
|
|
|
|
Hot Dog
|
13
|
Icicle Pop
|
20
|
Snow Bunny
|
15
|
Tasty Tonic
|
5
|
Zess Frappe
|
35
|
|
|
|
|
Cake Mix
|
8
|
Coconut
|
4
|
Dried Bouquet
|
17
|
Golden Leaf
|
7
|
Horsetail
|
5
|
Hot Sauce
|
15
|
Keel Mango
|
4
|
Mystic Egg
|
6
|
Peachy Peach
|
8
|
Turtley Leaf
|
5
|
|
|
|
|
Fire Flower
|
8
|
Fire Pop
|
24
|
Hot Sauce
|
14
|
Inky Sauce
|
15
|
Spicy Pasta
|
60
|
Spicy Soup
|
20
|
Zess T. can use almost any ingredients to create a variety of delicious dishes. You’ll find all of her recipes in the following list. Bon appetite!
a.Expand the Menu
Initially, Zess T’s culinary skills are limited to recipes that consist of only a single ingredient. If you give her Maitre Delish’s cookbook, however, she can combine two ingredients for more complex dishes. Look in the Trouble Center section for information on the cookbook sidequest.
b.The Menu
Dishes marked with “*” are dishes that have a 50% chance of coming out, otherwise you will get a Dizzy Dial or a Peachy Peach.
Choco Cake
Cake Mix + Inky Sauce
Mousse + Inky Sauce
Coco Candy
Cake Mix + Coconut
Coconut
Dried Flowers + Coconut Bomb
Coconut Bomb
Coconut + Fire Flower
Couple’s Cake
Snow Bunny + Spicy Soup
Courage Meal
Courage Shell + Zess Deluxe
Courage Shell + Zess Dinner
Courage Shell + Zess Special
Courage Shell
Dried Flowers + Courage Meal
Point Swap + Mr. Softener
Dried Shroom
Life Shroom + Mr. Softener
Mushroom + Mr. Softener
Super Shroom + Mr. Softener
Ultra Shroom + Mr. Softener
Earth Quake
Point Swap + Thunder Bolt
Egg Bomb*
Dried Flowers + Zess Dynamite
Mystic Egg + Fire Flower
Electro Pop
Cake Mix + Volt Shroom
Fire Flower*
Point Swap + Ice Storm
Fire Pop
Cake Mix + Fire Flower
Cake Mix + Hot Sauce
Fresh Juice *
Gradual Syrup
Honey Syrup
Jammin’ Jelly
Keel Mango
Maple Syrup
Peachy Peach
Gradual Syrup + Turtley Leaf
Honey Syrup + Gradual Syrup
Honey Syrup + Jammin’ Jelly
Honey Syrup + Maple Syrup
Honey Syrup + Gradual Syrup
Jammin’ Jelly + Gradual Syrup
Jammin’ Jelly + Turtley Leaf
Keel Mango + Coconut
Maple Syrup + Gradual Syrup
Maple Syrup + Turtley Leaf
Peachy Peach + Coconut
Turtley Leaf + Coconut
Fried Egg*
Mystic Egg
Fried Shroom*
Dried Shroom
Mushroom
Poison Shroom
Super Shroom
Volt Shroom
Dried Shroom + Fire Flower
Dried Shroom + Volt Shroom
Mushroom + Dried Shroom
Fruit Parfait*
Gradual Syrup + Keel Mango
Honey Syrup + Keel Mango
Honey Syrup + Peachy Peach
Jammin’ Jelly + Keel Mango
Jammin’ Jelly + Peachy Peach
Keel Mango + Peachy Peach
Maple Syrup + Keel Mango
Maple Syrup + Peachy Peach
Gold Bar
Point Swap + Gold Bar x3
Healthy Salad
Golden Leaf + Turtley Leaf
Turtley Leaf + Horsetail
Heartful Cake
Cake Mix + Ruin Powder
Peachy Peach + Ruin Powder
Honey Candy
Honey Syrup + Cake Mix
Honey Shroom*
Honey Syrup + Volt Shroom
Mushroom + Honey Syrup
Honey Super
Life Shroom + Honey Syrup
Super Shroom + Honey Syrup
Honey Syrup
Point Swap + Gradual Syrup
Point Swap + Mushroom
Honey Ultra
Ultra Shroom + Honey Syrup
Ice Storm
Point Swap + Fire Flower
Icicle Pop
Honey Syrup + Ice Storm
Ink Pasta
Fresh Pasta + Inky Sauce
Inky Sauce + Koopasta
Inky Sauce + Spaghetti
Inky Sauce + Spicy Pasta
Inky Sauce
Hot Sauce + Fresh Juice
Hot Sauce + Koopa Tea
Hot Sauce + Shroom Broth
Hot Sauce + Turtley Leaf
Hot Sauce + Zess Tea
Tasty Tonic + Hot Sauce
Jammin’ Jelly
Point Swap + Ultra Shroom
Jelly Candy
Jammin’ Jelly + Cake Mix
Jelly Shroom
Jammin’ Jelly + Volt Shroom
Mushroom + Jammin’ Jelly
Jelly Super
Life Shroom + Jammin’ Jelly
Super Shroom + Jammin’ Jelly
Jelly Ultra
Ultra Shroom + Jammin’ Jelly
Koopa Bun
Keel Mango + Turtley Leaf
Koopa Tea*
Turtley Leaf
Koopasta*
Fresh Pasta + Turtley Leaf
Turtley Leaf + Spaghetti
Love Pudding
Mystic Egg + Mango Delight
Mango Delight
Keel Mango + Cake Mix
Life Shroom + Maple Syrup
Super Shroom + Maple Syrup
Maple Shroom
Maple Syrup + Volt Shroom
Mushroom + Maple Syrup
Maple Super
Super Shroom + Maple Syrup
Maple Syrup
Point Swap + Super Shroom
Maple Ultra
Ultra Shroom + Maple Syrup
Meteor Meal
Shooting Star + Shroom Fry
Shooting Star + Shroom Roast
Shooting Star + Shroom Steak
Mini Mr. Mini
Point Swap + Power Punch
Mousse Cake
Cake Mix
Mr. Softener
Point Swap + Courage Shell
Mushroom
Dried Shroom + Hot Sauce
Dried Shroom + Peachy Peach
Dried Shroom + Power Punch
Point Swap + Dried Shroom
Point Swap + Gold Bar
Point Swap + Honey Syrup
Point Swap + Poison Shroom
Omelette Meal
Life Shroom + Mystic Egg
Mushroom + Mystic Egg
Mystic Egg + Horsetail
Super Shroom + Mystic Egg
Ultra Shroom + Mystic Egg
Peach Tart
Cake Mix + Peachy Peach
Poison Shroom
Dried Bouquet + Trial Stew
Power Punch
Point Swap + Mini Mr. Mini
Random Item
Point Swap + Mystery
Repel Cape
Point Swap + Boo’s Sheet
Ruin Powder
Point Swap + Spit Pouch
Shooting Star
Point Swap + Thunder Rage
Shroom Broth
Golden Leaf + Poison Shroom
Shroom Cake
Life Shroom + Cake Mix
Mushroom + Cake Mix
Super Shroom + Cake Mix
Shroom Crepe
Ultra Shroom + Cake Mix
Shroom Fry
Mushroom + Golden Leaf
Mushroom + Turtley Leaf
Shroom Roast
Life Shroom
Slow Shroom
Life Shroom + Volt Shroom
Mushroom + Fire Flower
Mushroom + Gradual Syrup
Mushroom + Super Shroom
Mushroom + Volt Shroom
Super Shroom + Dried Shroom
Super Shroom + Golden Leaf
Super Shroom + Turtley Leaf
Super Shroom + Volt Shroom
Shroom Steak
Ultra Shroom
Life Shroom + Dried Shroom
Life Shroom + Golden Leaf
Life Shroom + Turtley Leaf
Mushroom + Life Shroom
Mushroom + Ultra Shroom
Super Shroom + Life Shroom
Super Shroom + Ultra Shroom
Ultra Shroom + Dried Shroom
Ultra Shroom + Golden Leaf
Ultra Shroom + Life Shroom
Ultra Shroom + Turtley Leaf
Ultra Shroom + Volt Shroom
Sleepy Sheep*
Point Swap + Tasty Tonic
Snow Bunny
Golden Leaf + Ice Storm
Space Food
Dried Bouquet + Cake Mix
Dried Bouquet + Choco Cake
Dried Bouquet + Coco Candy
Dried Bouquet + Coconut
Dried Bouquet + Couple’s Cape
Dried Bouquet + Egg Bomb
Dried Bouquet + Electro Pop
Dried Bouquet + ....
To make the Space food, just combine a Dried Bouquet with almost any item in the game, except Fire Flower, Fresh Pasta, and Volt Shroom.
Spaghetti*
Fresh Pasta
Spicy Pasta
Fresh Pasta + Hot Sauce
Hot Sauce + Koopasta
Hot Sauce + Spaghetti
Spicy Soup*
Dried Bouquet
Fire Flower
Horsetail
Snow Bunny
Dried Bouquet + Fire Flower
Hot Sauce + Fire Flower
Spite Pouch
Point Swap + Ruin Powder
Super Shroom
Point Swap + Life Shroom
Point Swap + Maple Syrup
Point Swap + Volt Shroom
Tasty Tonic*
Coconut
Hot Sauce
Honey Syrup + Hot Sauce
Hot Sauce + Peachy Peach
Jammin’ Jelly + Hot Sauce
Maple Syrup + Hot Sauce
Point Swap + Sleepy Sheep
Thunder Bolt
Point Swap + Earth Quake
Thunder Rage*
Dried Bouquet + Volt Shroom
Point Swap + Shooting Star
Trial Stew
Couple’s Cake + Poison Shroom
Ultra Shroom
Point Swap + Jammin’ Jelly
Volt Shroom*
Life Shroom + Thunder Bolt
Life Shroom + Thunder Rage
Mushroom + Thunder Bolt
Mushroom + Thunder Rage
Super Shroom + Thunder Bolt
Super Shroom + Thunder Rage
Ultra Shroom + Thunder Bolt
Ultra Shroom + Thunder Rage
Zess Cookie*
Gradual Syrup + Cake Mix
Maple Syrup + Cake Mix
Mystic Egg + Cake Mix
Zess Deluxe
Healthy Salad + Shroom Pasta
Ultra Shroom + Fresh Pasta
Zess Dinner
Coconut + Spicy Pasta
Fresh Pasta + Coconut
Fresh Pasta + Healthy Salad
Healthy Salad + Fried Shroom
Healthy Salad + Koopasta
Healthy Salad + Spaghetti
Life Shroom + Fire Flower
Life Shroom + Gradual Syrup
Life Shroom + Horsetail
Meteor Meal + Fruit Parfait
Mushroom + Horsetail
Mystic Egg + Fresh Pasta
Super Shroom + Fire Flower
Super Shroom + Gradual Syrup
Super Shroom + Horsetail
Super Shroom + Keel Mango
Super Shroom + Peachy Peach
Ultra Shroom + Keel Mango
Zess Dynamite
Egg Bomb + Coconut Bomb
Zess Frappe
Jammin’ Jelly + Ice Storm
Maple Syrup + Ice Storm
Zess Special
Dried Bouquet + Fresh Pasta
Healthy Salad + Ink Pasta
Healthy Salad + Shroom Roast
Healthy Salad + Spicy Pasta
Life Shroom + Fresh Pasta
Mushroom + Fresh Pasta
Super Shroom + Fresh Pasta
Ultra Shroom + Fire Flower
Ultra Shroom + Gradual Syrup
Ultra Shroom + Horsetail
Ultra Shroom + Peachy Peach
Zess Tea*
Golden Leaf
Maple Syrup + Jammin’ Jelly
Mistake
To make a Mistake, just give Zess T. any items or combinations that aren’t listed above, and a Mistake will come out!
10.Trouble Center
Once you’re through saving Princess Peach (and the world), you can go back and re-explore most locations thoroughly. Cement your legacy by helping people solve their problems, and pick up an elusive item or two on the way with your newfound abilities.
a.Should you choose to accept it...
As if the epic story of Paper Mario 2 weren’t enough game for you, there are also 30 unlockable sidequests ready for the taking. Simply visit the Trouble Center on Rogueport’s east side and check out the board. You may complete the trouble missions in any order, though completing them chronologically is the easiest.
b.The Troubles
1.After intro to Chapter 1
Client: Garf (In Rogueport)
Title: Need a Key!
Reward: 20 Coins
Guardsman Garf is in a pickle. He lost his house key, and now must stand idly at his doorstep until someone locates it. Head west to Rogueport Plaza and go to the top floor of the inn. You’ll find his key on the narrow catwalk to the west, in front of the Lovely Howz of Badges. Deliver it to Garf, who will be waiting just past the Trouble Center.
Client: McGoomba (In Rogueport)
Title: Safe Delivery...
Reward: 20 Coins
McGoomba needs a mule to deliver a secret package to Goomfrey. Establish contact with McGoomba in the alley behind Rogueport Plaza. Shuttle the goods to Goomfrey, who will be loitering near Professor Frankly’s office. Return to McGoomba and collect your pay. Remember: this never happened!
Client: Arfur (In Rogueport)
Title: Price Adjustment
Reward: 20 Coins
Arfur wants to open shop, but he first needs a price check on his competition, The Toad Bros. Bazaar. Visit the store in Rogueport Plaza and get the prices on these three items: Tasty Tonic, Fire Flower and Sleepy Sheep. Tell Arfur your findings. He can’t compete with those low, low prices, but he can afford to pay your fee of 20 coins.
Goomther (In Rogueport)
Title: Find this guy!
Reward: 20 Coins
Goomther was recently defrauded by the wily bandit Larson. To catch the thief, first speak with Goomther, who will be pacing Rogueport Plaza. Head to the secret alley next to Merlon’s house and confront him. He’ll bolt. Talk to Goomther, then check the pier. When you find Larson by the docks, he’ll flee again. Corner him behind the inn and collect your pay.
Client: Mousimilian (In Rogueport)
Title: Hit me, please!
Reward: Information
Mousimilian has forgotten his latest moneymaking scheme and needs your help to jog his memory. Hammer his skull repeatedly and rattle his brain. Be careful: if you hit him one time too many he’ll forget again. Once shock therapy ends, he’ll reveal his plan of arbitrage. You can buy Sleepy Sheep from the Rogueport shop and sell it in Petalburg for a two-coin profit. Yay, knowledge!
Client: Bomberto (In Rogueport)
Title: I’m hungry!
Reward: 11 Coins
Bomberto’s forgetful (or famished) wife delivered him the one thing a salty sailor fears most—an empty lunchbox. Meet him at the docks and give him a food item from your inventory (the cheaper it is, the better). He’ll scarf it down and pay you the meager fee of 11 coins for dropping off the groceries
2.After clearing Chapter 1
Client: Koopook (in Hooktail Castle)
Title: Try to find me!
Reward: Special Card
To solve this challenge, you’ll have to return to Hooktail Castle. Navigate the musty dungeons and circle back toward the storage-room where you first met Ms. Mowz. Just outside the storage room door, drop down one level to find your hidden bounty (and a Life Shroom you can use to complete the Puni Elder quest). Watch the Koopa Reunion and collect the Special Card.
Client: Mayor Kroop (In Petalburg)
Title: Listen to me!
Reward: Turtley Leaf
The mayor of Petalburg needs some companionship. Due to the laws of town (and nature), your solution is to sit and listen to the old man’s musings. Pour yourself a double espresso, ‘cause this guy can talk the ears off an elephant. Grab your Turtley Leaf, and flee before the “Matlock” marathon begins.
Client: Plenn T. (In Rogueport)
Title: Order me an item!
Reward: Ultra Shroom
The Toad Bros. Bazaar has run out of Courage Shells. They need to restock five to meet consumer demand. Hand over any in your possession, then return to Petalburg to purchase the remainder at five coins a pop. When you drop off the inventory, you’ll be the lucky recipient of one Ultra Shroom—a fine fungus that replenishes 50 HP. Plenty thanks, Plenn T!
3.After clearing Chapter 2
Client: Puni Elder (In the Great Tree)
Title: Emergency Shroom!
Reward: 60 Coins
If you managed to hold on to that Life Shroom from Koopook’s mission, you’ll profit big this time. If you used it already, head to the chic shop on Rogueport’s west side and purchase one for a whopping 50 coins. Head back to the Great Tree and make a Puni Elder happy. Your reward is 60 coins—a fine prize if the Shroom was free, but a pittance if not.
Client: Lahla (In Rogueport)
Title: Play with me
Reward: 10 Piantas
Go visit Lahla behind the counter at Pianta Parlor on Rogueport’s west side. She’ll bestow you with 10 Piantas (arcade tokens) for use in the slot machines to your right. Time your button presses to the “bleeps” of the game to win. You can cash in your play money for prizes (Cake Mix comes in handy later), or try the unlocked Plane Mode game.
Client: Pine T. Jr. (In Rogueport Sewers)
Title: Help my Daddy!
Reward: Silver Card
Pine T. Jr’s father has descended into the Pit of 100 Trials in search of treasure to support his family. Fight your way to level 18 and revive him. At level 20 you can warp back to the top and reunite father and son. You reward is Jr’s Silver Card, which actives the Paper Mode game at Pianta Parlor.
4.After clearing Chapter 3
Client: Jolene (In the Glitz Pit)
Title: Help Wanted!
Reward: 30 Coins
By far the smelliest job of the lot, the Help Wanted! quest has you collecting the tattered remains of an entire wrestling federation’s underwear supply. Give them to Goomther back in Rogueport, then return to Jolene in Glitzville to get paid. And while you’re at it, take a shower, Mr. Stinky.
Client: Merlee
Title: Heartful Cake Recipe...
Reward: 30 Coins
Merlee wishes to bake the magical Heartful Cake, but does not recall the recipe. After your chat in the charmer’s hut (in the Rogueport sewer background), head to Petalburg and talk to Toce T. in her home next to Koops’s place. You’ll learn that the recipe calls for Cake Mix and Subversion Syrup. Save yourself a trip by picking up some Cake Mix at Pianta Parlor before returning to Merlee for moolah.
Client: Bub-ulber (In Petalburg)
Title: The food I want.
Reward: Dried Flowers (Dried Bouquet)
Saddle up, delivery boy—Bub-ulber loves Glitzville Hot Dogs and Mousse, and he wants his lunch! Purchase two savory bun puppies, then deliver Cake Mix to Zess T. She’ll whip up some dessert. Head down to Petalburg and earn your tip of Dried Flowers. Lousy tipper...
If you bring Bub-ulber a Hot Dog after the Trouble Center request, he’ll give you another Dried Bouquet.
5.After clearing Chapter 4
Client: ??? (Ms. Mowz) (In Rogueport)
Title: Elusive Badge!
Reward: Attack FX Y Badge (and a new partner)
Ms. Mowz, the racy rodent robber from Rogueport, needs you to bring her an elusive badge. Rumor has it that somewhere in Hooktail’s Lair, there lies a chest. Travel back to the top of Hooktail Castle and switch to Flurrie. Power up her mighty lungs; she’ll reveal a secret chest. When you take the badge to Ms. Mowz, she’ll confess her motive, then join your party.
Client: Mayor Dour (In Twilight Town)
Title: Newsletter...
Reward: 30 Coins
Visit Mayor Dour, then deliver the Silver Club Newsletter to the Puni Elder in the Great Tree. From there, drop it off with the Mayor of Petalburg, who *cough* asks you to forward it back to Mayor Dour due to a nasty *cough* cold. Return the wretched circular to Mayor Dour and quit your paper route.
Client: Zess T. (In Rogueport)
Title: Seeking Legendary Book!
Reward: Honey Shroom
Your pal Zess T. (the contact-loser) needs a book to hone her culinary skills. Return to Creepy Steeple and roll down the passageway near the entrance door. Inside you’ll find some goodies and the storied cookbook you seek. Rush back to the crabby cook and giver her the goods. She'll learn two-ingredient recipes, and will whip up a Honey Shroom for your compensation.
6.After clearing Chapter 5
Client: Eve (In Twilight Town)
Title: Tell That Person...
Reward: Meteor Meal
A former star of the Broadshroom stage, Eve of Twilight Town wishes to reconnect with an old flame, one Mr. Podley of Rogueport. Backtrack to the Inn and speak with the proprietor. The heartbreaker will deny the romance (a typical response from a handsome gigolo). The news upsets, yet liberates the mother who’ll then celebrate closure and share a hearty meal with you.
Client: Goom Goom (In Pirate’s Grotto)
Title: Looking for a Gal!
Reward: Couple’s Cake
Another matchmaking malady awaits you in the storage room at Pirate’s Grotto. Goom Goom is looking for love. Introduce him to Goombella. What ensues is an awkward courtship befitting of a John Hughes flick. Your partner snubs his advances, driving him off. Pick up the rejected Couple’s Cake.
7.After Chapter 6.
Client: Frankie (In Rogueport)
Title: Important Thing
Reward: Gold Card
Meet Frankie on “da west side” of Rogueport near the flower-flanked fountain. He lost his wife’s wedding ring (again) and needs you to find it, least he be sentenced to proclaim his love 200 times. Mount Yoshi and head to the east side—you’ll find the sparkly gem outside one of the houses. Return the jewelry to Frankie. He’ll give you the Gold Card, which opens the Tube Mode game.
Client: Chef Shimi (In the Excess Express)
Title: Get these ingredients!
Reward: 40 Coins
Chef Shimi, infamous butcher of the English language, needs a Golden Leaf, a Mystic Egg, and a Keel Mango for his latest dish. Revisit the northern corridor of Creepy Steeple, and squeeze through the fence and head east to shake the leaf from the tree. Get the egg from Petuni in the Great Tree (play her game first). Lastly, warp to Keelhaul Key and whack a nearby palm tree to acquire the mango.
Client: Toodles (In Poshley Heights)
Title: I must have that book.
Reward: Platinum Card
The princess of Poshley Heights lent a book to Miss Jolene of the Glitz Pit. Return the best seller to Toodles. Take the blimp to Glitzville and stop by the manager’s office. Jolene will hand over a rather embarrassing book (a wrestling mag full of buff athletes) that she borrowed for research purposes. Return the well-thumbed copy to Toodles and collect your reward.
Client: Businessman (In Glitzville)
Title: Security Code...
Reward: Hot Sauce
A weasely businessman from the Excess Express lost the combination to his briefcase. Important business plans are locked inside. To save his job, you will need to visit the following locations and count the chairs there. Each number is a digit in the forgotten combination. The correct counts are as follows: Koops’s House (2), Flurrie’s Pad (6), Don Pianta’s Office (2) and Toodles’s Chateau (5). Give him the code 2625; you’ll get a bottle of Hot Sauce in reward. After you complete the Trouble Center Request, you can visit the Businessman anytime after and get more Hot Sauce at 10 coins a bottle.
8.After clearing Chapter 7
Client: Goldbob (In Poshley Heights)
Title: Delivery, Please!
Reward: 64 Coins
Goldbob requires delivery of a package to General White. Before long, this turns into another case of “chase the general”. Traipse on over to the Fahr Outpost, only to discover that White left for Rogueport. Return to the Rogueport Inn and talk with Podley. Head to the Glitzville juice bar and chat with the owner. Return to Poshley Heights, speak with Goldbob, then head to the Fahr Outpost again. Wake up the general and drop off the package.
Client: Gob (In Fahr Outpost)
Title: I can’t speak!
Reward: 20 Coins
To hasten this mission, visit the Toad Bros. Bazaar and purchase Honey Syrup, then buy Cake Mix from Pianta Parlor. Zess T. can then combine the components to make a Honey Candy lozenge. Travel to the Fahr Outpost and visit Gob outside the inn near the save pint. Talk to the mute, then give him his candy.
Client: Toadia (In Poshley Heights)
Title: I wanna meet Luigi!
Reward: Choco Cake
A certain young lady of Poshley Heights is dying to meet your brother. Luigi will not rendezvous with Toadia (it’s not a conversation option), so you must don his clothes to complete the quest. Snatch the L Emblem badge from the upper reaches of Poshley Sanctum. Equip it and watch mayhem unfold.
9.After clearing all Chapters
Client: Doe T. (In Boggly Woods)
Title: Roust these cads!
Reward: 20 Coins
It’s vigilante plumber time, ol’ chap. Warp to the Great Tree and purge the Boggly Woods of its standard throng of scoundrels. You’ve fought these sods, scalawags, and simpletons time and time again, so expect a quick pay-off. Mop up, meet up, and move on.
Client: Bub (In Poshley Heights)
Title: Help me make up.
Reward: 3 Coins
Remorseful young Bub needs your expert delivery skills to patch things up with his mother Sylvia. He’s written a touching apology, but needs an accompanying gift to seal the deal. You can choose to bring him a Shroom Cake (made by mixing a Mushroom + Cake Mix), Keel Mango, or Fright Mask. The reward for completion is meager, but touching. Ok, just meager.
It’s best to choose the Keel Mango, it’s the closest and cheapest of the three items.
Client: Swob (In Fahr Outpost)
Title: Erase that Graffiti!
Reward: Snow Bunny
The final Trouble Center mission covers exactly half of the Pit of 100 Trials. Stock up on supplies, then clear each floor of he pit of monsters. At level 50, toss Bobbery at the wall—he’ll blow apart the offending tags. Once you’re done, visit Swob for your Snow Bunny. Take a moment to revel in your success. If you’ve made it this far, you are a bone fide Paper Mario master. Well done.
11. The Pit of 100 Trials
Many who dare to venture 100 levels beneath Rogueport do not survive the horrors there. Muster every once of courage, and prepare for the toughest fight of all.
You’ll fight all of the enemies that you’ve fought before, plus 17 more that only appear in the Pit of 100 trials:
Arantula: 16 HP, 7 ATK, 0 DEF
Badge Bandit: 12 HP, 5 ATK, 0 DEF
Bob-ulk: 10 HP, 4 ATK, 2 DEF
Dark Bristle: 8 HP, 8 ATK, 4 DEF
Dark Koopa: 8 HP, 4 ATK, 2 DEF
Dark Lakitu: 13 HP, 5 ATK, 0 DEF
Dark Paratroopa: 8 HP, 4 ATK, 2 DEF
Elite Wizzerd: 12 HP, 8 ATK, 5 DEF
Gloomba: 7HP, 3 ATK, 0 DEF
Paragloomba: 7 HP, 3 ATK, 0 DEF
Piranha Plant: 15 HP, 9 ATK, 0 DEF
Poison Puff: 15 HP, 8 ATK, 0 DEF
Sky-Blue Spiny: 6 HP, 6 ATK, 4 DEF
Spiky Gloomba: 7 HP, 4 ATK, 0 DEF
Spunia: 12 HP, 7 ATK, 2 DEF
Swampire: 20 HP, 6 ATK, 0 DEF
Wizzerd: 10 HP, 6 ATK, 3 DEF
It’s the pits...
Below Rogueport’s surface lie 10 treasure chests surrounded by 100 floors of doom and gloom. There are no save points, no comfortable beds, nor any comforts of home here. Finish the story mode and level up to 30 before jumping into the Pit if you want to make it out alive.
A sign at the entrance of the fearsome place displays the last level you attained, as well as Mulibounce records and Star Piece tallies.
Stock up on Life Shrooms, Ultra Shrooms, and a few Boo’s Sheets in preparation for your descent. To advance through floors, you must beat every enemy in each battle. A warp pipe will rise from the floor, allowing you access to the next room. You can rest after each fight, but you cannot save.
Movers and Merchants
Periodically you will encounter a mover on random floors who can transport you down two or five levels, or back up to the top—for a fee (Down 5 levels: 30 Coins, Down 2 levels: 10 Coins, Back to the top: 10 Coins). You’ll also encounter a merchant milling about hawking healing items and supplies. As you might expect, his wares get pricier the farther you descend into the Pit (maybe he’s giving himself hazard pay?).
Ten Treasure Troves
A treasure chest awaits on every 10th floor. Check your equipped badges periodically and shuffle them around. Don’t get offended when you see the message, “You got the Strange Sack!” It’s an item that doubles your inventory space, silly.
Floor Treasure
10Sleepy Stomp Badge
20Fire Drive Badge
30Zap Tap Badge
40Pity Flower Badge
50Strange Sack
60Double Dip Badge
70Double Dip P Badge
80Bump Attack Badge
90Lucky Day Badge
100Return Postage Badge
||||||||||Boss Fight!|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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HP: 200 ATK: 8 DEF:
2
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After you best your
enemies on floor 99, take a moment to heal your party. Check your inventory
and take stock of your possessions—some of those items will make the difference
between a frustrating defeat and a joyous victory. The moment you drop
down the warp pipe to the 100th floor, the epic fight vs. Bonetail
will begin. Cast Flurrie’s Dodgy Fog move on Mario to automatically protect
him from some attacks. Use the Boo’s Sheet if your HP gets dangerously
low.
Bonetail has massive
HP reserves. To whittle away his health at a faster clip, invoke Power
Lift to boost your active party’s attack and defense stats. Execute perfect
timing with Power Bounce. Repeat this method as necessary. Use stylish
moves to replenish your Star Power Gauge.
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======================================================
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None, but when people have questions, if I feel they need to be I’ll post them here.
Disclaimer, Credits, and Terms of Use
Disclaimer:
Paper Mario: The Thousand-Year Door, all the characters within it, the storyline, the music, everything is copyright of Nintendo. I hereby state that I do not claim anything on this FAQ, except for the FAQ itself. Always remember, Nintendo owns PMTTYD, not me. ^_^
Credits:
This FAQ was made by me, Todd, with the help of, Nintendo Power: I wrote most of the FAQ under my own words, but the Player’s Guide help me order things and have them put in a more orderly fashion; Microsoft Word: which I typed it all in; and finally, Nintendo: for making Paper Mario: The Thousand-Year Door. Woohoo!
Terms of Use:
I have currently only allowed this FAQ to be shown on the following websites:
“Lemmy’s Land”
“The Haunted Hose”
“GameFAQs”
If this exact FAQ is seen anywhere else, please report it to me atpacketsofsugar@hotmail.com. If you would like this FAQ put on your web site, Email me, include your name, the Email address you’d like me to reply to, and your website’s URL. I will inspect the web site, and if I “OK” it, I will Email you a copy of the FAQ. Do not copy-paste, I worked really hard on this thing, I don’t want it stolen!!!
Secrets!!!
As you may have noticed, this section wasn’t on the Table of Contents, which’s what makes it a secret! Below is a short list of the secrets or easter eggs in the game. Note: It only contains the ones I know of, if you know more, let me know and after I test it for truth, I will add it. This doesn’t contain Game Shark Codes or Action Reply Codes, that’s cheating...
1.8-Bit Mario and Partners
When you reach the X-Naut Fortress, go to Sublevel 2. Once there, go into the room with the three chambers with Yux in them. Watch out, if you haven’t cleared that room, an X-Naut PhD will be waiting for you. In the corner of the ceiling you should see a broken vent, stand under it and do a Spring Jump, you should fly up and grab a pipe. Jump down from the pipe. While in the ventilation system, you can go over one vent and use Paper mode to fall through, and get the Cog in the Teleporter room. But if you go through one vent over on the other side, you’ll land behind the curtain in the changing room. When you open the curtain, Mario and his partners will all be in 8-Bit mode. While 8-Bit, you can only jump; Mario can’t use his hammer, and your partners can’t use their special abilities. Once you leave the room, you’ll be back to normal. Also, you can switch your partners in 8-Bit mode, you don’t have to leave and come back.
Note: If you have Vivian or Madame Flurrie as your active partner, run and jump while still in motion. If executed correctly, Vivian or Flurrie will begin to float in the air for no reason! (Flurrie will just float higher than normal.)
2.Hidden Badge
In the Rogueport Sewers, go to the room where you found the Black Key, it’s also the room where you first saw Punio. Stand in front of the hole that Punio runs through and start walking toward the screen (press down on the control stick). Once you reach the wall in front of you, jump and a hidden box will appear, and a badge will fly out. It’s the Lucky Day badge, a badge you could only normally find in the Pit of 100 Trials!
3.The Great Tree’s puzzle solution
When you’re in the Great Tree, there is a puzzle you must solve to get the Lv. 2 Boots where you must hit white switches to put some pictures in the correct order (Sun, Moon, Puni, Star). If you go to Professor Frankly’s house and look in the top right hand corner of his house, you’ll see the solution sitting on the top shelf!
4.The Story of the Thousand-Year Door, and the Shadow Queen
In Rogueport, if you go to the east side of town and jump up on to the roofs of the buildings, if you go as far west as you can, you’ll see a greenish fox-like guy dressed in black. For a small fee, he’ll tell you the complete story about how the Shadow Queen was locked up, and who did it, and the whole story behind the Crystal Stars and the Thousand-Year Door.
5.Make lots of money
In the prologue to Chapter 3, on the pier you’ll see a green Ratooie, he says he’s heading off to Dry Dry Desert to search for oil and is looking for startup money of 100 coins. If you can manage to get 300 coins and give it to him (he’ll stay on the pier until after the prologue to Chapter 4), he’ll thank you and head off to Dry Dry Desert. Later during the prologue to Chapter 7, he’ll be back on the pier. If you talk to him, not only can you read his journal of his adventures, but if you gave him 300 coins, he’ll give you 999 coins in return! If you only gave him 100 or 200, you’ll still get coins, but in a smaller amount. (Hey, money’s money!)
6.Completed Map
Whenever you visit Frankly in the prologue to chapters, after your visit to the Thousand-Year Door, and he’s looking at the Mystical Map, the map contains its completed version including: the X-Naut Moon Fortress, Poshley Sanctum, Keelhaul Key, Creepy Steeple, Glitzville, the Great Tree, and Hooktail’s Castle, they’re all there even if you’ve only unlocked one.
7.Easy Money
If you buy a Sleepy Sheep in the Toad Bros. Bazaar, you can sell it for
a 2 coin profit in the shop in
Petalburg! Also, if you buy a Dried Shroom at Westside
Goods for a measly 2 coins, you can sell it at
the Twilight Shop for 4!
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