Everything *but* the Walkthrough for Paper Mario - v.0.4
March 7th, 2001
By Quizmaster v.4.0
Hello lads and lasses and anyone else I may have missed! Yep, I'm
writing yet another FAQ that skirts around completion of the actual game
in question, instead choosing to take stock in details. In here I plan
to note the locations of all the badges, Star Pieces, Quiz questions,
and so forth, leaving the details of actually beating the darn game to
the reader. And of course, I'll do it with a slightly cynical edge and
perhaps a touch of funny.
Finally, I'd like to give a special thank you to you, the reader. No,
not you, you. Yeah, you. If it wasn't for you...well...um...I don't
particularly know what would happen, but my guess is that it would be
bad.
OK, enough of this...it's FAQ time! (Note: I'm basically starting the
game from scratch looking for all this stuff, so you get this FAQ
piecemeal and the part you've probably already combed through first.
Hooray!)
----------------------
I: Table of Contents -
----------------------
O: Pithy Introduction (if you don't like it, then you can pith off!)
I: Table of Contents (hmmm...will mentioning the TOC here cause an
infinite loop?)
II: Star Pieces (Star light, Star Bright, where are the other 159 I seek
tonight?)
II and I/II: Chuck Quizmo! (You know, I rather like that name for some
reason...)
III: Badges (We don't nee...nah, it's probably been done 5 billion times
now...)
IV: Enemies (With Enemies like these, who needs friends?)
V: Shops (Where you can circulate your hard earned coins into the local
economies instead of your index funds...)
VI: Tayce T. and the Recipes (It sounds pretty 70's band-ish...)
VII: Postcards From the Edge (Wow, I made a column title punning off of
some show I never watched! What's it like?)
VIII: Super Blocks (Become a Super Block-head!)
IX: Miscellany (All that stuff that doesn't relate to the game that
you're contractually bound to read!)
X: Parting Shot (see O: Pithy Introduction, above)
-----------------
II: Star Pieces -
-----------------
What are the Star Pieces good for, you didn't ask? Well, if you collect
enough of them, you can trade them to Merylee (or however you spell it)
for Badges! If the score sheet in Mario's flat is accurate, then there
are a hundred and sixty about, which is just enough to get every last
badge. Wwwwooowwweee. Now the somewhat innovative thing that I'm doing
with this list here is listing the star pieces in the order that it's
*possible* to recieve them. (And in the quite likely event that I miss a
piece or two, then I urge the audience to chime in!)
Goomba Village and the Environs...
-----------------------------------
#1 - Near the beginning of the game, when you fall off the missing
veranda. Get the hammer and go one screen right of where you fell. Climb
the hill to the right, then go into the screen, and then left up the
hills. The Star Piece is in plain sight.
#2 - Bash the farthest right tree with the hammer one screen left of the
fallen veranda, and you'll recieve the "Dolly". Give it to Gomaria and
she'll reward you with a Star Piece!
#3 - Bash the tree just to the left of the Goomba King's castle and
guess what comes out?
Toad Town - Land of the Free, home of the Whopper...
-----------------------------------------------------
#4 - Bash the tree just to the left of Merlow's house. Voila!
Shooting Star Summit - Super Duper!
------------------------------------
#5 - Go into the screen when you enter Shooting Star Summit from the
bridge from Peach's Castle (Well, where the castle used to be, anyway.
Is it just me, or was the castle really less than I expected? I mean, in
Mario 64 it was pretty dang big, and here...well...it's not much bigger
than your average mansion. Oops, that's right, I'm writing an FAQ here.
*Ahem*)...and you'll find another Star Piece in plain sight!
Koopa Village - Home of Shelley, Shellster, Shellina, Ed...
------------------------------------------------------------
#6 - After you save Koopa Village from the Fuzzies, go to the east side
of town (with the Elder's House.) Atop some bricks on the right side of
town, there's a Star Piece! (Push the blue block under the bricks to
reach it.)
Koopa Bros. Fortress - It's Fort-riffic!
-----------------------------------------
#7 - Two screens east of the fork in the road at Pleasant Path, (in
which you take the road that leads to the Koopa Bros. Fortress), bash
the first tree you see with a hammer and marvel at what doth fall out.
Pleasant Path - Because Agonizing Path of Death wouldn't fit...
----------------------------------------------------------------
#8 - Remember where you hit the switch to raise the bridge? Well, on the
right side of the bridge, there are some ledges that lead out of the
screen. Hop on them and head left, then use Kooper to claim your reward!
Mount Rugged - Formerly Mount Carpeted...
------------------------------------------
#9 - Three screens east of the train station, where you first encounter
the Clefts, climb up the mountain and work your way left. When you get
to the holes in the mountain, throw yourself out of the screen when you
get to the left hole. You'll land on a ledge with a bit of treasure,
y'will.
Dry Dry Desert - Clear Clear Desert. Wow. (Sorry, Ben Stein)
-------------------------------------------------------------
#10 - Talk to Kolorado (he's on the first screen you enter in the
desert) with Parakarry as your partner. Since you collected the letter
for Kolorado earlier, Kolorado will tip you a Star Piece for it.
#11 - Get the letter to Nomadimouse from the rooftops in Dry Dry
Outpost, then travel three screens west of the aforementioned town. Use
Parakarry to deliver the lettter, and you'll get another mail delivery
Star Piece.
Dry Dry Ruins - C'mon, your face isn't that bad!
-------------------------------------------------
#12 - Drain the sand from the room where Goombario remarks "It's a bit
sandy, huh?" (which is four east and one floor up from the entrance) and
there will be a Star Piece in plain sight. Gee, these guys just aren't
trying anymore!
#13 - Bash the stone block that stands between you and the "Artifact"
four screens east and one floor down from the entrance (and through the
lower formerly locked door.) Give it to Kolorado, and he'll give you a
mystery prize! (Oh, all right, another Star Piece.)
Toad Town - Where Mr. Badger and Mr. Mole Live...
--------------------------------------------------
#14 - Give Merlon in Toad Town the letter you picked up in Dry Dry
Desery, and he'll tip you a Star Piece. That reminds me, I need to tip
my letter carrier when he comes by next Christmas. Don't let me forget,
OK?
Boo's Mansion - Because Boo's Shack was taken!
-----------------------------------------------
#15 - In the room where you, at long last, get the Super Boots, a Boo
will inform you that there's a Star Piece hidden under a floor panel in
the room. It's a few paces south of where he is. Do a spin jump to flip
the floor panel and claim yer prize!
#16 - This one's a bit tricky to get, because of the perspective. When
you're atop the bookshelf in Boo's mansion, where Parakarry had to carry
you across bookshelves to get Boo's portrait, one screen above and to
the right of the shop in Boo's Mansion...
You have to fall through the floor above, and go to the very end of the
protruding bookcase. Jump a crate's length to the left and you'll fall
atop two crates. Bash them both open to reveal a Star Piece! (If you
don't land atop the crates, you'll have to go to the room above and fall
again.)
Toad Town Sewers - Home of mutated turtles!
--------------------------------------------
#17 - After you fight the Electro BLOOPER!!!, go a screen left and then
a screen right, by taking the platforms that rise and fall when you jump
on them. In this room, climb up the constantly rising platforms and keep
holding up when you get to the stone pillar in the back of the room.
Switch to Parakarry to carry you across the gap to recieve another
in-plain-sight Star Piece!
Tubba Blubba's Place - No, it's not a bar...
---------------------------------------------
#18 - From the entrance, go into the left door, then down the hallway to
your left until you have a choice of a door on your left or above you.
Take the above one, and there's a Star Piece for you, sitting on that
table like nobody's business.
#19 - This time, go right from the entrance, and then head up a flight
of stairs, back to the left, across the hall that you originally entered
into, left across one more room, and you'll get to a balcony above the
dining room. You may well remember that there was a Star Piece on the
dining room table that you couldn't reach...well, since you're on the
second story now, take a flying leap!
Toad Town - No, no, not Toady Town!
------------------------------------
#20 - Give Fice T. (the trooper at the guard shack right outside Forever
Forest) the letter you picked up in Gusty Gulch and he'll tip you a Star
Piece. Gee, what a guy! Even though it scared the living tar outta him,
he still finds it in him to reward you. It's like tipping the guy from
the mob who drives by at night to throw a brick at your window.
Koopa Village - Hanging with Mr. Koopa...
------------------------------------------
#21, #22, #23 - Do five favors for the Koopa Koot and he'll reward you
with three Star Pieces! He does this multiple times too...I'll have to
make a section just for him, I will...
Offhand, I remember that he asked you to retrieve a book from Kolorado,
give him a Sleepy Sheep, retrive a dubious "Tape" from Goompa in Goomba
Village, and fetch him some Koopa Tea. What was that fifth ruddy favor?
Ah well. I'll keep track of them from now on.
Favor #6 - Get Luigi's Autograph. Well, he's your brother, after all, so
ask him for it.
Favor #7 - Find Koopa Koot's Wallet. It's in Koopa Village somewhere, so
keep hunting around for it until you find it. (Hint: It's in the bushes
on the west side of town, right next to the path that leads to the east
side.)
Favor #8 - Get Koot a Tasty Tonic. Either buy one from a shop, or get
Tayce T. to brew you up one.
Favor #9 - Get Merluvlee's Autograph. Not too tough, just sally forth to
Shooting Star Summit and ask her for it. Of course, she wants you to
fetch a Crystal Ball from her twin sister, who's currently in a back
alley in Dry Dry Outpost. No real problem, right? Huh. Old man wants a
lot of autographs for some reason. Is he plotting some sort of check
fraud scheme? Anyway, as a reward for this special favor, you'll recieve
Star Pieces #41, 42, and 43!
Favor #10 - Read the news. Just get the info from the front and the back
of the message Board outside Merlow's house.
Favor #11 - Get Koot a Life Shroom. You can get one at Boo's shop for
fifty scripts. And he'll give you one coin as a reward. Yay. Well, no
one ever said being a good Samaritan was easy, did they? (Oh all right,
you get the coveted Gold Credit too. Yay!)
Favor #12 - Get Koot a Nutty Cake. Well, first you'll have to stop off
at Goombario's house and bash the tree to get a Goomnut, and then give
it to Tayce T. to bake you the cake. Y'know, when I get old, I think
I'll ask the young'un's to do heaps of favors for me and pay them with
nickles. And the occasional shiny rock.
Favor #13 - Get the Bob-omb's next door to quiet down. This one's
actually pretty easy, just chat it up with the Bob-omb's next door while
your partner is Bombette and they'll shut right up. And what's better,
this time Koot will reward you with Star Pieces #44, 45, and 46!
Favor #14 - Get Koot's portrait back from Boo's Mansion. Hmmm...the
Boo's seem to think that Koot's using you. Nah, couldn't be. No way.
Favor #15 - Get Koot some Koopasta. First, poke around the bushes of
Koopa Village for a Koopa Leaf, and go to Dry Dry Outpost for some Dried
Pasta. Then get Tayce T. to cook 'em together for ya.
Shy Guy's Toy Box - I dunno, Stan, doesn't really say "Biker Bar"...
---------------------------------------------------------------------
#24 - When you enter the Toy box, head to the lower right hall and go
right until you get to the hollow houses. Note that there's a house on
the left that you can't get to without Parakarry's help. Get him to pull
you over the gap, and there's another Star Piece for ya!
#25 - Another one in this area is to the left of the hollow
houses...this one's right behind a yellow pipe just to the left of the
houses. Pick it up and move it out!
#26 - This one's hidden rather well - go to the Pink Station, walk below
the mushroom guy that's not on the stairs, and head out of the screen
about two squares down. (The squares on the floor, not two uncool dudes
down.) Do a spin jump and you'll find a loose floor panel with a special
surprise underneath!
#27 - Get the Mailbag from a treasure chest in the right-lower entrance
of the Pink Station, and then take it back to the Post Office for a
special Thank-You gift...A Star Piece! Awwww...you should have, and you
did!
#28 - When you're at the Green Station, head for the lower right
entrance and head right until you get to the large set of rising and
falling blocks. Head all the way to the right and stay down low...then
walk through the passage in the right wall to get to six coins and yet
another Star Piece!
#29 - Head all the way to the right in the lower right entrance of the
Green Station to get to a treasure chest...this one has a Dictionary in
it! So, give it up to Russ T. in Toad Town and he'll give you the
standard tip. (What's up with tipping Star Pieces, anyway, huh?)
#30 - Another sneaky hidden Star Piece...this time, it's in the Red
Station. Center yourself between the two switches that change the train
direction, and walk out of the screen two squares down. Then pull a Spin
Jump to jog loose yet another Star Piece hidden in the floor!
Toad Town - Grribbitttt!
-------------------------
#31 - When traveling one screen east of Peach's Castle, take some time
to pound the ground, particularaly a couple squares down from the flower
right before the fork in the road between Merluvlee's flat and Shooting
Star Summit.
#32 - Travel another screen east to Murluvlee's flat and do some more
ground-poundin'...this time, focus your efforts about two squares below
the potted plant to the right of the stairs to the house (the potted
plant in the largest pot, that is.)
#36 - When you get Sushie, go back to the west side of Toad Town (the
part with the Main Gate.) Swim from the right end of the fountain (near
the three chatting girls) to the left end to claim a Star Piece there.
Boo's Mansion - It's the place to be...farm livin' is the life for me!
-----------------------------------------------------------------------
#33 - Exit the mansion to your right, and go through the gates that lead
to Gusty Gulch. Stand between the leftmost two bushes and pound the
ground for still more buried treasure! Yaaarrrr!
Lavalava Island - But I barely know the Island!
-----------------------------------------------
#34 - Head for the lower right entrace when you first enter the island.
Then make your way right, and bash the third rightmost tree. Wow, we
haven't had one of these things hidden in a tree for a while, have we?
#35 - Once you bash Sushie out of the tree, make your way through the
water via the docks to the upper right of the screen. There you'll find
yet another one in plain sight! I've said it before, I'll say it
again...they're just not trying anymore!
Boo's Mansion - Boo-wa-hahahahaha!
----------------------------------
#38 - Give Igor the letter you picked up on Lavalava Island for this
sucker.
#39 - Go up one screen from Igor's shop and stand about two squares
below the grandfather clock. Pound the ground! Geez, I wonder if the
architects know about how Star Piece ridden their floors are?
Goomba Village - Unleash the Goombas!
-------------------------------------
#40 - Remember the very beginning of the game where you fell outta
Peach's castle? Go to the exact spot you fell (one screen west of the
Goomba residence) and pound the ground for a predictable prize!
----------------------------
II and I/II: Chuck Quizmo! -
----------------------------
Chuck Quizmo is apparently some sort of slug with a top hat on, but I
don't care because he gives out two of my favorite things - Quizzes and
Star Pieces! (In about that order, too, unfortunately.) Anyhoo, he gives
out a Star Piece for every correct answer you give him, which I will
convientely list here, so that you can cease paying attention to the
finer details of the game. (The last time I played through this game, he
asked me eleven questions, but I have a feeling that he didn't ask all
he had...)
Where he could be -
East Side of Koopa Village right below the Elder's House
In Goomba Village, in the front yard
West Side of Koopa Village, on the right side of the screen
Near the Entrance of Dry Dry Outpost
On Yoshi's Island
Questions:
Who is Goombario's sister? Goomaria!
What is the color of the block you can break with the first hammer
you got? Yellow!
What ability does Goombario usually use? Tattle!
What color of pants was the Goomba king wearing? Red and white!
Which of Mario's battle commands is on the far left? Strategies!
How many windows does the Goomba House in Goomba Village Have? One!
What's the name of the leader of the Red and Blue Goomba Bros.? The
Goomba King!
What color are Luigi's Pants? Blue! (The *pants*, remember?)
How many members are there in Goombario's Family? Six!
What do you get for a correct Quiz Answer? A Star Piece!
What's the name of the smart Toad in Toad Town? Russ T.!
How many buildings are there in Koopa Village? Six!
-------------
III: Badges -
-------------
Badges are signs of power. To get the first Badge, first you need to
find Gym Leader Brock and challenge him to a due...oh wait a sec, I got
a little mixed up there. Badges allow you to defend yourself properly,
alert you when things aren't right, give you something besides Jump and
Hammer to do...they can alter just about any game mechanic, really.
There's only one slight problem with the whole badge thing. Each Badge
takes a certain number of points to put on, from 0 (which are usually
wonderfully useful, as you can imagine. Oh yeah, you can't see me roll
my eyes from here, that's right...) to 6 for rather nasty ones. And in
your adventure you can get up to 30 Badge Points. However, there are 80
badges (once again, if the board in Mario's flat is to be believed.)
Ouch. So, I'll list the badges here for now, and then provide some witty
comentary when I have enough listed to make some useful combos.
Power Jump -
Badge Points - 1
What it does - Lets you perform a Power Jump (2 FP)
Where you get it - You automatically recieve it after escorting
Goompa back to his house after he falls off the veranda.
Close Call -
Badge Points - 1
What it does - Prevents enemies from attacking (sometimes) when
Mario's in Danger (When Mario's HP is less than 5.)
Where you get it - On the road from Goomba Village to Toad Town,
there's a red question mark block on the first screen. Hit it to get the
badge, OK?
Hammer Throw -
Badge Points - 2
What it does - Hits an enemy with the Hammer, no matter where it is.
(Takes 2 FP.)
Where you get it - One screen left of the main Toad Town gate, and
one screen right of the Goomba King's fortress, bash the tree just left
of the overhang on the right of the screen. A springboard will fall out
- bounce on it to go on top of the overhang and open a chest with the
badge in tow.
Dizzy Attack -
Badge Points - 2
What it does - Delivers an attack that leaves an enemy dizzy and
unable to move.
Where you get it - On the first screen of Pleasant Path, there's a
red Question Block on the first screen (coming from Toad Town.) Punch
it, baby!
Attack FX B -
Badge Points - 0
What it does - Changes the sounds the Mario makes when attacking.
Where you get it - On Pleasant Path, just to the left of Koopa
Village, there are three sets of brick blocks on the ground. Break them
all, then a red Question Mark Block will appear. Break it to get the
Badge!
HP Plus -
Badge Points - 3
What it does - Gives you 5 more to your Max HP.
Where you get it - In the back woods of Koopa Village, jump on the
tree stumps and use Kooper's shell toss to reach it.
Power Bounce -
Badge Points - 2
What it does - Lets you do a Power Bounce (3 FP) - which lets you
jump on an enemy until you miss an action command.
Where you get it - In the room with three cells in Koopa Bros.
Fortress (two screens east of the entrance), in the middle cell. Either
use Bombette to blow a hole in the wall or walk through the one already
provided (on the right side of the cell near the back.)
Refund -
Badge Points - 1
What it does - Refunds some coins if you use an item in battle.
Where you get it - Remember the room in the Koopa Bros. Fortress
where you hit the Question block and fell in the prison cell? Yeah.
Anyway, go there, but stay on the ground floor and go to the right.
Smash Charge -
Badge Points - 1
What it does - Increases the Attack Power of all Mario's Hammer
attacks by 2. (Can be used concurrently, as well.)
Where you get it - In the main foyer of the Koopa Bros. Fortress
(the room you're in when you enter), climb up the staircase raised by
the switch on the second floor, then take the ramp up to the fourth
floor. The switch is guarded by a Bob-omb (oh no!)
FP Plus -
Badge Points - 3
What it does - Give you 5 more to your Max FP
Where you get it - Go one screen west of the Koopa Bros. Fortress.
Note the pipe on the other side of the cracked wall. Now wind up your
portable Bob-omb-ette-equse-thing and then go through the pipe. Go a
screen east and open the treasure chest!
Shrink Stomp -
Badge Points - 1
What it does - Lets you do a Shrink Stomp (2 FP) that possibly
reduces an enemy's attack power by 1/2.
Where you get it - Enter the Toad Town Sewers and head right, two
screens past the entrance. You'll fight a Blooper (whose name made me
burst out laughing uncontrollably for a while) and then if you win, find
it in a chest past it.
D-Down Pound -
Badge Points - 2
What it does - Lets you do a D-Down Pound (2 FP) that possibly
lowers an enemy's defensive power.
Where to get it - At the Toad Town Badge Shoppe, for 75 coins.
Damage Dodge -
Badge Points - 3
What it does - Reduces your damage by one point if you perform an
action command.
Where to get it - On Mt. Rugged, go three screens east of the train
station. Then climb the mountain, and then go west one screen. Slide
down the slide, then go west another screen. Go to where there's a cave
with two holes in the wall. You can walk through the left wall, up to a
treasure chest with a special present!
Quake Hammer -
Badge Points - 1
What it does - Slightly damages all enemies on floor or ceiling
(Attack Power - 2).
Where to get it - On Mt. Rugged, two screens east of the station.
You'll need Parakarry to get you across the gaps to this badge that lies
in plain sight.
Spike Shield -
Badge Points - 2
What it does - Lets Mario jump on Spiked enemies without taking
damage.
Where to get it - In Dry Dry Ruins, two screens east of the
entrance. Pokey Mummies will come out of the various sarcophaguseseses -
The Spike Shield is located in the second one.
Slow Go -
Badge Points - 0
What it does - Slows Mario down - he can no longer run. (Yay.)
Where to get it - In Dry Dry Ruins, in the room with the two sets of
revolving stairways where you get the Super Hammer. Normally, you just
fall into the chamber with the Super Hammer in it on the far left - this
time, press and hold up, and you'll land on one of the ledges that stick
out in the room. Work your way around to the far left on the ledge, then
walk through the wall to get this...um...questionably useful prize.
Deep Focus -
Badge Points - 1
What it does - Lets you gain more Star Energy when using "Focus."
Where to get it -
#1 - After Chapter II ends, you'll end up with the "Princess Gear
Solid" minigame. Walk from the secret passage in the princess's room to
the room on the far east of the first floor hall. There you'll find a
mysterious chest linked to another one somewhere in the game, with the
Deep Focus Badge right next to it. Grab the Badge and place it in the
chest. Then Mario can use it at the very end of the game! (Oh, all
right, he can use it earlier if he retrieves it from the treasure chest
at Merluvlee's flat, near Shooting Star Summit.)
#2 - In Shy Guy's Toy Box, head to the Red Station and then to the
lower left entrance. Head left until you get to two "?" boxes, each
bordering a set of "blank - 1 - 3 - 4" blocks. Jump up directly bewteen
them to hit a hidden red box with the badge in tow!
Power Rush -
Badge Points - 1
What it does - Gives you +2 to your Attack Power when in Danger
(when your HP is 5 or lower.)
Where to get it - In the Princess Gear Solid Minigame, take the
princess to the library. The badge is in a hallway patrolled by the
third Koopartol. Remember to place it in the treasure chest after you
collect it, though.
Power Smash -
Badge Points - 1
What it does - Lets Mario Hammer an enemy with lots of Attack Power.
(Uses 2 FP.)
Where to get it - In Toad Town Sewers, smash the stone block to the
left of the entry point. Fight the Electro Blooper and then keep heading
left until you get to a dead end guarded by two spiked Gloombas. Break
the block below a springboard to reach a ledge with the badge in tow!
Quick Change -
Badge Points - 4
What it does - During battle, lets you change your party member and
attack with it the same turn.
Where to get it - Well, Merlot once had an odd dream that if someone
ran around and around the red tree in Dry Dry Outpost, something good
would happen. So if you do, you'll make someone real dizzy and they'll
tell you that someone in a dream told them that if they spin jump three
times in a house with a spinning roof, something good would happen.
Oddly enough, if one does that in Merlot's house, the badge will
suddenly magically appear! (Oh, all right, fall from the attic, big
deal.)
D-Down Jump -
Badge Points - 2
What it does - Disables an enemy's defensive power, and causes some
damage.
Where to get it - In Tubba Blubba's place, head right through the
entrance (after you unlock the door there) then climb the stairs, head
left across the bridge in the main hall, then through the door. One
Clubba is sleeping in front of a crack in the wall. Get him outta the
way, then bomb the crack. Smash up all three boarded-up holes in the
floor, fall through the top right one, and use Parakarry to get the
badge. Whew! (and use the Springboard to get back where you were.)
Runaway Pay -
Badge Points - 2
What it does - Lets Mario earn Star Points even if he escapes from
battle.
Where to get it - Follow the path in Dry Dry Desert until you get to
the screen with the Stone Catcus and the Whirlwind. Jump into the
whirlwind and you'll be carried to a place with three palm trees in a
triangle. Jump up in the middle of them to hit a secret red box with a
special surprise!
I Spy -
Badge Points - 1
What it does - Puts up an icon and plays a sound when there's a
hidden panel on your current screen.
How to get it - Head into Shy Guy's Toy Box and head left through
two rooms. Find the Shy Guy hefting a calculator and beat the stuffing
outta him. Then take the calculator back to the Badge Shop, give it to
the shopkeeper, and he'll reward you with this one-of-a-kind badge.
Defend Plus -
Badge Points - 6
What it does - Reduces damage from ALL attacks on Mario by 1.
Where to get it - in Shy Guy's Toy Box, take the train to the pink
station, go to the lower right entrance, hit the jack-in-the-box before
the wall, and head left until you reach a treasure chest with this
valuble commodity inside.
Ice Power -
Badge Points - 2
What it does - Increases Attack Power against all fire enemies by 2,
and lets Mario jump on fire enemies without taking damage.
Where to get it - Head to the Pink Station at Shy Guy's Toy Box and
head into the lower left entrance. Work your way right until you come
across the Shy Guys flipping the wall in the background to come out of
their fenced in area. Head towards that wall and press up against it
when a Shy Guy comes out to go into the background. After the fenced-in
area, there's a chest on the left with this useful item inside!
Attack FX D -
Badge Points - 0
What it does - Changes the sound effects that happen when Mario
attacks.
Where to get it - Head into Club 64 and talk with the Poet mutiple
times to get the Lyrics. Then skedaddle over to Dry Dry Desert and find
the Composer, who will decompose! I mean...who will take your Lyrics and
make a Melody. Finally, go back to Club 64 and hand over the Melody to
get another Badge for yer collection.
Last Stand -
Badge Points - 1
What it does - Mario only takes 1/2 Damage when in "Danger".
Where to get it - After Chapter Four ends, you'll end up in the
Princess Gear Solid Minigame again. This time, go to the lower level of
the castle and take the room on the far right (from the upper level's
entrance) and you'll get the badge in a chest! (Be sure to stick it in
the purple chest in the upper level, though.) Also, you'll be asked to
make a cake for Gormuet Guy, so here's how I did it the first time.
First, mix the Cleanser with Water, then press A exactly four times to
mix them. Then, add Salt and Strawberries. Pour the ingredients into the
pan, and bake in the oven for 3 minutes. Finally, decorate it with
Cleanser, Salt, Milk, Butter, and a Strawberry on top. Yay! You're done!
Power Plus -
Badge Points - 6
What it does - Increases Mario's Jump and Hammer Attack Power by 1.
Where to get it - You'll have to get past the Anti-Guy in Shy Guy's
Toy Box to get this one. Either beat the living tar outta him (easier
said than done), or brew up some Lemon Candy and chat with him (easier
done than said.)
Power Quake -
Badge Points - 2
What it does - Lets Mario do a Power Quake (4 FP), greatly damaging
all enemies on the ground and ceiling.
Where to get it - After you find Sushie, go one screen north of the
east part of Yoshi's Village (the part with the large tree of ravens,
and the shop). Swim from the dock to the center island, and punch the
red "?" block!
Rouf's Badge Shoppe -
---------------------
OK, after leaving it out of the FAQ for so long so I could concentrate
on which badges have to be found and which ones have to be bought, I
broke under the pressure and finally decided to make up this section.
It's a lot like the previous section, except that "Where to get it" is
replaced by "How much it costs".
Jump Charge -
Badge Points - 1
What it does - Increases your Jump Power by 2 for one attack, and
charges are cummulative. (Takes 1 FP.)
How much it costs - 50 scripts.
First Attack -
Badge Points - 1
What it does - Lets Mario destroy a weaker enemy with a First
Strike.
How much it costs - 100 scripts.
lemon candy
Merlow's Trading Emporium -
---------------------------
Pretty much the same as above, really...gotta have some use for these
Star Pieces, right?
Attack FX A -
Badge Points - 0
What it does - Changes the sound effects when Mario Attacks.
How much it costs - 1 Star Piece.
Pay-off -
Badge Points - 2
What it does - Gives Mario more coins when he takes more damage.
How much it costs - 1 Star Piece.
------------------------------------------------
IV: Enemies, Bad guys, Used Car Salesmen, etc. -
------------------------------------------------
Ah yes, what would a Mario game be without enemies? That's right, very
boring. I personally am glad that Paper Mario included an innovative
"Enemy" feature. The basic FAQ staple stuff is all here (that is, stuff
plagarized straight from the mouth of Goombario) as well as some pieced
together details on Star Points. I think that the amount of Star Points
an enemy gives is set and goes down by one depending on your level, but
I'm not really sure, so I'm just going list crazy.
Chapter I:
-----------
Jr. Troopa -
Max HP: 5
Attack Power: 1
Defense Power: 0
Attack Restrictions: None
Star Points: 20 (Level 1)
Natural Habitat: Goomba Village Playground
Turn-ons: Egg Salad
Right, apparently this guy wants you dead for some reason. Not since
Lex Luthor has had it in for Superman because the big S caused him to go
bald (I'm not kidding - that's why Lex holds the vendetta) has such a
misguided, persistent dueler took up the fight. Anyway, even without
your precious Action Command, you can grind him into a fine paste. For
now. Bwahahahahahahaha!
Goomba -
Max HP: 2
Attack Power: 1
Defense Power: 0
Attack Restrictions: None
Star Points: 2 (Level 1-2)
Natural Habitat: Goomba Road
Turn-ons: Overdeveloped head muscles
"These guys are old school...they've been around since Super Mario
Bros.!" Ah, Goombario. You're so crazy! They're not too much of a
threat, so stay cool.
Paragoombas -
Max HP: 2
Attack Power: 1
Defense Power: 0
Attack Restrictions: Airborne until first strike, then none
Star Points: 3 (Level 1), 2 (Level 2)
Natural Habitat: Goomba Road
Turn-ons: Female Goombas that jump on them and take their wings
Just like a Goomba, except with wings. Heck, they even *become*
Goombas when you get their wings off. Still, not too much of a problem,
even for Level-1'ers.
Spiked Goomba -
Max HP: 2
Attack Power: 2
Defense Power: 0
Attack Restrictions: Cannot use Jump without Spike Shield
Star Points: 3 (Level 1), 2 (Level 2-3), 1 (Level 4)
Natural Habitat: Goomba Road, Koopa Bros. Fortress and environs
Turn-ons: Lightly applied spike in the foot
Well, use the hammer on these guys. Not too much else to say. Yup.
The Goomba Brothers:
Blue Goomba -
Max HP: 6
Attack Power: 1
Defense Power: 0
Attack Restrictions: None
Star Points: 10 (Level 1)
Natural Habitat: Goomba Road
Turn-ons: Body Paint
Wow, slightly bigger Goombas in different hues! Ah, I love the
"different color = twice as strong" RPG cliche. Hit him one for me, will
ya?
Red Goomba -
Max HP: 7
Attack Power: 1
Defense Power: 0
Attack Restrictions: None
Star Points: 10 (Level 1)
Natural Habitat: Goomba Road
Turn-ons: Body Paint
(See above, really...)
The Goomba Brothers 2: Electric Boogaloo (with The King (Goomba))
Blue Goomba -
Max HP: 2
Attack Power: 1
Defense Power: 0
Attack Restrictions: None
Star Points: 2 (Level 1)
Natural Habitat: Goomba Road
Turn-ons: Body Paint
Wow! You can KO him with 2 hits now!
Red Goomba -
Max HP: 2
Attack Power: 1
Defense Power: 0
Attack Restrictions: None
Star Points: 2 (Level 1)
Natural Habitat: Goomba Road
Turn-ons: Body Paint
(See above, really...heh heh, I love recycling!)
Goomba King -
Max HP: 10
Attack Power: 1
Defense Power: 0
Attack Restrictions: None
Star Points: 26 (Level 1)
Natural Habitat: Goomba Road
Turn-ons: Striped Leather Pants
OK, now this sucker is a threat. Well, not really a threat, but a
potential threat. Since you still don't have your bleeding Action
Command yet, restore your health and then kick him in the teeth.
Magikoopa (The very first one) -
Max HP: 8
Attack Power: 3
Defense Power: 0
Attack Restrictions: Airborne, after first strike, none
Star Points: 16 (Level 1)
Natural Habitat: Right outside Shooting Star Summit
Turn-ons: Glasses
I love these guys, I really do. They're just sooo cute, and yet
deadly! Just like the Powerpuff Girls and Wendy (wendycomic.com)! Just
use your finally acquired Action command to end this fight.
Koopa Troopa -
Max HP: 4
Attack Power: 1
Defense Power: 1 (becomes 0 if flipped)
Attack Restrictions: None
Star Points: 2 (Level 2-3), 1 (Level 4)
Natural Habitat: Pleasant Path
Turn-ons: Tawdry Shell magazine
These guys (and all other shelled guys) become much much easier to
defeat if you jump on them and flip them onto their shell. So do so,
dummy! (They'll stay flipped over for two turns, the lazy bums.)
Fuzzy -
Max HP: 3
Attack Power: 1
Defense Power: 0
Attack Restrictions: None
Star Points: 2 (Level 2)
Natural Habitat: Koopa Village Back Woods
Turn-ons: Polyester
Aak! Death to any and all Fuzzy-types! Just try to beat them up
enough so that their health-sucking attack won't help them enough for
the next round. (Boy, that was one long sentence.) Then whack them good!
Fuzzy Mk. II -
Max HP: 3
Attack Power: 1
Defense Power: 0
Attack Restrictions: None
Star Points: 3 (Level 2)
Natural Habitat: Koopa Village Back Woods
Turn-ons: Polyester
Not really too different from the last ones, except that these give
you three star points for some reason. Huh.
Paratroopa -
Max HP: 4
Attack Power: 1
Defense Power: 1 (becomes 0 if flipped)
Attack Restrictions: Airborne until first strike, then none
Star Points: 2 (Level 2-3), 1 (Level 4)
Natural Habitat: Koopa Bros. Fortress and surroundings
Turn-ons: Turtle Wax
Get your Action Command skillz up to snuff and you can de-wing and
flip them with a single jump. Like the Troopas, they'll also stay prone
for two turns when ya flip 'em.
Bob-omb -
Max HP: 3
Attack Power: 1
Defense Power: 0
Attack Restrictions:
Star Points: 2 (Level 2-3)
Natural Habitat: Koopa Bros. Fortress
Turn-ons: Long Fuses
Somebody set up us the bomb. (Sorry, couldn't resist.) Anyway, once
you whack 'em, they'll explode when either of you attack next. Use a
Hammer or Shell so that you don't take collaterral damage. (Wow! I used
a fancy word!)
Bullet Bill -
Max HP: 2
Attack Power: 2
Defense Power: 0
Attack Restrictions:
Star Points: 1 (Level 3)
Natural Habitat: Koopa Bros. Fortress
Turn-ons: Silver Bullets
Well, someone's going to get 2 HP damage (or 1 if you're Nice) in
this turn, you or them. (Hint: Try making it them.)
Bill Blaster -
Max HP: 4
Attack Power: 0
Defensive Power: 1
Attack Restrictions: None
Star Points: 4 (Level 3)
Natural Habitat: Koopa Bros. Fortress
Turn-ons: Bi-monthly cannon cleaning
OK, these guys are a little dangerous. You can't use your jump here
- you've got to use some power attacks - say the hammer, or Bombette's
Bomb. Just remember not to waste your turn on weak attacks and you'll be
fine.
Bowser??? (hint: No.) -
Max HP: 10
Attack Power: 1
Defense Power: 1
Attack Restrictions: None
Star Points: None (Level 3...how cheap!)
Natural Habitat: Koopa Bros. Fortress
Turn-ons: Needle and thread
Oh dear, your first real boss dressed as your third or fourth fake
boss! Just keep plugging away using normal attacks (don't waste your
flower points here) until it bursts into flame...I mean, bursts open.
The Koopa Bros. -
-----------------
R NinjaKoopa -
Max HP: 5
Attack Power: 1
Defense Power: 1 (Becomes 0 if flipped)
Attack Restrictions: None
Star Points: 9 (Level 3)
Natural Habitat: Koopa Bros. Fortress
Turn-ons: Tight Bandanas
The next four are all the same boss, so I'll describe it here. OK,
they stack up into a tower at first. What you need to do is use a shell
or hammer or somesuch to shake the stack, then, in the same turn, jump
on the stack to bowl it over. (Be sure to use the Action command to get
all the Koopas on their backs.) Then keep jumping on the lot to keep
them flipped over, and you've got it!
B NinjaKoopa -
Max HP: 5
Attack Power: 1
Defense Power: 1 (Becomes 0 if flipped)
Attack Restrictions: None
Star Points: 9 (Level 3)
Natural Habitat: Koopa Bros. Fortress
Turn-ons: Loose-fitting bandanas
Pretty much what I've said before still stands, really.
Y NinjaKoopa -
Max HP: 5
Attack Power: 1
Defense Power: 1 (Becomes 0 if flipped)
Attack Restrictions: None
Star Points: 8 (Level 3)
Natural Habitat: Koopa Bros. Fortress
Turn-ons: April O' Neil
Yup.
G NinjaKoopa -
Max HP: 5
Attack Power: 1
Defense Power: 1 (Becomes 0 if flipped)
Attack Restrictions: None
Star Points: 8 (Level 3)
Natural Habitat: Koopa Bros. Fortress
Turn-ons: His elevated Stature among the Koopa Bros.
Oh wait! No, I mentioned that already, never mind.
Jr. Troopa - The Sequel
Max HP: 15
Attack Power: 2
Defense Power: 1
Star Points: 20 (Level 4)
Natural Habitat: Pleasant Path
Turn-ons: Deviled Eggs
Oh great. Not again. Well, use your special attacks to beat this guy
down. Get Bombette to use her "Bomb" (I just love how stupid those quote
marks made me look) and take it to him.
Toad Town Dojo -
-----------------
Chan
Max HP: 15
Attack Power: 2
Defense Power: 2 (Becomes 0 if flipped)
Attack Restrictions: None
Star Points: None
Natural Habitat: Toad Town Dojo
Turn-ons: Spiked Ponytails
This guy's pretty easy - just take the standard Shell-guy strategy,
(flip him over) and he'll never get a chance to land a punch.
Beat him to get the First Degree Card.
Lee
Max HP: 20
Attack Power: (variable) 2-5
Defense Power: (variable) 1-2?
Attack Restrictions: None
Star Points: None
Natural Habitat: Toad Town Dojo
Turn-ons: Disguises
This one's a little harder to beat, but here's a little secret. He
takes the form of whoever you have as your side kick. So, switch out to
Kooper, and you can use the flip-'em-over-and-keep-'em-that-way strategy
for the rest of the match.
Best him to get the Second Degree Card.
The Master
Max HP: 50
Attack Power: 6
Defense Power: 0
Attack Restrictions: None
Star Points: None
Natural Habitat: Toad Town Dojo
Turn-ons: (Years of Meditation Training have eliminated all
Turn-ons)
OK, now you're fighting the Man. While it's somewhat clear that he's
not quite giving his all in this fight, he can still whack a low-level
guy handily with his Cur-lee manuver (Nyuk nyuk nyuk!) No real tricks
here, he's just one strong guy. Yep. Well, you could go with the fairly
effective Shrink Stomp-Damage Dodge Combo, essentally reducing his 6 HP
attack to 1 HP...
Blast him to get the somewhat predictable by now Third Degree Card.
The Master - For Real
Max HP: 75
Attack Power: 8
Defense Power: 0
Attack Restrictions: None
Star Points: None
Natural Habitat: Toad Town Dojo
Turn-ons: (Years of Meditation Training have eliminated all
Turn-ons)
This fight isn't over yet! This time, however, he'll use kicks and
punches to knock you flat on yer arse. The Shrink Stomp doesn't work
nearly as well here as it did before, I'm afraid. Still haven't beat
this guy in the second go-round of the game, so I'll let you know how to
do it once I do...
The Master - Vengenance
Max HP:
Attack Power:
Defense Power:
Attack Restrictions: None
Star Points:
Natural Habitat:
Turn-ons:
This fight *still* isn't over yet...and by now you're probably
quivering and voiding your bowels in fear.
Gloomba:
Max HP: 7
Attack Power: 2
Defense Power: 0
Attack Restrictions: None
Star Points: 4 (Level 4), 2 (Level 8)
Natural Habitat: Toad Town Sewers
Turn-ons: Filth
Ah, the humble Gloomba in the sewers poses about as much challenge
as the Red Goomba brother did. So, no real comments here.
Spiked Gloomba:
Max HP: 7
Attack Power: 3
Defense Power: 0
Attack Restrictions: Can't use Jump Attacks without Spike Shield
Star Points: 4 (Level 4), 2 (Level 8)
Natural Habitat: Toad Town Sewers
Turn-ons: Spiked filth
The spiked Gloombas are a bit tricker, but as long as you don't
attack with Goombario as your sidekick, you'll be fine. Let some of
those other people have some of the fun!
Blooper:
Max HP: 30
Attack Power: 3
Defense Power: 0
Attack Restrictions: Airborne
Star Points: 20 (Level 4)
Natural Habitat: Toad Town Sewers
Turn-ons: Tentacles
The Blooper makes about the best introduction ever concocted by any
game designer, ever. "BLOOPER!!!" indeed. Anyhoo, you've got to invest
in a couple of Jumping style badges and switch out to Goombario as your
sidekick before you attempt this fight. But once you do, there's no real
cause for alarm - just keep smacking him 'til he can't stand no more!
Chapter II:
------------
Monty Mole:
Max HP: 3
Attack Power: 2
Defense Power: 0
Attack Restrictions: None
Star Points: 2 (Level 4-5), 1 (Level 7)
Natural Habitat: Mt. Rugged
Turn-ons: Mud Wrestling
These guys are more annoying than tough, especially before you start
a fight with them. They can often pull off a first strike by throwing a
rock at you. Thus, keep on your guard at all times.
Cleft:
Max HP: 2
Attack Power: 2
Defense Power: 2
Attack Restrictions: Can't use Jump Attacks without Spike Shield
Star Points: 3 (Level 4-5), 2 (Level 7)
Natural Habitat: Mt. Rugged
Turn-ons: Shiny Rocks
OK, here's where the enemies finally start hunkering down and
getting tough. The Clefts have a Defense Power of 2, meaning that every
attack does 2 points less damage on it than it does on everyone else.
So: You'll have to hit it with a 4 HP or two 3 HP attacks to get rid of
it. I say break out the D-Down Pound and smack it silly. (And of course,
refrain from jumping on it.)
Buzzar:
Max HP: 40
Attack Power: 3
Defense Power: 0
Attack Restrictions: Airborne
Star Points: 15 (Level 5)
Natural Habitat: Mt. Rugged
Turn-ons: Tex Avery Cartoons
You can bypass fighting Buzzar completely when he swoops down to
confront you...just say you're "Luigi" when he asks who you are (Oh, the
shame!) and he'll leave you alone. If you do choose to fight him, watch
out for his wind attacks, which can injure and immobilize your party
members. Hope you've been practicing those Action Commands! And, of
course, put on your best Jumping badges and switch out to Goombario.
Pokey:
Max HP: 4
Attack Power: 2
Defense Power: 0
Attack Restrictions: Can't use Jump Attacks without Spike Shield
Star Points: 2 (Level 5-6)
Natural Habitat: Dry Dry Desert
Turn-ons: Piercings
Good ol' Pokey. He can turn just plain mean, though, as he often
sprouts up new Pokey's from the sand if you take too long to beat him.
Keep laying in on him with Kooper and the Hammer until you've made your
point.
Bandit:
Max HP: 5
Attack Power: 2
Defense Power: 0
Attack Restrictions: None
Star Points: 3 (Level 5), 2 (Level 7)
Natural Habitat: Dry Dry Desert
Turn-ons: Masks
These folks are annoying, flat out. Too strong to beat with one hit,
too weak to run away from every time. Sigh. Their main attack is bumping
you - if you don't pull off an Action Command, they'll steal 10 coins
(or all of them if you don't have 10.) The next turn, they run away.
Unless, of course, you hit them and make them drop the coins. I say get
Kooper in there and keep using the Power Shell until they're all gone.
Pokey Mummy:
Max HP: 4
Attack Power: 2
Defense Power: 0
Attack Restrictions: Can't use Jump Attacks without Spike Shield
Star Points: 2 (Level 6)
Natural Habitat: Dry Dry Ruins
Turn-ons: Walking like an Egyptian (Sorry, it had to be somewhere)
Pokey Mummys are about the same as their Non-Mummified bretheren,
except these guys tend to posion you from time to time as well. Once
again, Action Command. The life you save may be your own!
Buzzy Beetle:
Max HP: 3
Attack Power: 2
Defense Power: 2 (Becomes 0 if flipped)
Attack Restrictions: None
Star Points: 2 (Level 6)
Natural Habitat: Dry Dry Ruins
Turn-ons: Ringo
Another shelled enemy. You should know the drill by now!
(Incedentally, here's an alternate way for dealing with multiple
shellbacks: use Quake Hammer, then Power Shell! Wahay!)
Swoopers:
Max HP: 4
Attack Power: 2
Defense Power: 0
Attack Restrictions: On Ceiling until first strike, then airborne
Star Points: 3 (Level 6)
Natural Habitat: Dry Dry Ruins
Turn-ons: Plastic Vampire Fangs
Ugh. Well, switch out to Parakarry if you don't want to be bothered
with Quake Hammer. I don't like ceiling dwellers very much at all, I
don't.
Stone Chomp:
Max HP: 4
Attack Power: 3
Defense Power: 1
Attack Restrictions: None
Star Points: 4 (Level 6)
Natural Habitat: Dry Dry Ruins
Turn-ons: Chains
Yikes! Now we're getting into real enemies here. This one hits hard,
but can't take too much. So, lay into him with the D-Down Pound to
finish him quick. (And if you want to get your cronies into the act, use
Kooper or Bombette. Their attacks have enough raw power to get the job
done.)
Tutankoopa and the Cronies:
----------------------------
Tutankoopa:
Max HP: 30
Attack Power: 3
Defense Power: 0
Attack Restrictions: Sometimes airborne
Star Points: 25 (Level 6)
Natural Habitat: Dry Dry Desert
Turn-ons: Pharaoh Wearoh
Right, now this is a fairly tough cookie. He'll throw shells at you,
summon Chomps, and use his Magic. However, once he runs out of shells,
he'll be relegated to just the magic and the Chomps, and it there's
already a Chomp, the Magic. So here's the big trick: if you can pull off
an action command when he's using his magic, it will hit him instead,
knocking him off the perch! Ahahahahahahahaha! Ahahahahahahah!
Hahahaha...sorry.
So, get a Super-charged person ready for when Tut gets knocked on
the floor - say by using Goombario's Charge a couple times, or
Bombette's Bomb...and he'll never know what hit him. (Unfortuately, the
turn after he gets knocked down, he'll use his magic to get back up on
the perch. D'oh.
Chomp:
Max HP: 4
Attack Power: 3
Defense Power: 3
Attack Restrictions: None
Star Points: 4 (Level 6)
Natural Habitat: Dry Dry Desert
Turn-ons: Chains
Aaakkk! This one can both take it in and dish it out! Pretty much
none of your sidekicks can even faze this one, so put Mario in there and
give it one good whack with the D-Down Pound. That'll learn it.
Chapter III:
-------------
Forest Fuzzy:
Max HP: 6
Attack Power: 1
Defense Power: 0
Attack Restrictions: None
Star Points: 3 (Level 7)
Natural Habitat: Forever Forest
Turn-ons: Wool
Once again those horrid fuzzies come by to ruin everyone's day.
Unfortunately, this time they can reproduce asexually in a matter of
seconds! (So *that's* where all the dust bunnies under my bed come
from!) Incidentally, if someone could tell me when to use the Action
Command on these guys, it would be a HUGE help. I'm stumped, frankly.
Piranha Plant:
Max HP: 5
Attack Power: 3
Defense Power: 0
Attack Restrictions: Can't use jump attacks without Spike Shield
Star Points: 3 (Level 7) 2 (Level 8)
Natural Habitat: Forever Forest
Turn-ons: Herbal Essences
These guys are fairly annoying, but not too bad. The problem is that
they have *just* enough HP to survive one hit with most characters.
Except, of course, when you Super-charge Bow, the pimp-slapping ghost
(my favorite sidekick by far!) Also, get Goombario the heck outta here!
It came from Jr. Troopa:
Max HP: 40
Attack Power: 5
Defense Power: 1
Attack Restrictions: Airborne
Star Points: 22 (Level 8)
Natural Habitat: Forever Forest
Turn-ons: Egg Foo Young
Wow! Persistent little bugger, isn't he? Anyway, whenever you head
for Toad Town from Boo's Mansion, this little scamp will assualt you
when you enter Forever Forest. Lovely. This time, he's grown wings, so
charge Goombario about 3 or 4 times and then smack him down.
Electro Blooper:
Max HP: 50
Attack Power: 4 (6 when electrically charged)
Defense Power: 0
Attack Restrictions: Airborne, can't contact when electrified
Star Points: 21 (Level 8)
Natural Habitat: Toad Town Sewers
Turn-ons: Tentacles
Once again, the best introduction ever..."BLOOPER!!!" Ah, bless. If
only Dick Clark thought of it first. Anyhoo, this one can charge itself
up, increasing its attack power by 2. However, you should just suck it
in and hit him when he's electrally charged! (Why? Well, you'll take 1
HP damage by hitting an electrically charged foe, but you'll take 2 per
turn until the electricity wears off when he hits you!)
Hyper Goomba:
Max HP: 7
Attack Power: 1
Defense Power: 0
Attack Restrictions: None
Star Points: 2 (Level 8-9), 1 (Level 10)
Natural Habitat: Gusty Gulch
Turn-ons: Valentine's Jolt Cola
Not really too much too these folks, except that they have a charge
attack that can take away 8 HP. So switch out to Bow and make yourself
transparent the turn after they charge (use Mario to switch, then Bow
makes Mario transparent.)
Hyper Paragoomba:
Max HP: 7
Attack Power: 1
Defense Power: 0
Attack Restrictions: Airborne until first strike, then none
Star Points: 2 (Level 8-9), 1 (Level 10)
Natural Habitat: Gusty Gulch
Turn-ons: Diet Valentine's Jolt Cola (work with me here...)
Not really too much too these folks, except that they have wings
until you jump on 'em once, and they have a charge attack that can take
away 8 HP. So switch out to Bow and make yourself transparent the turn
after they charge (use Mario to switch, then Bow makes Mario
transparent.) (I love recycling!)
Hyper Clefts:
Max HP: 4
Attack Power: 3
Defense Power: 3
Attack Restrictions: Can't jump without Spike Shield
Star Points: 4 (Level 8), 3 (Level 9)
Natural Habitat: Gusty Gulch
Turn-ons: Pop Rocks and Coke
Geez, did the enemies suddenly get kicked up a notch, or is it just
me? Anyhow, you'll do a whopping one point of damage with your Super
Hammer (normally), so just run away like a politican from Vietnam (I
just love poticial humor, so long as there aren't labels drawn over
every element of the picture, as well as run on sentences in
parentheses) or smack some sense into them with a D-Down Pound.
Clubba:
Max HP: 8
Attack Power: 3
Defense Power: 0
Attack Restrictions: None
Star Points: 2 (Level 8-9)
Natural Habitat: Tubba Blubba's Flat
Turn-ons: Large Clubs
Oddly enough, these guys are the *only* enemies you'll have to fight
in Tubba Blubba's shack (unless you count Tubba Blubba, who you really
don't fight here...) Anyway, these guys are very subseptable to Sleep
spells, as they fall asleep for four turns! (Also, they're often asleep
before you go into battle, use this opportunity to set up them the
Bombette. Oh, right, like you didn't see it coming.)
Tubba Blubba:
Max HP: 10
Attack Power: 4
Defense Power: Pretty darn high
Attack Restrictions: None
Star Points: Unknown
Natural Habitat: Tubba Blubba's Flat
Turn-ons: The movie "Ghost"
Remember all the game's foreshadowing about this sucker being the
"Invincible" Tubba Blubba? Well...it's pretty much right. Unless you're
some sort of l33t liek Jeff K.!!11111! HaXoRinG Game Shark user, you
better run from this fight. Or, of course, don't get into this fight to
begin with...
Tubba Blubba...'s Heart:
Max HP: 50
Attack Power: 6
Defense Power: 0
Attack Restrictions: Airborne
Star Points: 2 (Level 8)
Natural Habitat: Gusty Gulch
Turn-ons: Valentine's Day Cards
OK, this boss is a little tricky to beat, but not too bad. First of
all, switch out to Bow as soon as you can. This sucker has a 12 HP
special attack that takes him a turn to charge up. Using Bow
will...um...avoid it. (Just make sure you've got enough
Flower-Point-raising-stuff on hand to use Out of Sight every time he
decides to let one of these atacks fly.) Also, put on your best jumping
badges - the only Hammer ability that'll work is Quake Hammer, and
you'll need a bit more firepower. Other than that, just keep bashing him
and using Refresh when you need a breather.
Tubba Blubba Redux:
Max HP: 10
Attack Power: 4
Defense Power: 0 (probably)
Attack Restrictions: None
Star Points: 30 (Level 10)
Natural Habitat: Gusty Gulch
Turn-ons: The Tin Man from The Wizard of Oz (Get it? If I only...)
After all that business with the Heart, you should thank Intelligent
Systems for making the climatic battle with Tubba Blubba pretty easy.
Just pound him with 10 HP worth of attacks and watch him lose!
(Apparently, his Defense Power is now, finally, zero. Yay!)
Dark Koopa:
Max HP: 8
Attack Power: 3
Defense Power: 2 (becomes 0 if flipped)
Attack Restrictions: None
Star Points: 5 (Level 10)
Natural Habitat: Toad Town Sewers
Turn-ons: Tommy Roe's "Dizzy"
Aagh, these folks are another of the more annoying foes in the game.
They have a special attack that makes Mario dizzy for two turns! And
while he's dizzy, he can't do Action Commands on any attacks, including
the attack that makes him dizzy for two turns! Better get in the first
strike, swap out to Goombario, and hit them whenever they're smiling
(since that's when they do the dizzy attack.)
Chapter IV:
------------
Shy Guy:
Max HP: 7
Attack Power: 2
Defense Power: 0
Attack Restrictions: None
Star Points: 2 (Level 10-11)
Natural Habitat: Shy Guy's Toy Box
Turn-ons: Shy Gals that see them for what they *gasp!* really are!
These folks are more funny than a threat. Their "Acrobatic Attack"
is thankfully very easy to block, and they don't do very much damage
with their normal attack. They still take two shots to defeat though.
D'oh.
Anti Guy:
Max HP: 50
Attack Power: 10
Defense Power: 0
Attack Restrictions: None
Star Points: Unknown
Natural Habitat: Shy Guy's Toy Box
Turn-ons: Soldier of Fortune Magazine
You remember that guy in school that didn't say very much, kept to
himself no matter how many people teased him, and ended up in a shack
writing manifestos against technology? Well, neither do I, but if he had
been a video game character and perfected his martial arts skills
instead, he'd probably be Anti-Guy. You better not try to take this guy
head on. He's got to have a weak spot somewhere, right? Hmmmm...Perhaps
it's something sweet...like Candy...Lemon flavored...
Groove Guy:
Max HP: 7
Attack Power: 2
Defense Power: 0
Attack Restrictions: None
Star Points: 3 (Level 10)
Natural Habitat: Shy Guy's Toy Box
Turn-ons: Elvis Collars
These folks are a step up from the regular Shy Guy, in that they can
call for backup and have a special Dizzy attack. Darn dizzy attack...
Medi Guy:
Max HP: 7
Attack Power: 1
Defense Power: 0
Attack Restrictions: Airborne
Star Points: 2 (Level 10)
Natural Habitat: Shy Guy's Toy Box
Turn-ons: Bandages
This one isn't too much of a problem, as long as you can KO any
fellow Shy Guys in one turn. Otherwise, he'll heal 4 HP of damage off
the most damaged Guy (including himself).
Sky Guy:
Max HP: 7
Attack Power: 3
Defense Power: 0
Attack Restrictions: Airborne until Balloons popped
Star Points: 2 (Level 11)
Natural Habitat: Shy Guy's Toy Box
Turn-ons: Balloons
This one can dish out a little more damage than the rest, as long as
they're airborne. Pop the balloons and they become regular Shy Guys
(like half the Special Shy Guys become).
Spy Guy:
Max HP: 7
Attack Power: 2
Defense Power: 0
Attack Restrictions: None
Star Points: 3 (Level 11)
Natural Habitat: Shy Guy's Toy Box
Turn-ons: James Bond films
These folks are a little nastier than most - if they attack you with
a hammer, then they'll disable one of your five menu options! So be sure
to whack anyone with a hammer, and anyone with a slingshot twice.
Pyro Guy:
Max HP: 7
Attack Power: 4
Defense Power: 0
Attack Restrictions: On Fire - can't contact them without Ice Power
Star Points: 2 (Level 11)
Natural Habitat: Shy Guy's Toy Box
Turn-ons: Jimi Hendrix
He's heating up...He's on fire! (Wow, I just realized that NBA Jam
is actually eight years old this year! Whoa...eight years...) Back to
the actual enemy - if you have Ice Power, then you can smash it with a
single jump. Otherwise, stay clear of this one, and use Kooper as your
sidekick. Of course, using Star Storm (the Star Spirit Power) will knock
out all these guys at once...
Big Lantern Ghost:
Max HP: 40
Attack Power: 5
Defense Power: 0
Attack Restrictions: Can only attack when there's enough light
Star Points: 16 (Level 11)
Natural Habitat: Shy Guy's Toy Box
Turn-ons: Candlelight
This boss is out and out annoying. I don't like him one bit. You'll
need to use one attack of your turn to hit the lamp (make it a Nice
Attack, too), and the other to hit the lantern ghost. The problem is
that the ghost usually either a) blows out the lamp, forcing you to hit
it again, or b) uses a flash attack that will disable your sidekick for
two turns (unless you block properly), and dims the lamp, too! Sigh...I
say charge up your (and Goombario's) Jump/Bounce Attack, wait for a good
opening, use one (preferably non-charged) sidekick to hit the light, and
use a charged Multibounce if you have it.
Generalissimo Guy And the Freedom Fighters -
---------------------------------------------
Shy Squad:
Max HP: de facto 15 (15 Shy Guys)
Attack Power: 1XNumber of Shy Guys left
Defense Power: 0
Attack Restrictions: None
Star Points: None
Natural Habitat: Shy Guy's Toy Box
Turn-ons: Threesomes
Hee hee hee. I love this battle. This one (along with the next
three) are all the same boss, so pay attention. First, General Guy will
sic his squad on you (these guys). Now, it's *very* important that you
have Defense Plus here...because if you don't, you stand to lose 8-12
HP! (See, each of the guys in the squad will hit you for 1 HP damage,
and it's very difficult to block 8-12 distinct hits.) Defense Plus means
that you can stand there and take it like a plumber...with no HP loss!
Also, for every HP damage you do, one of the Guys in the squad will run
away. So pound them down! When there are about two to three Guys left,
they'll retreat and you'll fight two...
Stilt Guys:
Max HP: 7
Attack Power: 4
Defense Power: 0
Attack Restrictions: Off the Ground
Star Points: None
Natural Habitat: Shy Guy's Toy Box
Turn-ons: Bragging about the length of their stilt
These folks can hurt, but if you've got some sort of Quake Hammer
badge, use it and you'll knock these folks off their stilts, making
them...wait for it...normal Shy Guys! Otherwise, they're really about as
bad as the Pyro Guy. Defeating these two will cause the General to
summon two...
Shy Stack:
Max HP: 10
Attack Power: 1XNumber of Guys in Stack (initially 4)
Defense Power: 0
Attack Restrictions: None
Star Points: None
Natural Habitat: Shy Guy's Toy Box
Turn-ons: Dogpiling
Another special batallion of Shy Guys, these folks hurt about as
much as the Stilt and Pyro Guys. Unless you have the Spin Hammer Badge,
which you can use to knock Guys off the stack, reducing their attack
power by one. Anyhow, once you beat these two, the General will take
things into his own hands...
General Guy:
Max HP: 30
Attack Power: 4
Defense Power: 2
Attack Restrictions: None
Star Points: 34 (Level 11)
Natural Habitat: Shy Guy's Toy Box
Turn-ons: Napoleon Wear
This is it, now you're fighting the head Guy! Unfortunately, he has
a tank, so get someone with a powerful one-shot attack in there, like
Watt, Kooper, or Bombette. Also, he has a very annoying electric attack
that disables your helper for two turns. (You can stop it by breaking
the "Bulb" on the tank - the Bulb has 10 HP.) Like I've said
before...charge and jump, charge and jump!
Chapter V -
-----------
Fuzzipede:
Max HP: 40 (?)
Attack Power: 2 (?)
Defense Power: 1 (?)
Attack Restrictions: Airborne and on Ceiling
Star Points: 16 (Level 12)
Natural Habitat: Inside the whale
Turn-ons: Silk
(The stats here are just estimates, as you need to have Watt with
you this whole fight if you plan on hitting this guy.) Here's one of the
more annoying ceiling dwellers in the game - everytime you hit him,
he'll retreat back onto the ceiling. So, get Watt to use a Power Shock
to paralyze him so that he'll stay on the ground like an enemy should!
Jungle Fuzzy:
Max HP: 7
Attack Power: 2
Defense Power: 0
Attack Restrictions: None
Star Points: 2 (Level 12-13)
Natural Habitat: Lavalava Island
Turn-ons: Cotton
Another Fuzzy-type. Aakk! This one can't be blocked, it seems, and
you'll have to press A real fast to shake him offa you when he grabs on.
And these fuzzies can also reproduce asexually with astonishing speed.
Bleh.
Spear Guy:
Max HP: 7
Attack Power: 3
Defense Power: 0
Attack Restrictions: Can't jump when Spear is up, can't use ground
attacks when Spear is down
Star Points: 2 (Level 12-13)
Natural Habitat: Lavalava Island
Turn-ons: Pointy Spears
Another Shy Guy knockoff, this one imposes a couple of restrictions
on your attack patterns - whichever way its spear is pointing means that
your attack from that angle is blocked. Oddly enough, these Guys also
throw their spears from time to time, becoming...go on, take a guess!
Also, they can summon more Spear Guys. (Once they throw the spear,
though, they can't.)
Son of the Bride of the Return of Jr. Troopa, Part II:
Max HP: 40 (but really 20)
Attack Power: 6
Defense Power: 1
Attack Restrictions: Airborne, can't use jumping attacks without
Spike Shield
Star Points: 24 (Level 12)
Natural Habitat: Toad Town Harbor
Turn-ons: Eggplant
Here's a little hint - whenever you plan to go back to Toad Town
from Lavalava island, recover your HP first. D'haaaaaa!!! OK, it's
arse-kicking time! Luckily, as he swam all the way across the ocean
twice, his HP is only 20, so you shouldn't have too much trouble. Watt's
the only sidekick that won't take colatteral damage attacking Troopa, so
get him in there post-haste. Also, since you're in town and can recover
instantly, give Troopa a couple shots of Star Storm to end the fight
quickly.
----------
V: Shops -
----------
Yep, there are shops in this game, all right. Some are cheaper than
others. Whoo-hoo! It's about time that a herb didn't cost 12 GP at EVERY
SINGLE FREAKIN' SHOP IN THE DARN GAME!!! Whew. OK, I'm all right now.
Just had to vent about a cliche.
Shroom Grocery (In the west part of Toad Town, near the main gate) -
Fright Jar - 5 coins
Sleepy Sheep - 10 coins
Pow Block - 5 coins
Fire Flower - 10 coins
Honey Syrup - 10 coins
Mushroom - 5 coins
Koopa's Shop (In the west part of Koopa Village, just off of Pleasant
Path) -
Dizzy Dial - 10 coins
Pow Block - 4 coins
Fire Flower - 8 coins
Honey Syrup - 8 coins
Volt Shroom - 15 coins
Mushroom - 4 coins
Harry's Shop (Two screens south and one west of Peach's Castle)
Stone Cap - 30 coins
Dizzy Dial - 15 coins
Thunder Rage - 20 coins
Tasty Tonic - 5 coins
Volt Shroom - 10 coins
Super Shroom - 20 coins
Little Mouser's Shop (At the entrance of Dry Dry Outpost)
Thunder Bolt - 5 coins
Dusty Hammer - 2 coins
Honey Syrup - 5 coins
Dried Shroom - 2 coins
Dried Pasta - 3 coins
Mushroom - 3 coins
Boo's Shop (In the Basement of Boo's Mansion)
Super Shroom - 13 coins
Life Shroom - 50 coins
Maple Syrup - 25 coins
Snowman Doll - 15 coins
Stop Watch - 25 coins
Mystery? - 1 coin
------------------------------
VI: Tayce T. and the Recipes -
------------------------------
Ah, dear, sweet, somewhat loveable Tayce T. She cooks at the drop of a
hat! And according to the big board (at Mario's flat) there are fifty
possible Recipes. So I'll run down the ones I know:
(Note: I'm still not sure if two different things making the same thing
consitutes a new recipe or not. Oh well.)
Singles:
---------
Dried Shroom (+1HP)
Mushroom (+5HP)
Super Shroom (+10HP)- Fried Shroom (+6HP +2FP)
Coconut (1 enemy, AP 4)
Lemon (+1HP +2FP)
Lime (+3FP) - Tasty Tonic
Honey Syrup (+5FP)
Apple (+5FP) - Super Soda (+5FP and Status)
Fire Flower - Spicy Soup (+4HP +4FP)
Dried Pasta(+3HP +2FP) - Spaghetti (+6HP +4FP)
Koopa Leaf (+3FP) - Koopa Tea (+7FP)
Volt Shroom - Hot Shroom (+15HP +5FP)
Egg (+5 HP) - Fried Egg (+10 HP)
Goomnut (+3FP) - Nutty Cake (+10 FP)
Doubles:
---------
Super Shroom (+10HP)
+ Maple Syrup (+10FP) - Maple Super (+10HP +10FP)
Lemon (+1HP +2FP)
+ Lime (+3FP) - Super Soda (+5FP and Status)
Fire Flower
+ Egg (+5HP) - Egg Missile (1 enemy, AP 6)
Koopa Leaf (+3FP)
+ Dried Pasta (+3HP+2FP)- Koopasta (+7HP +7FP)
Cake Mix (+1FP)
+ Lemon (+1HP +2FP) - Lemon Candy (+5HP +15FP)
Mistakes:
Mistake (D'oh!) , Fright Jar, Sleepy Sheep, Tasty Tonic, Hot Shroom,
Whacka's Bump, Strange Leaf, Super Soda
------------------------------
VII: Postcards from the Edge -
------------------------------
There sure are a lot of letters in this game. To top it off, whenever
you give someone a letter, they usually give you one to return to
whoever gave you the first one. Arrrgghhh!!!
Anyway:
3 you're required to collect -
On Mount Rugged, you're required to collect three letters before
Parakarry will join you. Unfortunately, I decided to write this section
*after* I got him, so I don't know exactly where those letters are.
Suffice to say, if you have Parakarry, you will have these letters:
To: Kolorado
Kolorado is one of the first peop...erm, Koopas you see as you first
walk into Dry Dry Desert. He's the one with the mustache at the
archeology dig. Anyhow, give him the letter, and he'll give you Star
Piece #10.
To: Goompapa, Goomba Village
Goompapa (the one with the mustache in Goomba Village) is real happy
to get this letter - it concerns his friends going on a fishing trip. No
tip for you, though - only another letter, this one to:
To: Muss T., Princess Peach's Castle
Muss T. is also happy to get a letter, because he's so darn lonely
(sniff)...but he stiffs you too, giving you only another letter:
To: Koover, Koopa Village
Koover's the one in front of the Toad House, just as you enter Koopa
Village. Once again, you're stiffed (I'm sensing a trend here) as you
get only a letter...
To: Fishmael, Toad Town
Fishmael is the one with the weird head that looks like a fishing
rod. Kinda like this Engineering Graduate Assistant I had once...anyway,
give him the letter, and he'll not only not tip you, but give you
ANOTHER letter addressed...
To: Koover, Koopa Village
Sigh...you know the drill...
To: Mr. E, Dry Dry Outpost
He's the bloke in front of the Toad house at Dry Dry Outpost. Oddly
enough he doesn't chat about anything related to fishing, and instead
hands you a letter...
To: Miss T, Toad Town
She's one of the three girls just south of the Dojo. Guess what? No
tip. Guess what again? Another letter!
To: Little Mouser, Dry Dry Desert
He's the only shopkeep for a hundred screens. Well, twenty. Anyway,
give him the letter and he'll give you 1,000 coins!!!! Sigh...
To: Franky, Boo's Mansion
Franky's the first one you see when you enter the mansion. What is
it with everyone and letters! Aaaggghhh! I'm trapped in a Mobius Strip
of Parcel Delivery!
To: Dane T., Toad Town Station
Dane T.'s one of the little tykes playing south of the tracks at the
station, the one in the red hat or bobble or whatever it is...anyway,
he's literate and he has a special gift for you! *Groan...*
To: Red Yoshi Kid, Yoshi's Village
Yep, somehow the Yoshi kids can write, despite having no decernable
fingers. I bet they write using some sort of tongue-ink technique.
Anyhow, once again, you get a letter to return to the person that just
sent the last letter. Woo-wad.
To: Dane T., Toad Town Station
Yes! Finally, the person that recieved the letter doesn't have
another letter to give to you! Whoo-hoo! Ah, bliss! Ah, joy! Ah, crap,
his little friend does. Blast you all to heck!!!!
To: Frost T., Starborn Valley
To: Merlon, Toad Town
Merlon's the Wisened person with the spinning roof in Toad Town.
Give him the letter in Exchange for Star Piece #14 you
letter-delivery-person, you.
Dry Dry Desert -
Right before you walk into Dry Dry Outpost, whack the tree with your
mallet and collect the falling prize - a letter!
To: Mort. T, Koopa Village
Game throws you a bit of a curve ball here...Mort T. is actually the
owner of the Toad House here! Oh, the agony! Anyway, give him the letter
and you'll net yourself another Star Piece...number...um...hmmm...oh,
right, #24.
Dry Dry Outpost -
When you're running on the rooftops to meet Moustafa, look at least
semi-carefully and you'll find another letter!
To: Nomadimouse, On the Road
Nomadimouse is located three screens west of Dry Dry outpost, under
a palm tree. Give him the letter and he'll give you Star Piece #11. All
is right with the world.
Gusty Gulch -
One screen east of the dilapated town, keep looking towards the
bottom of the screen, and you'll see a letter propped up against a log:
To: Fice T., Near the Entrance of Forever Forest
Fice T.'s at the guard shack right next to Forever Forest. He'll
fill his pants when reading your letter, then he'll tip you a Star
Piece, which happens to be Star Piece #20.
Lavalava Island -
When you're one screen east of the beach where the whale drops you
off, look atop a rock formation on the beach. Another letter in plain
sight! Geez, Parakarry is just plain sloppy, isn't he?
To: Igor, Boo's Shop
Yeah, yeah, letter for Star Piece #38...now I know why those postmen
went on rampages. And they didn't even get Star Piece tips, either!
Lavalava Island -
On the screen where you rescue Sushie, grab Star Piece #35 and bash
the tree that's on that particular island. Another letter!
To: Russ T., Toad Town
Give him the letter, and he'll tip you a Star Piece, unlike SOME
letter recipents I won't mention here... (it's Star Piece #37, by the
by.)
--------------------
VIII: Super Blocks -
--------------------
Super Blocks just about the most important items in the game.
They'll let you upgrade characters to Super (and later on, Ultra) rank,
so they dish out more damage and get some better Flower-Point using
attacks (don't say Magic, now.) I think that there are sixteen in the
game, enough to upgrade everyone in your party to Ultra Rank. (And if
you haven't completed the game and have some basic math skills, the
following was a huge spoiler, sorry!)
Super Block #1 - Dry Dry Desert -
There's a Super Block in the oasis of Dry Dry Desert - and the oasis
is located one screen west and two screens down from Dry Dry Outpost.
Marvel at its spinning blueness! Then upgrade someone!
Super Block #2 - Dry Dry Ruins -
Another Super Block is located in the ruins. From the outside, go
four screens east, then take the stairs down through a locked door. Then
go west three screens (passing another locked door) and on the screen
where Goombario remarks, "My mouth is so dry...", blow a hole in the
lower left wall. Then fall down the shaft to the wonderful upgrader!
Super Block #3 - Mt. Rugged -
At the train station to Toad Town, you've no doubt wondered what was
beyond that stone block that stood in your way when making your way up
the first screen. Guess what's there!
Super Block #4 - Toad Town Sewers -
Refer to Star Piece #17 in Section II, but this time, instead of
holding up to land on the stone pillar with the rasing platforms, keep
riding the platforms up. Then you'll go into a secret passage above the
ceiling, with a hole in the right side. Fall down and you'll be in a
small room with...a Paragloomba! Um...I mean, A Super Block!
Super Block #5 - Tubba Blubba's Place -
From the entrance, go two screens to your left and down two flights
of stairs. Whoomp! There the Super Block is!
Super Block #6 - Toad Town Sewers -
From the entrance, use your Spin Jump to smash through the
boarded-up hole. Then go a screen left and fight the Dark Koopas to open
the gates. Go left again. Now how can you cross that gap in the upper
level to get to the super block? Oh, if only there were some blocks
there that would help you...particularly in the center row...and the
center, far left, and far right columns. I guess you'll just have to
leave the Super Block there. Too bad there isn't a blue block to push
around under certain spots to help you reveal hidden supports that you
can use to get the Super Block with Parakarry's help. Alas!
Super Block #7 - Shy Guy's Toy Box -
Head to the Red Station and then into the lower left entrance. Head
past two sets of walls, and climb up on the third wall. There's a
platform rising from the top of a smaller wall to the top of a larger
wall...break out Parakarry and when the platform is level with the top
of the large wall, bridge the gap. Another Super Block found! Yay!
Super Block #8 - Toad Town -
Remember the pond near the main gate in Toad Town? Well, there's a
dock to the far right of it, and a pipe in the center of the pond. Go
down the pipe, and violin! No, wait...voila!
----------------
IX: Miscellany -
----------------
"Y'know, your guide looks a little thin for some reason." - Well, I'm
not all the way through the game yet, spanner! Give me a couple of
weeks. (i.e. - the amount of time that you'll take to go through the
game and grab everything yourself, therefore making the guide useless.)
"You've got an error here." - Of course I don't! I'm perfect! Well,
nearly. Anyway, e-mail it to
[email protected] and I'll fix it right
up and give you a plug and an ego boost.
"I've found something you don't have! Nah nah nah nah nah!" - (See
above, only I will be much more impressed.)
Why the U.S. has more lawyers per capita then the rest of the world -
--------------------------------------------------------------------
This guide is Copyright (c) 2001 Quizmaster v.4.0 (T.C. Chavez.)
All characters mentioned in this guide are Copyright (c) 1980 - 2001
Nintendo, Intelligent Systems, or their respective owners.
This guide is in no way endorsed, or heck, even acknowledged by
Nintendo, Intelligent Systems, or that homeless bum on the street
corner.
This guide is intended for non-commerical use and may only appear on
GameFAQ's (www.gamefaqs.com) unless explicitly stated otherwise. (In
short, ask first, OK?)
Guide is not to be taken internally.
Version History -
----------------
v.0.1 - Got this darned thing off the ground! Everything is new, and
I've casually searched through Chapter 1. (2/12/2K1)
v.0.2 - OK, added a couple of new sections - Tayce T.'s Recipes, Super
Blocks, and the Letters. Also casually searched through Chapter 2.
(2/19/2K1) (Why such a long delay between FAQ updates? Well, I just
happened to get a Dreamcast after the price break. You should too. And
on a completely unrelated note, be on the lookout for a Typing of the
Dead FAQ soon.)
v.0.3 - Casually searched through Chapter 3 and have a little snippet on
Chapter 4. Geez, this FAQ thing is harder than it looks when you're not
on summer vacation and your professors are hounding you. I have a new
respect for FAQ writers that write during the school year. Well, and for
folks that have jobs, too. Um, where was I? Oh yeah. It's all here.
(2/25/2K1)
Cross-Promotional Gimmicks -
---------------------------
If you enjoyed this FAQ, you may also enjoy:
The Pokemon Puzzle League FAQ! Marvel as I teach you how to find
combos and chains.
The Perfect Dark Munitions Guide! Thrill as I describe how fast each
gun empties and forget to update on how to actually use the darn things.
The sexiest men and women in the known universe (i.e. Contributors) -
--------------------------------------------------------------------
No one up here but me, yet. However, I'd like to take a little time to
thank prolific Strategy Guide Author and general funny-man Zach Meston
of Working Designs (now) for showing me that writing guides can be an
art form when done correctly. I mean, just look at Working Designs'
Strategy Guides! Sweet Mother Maria! Hardbound with three ribbons in
there to hold you place and stickers and a free poster! I bought the
Vanguard Bandits Strategy guide even though I never heard of the game
just to look through the guide, the guide's that good! So he gets 2 free
plugs:
http://www.workingdesigns.com
http://www.zachmeston.com
(P.S.: Zach, if you're reading this, sorry about stealing the 'pith'
joke, it was too good not to recycle.)
-----------------
X: Parting Shot -
-----------------
"All your base are belong to us. You have no chance to survive make your
time. Ha Ha Ha Ha ..." - CATS
(Relavancy links:
http://artists.mp3s.com/artists/190/the_laziest_men_on_mars.html
http://www.planetstarsiege.com/allyourbase)