Date sent:        Thu, 9 Jan 1997 02:52:14 -0800 (PST)
From:             Jacobi - Procyon <[email protected]>
Subject:          My updated Super Mario RPG FAQ
To:               [email protected]

       Procyon Lotor, author of the complete Mega Man FAQ,
       and the MM7, MMX2, and MMX3 FAQs, is proud to present:
            ____               THE
           / __/_ _____  ___ ____       ____   ____  ______
          _\ \/ // / _ \/ -_) __/      / __ \ / __ \/ ____/
         /___/\_,_/ .__/\__/_/        / /_/ // /_/ / / __
          /  |/  /_/ _____(_)__      / __, // ____/ /_/ /
         / /|_/ / _ `/ __/ / _ \    /_/  |_/_/    \____/
        /_/  /_/\_,_/_/ /_/\___/

       Frequently Ask Questions  version 1.1

i) Editorial
Hello, and welcome to my Super Mario RPG FAQ.  Some of you may be familiar
with my previous Mega Man FAQs.  Mega Man was very easy to write a FAQ for.
Here's where to find a power up -- Here's what weapon to use on this guy,
etc., etc.  Super Mario RPG however is a lot more difficult, as is any
RPG-ish type of game.  I considered how much information should be listed
as to provide constructive help, yet not be like Crazy Eddy and "practically
give it away!"  It's a difficult decision to make as a FAQ writer, but I
figured by putting an answer sheet at the bottom of the page, I can reach
those of you who just want SOME answers and those who want ALL the answers.
So if you're looking for just some of the answers, be sure not to read the
very last section which contains some of the more difficult answers to the
game.  I hope you will enjoy this FAQ.

ii) What is this FAQ?
This is a FAQ for the Super Nintendo game Super Mario RPG.  It is intended
to be more than just answers to frequently asked questions, but that will
be it's major objective.  There will be parts that are strategy guide
oriented, and parts that are walk-through oriented.  There are some parts
of the game I am still trying to find out.  Those parts are marked by a
PL.  If you have any answers to these questions OR if you have corrections
or additional information, please email me at [email protected]

iii) What is Super Mario RPG?
Super Mario RPG is the (very misleading) title of a joint venture between
Nintendo's own Shigeru Miyamoto (of Mario, Zelda, and Donkey Kong fame, just
to mention a few) and the master minds of RPG games at Square.  It is a
(successful, in my humble opinion) attempt to bridge the world of action
games like Super Mario Bros., with the world of Role Playing Games like
Final Fantasy.  It is NOT (emphasis on NOT) a true Role Playing Game.  And
don't expect anything like Super Mario World either.  To fully enjoy this
game, you must be willing to accept this and allow yourself to be
entertained by the programmers creativity in this decisively new entry in the
world of adventure games.

iv) History of FAQ
v1.1 - Added missing details such as what you get for Super Jumping 100
      times, and winning "Look the other way" 100 times, plus minor
      format adjustments.

v1.02 - Princess Toadstool information fixed
       Baby Yoshi on Yoshi Island info included

v1.01 - minor details fixed

v1.0 - First release

PART I) How is Super Mario RPG played?
As mentioned above, Super Mario RPG is not a true RPG like Final Fantasy or
Dragon Warrior, but it does contain many similarities.  Throughout the game,
you control Mario in a beautifully and fully rendered world.  You view the
world in a "three-quarters" perspective (not quite overhead, not quite level
with the ground) which produces a three dimensional affect.  Like RPGs, you
walk around and talk to people, buy and sell items, and affect certain
objects on the screen.  Unlike most RPG, Mario retains his ability to jump
around the world, allowing you to jump on counters, beds, and even people.
This feature greatly enhances the number of ways in which you must interact
with the world around you.  Like other RPGs, there are many hidden items
and tricks in the game.  Some must be found by pressing the A button at the
right locations, and other must be found by jumping it the right places.  The
directions for this game will be given in the following formate.  Assuming
you are looking at the screen:       West_  _North
                               or Left |\  /|  or Up
                                         \/
                                         /\
                                       |/__\|
                           South or Down    East or Right
       Similarly, battles take place much like typical RPGs do, but with
some twists.  Your party can only contain, at such a time when you have
enough people, three fighters.  Though you may get more people added to your
party, only three can engage in combat.  Switching members of your party can
be done at anytime other than in the middle of fights.  Mario must always
be the first member of your party.  You will never be allowed to switch him
out.
       Combat proceeds in a turn taking fashion.  When it is your turn to
enter a command, you have as much time as you would like to take without
fear of being attacked.  Your options are as follows:

A: Attack - Once you press this button, you must select the enemy who you
will be attacking with another press of the A button.  Once you start your
attack, you must watch your players animation carefully, and correctly time
a third press of the button for extra damage.  The timing for such attacks
is dependant on the weapon your character is using.  More information will
be provided in the character section.
       In addition to using the A button for added offensive power, you may
use to A button for added defensive power.  By timing the press of the A
button in accordance to your enemies attack, you can reduce the amount of
damage taken for the hit.  Press the A button just before you character
would ordinarily reel back from the hit.

B: Dodge or Run away - When you press the B button, you have a choice in
Dodging the attack or Running away.  If you choose to Dodge, your character
will remain in a defensive position until his next turn.  During that time,
any attack to that character will cause only a fraction of the normal amount
of damage that attack would cause.  If you choose to Run away, your character
has a certain chance to get out of a fight.  If one character runs away from
a fight, all of your characters do.  Bosses and other important battles may
not be ran away from.

Y: Special - Pressing the Y button activates that particular character's
Special menu.  The character may select any highlighted spell with the Y
button, and cast it at the enemies (or at your party, depending on the spell).
Different spells require varying amounts of flower points, and different
additional button presses to augment the affect of the spell.  Details on
those buttons will be provided in the character section.  It is important to
note that your characters SHARE the flower points throughout the game.  If
one character uses 6 flower points for a spell, there will be 6 less flower
points for everyone to use, until the oppertunity comes to raise them again.

X: Item - When you press the X button, your item selection menu will pop up.
you may scroll through your items by pressing up and down on the current
window, or by pressing left and right to see other windows.  You select an
item with the X button, and if the item requires you to select a friend or
foe to use it on, you select that person with the X button as well.  The item
will then be used.  On occasion, you might be granted an extra use of that
item when the message, "Get a freebie" appears.

After you defeat an enemy, there is a chance that a flower will pop out and
give you a bonus.  The bonus depends on what words appear when you catch the
flower.  The possibilities are:
HP Max - fills your HP completely      Attack up - Doubles your attack power
Defense up - Doubles your defense      Once again - Gives you another turn.
Lucky - Gives you a chance to double your earned Experience Points or Coins.
       The game is like three card monte, and it's random.

PART II) Who are the players?
-------------------------------- MARIO --------------------------------------
The main character, Mario is the "hero" throughout the game, and the
"leader" of your party.  You start with him, and you must always have him
in your party.
Mario's Weapons:
Punch - Press the A button just before the first punch starts to get
       one or two more added on, depending on the glove.
Hammer - Press the A button just before the first swing of the hammer
        begins to get additional hits.
Turtle Shell - Press the A button just as you begin to kick the shell
              for more damage.
Mario's Specials:
Jump (3 FP) - Mario jumps on enemy.  Press Y just before contact to get
             additional damage.
Fire Orb (5 FP) - Mario blast enemy with little fireballs.  Push Y rapidly
                 to get more fireballs out.
Super Jump (7 FP) - Like Jump, only now you can continuously press Y to get
                   theoretically unlimited jumps in.  The timing becomes
                   much more difficult, the more jumps you get in.  The
                   correct timing is just before contact with enemy.
Super Flame (9 FP) - Like Fire, only bigger fireballs (more damage)
Ultra Jump (11 FP) - Like Super Jump, only Mario will jump not just on the
                    enemy selected, but on all enemies present (randomly)
Ultra Flame (14 FP) - Like Super Flame, only fireballs don't just hit enemy
                     selected, but all enemies present (randomly)

-------------------------------- MALLOW -------------------------------------
As in Marsh?  Mallow is not a frog.  You know it, the game even knows it, but
Mallow appearantly doesn't know it when you find him.  Mallow is the adopted
"grandchild" of Frogfucius.  Mallow is strong willed, determined, and
friendly, although lacking some common sense and is easily upset.  Mallow's
true origins are revealed during the game.
Mallow's weapons:
Punch - Like Mario, Mallow wields his fists.  Timing for A is the same.
       Just before the first punch gets going, press A for a second.
Stick - Again, like Mario's hammer, press A right at the start of the first
       swing for a second whack.
Cymbals - Completely original with the auditory attack, press A right when
         Mallow clashes the cymbals together to hit the enemy with the
         extra resonance.
Mallow's specials:
Thunderbolt (2 FP) - Lighting hits all enemies.  Press the Y button a little
                    before the animation ends for an additional shock.
HP Rain (2 FP) - Cures one of your friends.  Press Y just before the cloud
                stops raining for bonus healing.
Psychopath (1 FP) - Give you information about the selected enemy's remaining
                   HP and potential weaknesses it may have.
Shocker (8 FP) - Electrocute one enemy.  Press Y just before the animation
                is over for additional damage.
Snowy (12 FP) - Drop a big snowman on the enemies.  Rotating the control pad
               during the animation can increase damage potential.
Star Rain (14 FP) - Drop stars on the enemies.  Press Y just before it hits
                   for continued bouncing (Like Mario's Jump)

-------------------------------- GENO ---------------------------------------
Using the body of a wodden doll, Geno is a "spirit" from Star Road whose job
is to ensure the recapturing of the 7 star pieces so that wishes may be
granted once more.  By far one of the best "magic-users" in the game.
You need to be more careful to time Geno's A attacks.
Geno's weapons:
Punch - As usual, press A just before the first punch goes off for more
       damage or punches.
Gun - To get the bonus attack for shooting, you must press the A button
     before anything is fired.  This is includes the Rocket Punch.  There
     is usually animation of Geno sticking his arm out first.  This is
     when you need to press A.  No later.
Geno's specials:
Geno Beam (3 FP) - This releases a burst of energy at one enemy.  Hold down
                  the Y button until there are three stars at the bottom
                  for the most damage.  Don't hold the Y button past the
                  three stars or you'll only do the first level of damage.
Geno Boost (4 FP) - A great spell, this allows you to raise the Attack power,
                   and with a properly timed push of the Y button, the
                   defense power of one friend.  In order to get the
                   additional defense, you must push Y just as the arrow
                   animation is about to end.
Geno Whirl (8 FP) - A blast of energy nails one enemy.  Press Y just before
                   contact to get extra damage.
Geno Blast (12 FP) - Like the Geno Beam, you must hold Y to store power.
                    Unlike the Geno Beam, this one hits them all.
Geno Flash (16 FP) - Like the Geno Blast only better.  One of the strongest
                    spells in the game.

------------------------------- BOWSER --------------------------------------
The bad @$$ king of Koopas eventually "employs" you to his Koopa Troopa
army for his selfish attempt to reclaim his beloved palace.  A terrific
and powerful fighter.  Some of the funniest attack animation as well.
Bowser's specials are good for defeating skeleton turtles.
Bowser's weapons:
Claw - The same as any other punch.  Press A just before the first slash.
Chain - Bowser swings a Chomp and later a spiked ball at his enemies.  Press
       A just after Bowser lets the chain lose for bonus damage upon contact.
Glove - This particular weapon allows Bowser to chuck Mario at an enemy!
       Press A during Mario's first flight through the air to allow Bowser
       an additional throw.  What a team up!
Bowser's specials:
Terrorize (6 FP) - Hurts and potentially scares all enemies.  Rotate the
                  control pad while the ghost is on the screen for a better
                  affect.  Destroys all skeleton turtle enemies (may miss
                  them though)
Poison Gas (10 FP) - Like terrorize, only stronger and potentially poisons
                    all enemies.
Crusher (12 FP) - Raises a spiked rock from underneath the ground of one
                 enemy.  Press Y just before contact for more damage.
Bowser Crush (16 FP) - Causes a giant mecha-koopa to bounce across the enemy.
                      Rapidly pressing Y increases damage potential.
                      (Vaguely remenisent of Frog's frog spell in Chrono
                      Trigger, don'cha think?)

-------------------------------- TOADSTOOL ----------------------------------
The fair princess herself sneaks out from her castle after she's been rescued
to aid Mario in his quest.  She is the ultimate healer, but not much of a
fighter.  Good to use against enemies that do a lot of damage, but don't
need a lot of fighting against to defeat.
Toadstool's weapons:
Gloves - Same as punch.  Press A just before first slap.
Parasol - Kind of like Mallow's Cymbals.  If you press A just before the
         first strike conects, the parasol will open for more damage.
War Fan - Again, same as Mario's Hammer, or the like.  Press A just before
         the first hit for an additional hit.
Toadstool's specials:
Therapy (2 FP) - Heals one player.  Pressing Y towards the end increases
                health recovery
Group Hug (4 FP) - Heals whole group.  Pressing Y towards the end increases
                  health redovery
Sleepy Time (4 FP) - Puts one enemy to sleep.  Rotating the control pad
                    increases chance of success.
Come Back (2 FP) - Revives one friend back to %50 energy.  Pressing Y
                  towards the end increases health recovery.

Mute (3 FP) - Like Sleepy Time, only it prevents an enemy from casting
             spells at you.
Psych Bomb (15 FP) - Toadstools one true offensive spell.  Keep tapping Y
                    to drop more bombs on the enemy.

PART III) The game
-------------------------------- CHAPTER 1 ----------------------------------
Bowser's Keep:
- The game starts off like you'd expect it to.  Mario chases after Bowser in
 his clown-copter device from Super Mario World.  Mario runs into the Keep.
 You will encounter several enemies before reaching Bowser.
BOSS: Bowser - Bowser actually isn't your target.  The princess will point
     out to you that you must strike the chain holding Bowser's chandelier.

Mario's Pad:
- After some animation you will fall through the pipe/chimney of your house
 with Toad waiting for you.  Press jump (B) to get off the wall.
- Touching the mushroom lamp will cause Mario to sleep, restoring you.
- After talking to Toad, he will run through several initial lessons about
 the game and how to fight.
- You will be allowed to return to Bowser's Keep, but you will be sent back
 home.  Toad will be waiting inside for you, and he will ask you to go see
 the