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Paper Mario 2: The Thousand-Year Door for Nintendo Gamecube
FAQ/Walkthrough Guide Written by DarthMarth
Version 1.00
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1. Table of Contents (press Ctrl+F and type in the code next to the section to
jump to it. On Mac browsers, use Command+F.)
---
1. Table of Contents (you’re reading it)
2. Introduction -Intrd-
3. FAQ -Frakq-
4. The Basics of PM2 -TbPM2-
5. The Partners -Thprt-
6. Walkthrough -Wkthr-
a. Prologue: A Rogue’s Welcome -Prolg-
b. Chapter 1: Castle and Dragon -Chap1-
c. Chapter 2: The Great Boggly Tree -Chap2-
d. Chapter 3: Of Glitz and Glory -Chap3-
e. Chapter 4: For Pigs the Bell Tolls -Chap4-
f. Chapter 5: The Key to Pirates -Chap5-
g. Chapter 6: 3 Days of Excess -Chap6-
h. Chapter 7: Mario Shoots the Moon -Chap7-
i. Chapter 8: The Thousand’s Year Door -Chap8-
7. Sidequests -Sdequ-
8. The Tattle Log -Ttalg-
9. The Badges -Thbdg-
10. The Star Pieces -Tstpi-
11. The Shine Sprites -Shspr-
12. The Items -Thitm-
13. Shop Listings -Splst-
14. Cooking -Cokng-
15. Star-Powered Attacks -Srpwa-
16. Legal Information –Legin-
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2. Introduction (Intrd)
Welcome to my third and hopefully best yet full FAQ/Walkthrough for one of my
favorite games ever and the sequel to another of my favorite games ever: Paper
Mario 2: The Thousand-Year Door! In such an elaborate game filled with
sidequests and things to collect and do, you’ll probably want a guide to help
you keep your papers in order (was that original or what?) as you progress
through the game. This guide is especially made for the completist player who
wants to do everything this game has to offer. As always in my
FAQ/Walkthroughs, I’ll attempt to answer every question you could possibly have
about the game in here. If I don’t or you have corrections, you can E-mail me
at
[email protected]. Helping me would be greatly appreciated!
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3. FAQ (Frakq)
Q: Why do you write *BOOM* every time you type "partner?"
A: It's an inside joke from the PMS board.
Q: Why won't the mayor in Fahr Outpost let me use the cannon?
A: Make sure you've visited the Thousand-Year Door with the Garnet Star and
learned about the cannon from Frankly. Also, Bobbery should be your active
partner.
Q: What's the point of the Gold Bars?
A: They're for storing Coins. (In case you didn't notice, they can be bought
and sold for nearly the same amount)
Q: There's a green rat in the harbor who wants me to give him a hundred coins.
Is he just scamming me?
A: If you give him coins, he gives you triple the amount you gave later in the
game. It's a pretty good deal if you can get the coins early in the game.
Q: What happens when I read the ghost's diary in Chapter 6?
A: It's surprisingly boring, and you get a game over. If you want to read it,
save first.
Q: X told me to go to the "watering hole." Where is that?
A: For those of you non-slangers, he means the juice bar.
Q: How do I get on the rooftops in East Rogueport?
A: To get on the roof, first use Yoshi to cross the canal in front of the
trouble center. Then jump up the crates you see to reach the rooftops. (You
have to cross the canal again to reach most of the things up here)
Q: My question isn’t answered in here!
A: E-mail me at
[email protected] or post your question on the GameFAQs
message
boards. If you e-mail me, please put "Paper Mario 2" somewhere in the e-mail
title or it will likely be deleted.
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4. The Basics of PM2 (TbPM2)
For veterans of Paper Mario, getting used to TTYD should be very easy. However,
I'm including this section to introduce new fans of the series to the basics.
(Note: the partner descriptions are also in here at the end) So, with further
ado, let’s get on to the combat system! But first, the controls out of battle!
>>>>>>>>>>>>>>
FIELD CONTROLS
<<<<<<<<<<<<<<
Control Stick: Move. You should have been able to guess this. The control stick
is used to move Mario, or move the cursor in menus.
A Button: Jump, Talk, Action. Jumping has always been Mario's most basic
action, letting him cross short gaps or scale short ledges. Once Mario has the
Super Boots, you can press A in midair to do a Spin Jump which shakes the
ground and can find hidden panels. Once you have the Ultra Boots, hold A and
rotate the control stick until Mario folds into an accordion, then release it
to do a Spring Jump to send him flying into the air. If you press A near an
NPC, you can talk to him/her. Pressing it near a door or something does a
context-specific action. (Such as opening the door) It's used to make
selections in menus.
B Button: Hammer. B uses your Hammer. On the field, it's good for making first
strikes and smashing things. Once he upgrades his Hammer, hold B and rotate the
control stick to make Mario wind up. Release B to use a devastating spin
attack. (the Super Hammer can break huge blocks and the Ultra Hammer can break
stone blocks in this way) In menu screens, it's used to cancel selections.
X Button: Field skill. This button makes your active partner use his/her field
skill.
R and Y Buttons: Paper abilities. These buttons activate Mario's various paper
abilities, like Paper or Tube Mode.
Z Button: Stat display. Pressing Z toggles the stat display on the top of the
screen and displays the D-pad shortcuts. It also lets you back up through text.
Start Button: Menu. As usual in mist games, pressing start opens the Menu
screen.
D-Pad: Menu shortcuts. Pressing the D-pad takes you to various useful parts of
the Menu. D-Up jumps to Mario's gear screen, Left to the Party screen, Down to
the Journal Screen, and Right to the Badges screen. Memorize the shortcuts to
save time in navigating menu screens.
L Button: ORAEO TIEM!!11!11!1!111!!. Tihs butotn mkaes teh oraeos
appaer!!1!1!!! Actually, it just displays your stats at the top of the screen.
>>>>>>>>>>>>>>>
PAPER ABILITIES
<<<<<<<<<<<<<<<
As mentioned above, Mario can be "cursed" with 4 different abilities over the
game in hilarious cutscenes that let him use his... Paper-ness to the fullest.
Plane Mode (Rogueport Sewers): Once Mario gains this ability early in the game,
you can press Y on stone airplane panels to make Mario fold himself into (what
else?) a paper airplane! He can then glide long distances and cross obstacles.
While gliding, press back (the direction you aren't going) to level out and
lose speed or forward to dive but gain speed. Balance the use of the two
buttons to glide as far as possible. He switches back to normal when you hit
something or press B.
Paper Mode (Hooktail Castle): With this ability, hold R anytime to make
Mario...turn sideways. Why does he need to be cursed for that? Anyway, with
Paper Mode, he can slip though narrow places, like tight cracks between walls
or bars.
Tube Mode (Twilight Town): Hold R and rotate the control stick clockwise to
enter Tube Mode, which makes Mario roll into a tube and be able to get under
low overhangs. (Unfortunately, you can't look through him) Press B to change
back.
Boat Mode (Pirate's Grotto): Press Y on a wooden boat dock to enter boat mode,
which folds Mario into a boat and lets him sail on water. Press Y again near
another dock to change back.
And now, it's...
>>>>>>>>>>>>>>>>>
THE COMBAT SYSTEM
<<<<<<<<<<<<<<<<<
Paper Mario's combat system is turn-based, but it has a lot of real-time
elements in the form of the action command, which lets you block or dodge enemy
attacks or make your own attacks stronger. To block an attack, hit A right as
it hits you to make it deal 1 less damage, more if you have a Damage Dodge
Badge. If you hit B with even better timing as you're stuck, you'll Superguard,
which negates an attack and deflects it back at the attacker for 1 defense-
piercing damage. It can even deflect some projectile attacks. Mastering the
Superguard (or at least the Guard) is essential for winning in battles. Enemies
(and later, Mario) can also have innate defense ratings that reduce the damage
they take from most attacks by their defense. And now...
>>>>>>>>>>>>>>>
THE TURN SYSTEM
<<<<<<<<<<<<<<<
There are 3 rounds of each turn: Mario, his partner, and the enemy.
Mario has many options for his turn. He can use his Jump or Hammer (this
includes special attacks), an Item, one of his Star Powers, or a Tactic. The
Tactics are Appeal, which refills some of your Star Power, Defend, which raises
defense for 1 turn, Switch Partner, which is self-explanatory, and Run Away.
(Also self-explanatory; mash A to increase your chances of running but be aware
that this makes you lose coins) His Jump and Hammer commands are his basic
attacks and will be described shortly. The action command for the Hammer is to
hold the control stick to the left until the meter fills and the white star
lights up, at which point you should release it immediately.
BASIC HAMMER ATTACKS
Hammer: 2/4/6 damage to front ground enemy
Action Command: Hold the control stick left and release it when the red circle
lights up
Style Command: Hit A as Mario strikes the target to make him backflip; hit it
again with great timing right as he lands for even more appeal
Mario's Hammer is best used on spiked/fiery enemies and/or ones with high
defense. It does more damage per hit than the jump attack, but can only hit
ground enemies. (And only the frontmost one) Also, it becomes outclassed by the
jump attack if Mario boosts his attack power, since both hits of the jump
attack are powered up.
Super Hammer (2 FP): 4/6 damage to front ground enemy, 1 unchangeable damage to
all ground enemies behind it
Action Command: Hold the control stick left and release it when the red circle
lights up
Style Command: Hit A with perfect timing a few seconds into the spin (the
Timing Tutor Badge is the only way to find it)
The Super Hammer is a spin attack that works much like the Hammer attack, but
sends the target flying back and crashing into everything behind it for more
damage. You probably won't find yourself using it too often. Needless to say,
you need the Super Hammer to use it.
Ultra Hammer (4 FP): 6 damage to front ground enemy, 3 unchangeable damage to
all ground enemies behind it
Action Command: Hold the control stick left and release it when the red circle
lights up
Style Command: Same as Super Hammer
This move is a stronger version of the Super Hammer attack, doing more damage
to enemies behind the target. You need the Ultra Hammer to use it.
BASIC JUMP ATTACKS
Jump: 1 + 1/2 + 2/3 + 3 damage
Action Command: Press A as Mario jumps onto the enemy to bounce, press A again
as he lands on enemy again from bounce
Style Command: Press A at height of bounce, if second action command was done
his A at height of rebound
This is Mario's basic jump. It can target any enemy, but is ineffective against
enemies with high defense or spikes/fire. It's best used to clip the wings of
flying enemies or take out dangerous enemies in the back. As you get Badges
like Power Plus or P-Up, D-Down, Mario's jump becomes better since they power
up both hits of it. If you have the Jumpman Badge, a few Power Plus Badges,
maybe the All or Nothing Badge, and of course the Spike Shield Badge, you can
compose your attacks completely out of Jumps, since you'll be doing at least 10
total damage per attack. (At the time I write this, Mario does 7 damage with
each hit of his regular Jump Attack. Try telling me I need my Hammer)
Spin Jump (2 FP): 2 + 3/3 + 5 damage
Action Command: Press A as Mario jumps onto the enemy to Spin Jump
Style Command: Press A as Mario is nearly at the highest point of his jump at
the enemy, not his Spin Jump
The Spin Jump is a slightly stronger version of the Jump attack you get with
the Super Boots. Use it if you need a little extra power in your attacks.
Spring Jump (4 FP): 6 + 5 damage
Action Command: Press A as Mario jumps onto the enemy to bounce
Style Command: Press A as Mario hits the enemy with the second hit of the
attack, then again at the highest point of his rebound
This powerful move can only be used with the Ultra Boots. It sends Mario flying
high into the air. Watch his shadow on the ground so you can know when he's
about to land and do the action command for massive damage.
---
You partner's turn is much like Mario's, but they only have their abilities,
Items, and Tactics available. Partner's abilities are different for each one.
Note that you can switch Mario and his partner's turn (and positions) by
pressing Z before either have attacked.
After Mario and his partner have gone, your enemies have a turn. Be ready to
guard! In TTYD, enemies can also carry items, which they may use on their
turns. Focus your attacks on enemies carrying items; some of them can be brutal
such as Sleepy Sheep! (You have a very small chance of getting an unused item
from a battle after winning)
Speaking of Sleepy Sheep, many enemies and/or items in the game can temporarily
induce status effect which mess with a character's stats or ability to fight.
The effects of the status effects and their corresponding icons are listed
here:
Allergic ("Not allowed" symbol): Cancels all other status effects
Asleep (Sheep): Can't move, act, or block, ends when damage is taken
Attack Up (Angry face): Raises attack power
Burned (Flame): Takes 1 fire damage after every turn
Charged (Flashing rainbow colors): Next attack does more damage
Confused (Brown swirl): Makes character do random things
Defense Down (Diamond and down arrow): Defense is lowered
Defense Up (Diamond and up arrow): Defense is raised
Dizzy (Blue swirl): Attacks may miss
Dodgy (Red cape): Can dodge some attacks
Electrified (Lightning bolt): Direct attackers take 1 lightning damage,
prevents attacks from Swoopers and Fuzzies
Fast (X2): Takes 2 actions per turn
Frozen (Light blue hexagon): Can't move, act, or block, takes 1 damage when
thawed
HP Recover (Yellow HP with up arrow): Recovers 2 HP per turn
FP Recover (Green FP with up arrow): Recovers 2 FP per turn
Huge (Large face): Attack power is raised by 2
Immobilized (Stop watch): Can't move, act, or block
Invisible (Face behind glass): Avoids all attacks
KOed (Character has fallen down): Can't battle at all
Payback (Red curved arrow): Returns 1/2 damage to direct attackers
Poison (Purple skull in green square): Takes 1 damage per turn
Slow (Sad purple face): Can only attack every 2 turns
Tiny (Tiny face): Attack power is lowered by 2
Now, a few other things about the battle system:
First Strikes: By attacking enemies in the field, you can get a first strike,
which lets you attack the front enemy before the battle even starts! It's a
great advantage, but the enemy has it too! (Unless you put on the Chill Out
Badge)
>>>>>>>>>
THE STAGE
<<<<<<<<<
A completely new addition to PM2 is that battles now take place on a stage,
complete with backdrop and an audience. This changes the battle system in
numerous ways.
Firstly, your audience will grow and shrink depending on how you battle.
(Defeating enemies easily and doing action commands makes it grow; missing
action commands or getting hit a lot makes it shrink) The number in the lower-
right corner shows how many people are in your audience. Initially, there can
be up to 50. The number of people the battle theater can seat increases by
increments of 50 every 10 levels Mario gains. Anyway, the point of having a big
audience is to get Star Power! The bigger your audience, the more Star Power
you'll get for doing just about anything. Appealing and doing Stylish Moves (by
hitting A at specific times during regular moves) boost it the most. This is
essential as you start getting moves that take up more Star Power. Your
audience may also throw things. When you hear an audio cue and a yellow-and-
black icon with the X button on it appears, quickly look in the audience. If
someone is holding something good (like a heart, flower, coin, or item) above
their head, do nothing and let them throw it to you. If it's something painful
(like a rock or can) hit X to kick the bum out! Also, certain audience members
have different, unique abilities. Here are all the ones I've noticed:
Luigi: Throws increasingly good items as the battle goes on
Toad: Tends to throw beneficial items
Dull Bones: Doesn't give any Star Power
Bulky Bob-omb: Takes up 2 seats (decreasing the size of your audience),
occasionally explodes and scares away audience members
Shy Guy: Occasionally runs backstage and drops things on either side, doing
damage and/or inflicting status effects. Be prepared to block when you see one
doing this!
Boo: Random makes battlers invisible
Crazee Dayzee: Puts all audience members around it to sleep, preventing them
from giving Star Power
Puni: Runs away from loud noises
X-Naut: Gives less Star Power, tends to throw rocks or cans
The backdrop also comes into effect. It's quite flimsy, and will often
collapse. Be prepared to block when you see it wobbling and hear creaking!
Things can also randomly drop from the sky, doing damage if unblocked and
invoke status effects. (They also sometimes drop onto the audience, scaring
some of them away)
One other thing distantly related to the stage system is the Slot Machine Meter
that appears in the top right part of the battle screen. An icon is added to
the meter every time you strike an enemy and succeed with the Action Command.
If the first two icons don't match, the meter is reset. If they do, pull off
another action command for some Slot Machine mayhem!!1!1!!1!! The two matched
icons appear and a third dial spins. Hit the A button with precise timing to
match the 3 icons up to make something huge happen! (Although the wheel moves
so fast this is pretty much impossible) Depending on what you matched, you'll
get one of the following effects. Except the last one (which you should avoid
getting at all costs), matching 3 icons also fills your theater to capacity for
the rest of the battle.
Mushroom: Fully refills the HP of you and your partner
Flower: Fully refills Mario's FP
Star: Fully refills Mario's Star Power
Shine Sprite: Fully refills HP, FP, and Star Power
Poison Shroom: Halves HP, FP, and Star Power and makes audience leave
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5. The Partners (Thprt)
>>>>>>>>>
GOOMBELLA
<<<<<<<<<
Goombella is Mario's very first partner. She is a smart, if slightly sassy,
Goomba girl who has come to Rogueport to look for Professor Frankly. She
specializes in attacking air enemies, and, of course, finding out information
on enemies with Tattle. Her field skill tells you everything she knows (which
is plenty) about the current area. Using it in front of a person or object
tells you about it instead.
HP: 10/20/30
---Abilities---
Headbonk: 1 + 1/2 + 2/3 + 3 damage to any non-spiked/fire enemy
Action Command: Hit A just before striking target
Style Command: Hit as Goombella jumps
Headbonk is Goombella's most basic attack. It works exactly like Mario's Jump
and is best used on flying or low-defense enemies.
Tattle: Adds target to your Tattle Log and reveals its HP permanently
Action Command: Press A as the small cursor aligns with the big one
Style Command: Hit A right after aligning cursors and making them disappear
Tattle is a very useful move that tells you everything you'll need to know
about the target. It's recommended you Tattle on every new enemy you find.
Super Ability-Multibonk (3 FP): 2 + 1 + 1.../3 + 2 + 1 + 1...
Action Command: Hit A just before striking target
Style Command: Same as Headbonk
Multibonk is an extremely deadly move that lets you repeatedly Headbonk the
target until you miss the Action Command, allowing for potentially unlimited
damage. Note that the attack does less damage with every hit; use some Charges
beforehand to boost the move's power to insane levels.
Ultra Ability-Rally Wink (4 FP): Enables Mario to act again
Action Command: Mash A or B to fill gauge, whichever one is shown
Style Command: Press A about a second or so after Goombella winks
This ultra-useful Ultra Ability gives Goombella's turn to Mario, which is very
good if he's doing lots and lots of damage. When doing the action command, pay
attention to which button is enlarged; mashing the other one empties the gauge.
>>>>>
KOOPS
<<<<<
Koops is your newfound Koopa partner. He's a timid Koopa who first joins Mario
to defeat Hooktail, who killed his father, and impress his girlfriend Koopie
Koo. He also has quite a useful field skill. Hitting X sends him shooting out
forward. He'll strike any enemies/switches or grab any items he hits. (And with
items, return them to Mario) It's great for long-ranged first strikes as well
as going places Mario can't. Also, if you hold X, Koops will continue to spin
in one place. Mario can then do anything he wants while keeping Koops spinning
as long as you hold X. Release X to make him shoot backwards even farther than
he was shot forwards. This lets you remote-control him to hit some switches.
When battling, Koops excels at hitting ground enemies. Also, because of his
shell, Koops innately has 1 Defense, which offsets his low HP.
HP: 10/15/25
---Abilities---
Shell Toss: 2/3/5 damage to front ground enemy
Action Command: Hold the control stick left and release when it passes through
the red circle
Style Command: Hit A as Koops strikes the target to make him spin on his shell;
hit it again as he's slowing and about to stop spinning for even more appeal.
Koops' Shell Toss works much like Mario's Hammer attack. Since it's a hit and
run, it ignores any effects the target may have on it.
Power Shell (3 FP): 2/3/5 damage to all ground enemies
Action Command: Hold the control stick left and release when it fully fills
Style Command: Press A as Koops returns to regular position after attack to
make him handstand; press it again about 2 seconds later for more appeal.
This move works like Shell Toss, only hit hits all ground enemies for
relatively little FP. When fighting hordes of weak enemies, this move is
probably your best bet.
Super Ability-Shell Shield (4 FP): Protects Mario from a 6?/8 damage
Action Command: Hit A as the needle passes through the red area
Style Command: Press A as shell is falling, right before it covers Mario
Koops can pull a giant shell out of somewhere and put it over Mario to protect
him from a set amount of damage, depending on how well you did with the action
command. It's unlikely you'll get the numbers above very often, since the
timing is so hard to pull off.
Ultra Ability-Shell Slam (6 FP): 6 damage to all ground enemies, pierces
defense
Action Command: Flick the control stick to the left repeatedly
Style Command: Same as Power Shell
This stronger version of Power Shell does more damage and, if you're
successful, ignores defense, which is great for heavily armored enemies. The
action command is very hard, however. I've been able to achieve results by
turning the controller 90 degrees counterclockwise (so the control stick is on
the bottom) and using your pointer finger to flick the control stick rapidly.
>>>>>>>
FLURRIE
<<<<<<<
Flurrie is an aristocratic wind spirit, and former drama queen. She has set up
an incongruous house in the Boggly Woods to rest, and is a friend to the Punies
there. In battle, Flurrie has a wide variety of moves that can be potentially
quite good, but have some very difficult action commands. She's also good at
taking damage with her high HP. Her field skill is to send a powerful blast of
wind forward as long as you hold X. The wind can stun enemies or blow certain
objects away, which often reveals secret passages.
HP: 15/25/35
---Abilities---
Body Slam: 2/4/6 damage to any non-spiked/fire enemy, including ones on the
ceiling
Action Command: Line up the two targeting cursors with the control stick
Style Command: Hit A right as Flurrie hits the ground after slamming the enemy
With this move, Flurrie uses her giant...stage presence to slam down on an
enemy. It's a powerful move that can hit almost anything, including enemies
clinging to the ceiling.
Gale Force (4 FP): Attempts to blow enemies out of battle
Action Command: Hold and release A with rhythm according to the meter
Style Command: Press A immediately after Flurrie stops blowing wind
Gale Force uses Flurrie's wind powers to blow enemies off the field. It you
fill the meter enough (it takes practice to know when to hold and release it,
and you aren't given time to completely fill the meter), this move could end
the battle instantly. (I'm pretty sure that enemies blown away don't give Star
Points)
Lip Lock (3 FP): 4/6 damage, heals 4/6 HP to Flurrie
Action Command: Hold A only when the Star is lit up
Style Command: Press A as soon as you hear the sound indicating how well you
pulled the action command off
This disgusting move has Flurrie give an enemy a huge, wet kiss to both do
damage and heal her own HP. If you use Flurrie to take damage (which is a good
idea), this move is essential. The Action Command is very hard to do, however.
(There is no rhythm as in Gale Force)
Dodgy Fog (4 FP):
Action Command: Tilt the control stick in the directions shown with perfect
timing as each icon lights up
Style Command: Press A after Flurrie raises her arms and creates the fog cloud
Flurrie's Ultra Ability surrounds Mario in a cloud of fog...Dodgy Fog. This
gives him a chance of evading attacks for the next few turns, which can be good
against a dangerous foe. The action command determines the duration of the
move, but it's nearly impossible to do. The proper timing is to press the
control stick a fraction of a second after you hear the beeping noise that each
icon makes when it lights up. It takes a lot of practice.
>>>>>
YOSHI
<<<<<
Where would Mario be without his trusty Yoshi? In Paper Mario 2, he finally
gets one of the little dinosaurs as a partner. This Yoshi is a newborn who
hatches in chapter 3, but he's already hot-tempered and energetic. I'm calling
him Yoshi, but you actually get to name him yourself after he hatches. Also, he
insists on calling you my your Glitz Pit nickname, The Great Gonzales. Yoshi
has some powerful battle abilities that mostly involve the shoulder buttons,
and are good at hitting enemies multiple times. His field skill, obviously, is
to let Mario ride him! (Which is amazing, considering Mario is twice his size)
While riding Yoshi, Mario travels much faster, making travel easier. (He can't
do anything except move around, though) If you hold A while moving, Yoshi does
a flutter jump, which lets him cross wider horizontal gaps than Mario can. It
has no vertical jumping power, however.
HP: 10/20/30
Ground Pound: 1 + 1 + 1 + 1/1 + 1 + 1 + 1 + 1/1 + 1 + 1 + 1 + 1 + 1 damage to
target non-spiked/fire enemy
Action Command: Mash R
Style Command: Hit A right after the meter disappears, right before Yoshi spins
and ground pounds, hit A again right as he is bouncing back to the ground
This move is Yoshi’s basic attack. It deals great damage spread over many hits
that decrease in power, making it useless against enemies with even low
defense. It’s one of the strongest abilities in the game if you raise Yoshi’s
attack power, though. (If you do, each successive hit does 1 less damage until
they all do 1 again) The action command is one of the toughest to do; I’ve
found that turning the controller so the side with the R button is closest to
you. Hold it in your right hand and use your thumb to mash R. (You don’t have
to press it all the way every time, just so that it clicks) Celbi10 writes that
you should also try to keep it close to clicking so you can minimize how far
you have to move it and thus press it more times.
Gulp (4 FP): 4/5/6 defense-piercing damage to target, 4/5/6 defense piercing,
non-alterable damage to ground enemy behind target
Action Command: Hold R and release it when the star lights up
Style Command: Press A right after Yoshi spits the target out
Gulp is Yoshi’s signature and most powerful attack. He can swallow almost any
enemy (except huge ones) and spit them out, doing heavy damage both to the
target and the next ground enemy behind it. Even better, the damage pierces
defense, and is the only way to defeat the Armored Harriers! The only thing
keeping this move down is its relatively high FP cost, but other than that,
it’s a great move!
Super Ability-Mini-Egg (3 FP): 1 + 1 + 1/1 + 1 + 1 + 1 to random enemies, has a
chance of shrinking anything hit
Action Command: Press A as the meter passes through each circle
Style Command: Hit A right after throwing last egg
Mini-Egg is another powerful attack move that can shrink enemies, reducing
their attack power. It’s a very useful status effect, and the attack itself can
be insanely deadly if you use Badges or something to boost Yoshi’s attack
power, since every egg gets stronger. With 2 Power Plus P Badges at Ultra
level, you can do 12 damage per attack!
Ultra Ability-Stampede (6 FP): 1 + 1 + 1 + 1 + 1 + 1 damage to all ground
enemies
Action Command: Alternately hit L and R
Style Command: Press A immediately after Yoshi whistles
The powerful Stampede attack calls a herd of Yoshis to race across the field
and trample every ground enemy for heavy damage. Koops' Power Shell is probably
better, though, unless you can boost Yoshi's attack power. If you do, the first
hit of Stampede is fully boosted, and each consecutive hit does 1 less damage,
making the move much stronger.
>>>>>>
VIVIAN
<<<<<<
Vivian is the youngest of the 3 Shadow Sirens, Grodus' ghostly femme fatales.
She has a bit of an inferiority complex, probably because she's constantly
pushed around and punished by her older sister Beldam and moaned at by her
other sister Marilyn. She eventually gets fed up with this treatment and joins
Mario when he shows her an act of kindness in Twilight Town. (Or course, the
fact that his identity had been stolen so she had no idea who he was also
helped) In battle, Vivian is a master of fire and evasion moves. Her field
skill will be recognizable to players of Paper Mario. It pulls Mario down into
the shadows, where he's invisible and invincible. Things like enemies and
spikes pass through him in this state.
HP: 15/20/30
Shade Fist: 3/4/5 damage, may set target on fire
Action Command: Hit the button that is displayed
Style Command: Press A as Vivian is about to reappear from the ground after
attacking
Shade Fist is a useful attack move that can hit any enemy for decent damage and
do more over several turns by setting it on fire. The action command requires
quick reflexes.
Veil (1 FP): Protects Mario from all attacks for 1 turn, but loses next turn
Action Command: Hit the buttons in the displayed sequence
Style Command: Press A as Vivian is returning to her position after the move
ends
This move is like Vivian's field skill, only in battle. Since you lose a turn
after the move is finished, it's only useful for avoiding charged attacks.
Super Ability-Fiery Jinx (6 FP): 4/5 damage to all enemies, pierces defense,
may set them on fire
Action Command: Hit each button as it is displayed
Style Command: Press A right as Vivian stops waving her finger
Fiery Jinx works like Shade Fist only it hits every enemy, making it very
powerful. It's the second-best move to hit all enemies; only Bob-ombast is
better. (Although Fiery Jinx is more desirable against armored enemies)
Ultra Ability-Infatuate (4 FP): Attempts to confuse all enemies
Action Command: Press A the instant a heart appears over an enemy
Style Command: Press A as soon as the action command for the final enemy is
pressed
Infatuate has Vivian attempt to confuse all enemies by blowing kisses at them.
The action command is hard to time, but it's a powerful attack when it works.
>>>>>>>
BOBBERY
<<<<<<<
Bobbery *BOOM* or should I say, Admiral Bobbery, is your new Bob-omb partner.
He's also my personal favorite because of his incredibly high HP and attack
power. He specializes in explosions of all types, and is always willing to blow
himself up for Mario's cause. He is a great partner to keep in front because
he's such a tank with his massive HP. His field skill also makes him blow up.
Mario first throws him, letting him land on ledges, then he walks a few steps
forward before exploding. You can make him blow up any time by pressing X
again.
HP: 20/30/40
---Abilities---
Bomb: 4/5/6 damage to front ground enemy, 1 bonus to fire enemies
Action Command: Hold A until the star lights, then quickly release it
Style Command: Hit A as Bobbery is bouncing after exploding and returning to
your side of the field
Bomb is Bobbery's basic attack, and is very powerful. It can only be used on
the front ground enemy, but does great damage and is good against fiery enemies
or ones with high defense. Its action command is also very easy to do.
Bomb Squad (3 FP): 3 + 3 + 3 damage in areas of effect
Action Command: Hit A with good timing
Style Command: Press A shortly after last bomb is thrown (hard to do)
This weird move throws 3 time bombs at the enemies that explode at the end of
the next round, damaging everything near them. Hit A to throw one when the
targeting cursor is aligned how you want to adjust the distance. (Remember,
you'll get the most distance at 45 degrees and less distance when you're
farther for that) For some weird reason, Bomb Squad doesn't appear to get
stronger as Bobbery levels up.
Super Ability-Hold Fast (4 FP): Damages varies
Action Command: Hit A exactly as each red circle lights up
Style Command: press A about half a second after finishing Action Command
This move makes Bobbery red with rage, causing him to explode whenever directly
attacked and retaliating for half the damage of the attack, rounded down. This
ability is a good idea if you like to use Bobbery to soak up damage with his
high HP. With the action command, simply reacting to when each circle
illuminates isn't fast enough. Use great timing to hit A right as they light up
to maximize the duration of the move.
Ultra Ability-Bob-ombast (9 FP): 8 damage to every enemy, 1 bonus to fire
enemies
Action Command: Mash A
Style Command: Same as Bomb
This powerful ability creates a massive explosion to deal unbelievable damage
to every enemy, often taking them all out instantly. It has a huge FP cost, but
it's worth it. Like Bomb, it does an extra point of damage against fire
enemies. The action command is one of the simplest in the game, as well.
>>>>>>>>
MS. MOWZ
<<<<<<<<
Ms. Mowz is Mario's most unusual partner. She starts as a freelancing treasure
hunter and manager of the Lovely Howz of Badges. She is also one of Mario's
biggest admirers, constantly flirting with him every time they meet. Strangely
enough, Ms. Mowz is actually an optional partner; you get her to join by
completing a trouble after chapter 4 and she isn't required for the game. In
Battle, Ms. Mowz is great at messing with enemies, and has several incredibly
useful moves like Kiss Thief and Smooch.
Love Slap: 2/3/4 damage, pierces defense
Action Command: Rapidly flick the control stick left and right
Style Command: Press A as Ms. Mowz is returning to your side after attacking
Love Slap is a very useful move on enemies with huge defense. It does low
damage, though, and shouldn't be used on anything else. For the action command,
try turning the controller sideways and using the palm of your hand to move the
control stick. Celbi10 has also said that you can just hold it in the thumb and
middle finger of your right hand if you don't want to mvoe your whole hand.
Kiss Thief (2 FP): Steals an item from target
Action Command: Hit A after meter passes OK mark but before it fills completely
Style Command: Hit A as Ms. Mowz approaches the target, when she's about
halfway
This is definitely Ms. Mowz' best move. With it, you can finally get the items
you find enemies holding without hoping for them after a battle. It's
especially good for stealing Badges.
Super Ability-Tease (3 FP): Attempts to make all enemies dizzy
Action Command: Hold A to fill gauge, but don't let it completely fill
Style Command: Press A at the height of Ms. Mowz's backflip after her attack
Ms. Mowz can split into 4 phantom images and attempt to utterly confuse all
enemies with some tricky moves. It isn't really the most useful status effect
move.
Ultra Ability-Smooch (10 FP): Heals 10 of Mario's HP
Action Command: Alternately hit A and B
Style Command: Press A right before Mario's HP is actually restored (takes
practice)
This move is the only healing ability in the game that uses FP, and is a good
alternative to Star Powers and Items. It takes more FP than any other move, but
gives Mario a huge HP boost. For the action command, it's best to use both
thumbs to tap A and B.
-------------------------------------------------------------------------------
6. Walkthrough (Wkthr)
MARIO'S HOUSE
As the game opens, we see our hero Mario’s house, unchanged since Paper Mario.
Also unchanged is Mario’s old partner Parakarry, who swoops down to deliver a
letter to his friend! (Sound familiar?) Mario’s brother Luigi takes the letter
inside and informs him, then reads the letter out loud.
"Hello there, Mario!
I am now on holiday, traveling in the Mushroom Kingdom. In my travels, I came
into possession of a mystical map...a treasure map, actually. I thought you
could help me hunt for it! You will, of course, won't you? I'll meet your at
Rogueport. (That means you MUST come!)
-Peach"
With their initial fear of its being another party invitation aside, the
brothers look into the package. Sure enough, a strange map has been included.
As Mario looks at the map depicting a new land, the title screen displays. (No,
you aren't playing Metroid Prime 2. Sorry.)
---
a. Prologue: A Rogue’s Welcome (Prolg)
Enemies: Lord Crump, Goomba, Paragoomba, Spiky Goomba, Spinia, Spania, Blooper
ROGUEPORT
A bizarre, colorful boat eventually passes under the giant floating letters. As
the boat pulls into the town of Rogueport, a shipmate awakens Mario. Warning
you to be careful in the seedy town, he sends you off and leaves immediately.
You're now free to explore the Rogueport Harbor as you experience your first
few (non-cutscene) moments of Paper Mario: The Thousand-Year Door! Talk to the
nearby citizens and try out the Save Block. Remember, every single body of
water in this game, now matter how small, cut off, or chlorinated it may be, is
infested with ravenous evil killer piranhas, so don't fall in! When you're
ready, head to the right towards the stairs leading to the main city.
You hear a commotion ahead; several weird, bespectacled creatures led by one
with purple horns are attacking a Goomba girl! They seem to be demanding to
know about things called "Crystal Stars," which the girl claims to know nothing
about. After the leader of the thugs tells his minions to take her to their
base (who are these guys?), regain control of Mario and run up. She Goomba
quickly runs behind you and gets even more defiant. The leader, who you're
about to learn is named Crump, engages you in a battle; prepare for your first
fight of the game!
MINIBOSS: LORD CRUMP
Appearance: A short, fat guy with round goggles, a red cape, a white X on his
chest, and a weird purple hat with horns.
HP: 6
Attack: 1
Defense: 0
This wierdo should be incredibly easy; a few attacks should finish the fatso
off. Use the battle as a chance to practice the in-battle controls as the
Goomba girl guides you on what to do.
After you win, Crump is enraged and summons hundreds of minions to PUNISH YOU!
They swarm around you and begin piling up into where you are...or were. You and
the Goomba both appear outside the pile as the wierdos remain oblivious. Go up
the stairs to the right and through the archway to another area of Rogueport.
After you leave, Crump calls all his minions off, making them snap to attention
and stop beating the pulp out of him.
Meanwhile, you and the Goomba girl appear in the main square of Rogueport,
where you saw Princess Peach in the into. A gallows is the square's most
prominent feature, which should tell you a bit about what the town is like. The
girl thanks Mario with a kiss. (He seems to have gained the ability to
unwittingly attract every female he sees between games) She introduces herself
as Goombella. She has come to Rogueport to find a treasure, the same one your
map supposedly leads to. Suddenly, a resonant "GREAT HOOGLY BOOGLY!" is heard
and an elderly Toad whom veterans of *shudder* Super Mario Sunshine should
recognize as Peach's attendant Toadsworth. He asks what you're doing here, and
after earning you're looking for the Princess, says he doesn't know where she
is! (Not again!) He gives you a tip to stay at the nearby inn (visible by its
bed sign) and then leaves with another warning to watch your back. Goombella
comments that Peach may have gone out on her own to search for the treasure and
joins your party!
GOOMBELLA'S ABILITIES: A PRIMER
Goombella is Mario's very first partner. She is a smart, if slightly sassy,
Goomba girl who has come to Rogueport to look for Professor Frankly. She
specializes in attacking air enemies, and, of course, finding out information
on enemies with Tattle. Her field skill tells you everything she knows (which
is plenty) about the current area. Using it in front of a person or object
tells you about it instead.
HP: 10/20/30
---Abilities---
Headbonk: 1 + 1/2 + 2/3 + 3 damage to any non-spiked/fire enemy
Action Command: Hit A just before striking target
Style Command: Hit as Goombella jumps
Headbonk is Goombella's most basic attack. It works exactly like Mario's Jump
and is best used on flying or low-defense enemies.
Tattle: Adds target to your Tattle Log and reveals its HP permanently
Action Command: Press A as the small cursor aligns with the big one
Style Command: Hit A right after aligning cursors and making them disappear
Tattle is a very useful move that tells you everything you'll need to know
about the target. It's recommended you Tattle on every new enemy you find.
Super Ability-Multibonk (3 FP): 2 + 1 + 1.../3 + 2 + 1 + 1...
Action Command: Hit A just before striking target
Style Command: Same as Headbonk
Multibonk is an extremely deadly move that lets you repeatedly Headbonk the
target until you miss the Action Command, allowing for potentially unlimited
damage. Note that the attack does less damage with every hit; use some Charges
beforehand to boost the move's power to insane levels.
Ultra Ability-Rally Wink (4 FP): Enables Mario to act again
Action Command: Mash A or B to fill gauge, whichever one is shown
Style Command: Press A about a second or so after Goombella winks
This ultra-useful Ultra Ability gives Goombella's turn to Mario, which is very
good if he's doing lots and lots of damage. When doing the action command, pay
attention to which button is enlarged; mashing the other one empties the gauge.
After joining you, Goombella asks you to help her look for Professor Frankly,
then lets you roam Rogueport freely...or almost freely. If you approach a grey-
haired woman on the west side of the square, she tells you she's looking for a
contact lens, and orders you not to move. She's never going to find the lens,
so you'll have to move eventually. When you do, it magically appears right
under your feet and you crush it. She decides to block the way to the western
side of Rogueport until you can get a replacement lens, which won't happen
until after Chapter 1.
Now, to check out the other attractions of Rogueport Square. Next to the house
of the woman whose contact lens you crushed is an item shop. (Recognizable by
the Fire Flower sign) Feel free to fill your pockets with items here and to try
out the various shop features. (You start with 100 coins, which is plenty to
buy things)
>>>>>>>>>>>>>>>>>
TOAD BROS. BAZAAR
<<<<<<<<<<<<<<<<<
Fire Flower-10 Coins
Fright Mask-5 Coins
Honey Syrup-5 Coins
Mushroom-5 Coins(!)
Sleepy Sheep-8 Coins(!)
Tasty Tonic-3 Coins(!)
>>>>>>>>>>>>>>>>>>>>>
LOVELY HOWZ OF BADGES (Second price is for if Badge is one of 6 randomly
selected Badges on the counter)
<<<<<<<<<<<<<<<<<<<<<
---Prologue---
FP Drain Badge-100/70 Coins
Happy Flower Badge-150/105 Coins
Last Stand Badge-50/35 Coins
Last Stand P Badge-50/35 Coins
Piercing Blow Badge-75/52 Coins
Power Jump Badge-50/35 Coins
Simplifier Badge-50/35 Coins
Super Appeal Badge-50/35 Coins
Unsimplifier Badge-50/35 Coins
---After Chapter 1---
Close Call Badge-100/70 Coins
Close Call P Badge-100/70 Coins
Sleepy Stomp Badge-75/52 Coins
---After Chapter 2---
First Attack Badge-100/70 Coins
Power Rush Badge-50/35 Coins
Pretty Lucky P Badge-150/105 Coins
---After Chapter 3---
Ice Smash Badge-75/52 Coins
Power Rush P Badge-50/35 Coins
Shrink Stomp Badge-75/52 Coins
---After Chapter 4---
Damage Dodge Badge-150/105 Coins
Head Rattle Badge-100/70 Coins
Soft Stomp Badge-75/52 Coins
---After Chapter 5---
Damage Dodge P Badge-150/105 Coins
Fire Drive Badge-100/70 Coins
Super Appeal P Badge-50/35 Coins
---After Chapter 6---
Attack FX P Badge-100/70 Coins
After you're finished there, check out the alley behind the shop and Inn. This
leads to the back alley, the seediest part of Rogueport. Once the camera
rotates around to show the alley, go left to find a run-down house next to the
Inn. Go inside and look behind the mattress leaning on the left wall for a Star
Piece! These crystalline objects are used to buy Badges from a certain wierdo
you'll meet later. There's nothing more to do here, so go back to the square.
Look behind some boxes near the east entrance, then finally go into the inn.
There isn't much to do on the first floor, a bar, except talk to the people. Go
upstairs before the rich merchant Flavio's singing drives you crazy. The second
floor is the actual Inn. Unlike in the first PM, you have to pay to stay here.
(Luckily, the fee here is only 5 coins) You can also talk to that loony
Toadsworth here.
Once you're finished in the Inn, go out the second-floor door to the left. The
walkway you enter leads to a Badge shop, the Lovely Howz of Badges, but it's
closed for the Prologue. For now, jump onto the room next to the show winder.
Go as far left on is as you can and feel around on the back side of it to
hopefully find a third Star Piece! Now that you're probably finished in the
square, go back outside and take the east exit to East Rogueport.
As you first enter the eastern side of Rogueport, a bandit runs past you! At
first he just seems like a rude passersby, but Goombella notices he stole half
your coins! Chase the bum down! Run back to the house in the back alley you got
the Star Piece in and talk to the little thief; he reluctantly hands your coins
back. Now, return to East Rogueport.
Notice the attractions here. Next to an ugly brick wall is a house with
a...Shine Sprite from Super Mario Sunshine over its door!? If you go inside,
you can find from Goombella that the man is Merlon! (Not the same one from
Paper Mario, though) In exchange for 3 Shine Sprites, he'll promote one of your
partners *BOOM* to the next rank. However, since you don't have any Shine
Sprites yet, begone! The house next to Merlon's belongs to Professor Frankly,
the man you're looking for, but I'll skip him for now. Guarding a doorway
through a brick wall is Gus, a spearman Craw who charges an admission fee of 20
coins to anyone wishing to enter what's behind the wall. You can't really do
anything there yet, so don't bother with the toll. Later, you'll be strong
enough to fight him and never have to pay. Finally, look south of the two
houses. There's a warp pipe here, but it's behind a fence and you can't open
it. Finally, give that brick wall next to Merlon's place a closer look. If you
try to walk right into the center of it, you actually can! It turns out that
part is indented, leading to a secret alley; how cool! If you go down the alley
behind Frankly's house, past the creepy, dark-faced man, and jump onto some
crates, you can walk just to the right to find your fourth Star Piece.
Once you're ready, enter Professor Frankly's house. The two greet each other
and Goombella shows off her school spirit. ("Gooooooo Goombas!!!") He then
notices the famous hero Mario standing behind her. (What are you, a sidekick?)
He asks why you've come; Goombella replies that they're looking for the ancient
treasure that lies behind the Thousand-Year Door. Even Frankly has no idea what
it is; it could be a legendary treasure beyond imagining, a terrifying monster,
or even nothing. All he knows about it is that you need the Crystal Stars to
open the Door, and you need the map to find the Crystal Stars. He's practically
blown away when Goombella tells him you actually have the map! He's excited and
decides you should all set off for the Door at once!
He walks over to the fence next to the warp pipe, and kicks a portion of it
away. (You could SO have done that) Before entering the pipe, he decides to
teach you about the action command and has you and Goombella fight. In this
mock battle, he teaches you about using your hammer, jump, guard, and
Superguard. He walks you through the whole thing, so just follow along. After
the battle ends, jump on the nearby pipe and press down on the control stick to
enter it. (Check out the cool new pipe animation)
ROGUEPORT SEWERS
PM veterans should be familiar with the concept of a min-level beneath the main
town which becomes more open to you with every new ability you gain. Save at
the Save Block if you wish. If you want, go to the left to reach an underground
plaza of sorts beneath Rogueport Square. Unfortunately, a fallen pillar blocks
everything except the fortune-teller Merluvlee and the happy local wierdo
Dazzle. You can use your Star Pieces to buy a Badge from Dazzle if you want,
but it's best to save for something better like the Quick Change or Power Plus
Badge, some of the best in the game.
>>>>>>
DAZZLE
<<<<<<
Attack FX Y Badge-1 Star Piece
Chill Out Badge-2 Star Pieces
Flower Finder Badge-6 Star Pieces
Flower Saver Badge-10 Star Pieces
Flower Saver P Badge-10 Star Pieces
Happy Flower Badge-4 Star Pieces
Happy Heart Badge-4 Star Pieces
Happy Heart P Badge-4 Star Pieces
Heart Finder Badge-6 Star Pieces
Item Hog Badge-5 Star Pieces
Peekaboo Badge-7 Star Pieces
Power Plus Badge-15 Star Pieces
Power Plus P Badge-15 Star Pieces
Pretty Lucky Badge-3 Star Pieces
Quick Change Badge-8 Star Pieces
Since you have this guide, you shouldn't ever need Merluvlee's services at all.
=P Now, return to the first area and go down some stairs to a lowered area to
the right of the entry pipe. A gang of 3 Goombas stands on the other side of
the gap. The sickos are..."interested" in Goombella and fight you for her!
As you and Goombella enter this battle against the 3 types of Goomba, Frankly
stands on the sidelines and explains flying and spiked enemies. Makes sure not
to jump on spiked enemies or try to hammer flying enemies (Goombella can't
Headbonk the Spiky Goomba, even with her helmet) and you should do fine. Make
sure to try out that action command and guard! After the battle is over,
Frankly explains first strikes to you. Make sure not to get hit by one!
After beating the ruffians, climb the stairs they were on top of and ride the
moving platform across the indentation you just crossed to a warp pipe behind a
fence. Enter it to reach a new area of the Sewers.
In this new area there are 2 more easy enemy groups containing one Goomba each.
Just use the right attacks for first strikes and these battles will be over
before you blink. Go down some stairs. You can hit the 2 blocks here for a Fire
Flower and Mushroom if you didn't stock up. Anyway, use your Hammer to smash
the 2 yellow blocks, then enter the warp pipe behind them.
You emerge in an even lower room, behind a MASSIVE yellow block. You'll find
some new enemies, Spinias and Spanias, down here. Luckily, they aren't much
tougher than Goombas at all. (They just have 1 more HP and don’t have flying
varieties) As you go to the right, you see a tiny grey creature disappear into
a crack in the wall...what was that all about? Keep going right to some stairs.
(Note the off-color section of wall with peeling wallpaper; its location will
be important later) Climb the stairs and enter the doorway to the right of the
top of them.
The only object in this room is a strange black treasure chest. When you
examine it, it talks to you! It says that you must be a legendary hero to hear
its voice. The poor soul inside was sealed there by a great demon long ago.
Professor Frankly says not to trust the box, or to mention the Crystal
Stars...oops. The chest says it contains a power that will help you find the
Crystal Stars, but you'll need to find the key. Leave the room and go left to
fall off the ledge you're on, onto a lower one containing the Black Key! (That
was easy)
Return to the chest and give it the Key. When you open the chest, it turns out
to be a demon! He has tricked you into freeing him, and will curse you for your
insolence! Oh no, oh no! After the curse concludes, the demon...explains it? He
says that you can now stand on special Plane Panels (like the one you saw above
the Black Key ledge) and press Y to become a paper airplane...wait, how is that
a curse? The demon pathetically attempts to make this new ability sound like a
bad thing and explains it further. You can press B or hit a floor or wall to
return to normal. You can only steer up and down, or left and right. Holding
the control stick back (the direction you are gliding away from) angles the
Mario-plane upward, making him gain altitude but lose speed rapidly. Pressing
the direction he is gliding in makes him dive and lose altitude but gain speed.
Balance the two for maximum distance. After you ensure the demon you understand
your "horrible" curse, the cutscene ends with Goombella just as wierded out as
you.
Return to the previous room and try out your new ability on the Plane panel you
saw. (Make sure to start from as far to the edge of the panel as possible for
maximum distance) Hit Y and balance pressing the control stick left or right.
You only need to glide to the top of the giant yellow block; from there you can
jump to the left ledge and enter the doorway.
You emerge in a huge, roughly circular chamber: the Thousand-Year Door room.
Professor Frankly is excited about finally seeing the door, and Goombella is
confused about the strange pedestal in the middle of the room. Jump onto it; 2
circles of blue light surround you and the map rises into the air! On it, a
strange castle thing appears on some grassy fields northeast of Rogueport; this
is where the Diamond Star is! Also, Mario gains his first Star Power: Sweet
Treat! Frankly takes you back to his house to explain.
ROGUEPORT
Back in Rogueport, Frankly takes out outside to show you how to use your new
Star Power. He'll teach you about using Sweet Treat, your Star Meter, and
appealing. He also talks about the Bingo slot machine that periodically appears
and the audience. (He doesn't teach you about Stylish moves, which are detailed
in Game Basics for normal attacks, Partners for partner abilities, and Badges
for Badge attacks) After that tutorial, you go back inside to discuss the next
Crystal Star, the Diamond Star. He says it's in Petal Meadows. He also wonders
if Peach went off there to search for the treasure on her own. Goombella
mentions there are some evil people looking for the Crystal Stars. (Remember
Crump and his army of wierdos?) Frankly decides to stay here and sends you and
Goombella off to search for the Crystal Star...and Princess Peach. As you're
leaving, however, he stops you one last time to give you your first Badge:
Power Smash. He teaches you briefly about using Badges, then finally leaves.
Before continuing on to Petal Meadows, there are a few other things you may
want to do. The Lovely Howz of Badges (out the second-floor door in the Inn) is
now open, and you can buy Badges from it if you want and have the coins. I'd
recommend the Super Appeal and Power Jump Badges for now. After that, you may
also simply want to train against the weaklings in the sewers some more to earn
more coins and level up, which will make Petal Meadows much easier.
ROGUEPORT SEWERS
When you're ready to advance the storyline, go right in the first Sewers area,
past where you boarded the moving platform. There's a Plane Panel here; use it
to fly the gap with the Spiky Goomba to the far right ledge and enter the next
area.
There's a strange tentacle coming out of the sewage here. If you whack it, an
enraged Blooper appears and fights you!
MINIBOSS: BLOOPER
Appearance: A giant white squid thing with a black band between its eyes.
HP: 12
Attack: 1
Defense: 0, is flying
Location: Rogueport Sewers
This giant squid thing shouldn't be tough at all. You can choose to attack it
with Jump Attacks (especially if you got the Power Jump Badge) or attack its 3-
HP tentacles to make it fall to the ground where you can hit it with Power
Smash attacks. Use Sweet Treat if need be to heal HP and FP.
Once you beat the Blooper, two moving platforms rise out of the water. Jump
across them (don't worry about Goombella's falling into the piranha-infested
sewage every few seconds) and go into the warp pipe here to enter...
---
b. Chapter 1: Castle and Dragon (Chap1)
Enemies: Goomba, Paragoomba, Spiky Goomba, Koopa Troopa, Bald Cleft, Bristle,
Fuzzy, Gold Fuzzy, Paratroopa, Dull Bones, Red Bones, Hooktail
PETAL MEADOWS
Ah, scenic Petal Meadows. A place where people can relax and enjoy the beauty
of nature. Your first Crystal Star will be a piece of cake! After emerging from
the warp pipe, you can whack the trees behind the pipe to get a Star Piece of
the left one and a Mushroom from the right. Save at the Save Block, then go to
the right. You don't get far before a massive dragon flies overhead to the
castle in the background, the one pictured on the map as the location of the
next Crystal Star! Maybe Petal Meadows isn't so peaceful after all. Keep going
and note the strange rock formation here. 6 rocks surround a larger one that
looks vaguely like a warp pipe, and the left and right ones have strange
indentations. You can't do anything here for now, so keep going to the next
area. (You can hit the yellow block for another Mushroom on your way out)
You'll fight some Goombas in the next area; nothing new. Be sure to get first
strikes on them and the battles will be easy. Hit the red block here for a
fairly worthless Close Call Badge. You'll see short and tall pipes here as
well, but once again you can't do anything here yet. One other thing for this
area: if you hit one of the weird poles with eyes near the end of the area with
your hammer repeatedly (it's the one that bobs up and down when hit) a
Horsetail pops out. It's a useful item for cooking.
Fight another group of Goombas in the next area; this one is bigger than any
others you've faced, with 4 various Goombas in it. After beating them, examine
the two large bushes to reveal a warp pipe behind them and enter it to appear
in...the background! Cool! Run to the right and whack a ! switch to trigger a
cool animation in which a bridge spanning the nearby river appears from turning
pages. After hitting the switch, keep going right to find yet another Star
Piece, then return to the foreground and across the bridge. You can examine the
lower bush for a Mystery and hit the block for a Fire Flower. Then go right
through the wooden arch.
PETALBURG
You've arrived in Petalburg, the village of the Koopas! The first building
you'll see if the local Inn, and the second is the item shop, which carries a
few items Rogueport's doesn't.
>>>>>>>>>>>>>
NIFF T'S SHOP
<<<<<<<<<<<<<
Courage Shell-5 Coins(!)
Fire Flower-8 Coins
Honey Syrup-5 Coins
Mr. Softener-8 Coins(!)
Mushroom-4 Coins
POW Block-5 Coins(!)
You may want to buy at least 2 POW Blocks here; you'll need them soon! There's
nothing much else to do in the first area, so continue to the second.
There isn't much else to do here, and you can't continue east as the gate is
shut. To continue, visit the mayor of Petalburg in the ugly pink house in this
area. (Also, you can search the bushes in his yard to find Turtley Leaves,
valuable cooking ingredients) When you ask the senile, bushy-eyebrowed old coot
about the Crystal Stars, he says the dragon you saw earlier, Hooktail, has one.
(But you probably already knew that) He was going to give a reward for the
defeat of Hooktail, but since you can't protest he cancels it and calls you
Murphy. He says there is a pipe near Petalburg that takes you to Hooktail's
castle, but you need stones called the Sun and Moon Stones to gain access to
it. (Could he mean the rock formation in the first area? Those indentations
must have been where the Stones go) Anyway, the Stones are hidden in Shhwonk
Fortress east of here. He gives you permission to go there. Now, leave before
he drives you crazy!
Now, talk to the Koopa guarding the gate; he lets you through. A sweater-
wearing Koopa you probably saw near the mayor's house walks up to you. He
introduces himself as Koops and tries to ask you for a favor, but nervously
changes his mind and leaves. Now, go through the gate to the path to Shhwonk
Fortress.
SHHWONK FORTRESS
Besides the usual Goombas here, you'll also fight some new enemies: Koopa
Troopas. These shelled enemies have high HP, attack, and defense, but they can
be flipped over if you jump on or Headbonk them, leaving them helpless against
attack. If you want, you can use Sweet Treat to heal and then appeal to get
your Star Power back while they're flipped; they take 2 turns to get up. Upon
entering the area, search the first bush you see for a Star Piece. If you
didn't stock up on POW Blocks in Petalburg, don't worry; hit the block here for
one and continue into a guardhouse of the fortress.
There are two rocky enemies called Bald Clefts in here; examine the pedestals
they're sitting on to fight them! They have the same attack and HP as a Goomba,
but also 2 defense. You can take them out with Power Smash attacks if you want,
but it's best to simply destroy them simultaneously with a POW Block. After the
Bald Clefts go down, the door to the next area opens up.
Defeat more Goombas and Koopas here. If you're out of POW Blocks, search the
last patch of bushes to the right for another, then enter the next guardhouse.
This room is just like the first only with Bristles. They not only have massive
defense and have spiked all over them preventing you from getting close, but
also an immunity to fire. This means the only way to slay them now is to use a
POW Blocks. With one of those, they go down as easily as the Bald Clefts.
Defeating them opens the next door.
In the final outdoor area, defeat more enemies and get some items if you wish.
The block contains a Fire Flower and there's an Inn Coupon behind the wall near
the center of the area. Enter the far door to find...
It's a Thwomp! He apparently guards the Sun and Moon Stones. If you agree to
battle him for them, he challenges you to...a game show! (This sounds like
something out of Banjo-Tooie) Switching the scene out to a glitzy set, he
starts asking you questions. You must get at least 5 questions right to get
past; failing 3 or more will make him send some Clefts after you. The answers
should be easy, but for the truly clueless, here they are:
1. Stone Keys
2. ??? (This randomly generated question asks the sum of two prices of items;
check my shop guide and add them up)
3. Kroop
4. Hooktail Castle
5. Go through a pipe
6. Koopa Troopas
7. Question 7 (he's actually asking you what number question this is...O_o)
After you win, the Thwomp is angry but reluctantly slides aside and raises a
warp pipe. Enter it to reach some waterlogged tunnels deep under the fortress.
Down here, hit the red block for the useful Multibounce Badge. Note the two
tunnels; a Stone key is down each. The tunnels leading to the Stones contain 2
groups of 2 Fuzzies each, and upon grabbing the Stones you're assaulted by 4
Fuzzies. Get first strikes in the tunnels, and try your new Badge out to soften
all of them up. A Fire Flower helps against the 4-Fuzzy battles, but this
shouldn't be hard either way. After you get both Stones, a gold-colored Fuzzy
will appear and attack you! This guy is just like a normal Fuzzy only with
over3 times as much HP. Use the Power Smash attack to heavily damage him. Once
he's down to 5 HP or lower, he falls in a swarm of Fuzzies to aid him. (Try 2
consecutive Power Smashes to make him at 2 HP when he does this, at which point
he can easily be finished off) The Fuzzy horde attacks many times per turn, but
it's a little too powerful; focus on the Gold Fuzzy. (It's a wonder you can
even find it) Once the Gold Fuzzy goes down, all the others retreat and you're
home free to return to Petalburg. Backtrack all the way to the peaceful
village.
PETALBURG
Restock and heal here if you wish; you've got a long dungeon ahead of you. You
may wish to train in Shhwonk Fortress some more. Once you're ready, leave to
the west to head for the strange rock formation.
PETAL MEADOWS
As you leave the village, Koops stops you again. He manages to say what he has
to this time; he wants to join you to continue what his dead father left off by
storming Hooktail's castle and proving his strength to the village. Without
further ado, he joins your party!
KOOPS' ABILITIES: A PRIMER
Koops is your newfound Koopa partner. He's a timid Koopa who first joins Mario
to defeat Hooktail, who killed his father, and impress his girlfriend Koopie
Koo. He also has quite a useful field skill. Hitting X sends him shooting out
forward. He'll strike any enemies/switches or grab any items he hits. (And with
items, return them to Mario) It's great for long-ranged first strikes as well
as going places Mario can't. Also, if you hold X, Koops will continue to spin
in one place. Mario can then do anything he wants while keeping Koops spinning
as long as you hold X. Release X to make him shoot backwards even farther than
he was shot forwards. This lets you remote-control him to hit some switches.
When battling, Koops excels at hitting ground enemies. Also, because of his
shell, Koops innately has 1 Defense, which offsets his low HP.
HP: 10/15/25
---Abilities---
Shell Toss: 2/3/5 damage to front ground enemy
Action Command: Hold the control stick left and release when it passes through
the red circle
Style Command: Hit A as Koops strikes the target to make him spin on his shell;
hit it again as he's slowing and about to stop spinning for even more appeal.
Koops' Shell Toss works much like Mario's Hammer attack. Since it's a hit and
run, it ignores any effects the target may have on it.
Power Shell (3 FP): 2/3/5 damage to all ground enemies
Action Command: Hold the control stick left and release when it fully fills
Style Command: Press A as Koops returns to regular position after attack to
make him handstand; press it again about 2 seconds later for more appeal.
This move works like Shell Toss, only hit hits all ground enemies for
relatively little FP. When fighting hordes of weak enemies, this move is
probably your best bet.
Super Ability-Shell Shield (4 FP): Protects Mario from a 6?/8 damage
Action Command: Hit A as the needle passes through the red area
Style Command: Press A as shell is falling, right before it covers Mario
Koops can pull a giant shell out of somewhere and put it over Mario to protect
him from a set amount of damage, depending on how well you did with the action
command. It's unlikely you'll get the numbers above very often, since the
timing is so hard to pull off.
Ultra Ability-Shell Slam (6 FP): 6 damage to all ground enemies, pierces
defense
Action Command: Flick the control stick to the left repeatedly
Style Command: Same as Power Shell
This stronger version of Power Shell does more damage and, if you're
successful, ignores defense, which is great for heavily armored enemies. The
action command is very hard, however. I've been able to achieve results by
turning the controller 90 degrees counterclockwise (so the control stick is on
the bottom) and using your pointer finger to flick the control stick rapidly.
After he joins you, his girlfriend, Koopie Koo, comes out. She wants him to
stay and not risk his life in the Castle, but Koops is insistent. He gets mad
and beats the pulp out of you, then storms off. (That's love for you)
As you cross Petal Meadows, try out Koops' cool, ground-based abilities, which
can attack spiked enemies. Try using his field skill for a first strike at long
range!
In the middle area, enter the lower warp pipe you see; with Koops, you can now
get the treasure. You'll emerge on the tall warp pipe nearby. Use his field
skill to hit the block the Happy Heart Badge sits on, then jump down and pick
it up when it falls.
Once you make it back to the first area, you can return to Rogueport if you
want to buy Badges or something. Once you're ready, insert the Sun and Moon
Stones into the indents in the rocks. This summons 2 ! switches that much be
hit simultaneously. Impossible? Never! Stand right next to one switch with your
back to it, use Koops' field skill, and continue to hold X to make him stay.
Head over to the other switch while doing this. Release X, then IMMEDIATELY
press B. If successful, this maneuver hit both switches and breaks off the rock
around a warp pipe in the middle. Take it to enter the background again, then
go over to Hooktail Castle.
HOOKTAIL CASTLE
This is it: your first real dungeon. As you'll soon see, many hapless explorers
have lost their lives here...including Peach! (Just kidding) You start out in a
gatehouse of sorts. Before using the springboard, exit through the ground-level
door.
The bridge spanning the moat is out, but you'll get past that soon. For now,
drop down the stairs and jump across some rocks. When you're on the final rock,
you'll be close enough to retrieve the useful HP Plus Badge from the other side
of the moat with Koops. Now, return to the gate house.
In here, use the springboard. You can heal with the Heart Block in here, but
beware; it takes coins now. After that, leave through the door to the right.
Back in the moat, get onto the Plane panel. Use your ability to glide across
the moat; it shouldn't be hard at all. Enter the double doors here to finally
get into the actual castle.
See what I mean? The castle is littered with the bones of Koopas unlucky enough
to venture into the castle...and some Dull Bones. Heh heh heh... You'll fight
more Koopas in here, as well as new Paratroopas. They are winged Koopas, but a
simple jump attack or Headbonk grounds and flips them, turning them into easy
Koopa Troopas. Remember not to use Koops against them. Keep in mind that the
stairs here simply lead to another Plane panel for exit of the castle. Lastly:
hit the red block in the first hallway for the potentially deadly Power Bounce
Badge! Now, enter the next room.
This room is littered with more skeletons. Halfway through, Koops runs to one
of the skeletons. It's his poor father! He notices a note in the skeleton's
hand and reads it. It contains the last words of his dad. Although he didn't
defeat the dragon Hooktail, he did learn its weakness: crickets? There is also
a cricket-related item in the castle you should find and use against Hooktail.
The note also warns you not to fall for any tricks when fighting Hooktail and
not to give in to your kinder side. Then it closes with a final greeting
to...Kolorado!? It isn't Koops' father after all! (Mario's going to have some
explaining to do when he revisits Koopa Village) Now, continue to the right.
Examine an unusual red skeleton at the door to the next room. It comes alive
and attacks you! More accurately, he summons an army of Dull Bones, weak living
skeletons, to attack you! They'll attempt to push you back, so clear them out
with your hammer and make your way to the Red Bones to engage it in battle!
This fight shouldn't be too hard. The Red Bones is accompanied by 4 of his Dull
Bones minions. The Dull Bones have only 1 HP, but 2 attack and 1 defense. Don't
try using any jump-based attacks on them. The Red Bones has 5 HP and 3 attack
and can come back to life a few turns after you beat him, so save him for last.
To clear out all the Dull Bones at once, try using Koops' Power Shell attack.
After that, focus on the Red Bones and any Dull Bones it creates until you win.
After that, go through the door it guarded to the next room.
You emerge in a very tall room. Go right and up the stairs, grabbing the Shine
Sprite along the way. These objects are used to promote your partners *BOOM*,
but you'll need 3. You can't go through the locked door, so investigate the
stone blocks. You don't appear to be able to do anything...or can you? If you
whack the purple block on the lower ledge, another purple block lowers down to
the ground nearby! Go back up and use the purple block to jump across the stone
ones and smash a yellow block. This frees another gravity-defying block marked
with a yellow triangle. Hit the corresponding block to raise it and stand where
it was. Hit the red ! switch with Koops' field skill to reverse the direction
of the stairs! Climb them in their new position and use Koops again from the
ledge you can reach to get a Castle Key to unlock the door. Hit the ! switch
again from the other side to reset the stairs.
Before leaving, you have a few Star Pieces to get. First, stand next to the
purple switch block while facing away from it. Use Koops' field skill and hold
X. Climb the stairs and get onto the moving purple block, then release X. This
hits the switch and lets you ride the block up like an elevator. Go through the
door you can now reach to find a ledge in an adjacent room with a Star Piece!
Now, go back and lower the purple block. Repeat the "elevator" procedure, this
time with the yellow moving block. You can now jump to a high ledge with
another Star Piece on it. Now, unlock the door to the next room.
You can ride the giant green block in here by hitting the switch with Koops,
but there's another locked door after that. Save with the Save Block, then go
through the east door.
In this dungeon-like room, you'll probably notice another Attack FX Badge much
like the one you could get from Dazzle in a jail cell. There's no way to reach
it right now; try the ! switch. It briefly raises some bars in another cell,
but not for long enough for you to go through. Use Koops' field skill again to
hit the switch while standing right in front of the bars, then quickly go
through them to the next room.
The only feature of this dungeon is...another black chest! Don't be fooled when
it begs to be let out and pretends not to know about a curse; if it's anything
like the last one, there's a demon inside! Still, since the previous "curse"
was actually a new ability, maybe you should open the chest. (You have no
choice; in case you didn't figure it out, you're trapped behind the movable
bars in the previous room) Look for the Black Key by going to the next room.
Note the strange holes in the floor in this room. Try reaching the chest in the
center without going over them; you'll need practice for later. Once you open
the treasure chest and get the Black Key, spikes jut out of the holes, and the
spiked ceiling begins to lower! Luckily, if you have any idea at all where
you're going, you'll have plenty of time to escape.
Back in the previous room, open the black chest. It goes through the usual
routine of "cursing" you, laughing maniacally. Unlike the last one, this
"curse" can be used anywhere. You can now press and hold R to...turn sideways?
I still don't understand why Mario needs the curse of a thousand-year-old demon
to do that. Anyway, after the demon finishes his pathetic speech, go back to
the room with the jail cells.
You can now use your new Paper Mode to slip through the bars of the jail! Cool,
huh? Before leaving, be sure to slip into the leftmost cell and get the Attack
FX R Badge. Although it makes your attack sound like a frog, it's supposed to
be a cricket; this Badge is Hooktail's weakness! Now, exit the room.
Make sure to save in here, then keep going backwards.
Continue to backtrack through the tall room to where you fought the red Bones.
Okay, you're FINALLY where you need to be. One of the sets of bars in this room
is only vertical; use Paper Mode to slide through them and go right to get
another Castle Key. Now that you have this, leave and go to the Save Block
room.
Save once again in here if you wish, then climb the stairs and use Koops to hit
the small green block while standing on the huge one. After the ride is over,
climb the stairs and go through the locked door.
In case you have no sense of direction, you're back in the tall room, on the
next level. If you're injured, heal with the Heart Block in here. There's a gap
in the walkway up ahead; hit the ! switch to fill it in. At the next gap, use
Koops' field skill to hit the switch. There is no switch at the third gap,
however. Jump through the open window near it and go along the windowsill to
get past the gap. (When you're outside, go to the right first for a Star Piece)
Fight some more Dull Bones in the next room. Hit the green ! block on top of
the stairs to lower another huge block. Remote-control Koops to hit it while
standing on the block and ride it up to a walkway with 2 doors and some
Goombas. Go through the left one first.
This appears to be a storage room; it's filled with weapons and treasure.
There's also a masked mouse in here who introduces herself as Ms. Mowz, a
world-famous treasure hunter. She's come to the castle to seek out a rare
Badge. She doesn't seem to care much about the Crystal Star and leaves, already
having what she came for. As she does, she kisses Mario. (First Goombella, now
Ms. Mowz? Does Mario have new cologne or something?) She also gives you a tip
about a Badge that can defeat Hooktail, which you should already have. After
Ms. Mowz leaves, plunder the treasure she was guarding. There's a second Shine
Sprite in here, and the chests contain a Castle Key, Mushroom, and Honey Syrup.
After getting everything, exit the room.
Go across the walkway and unlock the door.
The next door seems to be on an unreachable ledge. Or is it? Whack the yellow
block once to lower another block, then remote-control Koops to raise it while
you're standing on it. Get off the block and carefully make your way along the
narrow rafter. You'll soon reach a Plane Panel to the left; use Paper Mode to
slip through the bars and reach it. Before using the Panel, get onto the far
rafter and go right to reach a Star Piece. Now, return and use the Plane Panel
to reach the far door.
You're almost to the end, but if you want a Badge you'll have to take a detour.
Go down the short flight of stairs and hit the small yellow block to lower a
huge one. Drop down to where it fell; you can now reach the Last Stand P Badge
on a ledge. If you get the Badge, you'll have to make your way back through the
last few rooms to get to the highest stairs again. Anyway, climb up to the
highest landing. Be sure to get the Shine Sprite here; you should have enough
to level up a partner with Merlon after you return to Rogueport! Now, exit
through the door.
You emerge on a high bridge far above the ground leading to the tower where
Hooktail lives. Avoid or fight the Paratroopas up here and climb the long
staircase leading up the tower. A Spiky Goomba is impossible to avoid, but it
should be easy. Once you reach the top, Save and Heal if necessary, make sure
you have the Attack FX R Badge equipped (and some attack Badges like Power
Smash), then enter the massive final doors.
You enter a huge chamber with Hooktail right on top of you. After deciding how
he'll eat you, the dragon attacks!
BOSS: HOOKTAIL
Appearance: A massive red and white dragon. You can only see its head.
HP: 20
Attack: 5/3
Defense: 1/0
Location: Hooktail Castle
Hooktail is the youngest of the dragon siblings, and is the only one to have a
castle named after him. He is a fearsome and powerful foe, but hates crickets
after an...unpleasant childhood experience. Wearing the Attack FX R Badge
weakens him, giving him the stats after the slashes above. After that Hooktail
shouldn't be too tough. He has a claw slam that damages your front party
member, and fire breath that damages both. Also, when you defeat him, Hooktail
will offer a variety of rewards for your forgiveness. Don't accept any of them,
or he'll attack you! After that, he heals half his HP by eating some of your
audience! Use your strongest moves to beat him for good!
After beating Hooktail, you start looking for the Diamond Star. Suddenly,
Hooktail coughs up a middle-aged Koopa. It's Koops' dad! He had been trapped in
the dragon's stomach for 10 years. (Amazing that he made it out with his sense
of smell) When you mention you're looking for the Diamond Star, Koops' father
tells you he found it in the dragon's stomach and gladly hands it over. You
win!!! (And learn a new Star Power, Earth Tremor!!!)
END OF CHAPTER 1
After the End of Chapter scene disappears, you're asked if you want to save.
After that, the screen fills and empties with Mario faces.
???
A cutscene starts in a high-tech chamber. Several of the wierdos you defeated
in Rogueport Harbor lead Princess Peach into the room; they must have kidnapped
her! They confirm this to their apparent leader, a large, robed figure with a
huge computer for a brain. Obviously this guy (called Grodus by his minions) is
the main villain of the game! He demands to know where the map is, but Peach
denies knowing about it. As he threatens her, a minion reports that the Crystal
Star guarded by Hooktail has been taken! When Peach reveals she knows you,
Grodus has her sent to her room for questioning. He then tells Crump to guard
the excavation of the next Crystal Star, in the Boggly Woods. Grodus seems to
be smarter than he looks, however. (Or maybe not, considering that he looks
like a genius with a computer on his head) He decides not to send only Crump
and summons the Shadow Sirens. Wait, who? The 3 ghostly women rise out of the
floor in front of Grodus, and the oldest one speaks. They decide to take the
map from you and disappear.
The scene switches back to Princess Peach in her Spartan room. Just like in
Paper Mario, you control Peach for a brief scene after each chapter. The right-
hand door is locked, and there are no secret passages behind fireplaces this
time. Go through the left door.
Those wierdos seem to have thought of everything; Peach gets a large bathroom
the size of her normal room. Take a shower in the bathtub (this must be a first
in video gaming) and a set a new world record for a quick shower, then return
to the bedroom. The door on the far wall opens on it's own; go through it to
enter a high-tech hallway. There's a door about halfway down, but it's won't
open. The far door opens as Peach approaches it, so go through.
This room is dominated by a massive computer. A voice speaks to Peach, and is
revealed to be the computer itself. It's called TEC-XX, but lets Peach call it
TEC. (I didn't know computers liked to have nicknames) It was created by Grodus
and claims to be the perfect computer. (You'd think it should have mastered the
caps lock key by now) When Peach asks why TEC has let her come here, it
responds that it was investigating a strange feeling that occurred while it was
watching Peach. Extremely confused, Peach reluctantly guesses that TEC may be
in love with her. O_o (I hope that "glitch" didn't occur while Peach was
showering...that dirty computer!) TEC, while claiming to be the perfect
computer, doesn't understand love and becomes more confused as Peach tries to
explain it. It promises to grant Peach a wish if she teaches it more about
love. (This is sounding more and more like a B-movie plot) She asks TEC to let
her send a message, which it does. After sending the E-mail, TEC sends Peach
back to her room and the scene ends. You're once again asked if you want to
save, then a pattern of Peach faces appears.
BOWSER'S CASTLE
The scene switches not back to Mario, but to Bowser's castle! The Koopa King
bursts into a long hallway and demands to know why Kammy Koopa has summoned
him. A flunky tells him to wait in the back of the room until she arrives. You
then-get-ready-gain control of Bowser! Bwahahahahaha! Try out his fire breath,
and have some hilarious conversations with some more flunkies! Once you reach
the back of the room, Kammy arrives. She reports that Mario has been spotted in
Rogueport on a treasure hunt for valuable Crystal Stars, which Bowser decides
he must have. Out of the blue, she changes the subject and...asks if he likes
fried eggs. O_o Apparently, she had them for a picnic on her "surveillance
mission" to Petal Meadows. Another flunky breaks the weird conversation up with
news that Peach has been kidnapped...by someone else! Bowser is unemployed! He
quickly hops into his weird helicopter vehicle and crashes through the back
wall, flying off to re-kidnap the Princess with Kammy trying to keep up. Once
again, you're given the option to save.
PETALBURG
After the collage of Bowser heads, the scene switches back to Mario in
Petalburg. Koops has decided to stay with Mario to become stronger, and says
goodbye to his father and girlfriend. Before leaving the village, look in the
side yard of Kroop's house. Use Paper Mode to slip through the fence and get
the Mega Rush P Badge. Now, feel free to stock up on items if you want, then
leave.
PETAL MEADOWS
After you leave Petalburg, Mario receives an E-mail on his Mailbox SP. (He must
have entered the information age between games) It's the message Peach sent!
She says she is safe, although she has no idea where she is or who it is that
kidnapped her. She tells you they are also looking for the Crystal Stars and
magic map, which you should protect at all costs. Now, continue back to
Rogueport Sewers.
ROGUEPORT SEWERS
Note that you can now use Paper Mode to slip through some bars just outside the
waterlogged room you fought the Blooper in. This gives you access to a pipe
that leads to Merlee's house in the background. If you can spare the coins, her
"curses" can be very helpful. (Do she and the demons in the black chests have
weekly meetings or something?) Return to the Thousand-Year Door room to find
the location of the next Crystal Star, but before standing on the pedestal
again, slip through the bars behind you as you enter the room. Use the
springboard to reach a Plane Panel and glide across the room to the opposite
ledge. Use the springboard here to reach a ledge with a Shine Sprite, then drop
back down. Slip back through the bars and go through the door to the left.
This dank, spear-lined room is the entrance to the Pit of 100 Trials, a
diabolical endurance challenge. You won't get far if you try to enter it now,
so just look behind the stairs you enter on for another Star Piece. Now, return
to the pedestal in front of the Thousand-Year Door.
The cutscene plays as before when you use the Diamond Star to reveal the
location of the next Crystal Star. The Emerald Star is apparently in a giant,
black-and-white tree. The magic map is as confusing as ever, You're
automatically taken back to Frankly's house to find out what to do.
ROGUEPORT
Frankly says that the Emerald Star is in the Great Tree, in Boggly Woods. She
shows you what one of its inhabitants, a tiny creature appropriately named a
Puni, looks like. Wait, haven't you seen these things before? You saw one
scurry into a hole in the room where you found the Black Key, remember? Maybe
you should return to where you saw it happen; if you remember, there were some
bars you could slip through with Paper Mode there. First, however, explore
Rogueport some more; quite a few new things are open to you. New Badges are on
sale at the Lovely Howz, and a traveling salesman named Charlieton can be found
selling 4 of his random wares in Rogueport Square. You can enter and exit
Rogueport Sewers to reset them.
>>>>>>>>>>
CHARLIETON
<<<<<<<<<<
Attack FX C Badge-120 Coins
Boo's Sheet-24 Coins
Double Pain Badge-36 Coins
Dried Shroom-2 Coins'
Earth Quake-18 Coins
Hammerman Badge-180 Coins
Jammin' Jelly-120 Coins
Jumpman Badge-180 Coins
Mega Rush Badge-60 Coins
Repel Cape-18 Coins
Shooting Star-36 Coins
Slow Go Badge-12 Coins
Stop Watch-24 Coins
Timing Tutor Badge-120 Coins
Ultra Shroom-120 Coins
W Emblem Badge-360 Coins
Also, if you were following my walkthrough, you should now have 3 Shine
Sprites, enough to promote one of your partners! I'd recommend promoting
Goombella first, since this gives her the potentially deadly Multibonk and lets
her do 4 easy damage with Headbonk.
When you enter Rogueport Square again, you'll probably notice some weird guy in
green standing next to some crates. It's Link, and he's come to help us!!! No,
wait, it's your brother Luigi. What's that vegetable doing here? If you talk to
him, he tells you a story of what he did since you left. He received a second
letter soon after you left, a plea for help from the Waffle Kingdom. He soon
embarked on his own adventure bizarrely familiar to his own. He's currently
taking a break from saving Princess Eclair and gathering the 7 Compass
Fragments. (each of which points to the next...any of this sound familiar?)
Good luck to him.
Only one thing has changed in Rogueport Harbor. A rat introducing himself as
Lumpy has set up business there and asks for multiples of 100 coins in
investments. If you can spare the money, it'll be worth it; you'll be paid back
triple what you gave him late in the game!
Now, for some other business. You've probably grown much stronger since the
Prologue, so it's time to take on Gus, the Craw guarding the eastern side of
East Rogueport. Use Koops as you partner (After Tattling on him with Goombella,
of course) and hammer him with Power Smashes (literally) until he's defeated.
Use items if necessary. After defeating Gus, you can access the area behind him
whenever you want. Only one building is of use right now: the Trouble Center.
(The middle one) As usual after beating a chapter, 3 new Troubles are available
at the Trouble Center, as well as 6 that were available from the start. Do them
all to snag some phat lewt.
Now, head back to the Toad Bros. Bazaar. The contact lens you ordered for Zess
T. has arrived! Buy it for about 8 coins (I think) and hand it over. Zess moves
out of the way, granting you access to West Rogueport, and enters her house. If
you have any items you want to cook, talk to her again. (She never gets over
your clumsy mistake, unfortunately) Make sure to cook all your Mushrooms and
Honey Syrups. Now, check out West Rogueport.
You'll probably notice the western side of Rogueport is more respectable and
wealthy than the other parts. It has a shop selling advanced items near the
western end of it.
>>>>>>>>>>>>>>
WESTSIDE GOODS
<<<<<<<<<<<<<<
Dizzy Dial-12 Coins(!)
Dried Shroom-2 Coins(!)
Life Shroom-50 Coins
Super Shroom-20 Coins
Thunder Bolt-10 Coins(!)
Volt Shroom-10 Coins(!)
These items are a little expensive, but very powerful if you can afford them.
Going east from that is the Pianta Parlor. This casino offers a variety of
minigames and prizes. You can buy Piantas from the weird, Pianta-shaped machine
next to the counter for 3 coins each. There are 2 slot machines to play next to
that, although that isn't recommended. It's best to just buy your Piantas. At
the counter, you can buy prizes or play minigames that emphasize your paper
abilities. The selection of both increases as you get more special cards like
the one from the Try to Find Me! trouble. The giant Game Boy is for viewing
your scores in these minigames. Outside, there is also Lucky, an enormously fat
Bob-omb that runs the lottery. Since you'll probably never win and the prizes
aren't too good, it's best to avoid this psychopath. There are some houses and
a garden on the east side of the area, but nothing major.
The alleyway to the north leads to a combination train/blimp station, but you
can't do anything there yet except use the Save Block. For now, just find the 3
Star Pieces in this area. They're found behind the trash can to the extreme
left, the tall warp pipe in the garden, and the wall next to the east exit.
There's also one other thing of interest in this area: a passage to a new area
of Rogueport Sewers. It's cleverly hidden, but in plain sight. Hint: you need
one of your paper abilities to get at it. Still can't find it? !elddim eht ni
etarg eht hguorht pils ot edoM repaP esU
ROGUEPORT SEWERS
In this area, you drop onto a tall pillar. You can't do anything to the left
right now, so drop down behind the platform and look around for a Star Piece.
Defeat the easy Spunias and Spanias, then go down the warp pipe on the ground.
You emerge in an area that's a mirror of one you're already been through under
the east side of Rogueport. You'll fight more easy enemies here. You can hit
the blocks for a Slow Shroom and Gradual Syrup. There isn't really anything
else to do here right now, so return to the first area.
Simply enter the nearby horizontal pipe to emerge atop the tall pipe in the
garden.
ROGUEPORT
Use the secret sewer entrance again here.
ROGUEPORT SEWERS
This time, jump across the platforms to the right. They rise and sink like a
balance when you're on them, so be quick. The doorway to the right takes you to
a large underground plaza, the same area as you find Dazzle in but on the other
side of the fallen pillar.
Just like on the opposite side, look behind the short pillar as you enter for a
Star Piece. The first building, the one right across from Merluvlee's house, is
locked from the inside. You won’t be getting inside until much, much later.
Now, go around the central fountain and down some steps. Behind a broken pillar
to the right, in front of Merluvlee's house is another Star Piece. In a chest
to the left in the water is a chest containing the useful Soft Stomp Badge. Now
use the left behind the fountain and check out the two central buildings. The
right-hand one is actually a shop selling some exotic items you won't find
anywhere else.
>>>>>>>>>>>>>>>>
UNDERGROUND SHOP
<<<<<<<<<<<<<<<<
Gold Bar-110 Coins(!)
Gold Bar x3-350 Coins(!)
Gradual Syrup-15 Coins(!)
Jammin' Jelly-200 Coins(!)
Slow Shroom-15 Coins(!)
Ultra Shroom-200 Coins(!)
The other building is home to Wonky, a bizarre know-it-all who will tell you
random, interesting things for 5 coins each. If you want, you can save before
talking to him, then restart to save your coins. Now, if you're ready, go back
to the room where you saw the Puni to continue the storyline. (It's the one
where you found the Black Key)
Sure enough, you find the Puni there again. When you confront him, the first
thing he does is to ask if you're going to eat him. (Choose the second answer
for hilarity) Your partner asks what the Puni is doing here instead of in the
Boggly Woods. He says you must be an X-Naut if you know he's from the Boggly
Woods. Wait, Grodus mentioned the X-Nauts during Peach's scene! He and Crump
must be the ones making the Puni's lives miserable and searching for the
Emerald Star! Your partner decides to go with the Puni to get the Emerald Star
before the X-Nauts do. Relieved, the Puni introduces himself as Punio. (The
first of a predictable naming pattern among Punis you'll soon see) He goes back
into the hole he entered the first time; use Paper Mode to follow him. When you
speak to him in this area, he goes into another hole and uses a secret switch
to open a secret tunnel in the wall. Climb the stairs and enter it, then go
right to an area containing a grey stone pipe. (If you go left first, you can
reach a ledge with a Damage Dodge Badge) Punio says the pipe leads to his home
and enters it. Follow him to commence chapter 2.
---
c. Chapter 2: The Great Boggly Tree (Chap2)
Enemies: Dark Puff, Pale Piranha, Cleft, Vivian, Marilyn, Beldam, X-Naut,
Pider, Yux, Mini-Yux, Magnus von Grapple
Whoah, check it out! This wood is definitely mind-boggling! It's filled with
black trees with white leaves, rainbow-colored ground, and white flowers! Talk
about wierd. Anyway, you're finally in the second chapter. Let's get to work!
Punio is now following you as a pacifistic partner, so follow his advice and
proceed to the next area, saving is you want.
At the beginning of this area, you run into the minions of Grodus you saw in
Peach's scene: the Shadow Sirens! This isn't good...or is it? The oldest sister
(Beldam) addresses the youngest one (Vivian) about their task: to find you and
steal your map. Beldam asks how Vivian got the necklace she's found, scolds her
for wasting time on it, and tells her to get out the picture of you. Vivian
doesn't have it; her older sister was supposed to. Before their fighting gets
out of hand, they notice you, but ignore you; without the picture, they have no
idea what Mario looks like! They get right back to the issue of the picture;
for losing something she probably never even had, Beldam takes the necklace.
With that kind of treatment, I almost feel sorry for poor Vivian... Anyway, you
are free to talk to the sisters, but they don't have anything very interesting
to say. (Especially the giant middle sister, Marilyn)
Anyway, keep going to the right. You'll soon encounter the Boggly Woods' unique
enemies, which all match the wood's monochrome color scheme. The Dark Puff are
fairly easy, unless they charge up with electricity while in the air. If they
do, Earth Tremor or a Fire Flower are the only things that can beat them. Be
careful not to jump on the spiked Pale Piranha, and use powerful attacks like
Power Smash to defeat the Clefts. (Koops will work if you upgraded him) You can
hit the leftmost tree in this first area for a Sleepy Sheep and search the
rightmost ring of flowers for a Honey Syrup. Then continue to the next area.
As you go right, Punio points out the Great Tree in the background. Follow him
down the pipe and over to the tree.
THE GREAT TREE
You find Punio waiting at the base of the massive tree, in front of an
incongruously high-tech door. Punio doesn't know what the door is doing there,
and he can't open it. He suddenly remembers something and climb up a root.
Follow him and talk to him again. The Puni Elder told him about a secret
entrance somewhere around here, but he can't find it. There's something hiding
the entrance; you'll need the wind power of a woman named Madame Flurrie who
lives nearby to find it. Set off for Flurrie's house and leave the area.
FLURRIE'S HOUSE
The scene switches to an extremely incongruous pink-covered mansion. A
partially unseen figure is in the room; it must be Madame Flurrie. As she goes
on with herself about how marvelous it is to live in the woods, it becomes
obvious she's the aristocratic type. Apparently, she used to be a glamorous
actress and is preparing for a comeback. However, she seems to be missing
something important.
After this, the scene switches back to Mario. Go through the pipe in the
background to the foreground and go the way Punio indicates. You can look
around the back of the first patch of flowers you pass for a useless Inn
Coupon.
The next area is in front of a lot of lined-up trees. There are some more mind-
boggling enemies in this area, but they should be fairly easy. You can enter
the vertical pipe near the entrance, which takes you to a Plane Panel. The
panel appears to be useless, however. Keep going right to a tall ledge. Try to
walk into the sparkling part of the ledge nearest the camera; there is a small
tunnel there! Go right and up to the walkway of tree stumps in the background.
As you go left along the walkway, jump while standing between the 6th and 7th
stumps from the right to make a P-Down, D-Up P Badge pop out of a cleverly
hidden block. Now, keep going left to a ! switch you should hit. This raises
the pipe and Plane Panel, making them high enough for you to glide onto the
ledge! Drop from the walkway and do so, but first look to the left of the Plane
Panel. Use Koops to get the Shine Sprite there, then glide to the ledge. Hit
the red block for a Quake Hammer Badge and continue to the next area.
This area has Madame Flurrie's house in the background. Whack the first tree
you come across here for a Star Piece and keep going left. Use the Heart Block
if you have to, then slip through the black fence with Paper Mode. Before
entering the pipe, go left while keeping next to the fence to find a hidden
Star Piece behind it. (There's a Volt Shroom behind the other side of the
fence) Anyway, once you're in the background, enter Flurrie's house.
Puni calls to Madame Flurrie, but there's no response. When you try to open the
door at the right side of the opulent room, she suddenly tells you not to come
in. Puni tells Flurrie his problem, and although she'd love to help, she simply
CAN'T be seen in public without her favorite necklace. (That must be what she's
missing) Wait, didn't Vivian find a necklace? Hurry back and confront the
Shadow Sirens again!
Conveniently enough, after you leave the house, the scene switches back to the
ghostly trio. Vivian suddenly discovers she actually had the picture of you
with her the entire time! (Does she have pockets or something?) Beldam
instantly notices that the man in the picture just passed them by earlier, and
decides to punish Vivian some more for messing up.
Anyway, make your way back through Boggly Woods. Make sure you've used the
Heart Block and are at full health! When you reach the spot where you found the
Shadow sirens, they seem to know you'd come back looking for the necklace and
demand to have the map. Your partner *BOOM* demands to know who the sisters
are, and they give a rehearsed group introduction. (Notably enough, this is the
only time in the game Marilyn says anything other than "Guuuhhh!" Savor the
moment. NOW.) After this, they engage you in battle.
MINIBOSSES: BELDAM, MARILYN, AND VIVIAN
Appearance: 3 strange purple ghost-like sisters. The front one has a red-
striped pointed hat and pink hair; the middle one is enormous with a yellow hat
and yellow hair; the back one is tiny with a blue hat and an evil smile.
HP: 9/12/10
Attack: 1/2/1
Defense: 0
Each of the Shadow Sirens is tougher than any enemy you've seen so far, but
they should still be easy. I hope you promoted Goombella; her Headbonk is great
for doing heavy damage to the Sirens. With Mario, start off with an Earth
tremor to reduce their HP, then focus your attacks on Marilyn. (The middle one)
She has more HP and attack than the other sisters, so take her out first. Next
get rid of Beldam (the back one) to stop her annoying ice and size-changing
magic. Vivian (the front one) simply attacks with fire magic and doesn't have
any special characteristics.
After you defeat the Shadow Sirens, Beldam once again blames the others and has
them all flee. Conveniently enough, they also drop the necklace. Take it back
to Flurrie's house. She has you leave it by the door, and after putting it on,
converts the chandelier to a disco ball to make a flashy entrance. 0_0 I hope
she wasn't this...massive during her acting career... She recognizes you as
Mario and thanks you for returning her necklace with a huge kiss. (That's 3 so
far...has Mario been working out of something?) While complimenting Mario's
mustache (maybe that's what's changed), she decides to join Mario's search for
the Crystal Stars. You just got yourself a new (albeit slightly disturbing)
partner!
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
FLURRIE'S ABILITIES: A PRIMER
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
Flurrie is an aristocratic wind spirit, and former drama queen. She has set up
an incongruous house in the Boggly Woods to rest, and is a friend to the Punies
there. In battle, Flurrie has a wide variety of moves that can be potentially
quite good, but have some very difficult action commands. She's also good at
taking damage with her high HP. Her field skill is to send a powerful blast of
wind forward as long as you hold X. The wind can stun enemies or blow certain
objects away, which often reveals secret passages.
HP: 15/25/35
---Abilities---
Body Slam: 2/4/6 damage to any non-spiked/fire enemy, including ones on the
ceiling
Action Command: Line up the two targeting cursors with the control stick
Style Command: Hit A right as Flurrie hits the ground after slamming the enemy
With this move, Flurrie uses her giant...stage presence to slam down on an
enemy. It's a powerful move that can hit almost anything, including enemies
clinging to the ceiling.
Gale Force (4 FP): Attempts to blow enemies out of battle
Action Command: Hold and release A with rhythm according to the meter
Style Command: Press A immediately after Flurrie stops blowing wind
Gale Force uses Flurrie's wind powers to blow enemies off the field. It you
fill the meter enough (it takes practice to know when to hold and release it,
and you aren't given time to completely fill the meter), this move could end
the battle instantly. (I'm pretty sure that enemies blown away don't give Star
Points)
Lip Lock (3 FP): 4/6 damage, heals 4/6 HP to Flurrie
Action Command: Hold A only when the Star is lit up
Style Command: Press A as soon as you hear the sound indicating how well you
pulled the action command off
This disgusting move has Flurrie give an enemy a huge, wet kiss to both do
damage and heal her own HP. If you use Flurrie to take damage (which is a good
idea), this move is essential. The Action Command is very hard to do, however.
(There is no rhythm as in Gale Force)
Dodgy Fog (4 FP):
Action Command: Tilt the control stick in the directions shown with perfect
timing as each icon lights up
Style Command: Press A after Flurrie raises her arms and creates the fog cloud
Flurrie's Ultra Ability surrounds Mario in a cloud of fog...Dodgy Fog. This
gives him a chance of evading attacks for the next few turns, which can be good
against a dangerous foe. The action command determines the duration of the
move, but it's nearly impossible to do. The proper timing is to press the
control stick a fraction of a second after you hear the beeping noise that each
icon makes when it lights up. It takes a lot of practice.
After this, Punio asks her to help him find the secret entrance to the Great
Tree. Return to the Tree and stand on the root Punio was on. Use Flurrie's
field skill to the right to blow away some wallpaper over the rather
ostentatious secret entrance. Punio eagerly jumps into it. While he's inside,
Flurrie makes some small talk with you about her former acting career. Punio
soon opens the door and invites you inside.
THE GREAT TREE
Don't expect this level to be simple like the giant tree in Paper Mario was.
This giant tree is a huge and confusing level, so stay alert. Anyway, it's
strangely empty in the first area; the Punies are usually everywhere. Suddenly,
2 X-Nauts walk in. They quickly decide to "get you." How frightening indeed. =P
The X-Nauts are slightly stronger than the Boggly Woods enemies, but they
should still be fairly easy to defeat. After you do, they run away to tell Lord
Crump what happened. After Punio thanks you, another Puni emerges from the
statues in the background. Its first thoughts are whether or not you'll eat it.
O_o More Punies emerge and Punio reassures them that you aren't a carnivore. A
fat Puni, Puniper, emerges next and still distrusts you. He tells you the other
Punis, including the elder and Punio's sister, have been imprisoned by the X-
Nauts. Most of the Punis join you to help free their friends, but Puniper
remains skeptical and behind. Anyway, use the Heart and Save Blocks if you
want. There's another door at the right end of this room, so take the pipe
instead.
There's a strange wooden mechanism that seems to react to and count your
Punies. You can't do anything with it yet, so just take them pipe.
You can find a Power Punch in the bush directly south of the pipe. Take the
next pipe up to the top level of this room. You'll probably fight some enemies
here, as well. There are no Dark Puffs or Clefts, but instead you'll find
Piders. These enemies are suspended by strands of webbing and randomly lift off
the ground. If they do, use a jump attack, Headbonk, or Flurrie's Body Slam to
hit them. Their attack is fairly easy to block, luckily. Anyway, proceed to the
next area.
Before you enter the next room, a short cutscene plays. As an X-Naut in a
storeroom complains to himself about his job, a familiar mouse appears behind
him and strikes. It must be Ms. Mowz!
This room contains red and blue jail cells. The red one has the Puni Elder, and
the blue one contains 90 more Punies and Punio's sister. You can enter the
cells with Paper Mode, but you can’t get the Punies out without the cell keys.
For now, enter the room to the right.
This is the storeroom you saw in the cutscene, and sure enough, Ms. Mowz is
waiting in it. After the usual flirting (and making Flurrie jealous is she's
you're active partner) Ms. Mowz jumps to a window (in a tree?) and gives you a
clue about the Crystal Star; it's in the lower part of the tree. Soon after she
leaves, the X-Naut she knocked out wakes up. Thinking you were the one that hit
him from behind, he attacks! Defeat the weakling and take the Red Key he drops.
There's also an Ultra Shroom in one of the chests. (The right-hand one is
empty)
Return to the jail cell room and unlock the Puni Elder's cell with the Red Key.
Instead of being grateful, she gets mad at Punio. (And huge) The stubborn old
woman thinks Punio just went off for no reason when his sister and everyone
else was captured, and goes into a massive lecture about his mistake. After
everyone finishes, return to the entry room.
Talk to Puniper; the jerk is surprised you managed to rescue the elder.
Luckily, the elder herself is on your side and scolds him in her usual way.
After some more motivational speech, the 10 Punies in the entry hall join you,
giving you 11 total! Wait, where have you seen this before...? Your partner
*BOOM* then asks about the Crystal Star. The elder responds that it's been
passed down within the Puni generations in the depths of the tree. She also
says that you need to unite the Punies to get the Star. The elder gives you the
Puni Orb, which lets you make the Punies assemble at a pedestal where you place
the orb. To make them follow you again, you must remove the orb. As you leave,
the elder says on last thing. If you lose any Punies, you can return to her to
call them back. Now, take the pipe back up from this room.
Conveniently enough, there's a pedestal for the Puni Orb in this room. Insert
the orb; your group of Punies gathers on the floor tile and another machine
counts them. Also, another pipe emerges from the ground nearby. Enter it to go
to the next room. (Make sure to remove the Orb for the Punies follow you)
This room is on the other side of the door in the entry room. Use the control
panel next to it to unlock it, then check this room out. There are more
pedestals on both sides of a weird pillar, which sits on a pool of...bubble
liquid? Hmmmm... Maybe you can use this to get your Punies across the pit? In
fact you can! Use the Puni Orb on the left side, then stand just to the left of
them and use Flurrie's field skill to blow them down into the goo. Keep blowing
as they float back up in bubbles to blow them across. Remove the Puni Orb, then
jump across and enter the pipe with them.
There are more enemies in this two-level room, but nothing very interesting, at
least at first. Use Koops' field skill to attack the Pider on the top level
before it scares the Punies off the ledge. Also, you can reveal a Plane Panel
by blowing a black gourd off of it with Flurrie. Glide to another panel from
it, then back to the left, to a platform with another Shine Sprite. After that,
enter the warp pipe on the top-right side of the lower level.
This room also has two levels; the top one winds between two sides of the room
with some Piders in the gaps. Once again, take them out by attacking with
Koops, then pick up any Punies that fell off. The other thing of note on the
top floor is a red ? block. It looks unreachable, but you can reveal a coin
block under it with Koops’ field skill. Once the block is revealed, jump onto
it and hit the red block to make a Damage Dodge P Badge pop out. Now, drop down
to the lower floor. Search the leftmost bush for a Star Piece and save with the
Save Block. There is another X-Naut door on the right-hand side, but it’s
locked as usual. There’s also a hidden door on the left side that Flurrie can
reveal. It leads to a handy shop selling many exclusive items.
>>>>>>>>>>>>>>
PUNGENT'S SHOP
<<<<<<<<<<<<<<
Honey Syrup-5 Coins
HP Drain-10 Coins(!)
Ice Storm-15 Coins
Mini Mr. Mini-8 Coins(!)
Mushroom-5 Coins(!)
Mystery-3 Coins(!)
Buy whatever items you want (the HP Drain and Ice Storm are especially good and
can’t be bought anywhere else) and then return to the top level of the previous
room.
Both of the doors on the top level lead to hives of the Jabbies, the Punies’
enemies. There are 100 Jabbies to the left, but only 10 to the right, enough
for your Punies to take on.
After the Jabbi army enters and gets into ranks in the right-hand room, lead
your Punies against them! (Is this starting to sound familiar?) For some
reason, Mario and his partner *BOOM* can’t hurt the Jabbies, so it’s up to your
Punies. All you can do is have Flurrie blow the Jabbies around, allowing your
Punies to attack them more easily. Lead them right up to the Jabbies to make
them start fighting. Try not to let the Jabbies separate your army and take
them out one by one; use this tactic against them instead! If all your Punies
are beaten, you’ll have to try again. After you win, your army infiltrates and
destroys the hive (they’re little secret agents), allowing you to enter the
door behind.
This room has an unusual formation of pillars in it. You can’t do anything with
it yet, except open the chest to get the Blue Key! After a slightly touching
scene with Punio’s sister, backtrack to the jail room to free your buddies!
In the jail room, use the key to open the blue cell and free the 90 Punies in
it! Now Olima-I mean, Mario has 101 Dalm-I mean, Punies! And Punita gave her
brother a nasty Mushroom she was saving! Yay! Now, return to the room before
the 10-Jabbi room.
This time, go left, into a room with an army of 100 Jabbies!
This battle should go much like the first one only bigger; use the same tactics
to win and gain entry to the next room.
There’s another pedestal for the Puni Orb in here. Use it to reveal a pipe
leading downward.
As soon as you emerge, check behind the pipe you took for a Star Piece. Go
around the large tree stump (there are trees inside the Great Tree?) and to the
next room.
It’s another pedestal! Who knows what great thing will happen when you put the
Puni Orb in this time? It’s another pipe! A cage lowers around Mario and the
Punies! Lord Crump walks up and flaunts his easy victory over your, then
leaves. Luckily, he’s even dumber than he thinks you are. Use Paper Mode to
easily escape the cage and take the pipe that appeared.
This room has 4 pedestals in the back, much like in the room with the Blue Key.
Check behind the entry pipe for another Star Piece and hit the ! block to
trigger something. You probably know what this means; return to the Blue Key
room. (Write down the pattern of images you see on the pillars in here)
Lo and behold, there are now 4 white switches in here! Hit them to switch the
images on the large pillars to match those you saw earlier. The pillars recede
and a door is revealed behind them.
There’s a super-sized treasure chest in the small room you enter! Open it to
receive...the Super Boots! You're taken to a tutorial screen much like with new
partners. Somehow, a Toad girl named Toadette appears next to you and give you
a tutorial on how to use the Super Boots. These new weapons increase the damage
of Mario's jump and let him perform a Spin Jump. So do one, press A while in
the air. The Spin Jump can do extra damage in battle and smash things out of
battle. After you're ready, leave the room.
Wait, now that the pillars are lowered, you're trapped? Time to try out your
new ability! Spin Jump the wooden boards in the middle of the room to smash
them and drop to a sublevel. A pipe here leads back to the entrance, but first
get the treasure of this room. Jump across the pillars to reach a Shine Sprite
and a spot where you can have Koops retrieve a Charge Badge. After getting
these things, use the pipe to get out and return to the cage where your Punies
are trapped.
Slip back into the cage and smash the boards to the left of the center with a
Spin Jump. Use the pipe to go back up and place the Puni Orb back in the
Pedestal. Use Flurrie to blow the Punies down the hole you made. Once they're
all down, get the Puni Orb and follow them through.
Before going further in the tree, you should use your Spin Jump for a few other
things now that your Punies are together again. First, go to the room right
above the entry hall.
In here, Spin Jump around the right-hand side of the room. (Use the pedestal to
get the Punies out of the way if necessary) You should be able to see a panel
"hop" off the floor when you do. Stand right next to it (but not on it) and so
a Spin Jump to flip it, revealing a Star Piece! Now, go up and repeat this
process in the blue Puni jail to get another Star Piece. Now, head back through
the left-hand Jabbi room.
In the room where you used the pedestal to make the pipe appear, place the Puni
Orb and Spin Jump the wooden boards. You'll land on a large tree stump with a
pipe, but don't go in yet. First go back up and have Flurrie blow all the
Punies down into the hole. Remove the Orb and follow them, then enter the pipe
on the stump.
There isn't much of interest in this room, so go down the two pipes to the
next.
There's a large pool of water here; go down the pipe to the lower level of the
room. Lave the Punies behind and jump across the pillars, then enter the
vertical pipe to reach the other side of the top level. You can hit the blue !
switch to drain the water, but when you get within Koopa range of it, you can't
help but hit a floor panel that causes the switch to sink beneath the water.
The solution: stand on the switch and hold X to make Koops hover over the !
switch. Step off the floor panel to raise the switch right onto Koops,
triggering a big flush. After the water is gone, drop into the empty basin and
open the chest for a Shrink Stomp Badge. (There's also a Dizzy Dial behind the
stairs) After you get these things, climb the stairs and go back down the pipe
to your Punies. The water from above has drained down here, creating a new pool
You can now lead them across the pillars since some lily pads have floated up
between them. Before entering the down pipe here, jump onto some lily pads at
the top of the room and get the Shine Sprite in plain view. (Be careful not to
fall into the water, which is, as usual, piranha-infested) Then go down the
pipe.
There's another pedestal and a huge Puni platform here. Make sure you have
every Puni and place the orb. The large platform lowers like an elevator to the
room below. You must be nearing the end; Heart and Save Blocks can be found
here. (As well as a Mushroom behind the left bush) When you're ready, enter the
next room.
This room is large, octagonal, and lined with Puni statues. Stairs lead down to
a Puni Orb pedestal and large platform in the middle. Obviously, this room is
important. Make sure you have all 101 Punies and put the Orb onto the pedestal.
This causes the Emerald Star to appear behind you; your quest is over...or is
it? Before you can get the Star Lord Crump runs up and snatches it! After he
gloats over his cunning victory, he begins a 5-minute timer counting down to
the detonation of a bomb that will destroy the Great Tree! (Don't worry, if you
hurry, this is more than enough time) Quick, follow him and get out of here!
(Remember to remove the Puni Orb)
In this next room, quickly defeat some X-Nauts that attack you. (Stupidly
enough, the timer keeps counting down even during battles and dialogue) Before
unlocking the door and leaving, check the bottom-right bush for a Star Piece.
When you go through the door, you emerge on the lower level of the room with
the winding path. Quickly take the pipe back up (and watch as the stupid timer
never pauses) and leave the room the way you first entered.
Hurry back through this two-level room.
You're back in the bubble room; hurry and blow the Punies back across as you
did before, then cross over yourself. Use the X-Naut door on the other side to
get to the entry room.
The Puni Elder is blocking Lord Crump's escape as Mario and co. enter. Punio
demands that Crump give the Crystal Star back and leave forever. Seeing that
he's trapped, Crump ends the timer and attacks you in a giant red robot!
BOSS: MAGNUS VON GRAPPLE
Appearance: A giant humanoid robot. Its body is boxy, pink, and has a white X
across it. The arms and legs are made of paper springs. Lord Crump sits in a
hemispherical cockpit on top.
HP: 30
Attack: 2
Defense: 1
Location: the Great Tree
It looks like Crump is trying to take you out with an obligatory, bizarrely-
named giant robot. Luckily, this trash-talking monstrosity isn't too difficult.
The only real complication is its point of defense; use your strongest attacks
to damage him. (The Power Jump can be strong now that you have a stronger jump)
Magnus' main attack is a stomp that can be tough to block, but isn't too
powerful. (Try using partners *BOOM* to soak up damage, especially Flurrie) The
only other trick the robot has is to detach its rocket arms. These arms are
capable of dealing massive damage, but have only 2 HP, so take them out before
they can attack! (Flurrie's Gale Force works well if you can perform the Action
Command)
After you defeat Magnus von Grapple, Lord Crump and his remaining X-Nauts leave
and the Emerald Star is yours! (As is a new Star Power, Clock Out!)
END OF CHAPTER 2
After saving, watch the Mario heads and prepare for another Peach scene.
???
The scene starts with Grodus in his throne room receiving a report of what
happened in the Great Tree. He comments that there are 4 more Crystal Stars
unaccounted for, since the X-Nauts already have one from Rogueport! After this
slightly shocking news, we see Peach again.
As Peach comments on her situation, the door opens once again. Time to pay TEC
another visit. (Take a shower again if you want)
When Peach visits TEC, it comments that Peach was wishing she could dance at a
ball again. TEC doesn't know why, but it wants to dance with her. Before you
have time to start laughing at the idea of Peach dancing with a 10-ton
computer, it creates a holographic image of Peach as a dance partner! You start
in a dance minigame with this holographic partner; hit the buttons that appear
onscreen. After you finish, if you did well enough, TEC lets you use its E-mail
again to send another message to Mario. Soon after, the scene ends and you can
save again.
PETAL MEADOWS
Time for Bowser's scene! For once, the Koopa King is one step BEHIND you and
attempting to track Peach down in Petalburg, where someone has apparently seen
her. To get there, you'll have to play some...Super Koopa Bros!? This
incredibly hilarious minigame replaces Mario with Bowser for classic
platforming action! Playing as Bowser, you have to make your way through a
classic level and smash everything! DESTROY!!! Use your fire breath to destroy
stuff, and collect meat to make Bowser grow until he fills the screen and
becomes invincible! Unfortunately, the level doesn't last long. (Why doesn't
Bowser smash the castle at the end?)
After the level ends, you're at Petalburg. After Bowser scares away all the
locals, he sees Peach standing in a nearby window! This is too easy! As Bowser
approaches the strangely silent Peach, a Koopa runs out and takes his Peach
poster to protect it! Bowser is now the king of guys who talk to posters! Level
up! (Or not) With this, the scene ends. Save once more time and switch back to
Mario.
BOGGLY WOODS
After some final goodbyes with the Punies, leave the Great Tree. As you emerge
into the Boggly Woods, you get Peach's E-mail. She is still safe and trying to
find out what her captors are up to. Now, briefly return to Flurrie's house.
Enter Flurrie's bedroom and open the chest to get an ultra-useful Super Appeal
P Badge. Also, use a Spin Jump to find another Star Piece at the foot of
Flurrie's bed. After getting these treasures, leave Boggly Woods and return to
Rogueport...Sewers.
ROGUEPORT SEWERS
As soon as you exit the pipe in the sewers, Spin Jump around the room to find
another hidden panel and Star Piece. Go back through the secret tunnel Punio
revealed and out of the room.
Slip back through the bars and go right. One the way, test out your new Star
Power, Cloak Out, against some Spinias. It's not exactly the strongest Star
Power. Now that you have Flurrie, you can do something about the bad wallpaper
on the stairs here. Blow it off with her field skill to reveal a Happy Heart P
Badge. Now climb the stairs and return to the room with the black chest.
Spin jump in front of the pedestal with the chest for another Star Piece. Don't
return to the Thousand-Year Door yet; first, return to the beginning area of
the Sewers.
Find yet another Star Piece in the pit where you fought the gang of Goombas
with a Spin Jump. NOW go to the Thousand-Year Door room.
Before revealing the next Crystal Star, find one more Star Piece by Spin
Jumping towards the southern end of the room. Now, step on the pedestal. After
the usual cutscene, the map reveals the location of the Gold Star. It's...on a
floating machine high in the sky? How long has the map's warranty been expired?
Head over to Ancient Stuff Inc. for a fresh one...or not.
ROGUEPORT
Back at Frankly's house, the professor says that you'll need all the Crystal
Stars to break the 1000-year seal on the city behind the door. As if you didn't
already know. Unfortunately, he doesn't know why the treasure had to be sealed,
or what destroyed the ancient city. He then explains why the Gold Star is in
the sky. It's hidden in Glitzville, a city in the sky whose main attraction is
an arena where the rich come to watch and bet on fights. The only way to get to
Glitzville is with a blimp in West Rogueport, but a ticket is very hard to get.
The only one who could give you one is Don Pianta, the mob boss that runs the
Pianta Parlor. After this, leave Frankly's house for some more sidequesting.
Firstly, if you didn't already beat Gus, now is a good time to do so. If you
already have, simply go behind where he was and check out the new Troubles. You
should also order the Contact Lens and give it to Zess T. to gain entry to West
Rogueport if you haven't already. (How dare you not follow my walkthrough! Your
GameFAQs account has been deleted, fool! If you didn't have one, your GameFAQs
account has been created with the username h8ter and BANNINATED! BWAHAHAHA!!)
Next, it's time to use the Spin Jump to collect even more Star Pieces from just
about every area of the game you've been to. Here are the locations of the
secret panels you can find Star Pieces under:
-Rogueport Square-In front of the gallows.
-Rogueport Square-In the back alley, behind Zess T's house.
-East Rogueport-In front of Frankly's house.
-West Rogueport-In front of the Pianta Parlor.
-Rogueport Harbor-T the left of the bottom of the stairs.
-Rogueport Train/Blimp Station-At the left end of the train station.
-Rogueport Sewers-In front of Wonky in the underground plaza, to the left of
the elevator.
-Petalburg-Near Bub-Ulber on the island in the left side of the village.
-Petalburg-On the patch of flowers next to the gate to Shhwonk Fortress.
-Hooktail Castle-On the left end of the long jail cell where you get the Castle
Key, reachable with Paper Mode.
After getting all these Star Piece, consider paying Dazzle a visit and getting
some great Badges. (Get a Power Plus Badge if you can to make the game much
easier) Next, it's time to check on your wayward brother. He's back from
Rumplebump Volcano. He tells you about his epic journey through the volcano and
how his partner Blooey the Blooper (AKA the White Torpedo) helped him prevail.
Unfortunately, Blooey doesn't see things the same way, and is furious at Luigi
for deep-frying him in lava.
Next, you'll probably want to use all your new Shine Sprites to upgrade a
partner. (I'd recommend Flurrie; she becomes great at soaking up damage with 10
more HP and the Lip Lock attack) Once you're finally finished with sidequests,
it's time to find Don Pianta. Unfortunately, he seems to be well-hidden and you
can't contact him. (He is a mafia boss, after all) The next part if extremely
unobvious. Return to East Rogueport and use Paper Mode to slip between the
Trouble Center and the building next to it. Enter the building back here.
Talk to Ishnail, the snail-looking guy in here. He's surprised that you want to
know where his hated enemy Don Pianta is, but he'll tell you for 64 coins. This
is a steep price, but since you have this guide, you don't have to pay. (You
could also pay him, then restart from your last save to keep the coins)
Ishnail's instructions are as follows: first, buy a Dried Shroom and then a
Dizzy Dial from the Westside Goods shop. The clerk should then ask for your
favorite color; answer yellow. This will allow you to see Don Pianta. If
Ishnail was actually telling you this, restart to keep your coins, then do
exactly as he said.
After you buy the Dried Shroom and Dizzy Dial (in that order), the clerk will
actually ask what color your mustache is. Even though you know the answer, say
yellow to get to the real question. After you do these steps, the shopkeeper
will let you see Don Pianta. Go out the back door, then climb the stairs and
enter the second floor of the Pianta Parlor.
Don Pianta at first seems to refuse your request, but decides to give you the
Blimp Ticket when you mention Peach, in exchange for your help. He wants you to
find his daughter Francesca, who has eloped with another Pianta named Frankie,
and either bring them back or tell him where they are. He shows you what
Francesca looks like and sends you off. Head over to the pier, where the two
lovers are standing together.
When you talk to them, Frankie decides to turn himself in (being an employee of
Don Pianta), but Francesca wants to leave on a boat to escape her father
forever. She makes you promise not to tell her father about finding them.
Now, return to Don Pianta and tell him you found them. He prepares to send out
some goons to retrieve his daughter, but the two enter his office. They both
try to apologize to him and avoid his wrath, but he just tells them to leave
and do whatever they want. After the two leave, talk to Don Pianta again. He
gives you the Blimp Ticket as promised and orders you out. Go back to West
Rogueport and head north to the Train/Blimp Station. Talk to the Cheep Cheep
conductor and show him your ticket. He lets you pass and get onto the Cheep
Blimp. Before entering the pipe to the background where the blimp is, check
behind it for a Star Piece. Stand on the blimp's lowered platform and hit A to
board it to ride the friendly skies to Glitzville!
---
d. Chapter 3: Of Glitz and Glory (Chap3)
Enemies: Goomba, Pokey, K.P. Koopa, Red Spike Buzzy, Dry Bones, Dark Puff, Pale
Piranha, Cleft, Bob-omb, Bandit, Big Bandit, Hyper Bald Cleft, Iron Cleft,
Lakitu, Spiny, Bristle, Shady Koopa, Fuzzy, Green Fuzzy, Flower Fuzzy, Red
Magikoopa, Green Magikoopa, White Magikoopa, Bowser, Dark Craw, Red Chomp,
Hammer Bros., Boomerang Bros., Fire Bros., Dark Koopatrol, Rawk Hawk, Macho
Grubba
GLITZVILLE
After your voyage through the sky, the blimp lowers you on Glitzville, the
floating city of FUN!!!!! The colorful square is filed with attractions, like
an item shop, juice bar, and hot dog vendor, but especially the massive
building that is the Glitz Pit in the back, which dominates the square.
>>>>>>>>>>>>>
SOUVENIR SHOP
<<<<<<<<<<<<<
Earth Quake-15 Coins(!)
Point Swap-5 Coins(!)
Power Punch-15 Coins(!)
Repel Cape-15 Coins(!)
Super Shroom-15 Coins
Thunder Bolt-12 Coins
>>>>>>>>>>>>>
HOT DOG STAND
<<<<<<<<<<<<<
Hot Dog-10 Coins
After checking out the shops (the Souvenir Shop is full of useful items), it's
time for more Star Piece hunting. First, Spin Jump right below where you land
to uncover a hidden panel. Next, look behind the phone booth next to the
Souvenir Shop for another. (Try using the phone for some funny conversations)
The next Piece is behind a potted plant on the right-hand side of the fancy
steps leading to the Glitz Pit. Continuing clockwise, the fourth Star Piece is
behind the counter in the juice bar. To reach the final one, you'll have to get
on top of it. Use the crates southeast of the bar to get onto a big ! switch,
then Spin Jump it to create some stairs. (Cool, huh?) Stand next to the
billboard of the weird yellow guy and use Koops to retrieve the final Star
Piece from behind it. Also, open the chest up here for a Power Plus P Badge,
which should be equipped at once. Finally, look to the left of the juice bar
for a Shine Sprite. It appears to be out of reach, but you can use your hammer
to reveal a coin block underneath that allows you to reach it. Now, enter the
Glitz Pit building.
There are more posters of the yellow bird guy in the sophisticated lobby. Spin
Jump in front of the Bob-omb poster to the left to find yet another Star Piece.
Now enter the double doors right across from the entrance.
These doors lead to the cheap seats of the Glitz Pit itself. The yellow bird
guy is apparently the current champion of the Glitz Pit, Rawk Hawk. You're just
in time to see the flashy crowd-pleaser finishing off an opponent. After his
victory, the Tubba announcer interviews him. Time for some more trash-talking
from Rawk Hawk. After this he holds up his championship belt. Wait...is that
the Gold Star on it!? You're given a choice to try and steal it by your
partner, but either way, you're going to have to fight your way to the top to
get the belt and Crystal Star. Go back out to the lobby.
Go past the stairs to the right and talk to the secret service agent guarding
the door. When he learns you want to become a fighter, he sends you to the
office of the announcer and manager, Grubba. He then steps aside and lets you
through the door.
You're now in the back hallway of the Glitz Pit. It isn't quite so fancy here,
huh? Anyway, walk through it to reach Grubba's office, the right-hand door in
the back. (Also the only one the secret service guards will let you through) On
the way, jump onto some coiled wire and into the box right before the large
blue double doors to get a Last Stand Badge.
You can tell Grubba's going to get on your nerves as soon as he starts talking
to you. After he confirms you want to enter, he goes into a childhood story
about his days as a fighter. After his motivational speech, he leads you down
the hall to another room. This, he says, is the luxurious champion's room,
which can be yours for only 4 easy payments of-I mean, if you become the
champion. (I hope Mario isn't allergic to feathers) Grubba then takes you to
another slightly worse room, where the rest of the fighters stay. (I don’t even
want to think about how they manage with one bed) he then takes you back to his
off and asks you to sign a fighter's contract. After you do, he decides to give
you a new name for the Glitz Pit. ("Mario" sounded like a pizza guy, anyway)
From now on, you're...the Great Gonzales! After this, he calls his assistant,
Jolene, to take you to your room. As she does, she begins to explain the rules
to you.
You arrive in the...less than perfect...Minor Leaguer's room. You can use the
strangely GBA-like computer on the wall to view the current rankings or
schedule a fight. Try it out now and contact Grubba to arrange a fight against
the 19th-ranked fighters, the Goomba Bros. To make the fights harder and more
crowd-pleasing, he imposes a random restriction on your fighting for every
battle that must be followed if you want to advance. These include things like:
-Appealing a certain number of times
-Not being to use your jump, Hammer, items, or Star Powers, or attack
-Having to use at least 1 Star Power
-Having to take a certain amount of damage
-Having to wait a certain number of turns before attacking
-Not being able to use your partner
-Not being able to switch partners
Your victory will be null and void if you don't obey Grubba, but luckily most
of them aren't too bad. You can always restart and try again if you really
don't like your restriction.
Anyway, after you arrange the match, Jolene explains a few things further. You
advance a rank if you win and follow the restriction, and descend a rank if you
lose. Simple enough, no? After a few seconds of waiting, yet another secret
service man shows up to take you to your match.
Soon enough, you're in the Glitz Pit, ready to fight, Grubba introduces you and
your rather pathetic opponents. After some Goomba trash-talk, Grubba is about
to explain the rules further when one of the Goombas pulls off a cowardly first
strike! Try and block it if you can, then get ready to fight. The Goomba Bros.'
group simply consists of 5 Goombas, and should be incredibly easy to beat,
especially if you can guard their attacks. After you win, Grubba interviews you
on the battle (he sure seems to love doing that) and makes the crowd go wild
for you.
Back in the locker room, Grubba gives you his congratulations and Jolene your
meager prize money. You're then free to do whatever until you schedule your
next match. Be sure to use the bed in here to heal and use the Save Block
outside.
After all the fanfare over your first victory is over, a yellow K.P. Koopa
calling himself King K. walks up and befriends you. He introduces you to his
buddies; Master Crash the Bob-omb, Bandy Andy the Bandit, and Cleftor the
Cleft. Bandy Andy says he isn't in the room much (I wonder why?) and tells you
about the bed in this room.
The challenge before appears straightforward at first. You must fight your way
through the Glitz Pit's ranking to the top, then defeat the champion, Rawk
Hawk, and get the championship belt. Since I'm not sure their order is
definite, here are all the fighters in the Glitz Pit in the order they're in in
my game (Make sure to Tattle on new enemies):
Goomba Bros. (Goomba x 5): You just defeated these guys!
The Great Gonzales (Mario and partner *BOOM*): You know who you are.
The Pokey Triplets (Pokey x 3): These guys aren't too hard, especially if you
can block their attacks. Restart if Grubba doesn't let you use your hammer.
The K.P. Koopas (K.P. Koopa x 2, K.P. Paratroopa): This fight is against King
K. and his buddies, but don't go easy because they’re your friends! With Mario
and Goombella flipping them, they should go down quickly.
Spike Storm (Red Spike Buzzy x 2): These guys are flippable, but they also have
spikes. Use the Piercing Blow Badge if you have it, damaging items (you can buy
Earth Quakes and Thunder Bolts in the Souvenir Shop), or Earth Tremor to take
them down.
The Dead Bones (Dull Bones x 3): You've already faced plenty of these guys, and
they shouldn't present any challenge. Use Koops' Power Shell for a quick
victory.
The Mind-Bogglers (Dark Puff, Pider, Pale Piranha): More old enemies. Just take
care of them like you did in Boggly Woods.
The Bob-omb Squad (Bob-omb x 4): Focus your attacks on one Bob-omb at a time to
keep any from exploding. Try finishing them off with Koops to avoid taking
damage.
The Hand-it-Overs (Bandit x 2, Big Bandit x 2): These guys are ANNOYING. Be
ready to get cleaned out unless you can block the Bandits' attacks, which is
nearly impossible. Take them out ASAP.
The Punk Rocks (Hyper Bald Cleft x 3): These guys are much like Bald Clefts,
only tougher and with the ability to charge their attack power by 6! Use an
item or Earth Tremor to take them out before they can all attack for incredible
damage!
The Armored Harriers (Iron Cleft x 2): These guys seem to be invincible, but
Yoshi's Gulp attack makes short work of them once you get him.
The Tiny Spinies (Lakitu x 2): These Lakitus aren't too tough normally, but
they like to throw Spiny eggs (NOT pipes) that hatch into Spinies, extremely
tough, spiked foes. Try and take at least one Lakitu out at the start and focus
on the other one, not the Spinies it creates!
The Poker Faces (Bristle x 2): You can use a POW Block on these guys as you did
in Shhwonk Fortress, or just use Earth Tremor.
The Shellshockers (Shady Koopa x 2, Shady Paratroopa x 2): These are tougher
Koopas with all-around better stats, except defense. Your strategy for them is
mostly the same, but be aware that these cheapos are actually stronger while
flipped! They can use a powerful tackle that hurts both your party members, so
take them out ASAP if you flip them!
The Fuzz (Fuzzy, Green Fuzzy, Flower Fuzzy): This group is pretty annoying.
Focus on the Green Fuzzy, which can multiply, then the Flower Fuzzy, which can
use your FP for powerful spells.
The Magikoopa Masters (Red Magikoopa, Green Magikoopa, White Magikoopa): The
Magikoopa Masters not only have powerful magic attacks, but they can also cast
spells on themselves. Focus on the green one first, then the white one, and
finally red.
Craw Daddy (Dark Craw): This is the first of the "miniboss" enemies you'll
face. This guy is a stronger version of Gus. Use your strongest attacks on it,
but don't jump on it when its spear is up!
Chomp Country (Red Chomp x 3): These enemies have extremely high all-around
stats. Either defense piercing attacks, items, or Earth Tremor are the only
ways to beat them.
Hamma, Bamma, and Flare (Hammer Bros., Boomerang Bros., Fire Bros.): This crash
helmet-wearing team is extremely tough. Each one uses powerful attacks,
especially the Boomerang Bro., which should be taken down first.
The Koopinator (Dark Koopatrol): This is the guy you saw Rawk Hawk defeating as
you first entered the Glitz Pit. Even though he's not the champion, he's still
incredibly tough. He can be flipped like normal Koopas, but his spiked helmet
prevents this. Use Yoshi's Gulp and your standard anti-defense set of moves to
take him down.
Rawk Hawk: A boss strategy for the champion of the Glitz Pit is found later in
the chapter.
Anyway, after you claim 17th place, Jolene leads Bandy Andy into the room.
Apparently, he's been "sneaking" around and got caught. (He is a Bandit, after
all) As soon as Jolene is gone, he leaves again. That Andy never learns...
After advancing to rank 16, you hear some panicked voices outside your room; a
badly injured fighter is being rushed to the hospital. (Where exactly is the
hospital, anyway?) According to King K. this happens all the time...
After getting to 15th place, King K. approaches you again. Apparently, Mr.
Hoggle the hot dog vendor has a new kind of hot dog using an egg from an exotic
island south of Rogueport. As disgusting as a hot dog with eggs sounds, you
should go and try one sometime. (You DID know you could leave the Glitz Pit,
didn't you?)
If you didn't already, you'll find Mr. Hoggle just to the left of the Glitz Pit
in Glitzville square. (Or Glitzville octagon) You'd better not count on that
eggy hot dog after all (and you had your hopes up, too); Mr. Hoggle is chasing
a runaway egg outside his stand! Help him out until the egg jumps on top of the
hot dog stand, apparently out of reach...but not for Super Mario! I mean, Plane
Mode. Return to the roof of the juice bar and use the springboard to get to a
Plane panel on top of the Rawk Hawk poster. It's a little tricky, but you can
use it to reach the roof of Mr. Hoggle's stand. When you examine the egg,
you're given a choice of what to do with it. (Unfortunately, choosing the
second option doesn't change anything. No eggy hot dogs for you.) After this,
the egg follows you as a second partner. Whoop-de-fudgin'-doo.
Anyway, return to the Glitz Pit. When you reach 13th place, King K. approaches
you as usual. He says he's retiring! It sure will be lonely around here without
him...
After you reach 11th place, Jolene leads a Swooper into the room. She's giving
him the exact same initiation speech she did you; he must be starting his way
up the ladder. After Jolene leaves, he introduces himself as Sir Swoop and
leaves with the others to look around. If you want to see something slightly
interesting, go around to the back of the hallway, to the locked door between
Grubba's office and Rawk Hawk's room. Jolene is speaking with a secret service
agent about some noises coming from the storage room. She acts pretty
suspicious, especially when she notices you. There's something going on here,
isn't there? Anyway, go and enter the fight for 10th place.
No matter what, this fight will always be against the Armored Harriers, AKA The
Iron Adonis Twins, AKA the Iron Cleft Bros. When you enter the battle, you'll
notice something strange indeed. These guys are invincible! Absolutely nothing,
not attacks, items, or even Star Powers can piece their iron armor. Save
yourself from getting wasted by running from the battle. (I bet you didn’t know
you could do THAT)
After your cowardly exit, return to the locker room. The egg is gone! Suddenly,
a small Yoshi walks up to you. He's hatched from his egg! Apparently, he could
hear perfectly from in there and knows about your quest to get the Gold Star
and become champion. On the bad side, he calls you the Great Gonzales. He
decides to thank you for raising him as an egg by fighting alongside you using
his...mouth? He's about to introduce himself, but he remembers he doesn't have
a name yet. Time to name your Yoshi! In case you can't think of anything, here
are a few suggestions:
Speedy (my Yoshi's name)
Yoshi (why not?)
Boshi
Roshi
Dude
TheGreat
Gonzales
Smakdown
Bowser
Tandy
Compy
Lappy
Bob III
Squawk
Herman
Ethel
Paris
Killer
Rocky
Rocky 2
Whee!
If you don't like my names, too bad. Your GameFAQs account has been deleted.
Again. Also, besides its name, your Yoshi's color can vary. Too bad for you if
you got a pink. Vivian (not the partner) offers a guide to how to get each
color; check it out.
Once you have the egg, and when you’re 11th on the chart, (Save) then go fight
the iron clefts. In the match, run away on turn 1.
Go back and see what colour your Yoshi is.
Reset and fight the iron clefts again and wait the amount of minutes
given(below) to change the colour.
Colour you have:
Green – wait 6 minutes then run away to get a red Yoshi
Red – 3 mins to get blue
Blue – 2 mins to get orange
Orange – 4 mins to get pink
Pink – 3 mins to get black
Black – 1 min to get white
White – 1 min to get green
So if you originally have a blue Yoshi, and you wanted a black, then wait 9
mins in the battle. (If your still alive..)
Anyway, you now have a new partner!
>>>>>
YOSHI
<<<<<
Where would Mario be without his trusty Yoshi? In Paper Mario 2, he finally
gets one of the little dinosaurs as a partner. This Yoshi is a newborn who
hatches in chapter 3, but he's already hot-tempered and energetic. I'm calling
him Yoshi, but you actually get to name him yourself after he hatches. Also, he
insists on calling you by your Glitz Pit nickname, The Great Gonzales. Yoshi
has some powerful battle abilities that mostly involve the shoulder buttons,
and are good at hitting enemies multiple times. His field skill, obviously, is
to let Mario ride him! (Which is amazing, considering Mario is twice his size)
While riding Yoshi, Mario travels much faster, making travel easier. (He can't
do anything except move around, though) If you hold A while moving, Yoshi does
a flutter jump, which lets him cross wider horizontal gaps than Mario can. It
has no vertical jumping power, however.
HP: 10/20/30
Ground Pound: 1 + 1 + 1 + 1/1 + 1 + 1 + 1 + 1/1 + 1 + 1 + 1 + 1 + 1 damage to
target non-spiked/fire enemy
Action Command: Mash R
Style Command: Hit A right after the meter disappears, right before Yoshi spins
and ground pounds, hit A again right as he is bouncing back to the ground
This move is Yoshi’s basic attack. It deals great damage spread over many hits
that decrease in power, making it useless against enemies with even low
defense. It’s one of the strongest abilities in the game if you raise Yoshi’s
attack power, though. (If you do, each successive hit does 1 less damage until
they all do 1 again) The action command is one of the toughest to do; I’ve
found that turning the controller so the side with the R button is closest to
you. Hold it in your right hand and use your thumb to mash R. (You don’t have
to press it all the way every time, just so that it clicks)
Gulp (4 FP): 4/5/6 defense-piercing damage to target, 4/5/6 defense piercing,
non-alterable damage to ground enemy behind target
Action Command: Hold R and release it when the star lights up
Style Command: Press A right after Yoshi spits the target out
Gulp is Yoshi’s signature and most powerful attack. He can swallow almost any
enemy (except huge ones) and spit them out, doing heavy damage both to the
target and the next ground enemy behind it. Even better, the damage pierces
defense, and is the only way to defeat the Armored Harriers! The only thing
keeping this move down is its relatively high FP cost, but other than that,
it’s a great move!
Super Ability-Mini-Egg (3 FP): 1 + 1 + 1/1 + 1 + 1 + 1 to random enemies, has a
chance of shrinking anything hit
Action Command: Press A as the meter passes through each circle
Style Command: Hit A right after throwing last egg
Mini-Egg is another powerful attack move that can shrink enemies, reducing
their attack power. It’s a very useful status effect, and the attack itself can
be insanely deadly if you use Badges or something to boost Yoshi’s attack
power, since every egg gets stronger. With 2 Power Plus P Badges at Ultra
level, you can do 12 damage per attack!
Ultra Ability-Stampede (6 FP): 1 + 1 + 1 + 1 + 1 + 1 damage to all ground
enemies
Action Command: Alternately hit L and R
Style Command: Press A immediately after Yoshi whistles
The powerful Stampede attack calls a herd of Yoshis to race across the field
and trample every ground enemy for heavy damage. Koops' Power Shell is probably
better, though, unless you can boost Yoshi's attack power. If you do, the first
hit of Stampede is fully boosted, and each consecutive hit does 1 less damage,
making the move much stronger.
In case you didn't read the description (bad reader! You account has been re-
re-deleted!! P|-|334 |\/|3!11!11!), it says that Yoshi's Gulp attack can defeat
the Armored Harriers! How convenient! Re-sign up for the battle and get ready
to kick some iron rear!
The tables have turned from your first fight; Yoshi's Gulp can do massive
damage to both Iron Cleft brothers and finish them off in no time.
After you beat the Armored Harriers, you rise to 10th place and the major
leagues! Jolene takes you to speak with Grubba about it. After he gives you 30
coins, Jolene takes you to the major league locker room, which is a cleaner
version of the minor-league one. Unfortunately, the fighters in here aren't
quite as friendly as King K. and co. Suddenly, Rawk Hawk himself comes in to
congratulate you on rising through the ranks so fast. As he's talking, your
partner *BOOM* notices the Gold Star on the belt is fake! After Rawk Hawk
leaves offended, he/she wonders where the star could be if not the belt.
Luckily, you quickly get some answers. Someone calling himself X sends you a
strange E-mail saying to follow his instructions to find the Star. After the
cutscene, you can check in the left corner for an Ice Storm.
Now that you have a new partner *BOOM*, you may want to return to Rogueport and
do a few sidequests. There are a few things around there you can now get.
ROGUEPORT
First, head to East Rogueport, to the waterway next to the Trouble Center. Now
that you have Yoshi, you can cross it using his field skill. Once you're
across, climb the creates to the roof of the eastmost building. Do a Spin Jump
up here to find a Star Piece. Next, cross the gap between rooftops with Yoshi.
There's a Shine Sprite in plain sight near the back of the area. Look behind
the chimney of the house next to the Trouble Center for a Star Piece. If you
want, go as far left across the rooftops as you can. There's a mysterious man
under an umbrella on a ledge here: the Storyteller. For a small fee of 5 coins,
he'll tell you many interesting stories from 1000 years ago, the time of the
city behind the Thousand-Year Door. Once you've paid for a story, you can hear
it any time for free. More become available as you progress through the game.
Once you're done hearing the stories, return to the first rooftop and drop
behind it by squeezing between some creates with Paper Mode. There's another
Shine Sprite back here. Now, use Yoshi to return to the other side of the
waterway and go to West Rogueport.
Slip through the grate here and enter Rogueport Sewers.
ROGUEPORT SEWERS
Using Yoshi's field skill, cross the gap to the left and get the Shine Sprite
in plain sight, then enter the pipe which is also in plain sight. You enter the
background; cross a few moving platforms to reach a Star Piece. Return to the
foreground and then to Rogueport.
ROGUEPORT
You'll probably want to promote a partner while you're here now that you have
more Shine Sprites. I'd recommend Yoshi, since his attacks are so powerful.
After that, return to the Glitz Pit.
GLITZVILLE
Continue to fight your way up the ladder. After claiming 8th place, you receive
another E-mail from X telling you to go to the "watering hole." (He means the
juice bar for those of you without slang) Talk to the manager to get a
mysterious package he found containing...the Super Hammer!
As with the Super Boots, you're taken to a white void after getting the Hammer,
where Toadette explains it. The Super Hammer increases your attack power with
the Hammer and lets you perform a new attack that can strike enemies behind the
one you hit. You also gain a new field move. You can hold B, then rotate the
control stick after attacking to twist yourself and wind up for a powerful
swing. Once you're fully twisted, release everything to use a powerful spin
attack that has enough smashing power to destroy large yellow block. Now, where
have you seen those things before? The room before the Thousand Year Door, and
more recently, the minor-league locker room! After the manager compliments your
new weapon, you get an E-mail telling you to smash the block.
Miraculously, the secret service agent guarding your former home strangely lets
you in. Go to the left and use your new move to smash the giant yellow block.
Enter the room behind it, climb some boxes, and use Yoshi to reach a Dubious
Paper containing an article on the Crystal Stars on top of a shelf. As you
leave the secret room, Jolene comes! She says you shouldn't be in the minor
league locker room, and confiscates the paper you got! The plot thickens...
Try to conserve FP for the 7th-place team, because once you beat them, the
Armored Harriers show up again! Have Yoshi show them his armor-killing power
once again and send them off.
After you return to the major league locker room following this grudge match,
you get another E-mail. Judging by the capitalization and threat, it isn't from
X. Since it's telling you not to keep snooping around, it's time to put on your
detective cap. (Just turn your plumber's cap inside-out or something)
Once you beat the #6 team, the Koopinator points out a slice of cake sitting on
the pedestal in your locker room. A fan must have had Jolene bring it.
(Finally, you have fans!) Make sure to save before advancing to 5th place.
After you defeat the 5th-place team, a familiar voice comes from the crowd.
It's Bowser, and he's come for payback!
BOSS: BOWSER
Appearance: Oh, come on, I shouldn't have to tell you this...
HP: 30
Attack: 3
Defense: 1
Location: Glitzville
In a completely unexpected twist, Bowser shows up in Glitzville and challenges
you to a rematch! Luckily, he's quite a bit weaker than he was in the previous
game. Besides his basic claw attack, he has a poisonous bite, a stamp attack
that disables Mario's jump, hammer, or items for a few turns, and hard-to-block
fire breath. The bite and stamp attacks' effects can be preventing with
blocking. For victory, have Mario use powerful attacks (Especially Power Smash,
now that you have the Super Hammer) and use Yoshi's Gulp to piece defense. He
isn't too hard...this time.
After you beat him, Bowser goes off disappointed. How pathetic... Anyway,
continue fighting and defeat the 4th-place opponent. You get another E-mail
from X telling you to go to the phone booth in Glitzville square.
In the back hallway, Rawk Hawk shows up and unsubtly hints that you shouldn't
think about challenging him. Could he have written the threatening E-mail?
Anyway, ignore him and go to the phone booth. You'll find the key to the
storage room in it. Unsurprisingly, X next tells you to go to the storage room.
(It's between Grubba's office and the champion's suite)
When you enter the storage room, Ms. Mowz is inside waiting for you! Your
partner *BOOM* asks if she's the one making strange noises in the room. She
denies it and leaves once again, not forgetting to kiss Mario as usual. After
she leaves, X tells you to find the switch to trigger some stairs. Before doing
so, Spin Jump in the middle of the room for a Star Piece. Unfortunately, the
switch isn’t nearly as easy to find. You don't appear to be able to do anything
else. What you DON'T know is that the metal on the block in the room is a slip
cover! Have Flurrie blow moth sets of metal plating off to reveal normal
blocks. A Charge P Badge is under the right-hand creates; the switch is under
the left. Hit it to trigger some stairs leading to the second floor.
The door to the right is locked, so get the Shine Sprite and then onto the
crates behind the stairs. Use Yoshi to cross the gap to more creates and smash
the giant yellow block. This reveals a hole you can drop into, and a Heart Plus
P Badge you can reach with Yoshi. After getting it, drop into the hole to enter
a narrow space between floors.
In this crawlspace, go right, past the vent, and to a tiny hole right above
Grubba's room. From here, you can listen to a conversation between him and
Jolene. They seem to be talking about people trespassing in the storage room.
What the big deal about it? There doesn't seem to be anything suspicious...
Whatever is in there, it isn't the "most important thing" anyway. What could he
mean? They then discuss the disappearance of King K. after Jolene retired
him...what!? Apparently, he isn't even the first to disappear! Grubba asks
Jolene a few other suspicious questions and sends her off. As your partner
*BOOM* comments on the disappearances, Grubba hears you! Quick, make a random
animal sound to get rid of his attention! (The last choice is especially
hilarious; there must be "Burping Beetles" wherever Grubba comes from) After
you've finished eavesdropping, go back and slip through the vent to return to
the storage room.
Anyway, register for and win the fight for 3rd place. Mario gets another
threatening E-mail. Whoever is sending them must know about the Crystal Star
and missing fighters! As you're preparing for the 2nd place match, Jolene
brings more cake in for you. Don't eat it this time! This cake is poisoned and
will take your partners out of commission for the next battle! After you win,
you see that someone else has stupidly eaten it. That was lucky.
Now, fight the Koopinator for first place! You're almost there! After winning,
X tells you to remove the posters of yourself in the lobby. As hard as it is,
you have to. Go to the second floor of the lobby and have Flurrie blow the
posters down. Another Storage Key can be found behind one of them. X E-mails
you yet again and states the obvious; you should next open the door in the
storage room. (You need to get some spam filters for that Mailbox SP)
Anyway, go through the door and use Yoshi to reach a big yellow block. Smash
it, as usual. It's King K. and Bandy Andy! They're hurt badly, and Bandy Andy
says it happened when he was approaching the ring! What's going on!? Get the
Star Piece in this area and leave.
Back in your locker room, register for the championship fight. Strangely
enough, the secret service agent takes you to a dingy minor league locker room
instead of the arena! This must be Rawk Hawk's doing! Back in the arena, Grubba
is working the crowd up for the title match, apparently with no idea what's
happening. He also reveals that you've advanced through the rankings even
faster the Rawk Hawk did! Back in the locker room, your partner *BOOM* finds
that the door is locked. This looks bad... People are starting to notice that
you're late in the arena.
Time to escape. Look in the back-right corner for a poster of Peach. Those
filthy minor-leaguers are stealing your girl! Get rid of the poster with
Flurrie to reveal a door behind it! Looks like a poker room behind the secret
door. Enter the other door; you emerge from a locker in a major-league room.
Unfortunately, this room's door is also locked. Go to the right and enter the
bathroom. Time to finally put your plumbing skills to use. Jump onto the toilet
and use it like a pipe to reach the bathroom in your locker room. This room
isn't locked; be sure to save, heal and change your Badges before entering the
ring. It's time to face Rawk Hawk!
The crowd goes wild as you enter the arena. (Someone even yells "Jumpman!") Get
ready to fight...
MINIBOSS: RAWK HAWK
Appearance: A muscular yellow guy with sunglasses, wings on his head, and long
yellow hair.
HP: 40
Attack: 3
Defense: 0
Location: Glitzville
Rawk Hawk's main attack is a low sliding move that is fairly easy to block.
When his HP is lower, he'll jump into the air and do a superman attack for 4
damage, but it's still easy to block. When his HP is really low, he makes a
girder lower, grabs onto it, and shakes it to drop debris on you and your
partner. *BOOM* The attack hits many times and is very tough to block. Use
Flurrie or the Quake Hammer Badge to dislodge him and finish him off quickly!
You win! You're the champion of the Glitz Pit!!
Back in the locker room, Grubba congratulates you and gives you the champion's
belt. Jolene then leads you to the champion's room. Sweet... Wait, isn't
something missing? Where's your Crystal Star!? Before you can wonder for long,
your partner *BOOM* hears a strange voice. If you've listened to Bandy Andy's
stories, you'll know it's the ghost of the champion's room! Jump onto the boxes
and presents to the left of the door to reach the top, then use Yoshi to get on
top of the doorframe and then a high shelf on the right. The metal door here
doesn't seem to open, so "persuade" it with a spinning Super Hammer attack. Go
through the now-open doorway.
You're now in the air vent you saw in the storage room. If you have any sense
of direction at all, you'll know you're headed towards Grubba's office. As you
reach the other end, you hear Grubba talking to himself. He obviously knows
about the missing fighters and the secret that caused them to disappear! Even
worse, he's starting to think you and Jolene know too much and is planning to
get rid of both of you, just as he did to the other fighters! Smash open the
other door to the vent (how does any air get it?) and go through.
As you heard Grubba say while in the air vent, he put some papers regarding the
mystery in his left desk drawer. (From behind his desk) Before opening it, find
two more Star Pieces behind his potted plant and in the right-hand desk drawer.
Then open the left one. According to the paper, the secret is a giant machine
under the ring powered by the Gold Star (the real one) that can suck people's
power out! Suddenly, Grubba bursts in and tries to get you to leave. When your
partner *BOOM* accuses him of making the fighters disappear, he runs off to the
ring. Before following him, rest, save and switch your Badges. It's time for
the real chapter boss!
The arena is completely empty this time, with no matches planned. As you
approach the center, Grubba is waiting for you. Now that you know his secret to
staying young at age 60 (and the reason everyone is disappearing, AND the
location of the real Crystal Star), it's time for him to TAKE. YOU. DOWN. He
stands inside a giant machine that rises from the ring topped by the Gold Star
and uses the power of the disappeared fighters to become huge!
BOSS: MACHO GRUBBA
Appearance: A giant, fat orange guy with a spiky mohawk, a tiny vest and bow
tie, and sunglasses.
HP: 60
Attack: 4
Defense: 0
Location: Glitzville
After Grubba powers himself up using the Gold Star, he morphs into a giant
brute to attack you! He will always start the battle by giving himself the
ability to act twice per turn. He uses his extra action to power up his attack,
defense, or evasion for 1 turn, then attacks you! Try to build your strategy
around this. When he boosts his defense, don't bother attacking and heal or
Appeal to boost your Star Power. When he boosts his attack, try healing or just
going all-out when you get the chance. If he boosts his evasion, you may want
to try and stall, or at least not use any costly attacks. Luckily, the double
action bonus only lasts 3 turns, so he periodically has to recast it on
himself, leaving him open to attack. He gets even bigger when his HP is low, so
take him out quickly with your strongest moves!
After you defeat Macho Grubba, he collapses and reverts to normal. Jolene soon
runs in and explains everything that's been happening. She is the manager here
because she wanted to find out what happened to her brother, who disappeared
while fighting to support them. Next, she reveals that she was X! Also, her
brother was the first champion of the Glitz Pit and another disappeared
fighter, Prince Mush! As you're mourning Jolene's loss of Prince Mush, he and
the Gold Star pop out of the machine! They thank you and give you your third
Crystal Star! (And the ultra-powerful Power Lift Star Power!)
END OF CHAPTER 3
And so ends one of the best chapters in the game... Anyway, after saving, it's
time for yet another Peach scene.
???
Grodus is speaking with the Shadow Sirens again. They still haven't succeeded,
but they tell him they have a secret weapon...
Back in Peach's room, the door opens as usual. Go and see what TEC wants.
This time, the crazy computer wants Peach to ask Grodus about some incomplete
data that's been bothering him. Wait, ask Grodus!? Is TEC crazy or something!?
Luckily, he's planning to have Peach go incognito by wearing an X-Naut uniform.
Leave and go to the elevator, then take it to the only other available floor.
TEC directs you to a locker room. Enter one of the stalls and put on an X-Naut
uniform. (It's amazing Peach can fit into one, since it's about 2 feet shorter
than her. You'd better do this quickly to avoid spinal trauma) Leave the room
and go straight to the right to the throne room. (You can talk to the other X-
Nauts on the way)
Once you enter the throne room, Peach asks Grodus about...herself. Grodus
dismisses the question, but mentions that you should concentrate on some
legendary treasure and world domination...he must mean the treasure behind the
Thousand-Year Door.
Return to the changing room. Peach wonders if the world domination part could
have something to do with the Crystal Stars. Anyway, change back into your
dress and return to TEC.
Peach asks TEC if he was made to assist in world domination, and what the
Crystal Stars and treasure have to do with things. Tec refuses to answer, but
still lets Peach E-mail Mario about everything. (That can't be allowed)
After the saving and Peach heads, it's time for Bowser's scene!
THE GREAT TREE
Bowser arrives among some terrified Punies, cool on Mario's trail. No, cold.
No, freezing. No, MUCHISSIMO FRIO GRANDE! Sorry. Anyway, Kammy suggests to
interrogate some Punies about Mario and the Crystal Star. He soon finds the
Puni elder, who enlarges again and is just as terrifying as he is. She reveals
that Mario has the Crystal Star to get the treasure and save Peach. Bowser
decides to defeat Mario, steal Peach, and get the treasure. (Good luck,
firebrain)
GLITZVILLE
You're now back in the lobby of the Glitz Pit. All your friends (and enemy) are
seeing Mario off. Rawk Hawk is going to clean up his act and fight fair, King
K. is returning to the ring, and Jolene is running the Glitz Pit now. Awwww...
After your goodbye, board the Cheep blimp and return to Rogueport.
ROGUEPORT
As usual, it's time for some more sidequests before getting onto Chapter 4.
First, answer the usual E-mail from Peach. ($700p10 $p@|\/|\/|34) After that,
do the usual sidequests. (Trouble Center, Lovely Howz of Badges, and
Charlieton) Luigi is in the garden in West Rogueport, with a story of his
adventure in Plumpbelly Village. His partner Jerry the Bob-omb is here to keep
Luigi from ever cross-dressing for a tribal sacrifice again. (Disturbing mental
image alert!) Also, now that you have the Super Hammer, 'tis time for a few
more Shine Sprites and Star Pieces. First, enter Rogueport Sewers from East
Rogueport.
ROGUEPORT SEWERS
Return to the long room with the stairs in it just below the one you enter in.
Don't take the pipe you normally use; instead, exit left.
Now that you have the Super Hammer, it's time to activate some shortcuts. Smash
the giant block dominating this room, then use the elevator behind it. Get the
Shine Sprite, then jump onto each giant ! switch and Spin Jump it. Each one
opens up a blue pipe. The left one leads to the Great Tree, and the right to
Petalburg! How convenient! Now, go back to the right and down the pipe next to
the doorway.
Previously, you had to use a Plane Panel in here to reach the Thousand-Year
Door. It's time for more shortcuts! Smash the giant yellow block in here,
revealing a Star Piece and a springboard allowing for easy access to the door.
If you have your Badges from Dazzle and partner promotion taken care if, go and
visit the Thousand-Year Door.
After the usual pretty lights, the map reveals the Ruby Star in some creepy
woods west of Rogueport. Aw man, why couldn't it be at that tropical island to
the south?
ROGUEPORT
It's professor time again. Professor Frankly is shocked that the X-Nauts want
to take over the world,. What's really shocking is that the legendary treasure
isn't treasure, but a 1000-year old evil that destroyed the city behind the
door! They must want to use the evil to take over the world! After that,
Frankly explains that the next Crystal Star is in Twilight Town. A pipe to it
can be found under Rogueport. If you've already found the pipe (and
consequently disobeyed my walkthrough, deleting your account), you'll know that
it simply spits you back out for some reason. If not, try it yourself it keep
things moving. (The pipe is under the grate in West Rogueport, across the gap
to the left using Yoshi and through the green door) Frankly says you should
visit a man from Twilight Town named Darkly. He resides in the dark alley
behind Frankly's house. You should already know how to reach him. (If not, try
to walk into the center of the brick wall next to Merlon's house. Your you-
know-what has been you-know-whiched)
When you talk to Darkly, he says you must have your name written on you to get
through the pipe. How strange. He writes Mario's name onto his overalls, and
your partner's *BOOM* name as well. Now, return to the pipe and enter it to go
to Twilight Town, and Chapter 4!
---
e. Chapter 4: For Pigs the Bell Tolls (Chap4)
Enemies: Hyper Goomba, Hyper Paragoomba, Hyper Spiky Goomba, Crazee Dayzee,
Amazy Dayzee, Hyper Cleft, Boo, Swooper, Atomic Boo, ???, Buzzy Beetle, Spike
Top, Doopliss
TWILIGHT TOWN
As Chapter 4 begins, it's easy to see how Twilight Town got its name. It lives
in perpetual semidarkness with a huge full moon looming in the background
behind spooky trees. As soon as you emerge from the brown pipe, an equally
creepy local approaches you. He comments that you look like an adventurer and
that Twilight Town needs one now. Before you can find out what he means, the
bell rings and he turns into a pig! (A 3-D pig, too!) I guess that answers your
question. Soon after, a hairy old man walks up to you and comments on the
transformation. From the sound of him, this isn't the first time someone has
turned into a pig. He introduces himself as Dour, the mayor of Twilight Town. E
takes you to his house to explain things.
Apparently, the village has been cursed by a monster in the Creepy Steeple, a
building deep in the Twilight Forest. Every time its bell rings, another
villager turns into a pig. He advises you to leave before it happens to you,
but your partner *BOOM* says they can't until they get the Crystal Star. Dour
mentions a red stone in the Creepy Steeple, and your partner *BOOM* quickly
decides to go there to get it. Now, leave the mayor's house and begin
exploring.
First, look to the left of Dour's house, between it and the next one, for a
Star Piece. Search the bushes at the bottom of the screen; one near the middle
contains a second Star Piece. Now, head to the east side of Twilight Town.
(Check out the Inn and Save Block if you want; you get a free Peachy Peach for
staying there)
On this side, look behind some barrels next to the tree at the southeast side
of the area for the third and final Star Piece. Next, take a look at the shop
here. It's the best place to find Life Shrooms, and the only one for Spite
Pouches and powerful Stop Watches. Unfortunately, it's closed at the moment
because her husband was turned into a pig and dropped the key to the store room
in the forest. 9There is a fairly useless Inn Coupon behind the prize sign in
here)
>>>>>>>>>>>>>
TWILIGHT SHOP
<<<<<<<<<<<<<
Life Shroom-40 Coins(!)
Maple Syrup-20 Coins
Spite Pouch-10 Coins(!)
Stop Watch-30 Coins
Super Shroom-15 Coins
Thunder Rage-20 Coins
Now, try to leave through the east gate. The guard says you need the mayor's
permission of leave; that shouldn't be too hard. On your way to his house, the
bell rings again.
When you enter the mayor's house, you see that he's been turned into a pig! Uh-
oh. How are you going to escape?
Hopefully, you'll be able to work something out with the gatekeeper. Luckily,
when you approach him, he turns into a pig too! Now that the gate is unguarded,
go through to Twilight Trail.
TWILIGHT TRAIL
As soon as you enter the creepy trail, enter the run-down shed here and go left
to find another Black Key. Hm, there must be a black chest somewhere around
here.
The next area contains some tough new enemies: Hyper Goombas! These armless
guys come in all the same varieties as regular ones, but are stronger with high
HP. Even worse, they have the ability to charge up, increasing their attack by
6 during the next turn! They come in trios and love to be cheap by all charging
at once, making massive damage almost inevitable. Use your strongest moves to
take them down before they can unleash incredibly powerful attacks, and be sure
to get first strikes! Alternatively, you can try to avoid them by running along
the bottom of the screen. If you don't you can hit all the coin blocks here. If
you stand on the yellow ? block and jump, you'll find a hidden and well-needed
Super Shroom. Anyway, continue to the next area.
A large fallen tree blocks the entire path in this next area. You can see the
Storage Key, but not reach it. Luckily, Koops can. Retrieve the key, then
return to Twilight Town.
TWILIGHT TOWN
Return to the Storage Key to the shopkeeper. The grateful woman lets you enter
her storeroom and take anything you want from it. Besides a Jammin' Jelly,
Boo's Sheet, Life Shroom, and powerful Defend Plus Badge, there's also a black
chest in here! Open it and prepare for another "curse."
This curse is so terrible, you can't even walk! At least not when you use it.
To activate the new curse, hold R and repeatedly rotate the control stick. This
causes Mario to roll into a tube, allowing him to get through small openings
like the fallen tree you saw earlier. Before leaving, be sure to stock up on
healing items; you'll need them for those stupid Hyper Goombas.
TWILIGHT TRAIL
You guessed it: use your new Tube Mode to roll under the tree. Look behind its
roots for a Star Piece and go right. Oh no, it's a haystack! Your pathetic
hammer and boots are worthless against this new foe! You are baetan!!111!1!1
Wait, use some common sense and blow the haystack away with Flurrie! This
reveals a warp pipe; get the Star Piece behind it and enter it. Once you're in
the background, go left into the woods.
TWILIGHT FOREST
You'll encounter more new enemies here. Hyper Clefts are tougher Clefts that
can charge their attacks, much like Hyper Goombas! Because of their high
defense, piercing attacks like Earth Tremor are the best way to beat them.
There are also Crazee Dayzees in the forest. They look cute, but they attack
with a song that can put Mario to sleep unless he blocks! To block, hit A at
the last note of their song. (It takes practice to know when this is) Luckily,
they also run away from battle instead of attack if their HP is low. Also,
Crazee Dayzees you encounter have a small chance of being Amazy Dayzees, which
have the strongest attack in the game! (20 damage, enough to severely weaken or
KO Mario) Luckily, they'll virtually always run from battle, even if their Hp
is high. If you can take one out on your first turn, you gain massive amounts
of experience! The best way to do this is with Art Attack, a Star Power you
unfortunately don't have yet.
With that nature lesson finished, hit the coin block if you want and use Paper
Mode to slip through a narrow gap in the grass between two trees. An item block
with an Earth Quake is partially hidden behind a tree if you want it. After you
finish, go left to another area.
The red block in this area holds a useful Hammer Throw Badge. Get it and go up
to the tree. It's a dead end! Either that, or very good wallpaper! Blow a hole
open in the tree with Flurrie and go through to enter the background. Go right
to another, even deeper part of the woods.
Go left to a small clearing with a dark spot. Have Flurrie blow on this spot to
reveal some boards. Spin Jump them to smash through and emerge from some rocks
in the background. Go right and push the huge rock here to also make the one in
the foreground move. (Now that's superhuman strength) Go back to he foreground
and jump into the hole you uncovered to instantly emerge from one on the other
side of the rock. Keep going left and defeat the group of enemies. Check behind
the last tree for a Shine Sprite and keep going right to the next area.
CREEPY STEEPLE
You're now in the haunted courtyard of the Creepy Steeple. Heal and save, then
get to opening that gate.