_______ _______ __
| __|.--.--.-----.-----.----. | | |.---.-.----.|__|.-----.
|__ || | | _ | -__| _| | || _ | _|| || _ |
|_______||_____| __|_____|__| |__|_|__||___._|__| |__||_____|
|__|
______ ______ _______
| __ \ __ \ __|
| < __/ | |
|___|__|___| |_______|
| _ _ _ _ _| _ |` _|_|_ _ (~ _ _ _ (~_|_ _ _ _
|_(/_(_|(/_| |(_| (_)~|~ | | |(/_ _)(/_\/(/_| | _) | (_|| _\
~'
______________________________________________________________________________
Super Mario RPG
FAQ/Walkthrough
By: Dark Vortex & Gobicamel
[email protected]/
[email protected]
Version 1.3
______________________________________________________________________________
This guide may be found on the following sites:
[
http://www.gamefaqs.com]-------------------------------------------[GameFAQs]
[
http://www.gamespot.com]-------------------------------------------[GameSpot]
[
http://faqs.ign.com]-----------------------------------------------[IGN FAQs]
[
http://www.neoseeker.com]-----------------------------------------[Neoseeker]
[
http://www.dlh.net]-------------------------------------[Dirty Little Helper]
[
http://www.cheats.de]---------------------------------------------[Cheats.de]
[
http://www.supercheats.com]-------------------------------------[SuperCheats]
[
http://www.honestgamers.com]-----------------------------------[HonestGamers]
This guide is copyright (c)2005-2006 Quan Jin/Jacco Kemper
______________________________________________________________________________
--- Table of Contents ---
______________________________________________________________________________
1. Introduction............................................[1000]
2. FAQ.....................................................[2000]
3. Controls................................................[3000]
5. Walkthrough.............................................[4000]
5.1. Getting Started...............................[5100]
5.2. A Slight Problem..............................[5200]
5.3. The Chase on Bandit's Way.....................[5300]
5.4. What's a S-T-A-R?.............................[5400]
5.5. Pipe Sections.................................[5500]
5.6. Of Frogs, Frogs and Frogs.....................[5600]
5.7. Immobilizing Arrows...........................[5700]
5.8. A Star Hidden in the Trees....................[5800]
5.9. Perilous Fault................................[5900]
5.10. It's the Yo'ster.............................[5010]
5.11. Caved In With the Third Star.................[5011]
5.12. En Route to Booster Tower....................[5012]
5.13. Booster's Tower and Bowser...................[5013]
5.14. Yes I Do.....................................[5014]
5.15. Obtaining the Fourth Star....................[5015]
5.16. 20,000 Leagues Under the Sea.................[5016]
5.17. The Sunken Ship..............................[5017]
5.18. Jonathan Jones and a Star....................[5018]
5.19. Smithy in the Race for the Stars.............[5019]
5.20. Seaside Town Saved!..........................[5020]
5.21. Blast On Land's End..........................[5021]
5.22. Belome Again.................................[5022]
5.23. A Monster Mash...............................[5023]
5.24. To Infinity and Beyond!......................[5024]
5.25. Mario and the Beanstalk......................[5025]
5.26. Cloud City...................................[5026]
5.27. I Hate Birds.................................[5027]
5.28. Dang You, Valentina!.........................[5028]
5.29. Special Stuff................................[5029]
5.30. Adventure Inside The Volcano.................[5030]
5.31. The Axem Rangers Steal The Star..............[5031]
5.32. Inside The Keep..............................[5032]
5.33. Six Doors....................................[5033]
5.34. Keepers Of The Palace........................[5034]
5.35. The Beginning Of The End.....................[5035]
5.36. The Fight For The Seventh Star...............[5036]
6. Appendices..............................................[6000]
6.1. Bestiary......................................[6100]
6.2. Bosses........................................[6200]
6.3. Equipment.....................................[6300]
6.4. Items.........................................[6400]
6.5. Shop List.....................................[6500]
6.6. Mini-Games....................................[6600]
6.01. Midas River........................[6001]
6.02. Barrel Jumping.....................[6002]
6.03. Mushroom Derby.....................[6003]
6.04. Moleville Mines....................[6004]
6.05. Booster Hill Beetle Catching.......[6005]
6.06. Skybridge..........................[6006]
6.07. Grate Guy's Casino.................[6007]
6.08. Bowser's Keep Courses..............[6008]
6.09. Melody Bay.........................[6009]
7. Version History.........................................[7000]
8. Legal Information.......................................[8000]
9. Closing and Credits.....................................[9000]
To find a section quickly, press Ctrl-F and type in either the name
of the section along with its content number (ie. 1., 2., 3., etc.)
OR you can use the codes on the far right. Simply type in the
brackets with the code number to get a jump.
==============================================================================
--- 1. Introduction --- [1000]
==============================================================================
Super Mario RPG is a new step in the Super Mario series altogether. When
Square, the famed producer of the Final Fantasy series decided to join up with
Nintendo's Mario, the two created an incredible game. This new game was
nothing like the original side-scroll Super Mario World of a few years ago.
Instead, it took the RPG system which Square brought up and shaped the Mario's
world into something a lot more interesting.
This guide is a FAQ/Walkthrough. That means that Gobicamel and Dark Vortex
will not only walk you through the game, but also provide other information.
We hope you find this guide helpful, and nice job on purchasing Super Mario
RPG! We can tell you it's well worth it. Although you could be using an
emulation, but still. >_>
==============================================================================
--- 2. FAQ --- [2000]
==============================================================================
+----------------------------------------------------------------------------+
[Q] A Super Mario RPG? What has this world come to?
[A] Don't ask me. I just work here.
+----------------------------------------------------------------------------+
[Q] Is it possible to level up outside of battle?
[A] With the starman, Mario becomes impervious to enemies.
Therefore, you won't engage in battle, but still get the EXP as
if you fought. When you get a starman, run quickly before it
wears off and kill as many enemies as possible.
+----------------------------------------------------------------------------+
[Q] What's a "Timed Hit"?
[A] Timed Hits are like critical hits, or basically extra damage.
Once you figure them out, you can do them any time you want.
Simply tap the A Button just before a character attacks. You'll
deal extra damage. And to add to that, it's easy to do! It
doesn't require any annoying button combination or whatevah.
+----------------------------------------------------------------------------+
[Q] What is the password in the Sunken Ship area?
[A] I would suggest solving it yourself as it's much more rewarding
that way. The password is PEARLS though.
+----------------------------------------------------------------------------+
[Q] How do I get the Attack Scarf?
[A] Remember the house with the orange guy and the Thwomp in
Monstro Town? If you talked to the orange fellow, he states
he'll give you a prize if you break 30 Super Jumps. Get into a
battle and do just that. Return to him to pick up the reward:
an Attack Scarf.
+----------------------------------------------------------------------------+
[Q] How do I get the Ghost Medal?
[A] First, you have to locate the 3 Musty Fears in Monstro Town by
staying at the local inn. That night, they will tell of their
three flags that they hid. Locate the three flags and stay at
the inn again. You'll wake up finding the Ghost Medal pinned
on your chest.
+----------------------------------------------------------------------------+
[Q] How do I get the Troopa Pin?
[A] When scaling the cliff in Land's End into Bean Valley, you'll be
using the help of some Koopa Troopas. You'll also be timed on
the amount it takes for you to scale the cliff this way. Beat
12 seconds and Sergeant Flutter will give the Troopa Pin to
you.
+----------------------------------------------------------------------------+
[Q] How do I get the Lazy Shell/s?
[A] First, you have to pick up the Fertilizer and Seed. Refer to
the walkthrough for that. Talk to the Gardener in a hidden path
you find branching out of Rose Town. It appears after you clear
Monstro Town. He'll grow a giant beanstalk with the two items.
Climb it and pick up both Lazy Shells. One is an armor and the
other is a weapon for Mario.
+----------------------------------------------------------------------------+
[Q] During the fight with Valentina and Dodo, Dodo just freezes.
Is this a glitch?
[A] If Dodo freezes and is no longer "target-able" (is that even a
word?), that means that he is down for the count. Focus on
Valentina to finish the battle.
+----------------------------------------------------------------------------+
[Q] Is this the only game in which Geno stars in?
[A] Sadly, yes. I have heard that Geno also makes a cameo in some
other game. I'm not too sure about it though.
+----------------------------------------------------------------------------+
[Q] How many cameo appearances are there in this game exactly?
[A] That's really up for the gamer to find out. I'll tell you that
there's a definite reference to Link and Samus. Some others I
have heard of are Luigi and Wario. Hmm, strange.
+----------------------------------------------------------------------------+
[Q] Hay dawg... got codez lawlz?/
[A] Die.
+----------------------------------------------------------------------------+
==============================================================================
--- 3. Controls --- [3000]
==============================================================================
#|---- Start Button
L Button --| ##| |-- R Button
___|__________#_|________|___
,' | _ `.
/ _ | |_|-------------- X Button
/ _| |_ | _ _ \
|-------- |_ O _| | |--|_| |_|------ A Button
| \ |_| // // | _ /
Control Pad \ __|______|_ |_| /
`._______,' | | `.___|___,'
| Y Button |
| |-------- B Button
|------- Select Button
[----------------------------------------------------------------------------]
Control Pad ~
-----------
~ Moves Mario around.
~ Cycle through items on Main Menu/In-Game Menu.
Select Button ~
-------------
~ Select between Stereo and Mono on Main Menu.
Start Button ~
------------
~ Skip Cinematics
L Button ~
--------
~ No Apparent Use.
R Button ~
--------
~ No Apparent Use.
A Button ~
--------
~ Regular Attack aimed at enemy.
~ Select Items in In-Game Menu.
~ Talk or inspect anything in front of Mario.
B Button ~
--------
~ Brings up Etc. screen which allows you to use Defense or Run.
~ Mario Jumps.
~ On In-Game Menu, cancels action.
X Button ~
--------
~ Brings up Item screen which allows you to use Items during battle.
~ Opens In-Game Menu.
Y Button ~
--------
~ Brings up Special menu which allows you to use special moves.
~ Mario runs outside battle.
==============================================================================
--- 4. Characters List --- [4000]
==============================================================================
Mario ~
=---=
Mario is the hero of this and many other games made before. Most
will probably recognize his name from Super Mario World or the
Super Mario Bros. of before. In battle, Mario will become a
jumping machine with jump and fireball techniques. An overall
well-rounded trooper.
-- Techniques
~ Jump
Level Learned: 1
FP Value: 3
Description: Mario jumps up in the air and hits an enemy
on his way down.
~ Fire Orb
Level Learned: 3
FP Value: 5
Description: Mario releases a stream of small fireballs
toward a target.
~ Super Jump
Level Learned: 6
FP Value: 7
Description: Mario rounds up and makes a large jump to hit
a certain enemy multiple times.
~ Super Flame
Level Learned: 10
FP Value: 9
Description: Mario releases a stream of large fireballs
toward a target.
~ Ultra Jump
Level Learned: 14
FP Value: 11
Description: Mario rounds up and makes a gigantic jump to
hit multiple enemies.
~ Ultra Flame
Level Learned: 18
FP Value: 14
Description: Mario releases a stream of large fireballs
which can hit multiple targets.
Mallow ~
=----=
The first to join Mario in his quest is a marshmallow-like fellow
named Mallow. Finding a thief and bringing back a prized
possession, Mallow is very gratified. Mallow decides to join the
party leaving off on his adventures. After some plot twists and
reunions, Mallow becomes a changed man... err... marshmallow. He
is amazing with his magic techniques.
-- Techniques
~ Thunderbolt
Level Learned: 1
FP Value: 2
Description: Mallow will call a lightning storm to damage
enemies.
~ HP Rain
Level Learned: 3
FP Value: 2
Description: Mallow will call a rain cloud to heal up a
party member.
~ Psychopath
Level Learned: 6
FP Value: 1
Description: Allows you to see an enemy's remaining HP. If
manage to press Y at the right moment, you can
read the enemy's "thoughts."
~ Shocker
Level Learned: 10
FP Value: 8
Description: Mallow calls a potent lightning bolt to damage
an enemy.
~ Snowy
Level Learned: 14
FP Value: 12
Description: Mallow calls a giant snowman to land on all
enemies.
~ Star Rain
Level Learned: 18
FP Value: 14
Description: Mallow calls a giant starman to land on all
enemies.
Geno ~
=--=
The first to actually clarify to Mario what is going on is Geno;
the possessed doll. Geno's past life is in shrouds, but it is
believed he had lived above in the Star Road. A physical attacker
who takes use of his projectile-shooting hands, Geno will be a
powerful asset in your quest.
-- Techniques
~ Geno Beam
Level Learned: 1
FP Value: 3
Description: Geno readies his beam on his arm and shoots a
powerful beam at an enemy.
~ Geno Boost
Level Learned: 8
FP Value: 4
Description: Geno will raise the attack and magic attack
stats of an ally.
~ Geno Whirl
Level Learned: 11
FP Value: 8
Description: Geno will throw a disk quickly at an enemy for
damage.
~ Geno Blast
Level Learned: 14
FP Value: 12
Description: Geno will call down a bunch of lasers from the
sky hitting all enemies for damage.
~ Geno Flash
Level Learned: 18
FP Value: 16
Description: Geno will transform into a cannon and shoots an
orange projectile which turns into a super
nova for heavy damage.
Bowser ~
=----=
The heralded and notorious Bowser, King Koopa returns in Super
Mario RPG. However, he turns into one of the good guys after
Smithy smashes the giant sword into his castle. Very eager to
reclaim his castle, Bowser joins with Mario in his quest to run
Smithy out of their world.
-- Techniques
~ Terrorize
Level Learned: 1
FP Value: 6
Description: Bowser summons a Big Boo which deals damage
and has a chance of inflicting Fear.
~ Poison Gas
Level Learned: 12
FP Value: 10
Description: Bowser summons a green cloud that damages and
has a chance of inflicting Poison.
~ Crusher
Level Learned: 12
FP Value: 12
Description: Bowser summons a giant rock spike to come up
through the ground to impale an enemy.
~ Bowser Crush
Level Learned: 18
FP Value: 16
Description: Bowser summons a giant Mecha-Koopa to deal
damage to all enemies.
Toadstool ~
=-------=
The princess was rescued by Mario quite a few times in past games.
After finding her, Toadstool decides to join up with Mario.
Toadstool has powerful magic that can really aid your team with her
great healing techniques. Although she is useful in battle, she
will not last long.
-- Techniques
~ Therapy
Level Learned: 1
FP Value: 2
Description: Toadstool heals an ally and dispels any status
ailments.
~ Group Hug
Level Learned: 1
FP Value: 4
Description: Toadstool heals the party and dispels any
status ailments.
~ Sleepy Time
Level Learned: 11
FP Value: 4
Description: Toadstool can put an enemy to Sleep.
~ Come Back
Level Learned: 13
FP Value: 2
Description: Toadstool revives any fallen ally.
~ Mute
Level Learned: 15
FP Value: 3
Description: Toadstool inflicts Silence status on an enemy
which prevents them from using special attacks.
~ Psych Bomb
Level Learned: 18
FP Value: 15
Description: Toadstool throws a bunch of bombs to deal heavy
damage to enemies.
==============================================================================
--- 5. Walkthrough --- [5000]
==============================================================================
This is of course the walkthrough. As you read through it, you might find
some obnoxiously stupid jokes and attempted humor. I ask you to please do
your best to not retch and hurl all over your computer. Well... you can do
that, just don't sue us! If you are going to sue SOMEBODY, make sure it's
Gobicamel as he's the reason you are seeing those... er... totally unfunny
jokes. Anyhow, we both hope you enjoyed it, and of course, we also hope you
found it helpful.
REMEMBER THE ONE GOLDEN RULE: DON'T SUE US!
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
5.1. Getting Started [5100]
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
After watching Bowser kidnapping Toadstool for the umpteenth time, Mario
follows him to his lair. And, brave as always, he enters it as well! Time
to whoop some below! But... whose below will it be?
[ENEMIES]: Terrapin, Bowser ("boss"), Goomba, Koopa, Sky Troopa, Spikey,
Hammer Brothers (boss)
[ITEMS]: Mushroom (*4), Honey Syrup, Flower Tab, Hammer
-- RENDEZ-VOUS WITH BOWSER ---------------------------------------------------
* First of all, a note! At the very beginning of the game, after
having selected 'new game', you'll be asked to name your character.
Of course, I shall refer to him as Mario throughout this document,
but if you want to name him Fluffy or something along the line of
that, be my guest! Also, please note that names can't be over 8
characters, so if you're name happens to be longer... bad luck!
After the opening scene (which shows Bowser doing the kidnap-thing), we
see Mario entering Bowser's Keep. And that's where you'll take control
over our beloved (?) plumber. The first room is nothing special, really;
use the big door on the other side. In this room you can opt to toy
around with the Terrapins (by which I mean "beat the living daylights
out of them"); you won't get any experience for doing so, though. The
Terrapins flanking the door to the next room, however, aren't avoidable..
you'll have to fight them. Don't worry about it, as it's just a matter
of trading hits. In fact, if you lose this fight, you *really*, *really*
scare me! After defeating them, go through the big door. Here, cross
the bridge... just as you reach the next door, said bridge collapses.
<Resident Evil voice-over> "Now there's no way back". Or "The door to
safety is shut", if that strikes your fancy.
The next area is, in fact, Bowser's throne room. Notice the chandeliers?
You should, because, you know, Bowser is, like, hiding on one of them.
Mario does a high jump (how the HELL did he do that?) and prepares to
kick some Koopa ass. First boss battle, ahoy!
BOWSER (300 HP) + KINKLINK (60 HP)
ITEMS: None; EXP: None; COINS: None; RECOMMENDED LVL: 1
...Okay, I just misused the term boss battle, because this
is, in fact, not a boss battle. Anyway, first of all: _never_
attack Bowser himself. Instead, aim your fists at the
Kinklink right behind him. Bowser's attacks aren't a real
threat, they make Mario lose 3HP at max. Just keep focusing
your attacks on the Kinklink and you'll be just fine.
Also note how Peach will occasionally remind you that you have
to hit the chain. Pfsh, as if you couldn't figure that out
yourself. After you beat the hell out of the Kinklink, the
chandelier will fall down, taking Bowser with it.
However! Bowser is not yet done for. He starts throwing hammers at your
chandelier's Kinklink. Inevitably, you'll fall down as well (leaves me
wondering whether it were the hammers or Mario's weight that caused the
chandelier to fall). Bowser will once more try to reduce your HP to zero,
but Mario will perform what could very well be The Highest Jump The World
Has Ever Seen (tm).
And just when you think you're finally safe, a huge (and I mean _HUGE_)
sword will jam itself into Bowser's keep and blow Mario away. *sigh* I
guess it's all in a day's work.
-- RENDEZ-VOUS WITH THE SWORD ------------------------------------------------
We see Mario falling into the pipe house, and a Toad rushing towards him.
After the Toad has made a smart-ass remark, push the B button to hop off
the peg, onto the ground. Also note that the you can use the bed as a
trampoline, which is -wheeeeee!- fun! After you're done toying around,
leave.
Go say hello to the Toad. He'll be informed of the fact that Peach has
just been kidnapped and asks you to bring her back. Unfortunately there's
no "No"-option here. You can talk to him again, and he'll tell you about
this thing they call sleeping (I should get some of that) and HP recovery.
Oh, and hop on the Save Block to save your progress. Unless you like to
live your life on the rough side, that is (if you don't use the Save
Point, Toad will stop you when you try to leave and tell you about them
blocks. Still, you don't need to use it if you don't want to).
Well then... make for the exit (south-western corner) to end up on the
world map. It's simple really; just select the location you want to go to
using the D-Pad and hit the A button to confirm. As only one place is
available at this point of the game, why don't you, like, go there?
Upon trying to enter the castle, a not-so-nice conversation with the sword
will commence. He basically tells you to scram. And, to make sure you
don't bother him again, the evil fiend makes the bridge collapse. A
cutscene of Mario showing his fist to the sword will now be played.
* NOTE: Denote that a new place has been added to your world map (Vista
Hill). Also, Bowser's Keep has become inaccessible. And, on a
slightly related note, the aforementioned 'fist'-cutscene can be shown
ad infinitum; just re-enter Vista Hill. Yeah, that was pretty useless
information.
Head back to the Pipe House and chat with the Toad. Mario will do a
hilarious imitation of the destruction of the bridge, and in response
Toad will exclaim that you should visit the Chancellor. Happy happy.
Joy joy.
Follow him outside, attempt to exit and... OUCH! That clumsy Toad bumped
right in to you (causing HP loss. At least that's what the game says). He
gives you a mushroom; I guess that's his way of saying sorry. Subsequently
he'll ask you if you know how to use items. Respond with a "Of course I
do" (otherwise the oaf will use up your Mushroom). Instead, scroll up to
the basics section of this guide and give it a read. I'm just so damn
considerate. ...What do you mean 'not modest'?!
Ahem. Next, a Goomba will make its appearance. Yikes! Toad will offer
you an explanation on 'timed hits' (confused? use the basics section); it
doesn't really matter what you respond: if you say no you'll be given a
short tutorial, if you say yes the Goomba will retreat. Whatever floats
your boat. When you're finished, the Toad will give you three nifty
mushrooms. Exit and head for Mushroom Way.
* NOTE: You can, at any given time, take a nap in the pipe house
(which means full HP/MP recovery--sexy!). Just interact with the lamp
and Mario will jump on the bed and fall asleep. Only thing I'd like
to know is: just _how_ did he get under the blanket while sleeping?!
Uncanny, to say the least.
-- MUSHROOM (HIGH)WAY --------------------------------------------------------
I know... the pun in the section header is terrible to the 10th degree,
but bear with me. As you enter, you'll immediately encounter a group of
three Goombas (you see only one Goomba frolicking around on Mushroom
Way, but he represents three Goombas).
* NOTE: When you leave an area (e.g. visit the Pipe House to recover),
and then re-enter it, all enemies -whether you beat them or not- will
have returned (to their original positions). Keep this in mind.
* NOTE: I *really* recommend fighting all enemies you encounter in this
area, because leveling up is pretty frickin' important right now.
Unless you are a masochist, in which case I recommend therapy.
* NOTE: Occasionally you'll receive a 'HP MAX', 'FP MAX' or 'ATTACK UP'
(nifty!) in battle. Just so you know.
Yay, three notes in a row! Anyway, keep following the path, respectively
slaying 2 Goombas, 3 Goombas, 3 Goombas, 2 Sky Troopas (you can use
your Jump attack to get rid of them, but keep an eye on your FP), and
take a halt when you reach a chest; repeatedly jump against it for some
easy dough. Also, you've probably leveled up by now, which is a good
thing! When you level up, you'll (always) be given a choice; HP boost,
MAGIC ATTACK & DEFENCE boost or Attack boost. Decisions, decisions.
I recommend choosing the HP boost; you could use some additional HP right
now.
Continue your merry way and get rid of the two Sky Troopas. Also notice
the floating treasure chest (which contains even more Gold Stuff than
the previous one did) and the Goomba intimidating the Toad: put him out
of his misery (the Goomba, of course, you nut ;]). The Toad will be
so grateful that he'll give you a reward: Honey Syrup. Leave the area.
Immediately when you enter this area, a Goomba will dash towards you;
go say hello. By punching them (you have to battle two Goombas)
repeatedly. Next up; 1 Sky Troopa, 3 Goombas dashing towards you from
behind a rock wall, 2 Goombas (those standing on the rotating flower).
And give the three Goombas charging you when you open the chest in the
north-eastern corner a good kick in the crotch as well to net some more
experience. Now for the treasure: the aforementioned chest (in the
north-eastern corner) contains a mushroom. Now, position yourself on the
rotating flower and allow me to elaborate. This flower allows you to
jump higher than you normally can, thus allowing you to reach the three
platforms around you. Wait until you face the direction of the platform
you want to reach and then hit the B button. Here's the lay-down:
- LEFTMOST: A chest awaits you here. It contains a flower.
- UPMOST: Here, a Goomba sprints toward you. Give 'em the love of your
fist they so badly need (there's two of 'em).
- RIGHTMOST: Oh no! A Sky Troopa has captured a Toad. Terrible! (yeah,
that was sarcasm). Defeat it, and the Toad will give you a Flower
Tab.
Now leave the area.
In this area, a Lakitu is burping out Spikeys faster than EA puts out
crappy games. The Lakitu itself is out of reach, but you can wreak havoc
by trashing its sons; Spikeys don't really pose a threat, as long as you
remember _NOT_ to jump on 'em... that doesn't hurt them. Every Spikey the
Lakitu throws down is in fact either a pack of 2 Spikeys or 1 Spikey and 1
Sky Troopa, so bear that in mind as well! At the end of this area, a
Hammer Bros awaits you. Toad will tell you that he's, you know, *evil*.
Thank you Captain Obvious. Interact with the Bros to fight him (them),
but heal first.
HAMMER BROTHER (50 HP) * 2
ITEMS: Flower Jar; EXP: 6; COINS: 20; RECOMMENDED LVL: 1-2
If you're level three (or two, even) these guys are easy peasy.
First of all, their attacks: they either hit you with their
hammer, or use this attack called 'Hammer Time', which means
they'll throw a hell of a lot of hammers at you (for about 5/6
HP of damage). So keep your mushrooms ready! Also, when one
of the Bro's dies (i.e. you beat him), the other will cast
"Valor Up" which ups his defense. The best thing to do is
focus your attacks on one Bro at a time. You'll kill the
first one with one jump and a regular attack (make sure at least
one of them is timed), and the second one with two Jumps and
an additional attack (again, timed hits are your friends).
After defeating them, Toad will wonder what the Hammer Brothers left
behind ("do you know what this is, Mario?"). "Toad, you deranged oaf with
your lack of substantial IQ, that's a HAMMER!". OK, Mario doesn't say
that, but I'm sure he's thinking it ;). Anyway, equip the hammer and
enter Mushroom Kingdom.
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5.2. A Slight Problem [5200]
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Mario is now entering Mushroom Kingdom to pay the Chancellor a visit and
tell him about the kidnapping of Toadstool. Where is she anyway? Is she
in Bowser's Keep doing a shish kebab imitation? Has she managed to escape?
Have evil aliens abducted her and turned her into a zombie bent on world
domination and free burgers? Is the author of this guide a deranged fool?
To the last question I can safely say: "HELL YEAH!" The answers to the
other three, however, are still shrouded in mystery. Let's hope we'll find
more information in this chapter.
[ENEMIES]: None
[ITEMS]: Mushroom, Map, Pick Me Up
-- EXPLORING TOWN (optional) -------------------------------------------------
- The first house to your left doesn't contain anything of interest (bar
a hard-working female Toad; emancipation?...). Same goed for the first
house to your right.
- When the path forks, you can go straight ahead to reach the castle, or
to the right to explore some more!
- Of course, you can get acquainted with the villagers. You'll learn
that a stealing crocodile just came past this town! And no, I didn't
make that up.
- The first house to your north (the one with the rotating star) is the
Inn. Not only can you sleep here (3G), but there's also a Save Block.
- The second house to your south is by no means an interesting place; the
house north of it, however, is a shop! Here's a list:
Mushroom | 4G | Item
Honey Syrup | 10G | Item
Pick Me Up | 5G | Item
Able Juice | 4G | Item
Shirt | 7G | Armor
Pants | 7G | Armor (Mario)
Jump Shoes | 30G | Accessory (Mario)
Antidote Pin | 27G | Accessory (Mario)
-- MEETING THE CHANCELLOR ----------------------------------------------------
Upon entering the castle, you will be greeted by a Toad; he runs off to
inform the chancellor of your arrival. You can opt to explore the castle
or to just follow the Toad (I recommend the latter -- the castle contains
no places of interest other than the Chancellor's room just yet). In the
Chancellor's room, the Chancellor will tell you you have to save the
princess (well, duh) and he gives you a map too. Nifty! Also, he gives
you access to the treasure room, so go check that out (south, then east).
In said room you'll find a mushroom which restores your HP & FP, a Flower
(gives you more FP) and a large coin (worth 10 coins). And that's not all;
you can talk with the Toad to learn about Flower Points. Yeah, baby, yeah.
Also pay a visit to Toadstool's room (go back two rooms, use the western
door and climb up the stairs). Examine the chair in the corner to find
Toadstool's "???" (now that disturbs me); the Toad in this room will give
you a Mushroom in return.
-- HMMM.... MARSHMALLOWS -----------------------------------------------------
...and you'll see a frog (O_O) chasing the aforementioned alligator (see,
I told you I didn't make it up). The alligator apparently stole the frog's
coin. Also notice that when the frog (his name is Mallow) cries, it starts
to rain. Great. Just great.
Go say hello to make him stop crying. A short convo will occur between
Mario and the strange creature that looks as if it crawled out of a bag of
white, extra-fluffy, marshmallows. Paste some arms on it and tada, you
have Mallow! It seems as if Mallow (Don't forget he's a frog) here was out
here on an errand for his old man. Now that ugly reptile has his special
coin. Mario is immediately symphathetic and decides to help out (Well, you
have to select Yes if you want to help out). Mallow, now a happy half-
frog, half-marshmallow, will run (?) into Mario and disappear. If you
hadn't figured out what happened, check your menu. Mallow has joined you.
Yay!
From that position, you can begin heading east along the path. Visit the
Inn to locate the Save Block again. Save here before continuing if you'd
like. Exit and keep heading east. The next building is the local shop.
Enter and talk to the shopkeeper. Mallow will appear again and tell the
shopkeeper that his coin was stolen. Apparently, the shopkeeper doesn't
seem to care too much, but nevertheless, he hands you a Pick Me Up just
before you leave. No, it isn't a pooper-scooper. It revives allies that
have fallen in battle. They are useful so pick up a Pick Me Up whenever
you get the chance </bad pun>.
Continue east until you locate the exit out of here (No, not the way you
came in, the other exit out of here). Near it, you will find a hyper
Toad-clone. Talk to him and he'll immediately tell you that he saw someone
run through here. Mallow will appear again and ask if the creature looked
something like... Mario, with his amazing shape-shifting powers, spins
and turns into the purple reptile. The guard will confirm and Mallow will
ask why the heck wasn't he stopped?
Luckily, the guard is a smart-aleck and respond saying that he left his
bazooka at home. Wow... Anyway, the Croco fellow we're looking for will
appear with a few mocking words. Shortly thereafter, he will run right
through our three, stupefied characters. Mallow will complain once again
and run into you. Now your objective is obvious, follow that thief!
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5.3. The Chase on Bandit's Way [5300]
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The reptile known as Croco will lead you out here, to an area known as
Bandit's Way. Not only is it a great hideout for (obviously) bandits, but
Croco is also here! Immediately, Mallow will come out and tell you to
quickly chase after him! (Hey fattie, why don't you do something for once?)
Thanks to marshmallow-boy here, Croco notices you and takes a run once
again. Let's give chase.
[ENEMIES]: Goomba, Spikey, Frogog, K-9, Croco (boss)
[ITEMS]: RareFrogCoin, Wallet
-- STOP YOU UGLY, REPTILIAN THIEF --------------------------------------------
* NOTE: With Mallow in your group, you now engage enemies with both
Mario and Mallow. Mario is capable of his regular attacks and of
course, his special Jump attack, but Mallow has a special ability.
Thunderbolt is a thunder-elemental attack which does considerable
damage when used correctly.
Begin tracing Croco's footsteps taking the south of the two paths that
fork from the start. Fight the enemies around and level both Mario and
Mallow up a few. Croco isn't that amazing of a thief so chasing him and
tracing his footsteps should be easy. Continue along the path and fight
any enemies that get in your way. They shouldn't be too difficult now
that you have a thunder-casting frog in your group. Take note of the
strange, green creature you might find occasionally. The Frogogs aren't
that strong so don't worry about them.
Anyhow, continue to make your way south and note the Save Block which
should appear ahead of you. Have Mario jump on it to save the game once
again, if you want to. When that's done, start making your way east taking
chase for the ever-purple, Croco. You will have to exit out of this area
through the exit. If you continue to head east, you will simply double
back around to the entrance of this area like a Grade-A idiot. Exit the
area.
Once again, you meet Croco and his ugly face. This time, he will jump to
the upper ledge, seeing as Mario can't jump for his life. Well, this
Croco fellow obviously hasn't seen us jump yet, so find the spinning flower
to the left of the ledge and jump on it. Hopefully, you should have used
something similar to this to save Toad before (Where did the little bugger
go anyway?), so you should know how to use it. Wait for the flower to spin
you around. Face the ledge and make a jump. Hopefully, you will be able
to get onto it.
Continue making your way east until you notice some yellow blocks. Also on
the ground are some strange, robot dog looking (ROBODOG!) known as the
K-9s. If you fought a Frogog yet, you might expect these K-9s to be pretty
strong. However, you will soon note that these robot dogs aren't as tough
as they look (also note they give out extraordinary much "Once Again"'s).
Smash apart all the robot dogs that get in your way. Now, make your way
onto the strange yellow blocks that you noticed before. Jump on the first
and then jump onto the second.
* NOTE: Yellow blocks like these play an important role in the life of
Mario. Even in past Mario games as SMW, they still played very useful
roles. Try to get a feel for these yellow blocks as you will see many
more in the future.
However, as soon as you jump onto the second, you will immediately notice
that the block that was directly behind you now is in front of you. Keep
going this way (Try to pick up the coin that's floating in-between the
second and third) until the yellow platforms bring you to the opposite
ledge. Jump onto this next ledge and then jump off the south end which was
once inaccessible.
The red flower here doesn't go anywhere other than the ledge you just
jumped off of, so ignore it. Continue to make your way south along the
path. The exit to the next area is just around the corner. Upon entering
this new area, Croco will mock you some more. Apparently, his speed may be
pretty impressive, but there is way in the history of running can he run
100 miles in 2 seconds. Anyhow, make your way after him taking the
northeast of the two paths. A Goomba will probably ambush you here so take
it out.
The very purple Croco is just a short walk from your position. This time,
he doesn't say anything which means one thing. YOU SURE ARE ANNOYING THE
HECK OUT OF HIM! Anyway, he'll take off quickly once more. This next fork
consists of a northwest path and a northeast path. If you have quick eyes,
you should have noted that Croco took the northeast path. Continue along
that way and repeat the process of seeing Croco and following Croco.
Eventually, Croco will lead you to the end of the line. Leave this area
and continue with following that ugly, reptilian thief.
The next scene consists of Croco attempting to get at a treasure chest
floating in the air. Since Croco isn't very good at this kind of stuff,
he immediately gives up. He also notices that the annoying plumber has
walked in on the scene, and tells you to give it up. Well, since Croco
isn't going anywhere special, try your best to collect both chests. The
secret to getting them is to use the yellow blocks. Jump on one and the
other will slowly rotate. Get one under the chest and jump to get what's
inside. The first contains a starman which makes you invincible for a few
seconds! When you pick it up, kill all the K-9s you can for easy
experience.
The second isn't as useful. If you continue to move around the yellow
blocks for it, it will reveal to you, a flower. If you need the FP points,
here you go. Anyhow, there's nothing else here except a few K-9s which
you can still fight. When you feel that you're ready, begin making your
way southeast, to the area border. Again, exit and enter the final screen
before you actually catch Croco...
This part is pretty difficult. There are enemies galore all over the
place, however, you will need to ACTUALLY catch Croco this time. Mallow
suggests that you try to sneak up behind him. The treasure chest at the
beginning contains a Mushroom which you might want to save for later.
Croco is hiding throughout the area and the only way to advance is by
sneaking up on him. This means, you cannot let him see you and you have
to find some way to get to his back. If he sees you however, he will run
off.
Watch the Goombas that ambush you from the bushes and catch Croco the way
I said about 3 times. You can tell when you caught him once as he will
mutter some mocking words before running off again. Keep in mind that he
can see beyond the hills, but not the bushes. Finally, with catching him
3 times, he will compliment you on your eyes. However, it will still take
you 100 more years to catch him... Again, make your way around and attempt
to catch Croco a few more times, and victory will finally be yours!...
Well, not exactly. Instead of returning the stolen coin however, he
engages. Battle ready set.
CROCO (320 HP)
ITEMS: Flower Tab; EXP: 8; COINS: 10; RECOMMENDED LVL: 3-5
This battle is easy if you know what you're doing. First of
all, Croco's Defence is higher than his Magic Defense so
Mallow's magical spells should work well here. Also, by now,
Mario should have learned a new ability called Fire Orb. If
you hit the Y Button repeatedly, you will hurt Croco a bunch.
Not only that, but upon using Fire Orb, Croco spends a turn
dousing his blazing tail. When you are out of FP, begin to
use the regular Attack mode (Timed Hits work wonders). Croco
will constantly reach into his bag for a secret. Sometimes,
it's a bomb which does incredible damage and sometimes, it's
a Weird Mushroom which heals about 60 HP. If you need healing
yourself, Mallow's new ability, HP Rain can heal a bunch
of HP in a single sitting. Mushrooms also work well. Do not
let either Mario or Mallow get KOed. You should eventually
win.
-- THE RARE FROG COIN --------------------------------------------------------
Eventually, Mallow will get extra pissy and run right up to Croco and
demand his coin back. With that, he gives Croco a nice smack in the
face. Funny, I never thought that marshmallows could put that much
power in one blow. Anyhow, the special coin will pop out and Croco
will howl with pain. With that, Croco runs off. With that, the battle
is over. Shortly thereafter, Mallow will notice that the reptilian
left a Wallet. Being the little thieve you are, you pick it up. Mallow
disappears again and a giant spring drops from the ceiling. Jumping onto
it will send you back to the entrance area of the Bandit's Way. Save your
game at the Save Block and make your way back to Mushroom Kingdom.
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5.4. What's a S-T-A-R? [5400]
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Now that we're back here, you should notice that our little excursion with
Croco has wasted nearly the entire day. Heck, it's already evening-time
and we hadn't even eaten lunch yet. And what is up with those weird,
skeleton things on those pogo sticks? You'll soon find out.
[ENEMIES]: Shyster, Mack (boss)
[ITEMS]: Flower Tab x2, Wake Up Pin, Cricket Pie
-- NIGHTTIME IN THE MUSHROOM KINDGOM -----------------------------------------
Right off the bat, head forward a little bit and save the toadstool guard
from the Shyster. Engage with the Shyster (The skeleton on the pogo-stick)
and attack. Mallow should use his Thunderbolt as his regular Attack would
not effect them that greatly. Don't lose too much HP. After the battle,
the guard will thank you and hand you 10 coins that he found on the ground.
Afterwards, head into the nearby shop where the clerk is shaking. Talk to
him and he'll refuse to sell anything. Instead, you can take anything
you'd like! However, being the good boy you are, you decide to pay for
all the items. Read the note on the desk and buy whatever you'd like.
Sell the Wallet for 123 coins (you can also return the wallet to its
legitimate owner; the mushroom below the shop -- he gives you a Flower
Tab in return, but meh... I'd rather have money). A great price!
Leave the shop and head straight ahead. Below you is another toadstool
getting himself in a heap of trouble. Save him from the Shyster, and then
head back up the steps. Continue making your way to the northwest. Here,
you will find a bunch of those Shyster things. Save the pink-topped
toadstool from the Shyster (Obviously, these toadstools couldn't fight if
their mushroom top depended on it) without even a word of appreciation. Go
inside the Inn which is to your immediate right. If you need the HP heal,
pay 3 coins to crash for the night. Also take note of the save box. Use it
if you need it.
Exit the building and continue northwest along the path. However, instead
of entering the castle, walk to the house directly adjacent from the path
you were just walking on to find to find a family of toadstools hiding from
two Shysters. Defeat both of them and the family will thank you. Soon,
the father realizes that he's missing his son. Immediately, he runs
upstairs. Follow, and you will find his son... obviously having a fun
time with a Shyster. Nevertheless, defeat the Shyster and the father will
give you a Flower Tab as a token of his appreciation. With that done, you
can enter the castle and figure out what in Christ's name is going on.
-- BOUNCY TROUBLES -----------------------------------------------------------
The castle is in a state of chaos. Shysters are jumping around everywhere
and the one's coming down the middle are infinite. Save the toadstool
being chased by the Shyster down the middle row, and Toad will explain to
you that everyone is hiding in the princess's bedroom. Follow him and
you will immediately be ambushed by two Shysters as soon as you enter.
Take them out like you normally would. Then, follow Toad into the next
room. Walk up to Toad and the two Shysters guarding the door will
actually talk!
With a few mocking words, they jump on top of your head only to get their
butts handed back to them. Anyhow, Toad thanks you again (I bet he thinks
you enjoy saving his mushroom head) and walks into the next room. The
other toadstools there will be pretty surprised that Toad is actually in
one piece. Thank god Mario came to save the day. They will ask if you
would protect them, which you should of course (No way, I'm not your
bodyguard) say Yes to. The toadstool walks away and hands you another
Flower Tab. Exit the room and haul your butt back to the main hall.
Instead of walking straight east to the throne room, head to the opposite
door. There, you will find a toadstool guard being mobbed by two Shysters.
Once again, save this guy's life and he'll tell you that the vault guard
ran away while he tried to save him. Geez, what a coward. Anyway, walk
east into the next door where you will find the cowering vault guard. Talk
to him and he'll tell you he found a gold coin. However, just as you
leave, he will hand you something that he obviously has no use for, a Wake
Up Pin. If you want to head into the treasure chest vault, you will find
a Mushroom, a Flower, and another gold coin.
If you want to save the game and heal all the HP before continuing, head
back to the Princess's Bedroom. There is a single bed and an old man next
to it. Talk to him and he'll refuse to let you use the Princess's bed, but
he does heal all your HP. If you didn't notice the Save Block before, now
would be the time to actually save. Head back to the main entrance hall
and finally, head straight to the throne room like you have done
previously. I assume you know how to get there.
The next room consists of two Shysters hopping around. Since you will want
some experience before the boss, fight them both. Finish them off and
continue through the door continuing to the throne room and the Chancellor.
However, instead of the Chancellor, you find a group of Skysters as well
as a mysterious voice. They talk about everyone disappearing. Well, now
that they're gone, they have found themselves a new home. However, walk
forward and make your presence known. The boss of the Shysters, Mack,
appears and explains to you very clearly, he is not letting you take his
new home. With that, four Shysters and big daddy himself attacks!
MACK (480 HP)
ITEMS: None; EXP: 12; COINS: 20; RECOMMENDED LVL: 5-6
Along with Mack, you will also have to deal with about four
other annoying Shysters. When Mario's turn starts off, aim
at Mack. You want Mario to focus on Mack this battle. Use
Thunderbolt to take out the four other Shyster so they won't
annoy you. Mack will constantly call his Shysters back so
use Thunderbolt to take them out. Mack himself is pretty
strong, but all he has are some weak Fire attacks which won't
hurt you too much (that is, if you have reasonable magic
defense), and he will also jump away and disappear until his
Shysters are defeated. Keep an eye on the Shysters and
constantly heal yourself to win this battle, which in my
opinion, is way easier than Croco. Win it.
-- THE BLUE STAR -------------------------------------------------------------
Now something strange happens. Either Mario is extremely high on pot or
a blue star is floating around. It will slowly rotate around Mario until
Mario himself, takes it. This, my friend, is the first star of Super Mario
RPG. Shortly after, the two Shysters which were knocked out cold before
will wake up and say that they will tell their boss (Cry to your mommy).
Now, talk to the Chancellor who is cowering in the corner of the room.
Well, at least we saved the Chancellor.
Scene shift to a later portion. The Chancellor finally realizes that there
is quite a bit of conflict going around. First, the Princess, and now
a near takeover of the Mushroom Kingdom. Mallow appears and suggests that
they go to his gramps, Frogfucius. The Chancellor tells Mario that he must
save the Mushroom Kingdom.
Afterwards, The invisible narrator of the story recaps on what has happened
today. What is the significance of the star piece? Could Mack possibly
be in league with the talking sword that stabbed into Bowser's Keep? These
questions will soon be answered in the near future. Anyhow, exit the
castle and head to the town shop again. Talk to the storekeeper and he'll
hand you a Cricket Pie that Mallow was going to buy until his coin was
stolen. Time to head out of town, and off to the Kero Sewers.
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5.5. Pipe Sections [5500]
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Mallow leads you to the pipe leading into the Kero Sewers. Beyond, he
drains himself down the pipe. However, he warns you of something that his
grandpa told him. Something called "Belome." Anyhow, he brushes the
thought away and goes down the pipe. For you, stand on the pipe and press
down to head to the Kero Sewers. Right next to you should be a Save Block.
Save your game here and descend into the Kero Sewers (by simply pressing
down while stending on the pipe).
[ENEMIES]: Goby, Rat Funk, Hobgoblin, Big Boo, Shadow, Belome (boss)
[ITEMS]: Trueform Pin, Flower Jar, Flower Tab (*3), Recovery Mushroom,
Noknok Shell.
-- YAY... SEWERS -------------------------------------------------------------
First of all; you might want to do something intelligent with the Save
Block next to you. Subsequently, dive into the water (Mario sure has an
awkward way of swimming. To say the least) and swim to the other end
(to get out, go where the water is shallow). Head down the pipe -- and
peace to you too, Mario.
Okay, this place is quite the maze, so watch your steps. And keep an eye
on this guide too, of course! The first thing you'll want to do is to
use the pipe east of you. In this room, give hell to the Big Boo (he has
a Shadow with him; don't worry, they're not so scary as they look) and
follow the path to reach a pipe... use it.
This room is filled with Rat Funks. And fancy-looking Hobgoblins too!
Drop down the ledge, and walk up the stairs in the right corner of the
room; you'll find a treasure chest... with a Pandorite in it (Pandora's
Box? Pandorite? I get it!!!), which could be called a mini-boss I guess.
Fighting it is optional, but I strongly recommend doing so, 'cos it nets
you 10 EXP! Have Mario using his Jump attack(s) and let Mallow do the
healing (both his thunder attacks and his regular attack do very little
damage). Pandorite's attacks are pretty annoying; especially Flame Wall,
which hits both Mallow and Mario. When Pandorite is down, he'll leave
behind a Flower Jar, and a Trueform Pin (equip it on Mario!). Also, if
you re-enter this room (use the pipe, then... use it again), you can open
the treasure chest (the one the Pandorite was in) for 50 coins.
Squaresoft, I love you! Oh, and just follow the path to reach another
pipe.
Here, there's only one way you can go... through the water! Defeat the
fishes (Goby's; and, no, their name has nothing to do with my username) for
some easy experience, and swim to the other site, through the exit (it's
between the two pipes). Repeat this process for the next room (i.e. kill
the Goby, use the exit) and in the room thereafter get rid off the Goby
(hmm... this is getting old) and climb out of the water. You already used
the two pipes in the eastern corner (if you didn't do so earlier, you can
claim your 50 coins now by using the downmost of the two) so let's use
the one on the left!
It takes you to a room filled with enemies -- go on a Rat Funk killing
spree if you wish (yay! Experience). If you wish, you can already fight
Belome (the boss now), but I'd rather you explore some more. The following
paragraphs are all optional.
-- Optional; but recommended -----
In this room, there are four pipes you can access at this moment; the
one you used to enter this room; the one below that one; the one you
used earlier on (see two paragraphs ago) and the one on the other side
of the room (across the gap). Use the pipe right below the pipe you
used to enter this room.
It takes you to a room with a helluva lotta Funk Rats; show them what
you're made of and subsequently use the pipe on the other side of the
room (DON'T fall into the water).
Et puis: go bring hello to the Big Boo, and walk to the pipe on the
right side of this room. Notice the floating treasure chest behind it?
Open it to obtain some mad star powerz and use 'em to kill off the
Rat family -- experience galore ! Trot up the stairs and use the pipe.
There are *tres* many rats hiding in the small alcoves here... fight
them, it's fun ! There's also a chest which contains a Flower Tab, so
yay. Use one of the tree pipes in this room, and backtrack to the room
with the four pipes (yanno, the one with that one Rat Funk standing on
a ledge)...
See that ledge with the Rat Funk on it? Jump on it, dispatch the rat and
hop down, and into the pipe. Here, defeat the Big Boo's (or not) and jump
on the "!"-switch ("the water has been drained"). You can opt to exit the
sewers (by jumping on the trampoline-thingy) or to return to the previous
room -- pick the latter.
In said previous room, jump down the platform and onto the (previously
submerged) ground. Here, you'll find a pipe which you couldn't access
before (south-western corner)... descend. Two chests in this area -- open
the rightmost one to get your mitts on a Recovery Mushroom, and you can't
reach the other. Heal yourself (preferably using mushrooms, as you
probably have a kazillion of those anyway) and use the pipe. Bass bottle,
ahoy! You'd better be at level 7! Or 6. Or 5.
BELOME (500 HP)
ITEMS: None; EXP: 15; COINS: 40; RECOMMENDED LVL: 5-7
First of all; THAT THINGS IS *INCREDIBLY* *OUTRAGEOUSLY*
UGLY! Ahem. With that out of the way, let's take a look at
its four attacks; 1) It licks you (eww): this doesn't hurt too
much; 2) It'll turn you into a scarecrow, which means you're
only able to defend or to use special attacks (you know, the
ones that use up Flower Points) -- if Mario wears the Trueform
Pin this can be prevented. If you didn't equip it... I feel
for you, man. Listen to me next time, ya?; 3) Belome will
throw 'Sleep Sauce' at you: this puts you to sleep; 4) Belome
will swallow Mallow (that rhymes!) whole (I bet Mallow contains
a *lot* of calories ;)): this means you won't be able to use
Mallow for a turn or three. So. Mallow is relatively weak
against your special attacks (preferably Jump and Electroshock).
Keep using these, and have Mallow use a Honey Syrup when you
run out of FP. Belome is pretty damn easy, actually (IF you
know what you're doing, that is).
When (/if) you have defeaten him, the gate will open and water will come
gushing out. Oh, and pardonez-moi if the wording of this section was
very boring; this part of the game is outrageously boring to write for.
-- ROLLING ON A RIVER --------------------------------------------------------
Ah, Midas River! One of the most fun (funnest?) mini-games. EVAR. It
basically goes like this; you fall down, desperately trying to grab coins
as you go (at least, that's what you _should_ be doing). Especially keep
an eye out for those green coins -- frog coins; they'll come in very handy.
Being the considerate person that I am, I have drawn an ASCII diagram
(overlook the fact that even Bill Gates looks better)... here you go:
Alt. Start S T A R T! LEGEND:
| | | | C = Coin
| | | | FC = Frog Coin
| | |C | * = Grotto
| | | C |
\ / | C |
\ / | FC |
v | C |
| |
| |
| C * |
| C |
| C C |
/ \
/ C \
/ C ^ \
/ FC / \ C \
/ C / \ \
/ / \ \
You get a Flower in -> / C*C | \ \
this cave / | \ \
/ C / \ \
/ C| | |
/ C / | |
| C / | |
| | | |
| FC | | |
| | | |
| | \ \
You get a > | * C | \ \
Frog-coin in this | C | \ \
cave! | | \ \
| \ \ \
| C \ \ \
| C \ \ \
/ C ^ C\ | |
/ / \ \ | |
/ C / \ \ | |
/ C / \ FC \ | |
/ / \ \ / \You get a
/ / \ \ _____ / ^ \Flower in
| / \ Cv \ | / \ \ this
| / | C C/ / / \ \ cave
\ \ |C / | / \ \ |
\ \ / \ / / | | |
\ \ ______/ \/ / | * |<-
\ \ / C|________` |
\ v |
| |
| |
F I N I S H
One last note: the alt. start is inaccessible at this moment. I'll be
sure to tell you when you can actually reach it!
Done falling? Good! Another mini-game awaits you. It's called the
"Barrel Jumping Event". Oh boy. There are two paths you can choose,
you change paths by bumping into a barrel... occasionally Cheep-Cheeps
will jump at you -- don't let them get you (jump over them), or else it's
bye-bye coins. I will not serve you a crappy ASCII drawing this time,
don't worry. Just collect as much coins as you can and giggle like a
schoolgirl!
At the end of the course, Mario will jump on a Toad's head (yes, a very
roundabout way of saying "hi" indeed!), who will subsequently tell you
a) how many coins you collected, b) offer you to trade 60 coins for
1 Frog Coin (what a bargain </sarcasm>) (if you don't have 60 coins,
don't worry, you can buy the thing later as well -- for a higher price,
though!) and c) give you a NokNok Shell (equip on Mario!). And with that,
you're free to either save, use the trampoline and pay 30 coins to try the
course again (both the Midas Falls and the barrel-jumping event. No Frog
Coins this time, though) or exit and visit Tadpole Pond.
* NOTE: Frog Coins will not be listed as Items at the start of each
section (so, it's possible that when a section says there aren't any
items to be found, you can still find Frog Coins). Just like ordinary
coins, for that matter.
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5.6. Of Frogs, Frogs and Frogs [5600]
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Having kicked Belome's rear end, your party ends up at Tadpole Pond. Which
is... exactly where we wanted to be! Have a seat, drink lots of beer and
party like there's no tomorrow. Or, on second thought: don't.
[ENEMIES]: None
[ITEMS]: Alto Card
-- THE REVELATION (tm) -------------------------------------------------------
Walk straight up the path, stand on the stone (at least, that's what
I think it is) and you'll be greeted by a... a thing. The thing will ask
you what's your business here and a convo will engage. Yawn. Go make
some coffee, or something. You'll be asked to jump at some point in the
conversation, so do that. After a while, the great and mighty (yeah)
Frogfucius will, err, "float" towards you, give you a few words of welcome
and invite you over to his sanctuary. The tadpoles will form a bridge,
which you can use to get to the other side.
There, Frogfucius will give you a few words of wisdom... here's a summary:
Both Toadstool and Bowser were blown out of Bowser's Keep by the huge
sword, and that Sword and his silly clan seem to want to take over the
world as well! And the Star you found after defeating Mack seems to bear
the power to grant wishes. Yadda yadda yadda. Frogfucius commands Mallow
to parttake in your quest (without asking you for permission. Hmph!) and
in the process he reveals that Mallow is... NOT A TADPOLE!!! (Well, well,
well... quite the revelation. Let's just pretend that we didn't see that
one coming from miles away) Poor Mallow isn't too happy (he starts crying,
but WHY the hell doesn't it start raining now?!) but he'll agree to join
you. Your first objective: Rose Town. Why? Because "they need your help
there". MOVE MOVE MOVE!
But first talk to Frogfucius once more. He'll give you a Froggie Stick
(equip it on Mallow) in return for the Cricket Pie (you did obtain it,
right? Right?! If not, just go back to Mushroom Kingdom and do so. Pas
de problem). Go back whence you came using the tadpole bridge (it appears
when you approach the water) and take a left. There, you'll encounter two
tadpole's -- here's the lay-down
LEFTMOST TADPOLE; "Frog Coin" Emporium; This is where you spend your
frog coins. Voila, a price list:
Sleepy Bomb -- 1 Frog Coin
Bracer -- 2 Frog Coins
Energizer -- 2 Frog Coins
Crystalline -- 5 Frog Coins
Power Blast -- 5 Frog Coins
RIGHTMOST TADPOLE; Juice Bar; This is where you buy juices (paying with
ordinary coins)... and just overlook the fact that there is no bar to be
seen. Both the menu and the prices of the bar are dependent on your
membership card -- there are four different menus; the ordinary menu,
the Alto Card menu, the Tenor Card menu and the Soprano Card menu.
Again, a list:
FroggieDrink -- 16 Coins ORDINARY MENU
~ ~ ~ ~ ~ ~
FroggieDrink -- 14 Coins
Elixir -- 48 Coins ALTO CARD MENU
~ ~ ~ ~ ~ ~
FroggieDrink -- 12 Coins
Elixir -- 36 Coins
Megalixir -- 90 Coins TENOR CARD MENU
~ ~ ~ ~ ~ ~
FroggieDrink -- 8 coins
Elixir -- 24 Coins
Megalixir -- 60 Coins
KeroKeroCola -- 200 Coins SOPRANO CARD MENU
~ ~ ~ ~ ~ ~
Don't buy anything just yet, but wait till you get the Alto Card.
Right now, I recommend selling the guy your old equipment for some easy
moolah.
Return to the tadpole bridge and this time go right... follow the path.
On your way, you'll meet a Tadpole -- socialize, and you'll learn some
interesing stuff. The "Frogfucius' Suite 18" goes like this:
"So; La; Mi; Re; Do; Re; Do; Re"
Use the exit on your right, and...
...you'll end up in Melody Bay. Yay (yes, I said that just because it
rhymes). You'll get a short tutorial, which I recite here:
"Play notes by jumping on the tadpoles. Let's hear your melody." Your
goal is to play Frogfucius' Suite 18... the one you just got. First of
all, you'll want to learn a little about composing. Toadofsky (just
walk around the pool, and you'll see him eventually) himself will be your
tutor -- just go and talk to him! Or take a look at this ASCII diagram
(Mi beingt the northmost and Fa the southmost).
----------------------------------------------------
MI
RE ----------------------------------------------------
DO
TI ----------------------------------------------------
LA
SO ----------------------------------------------------
FA
----------------------------------------------------
Go around the pool again and stand on the stone to make a tadpole appear.
Now take a look at this diagram:
-----------------------------------
MI O
RE ---------------O-------O-------O---
DO O O
TI -----------------------------------
LA O
SO ---O-------------------------------
FA
-----------------------------------
Starting left, you should jump on the tadpoles when they hit the note you
need to hit (i.e. you need to play Suite 18: jump on the first tadpole when
he hits So, on the second tadpole when he hits La, and so on and so forth).
It's pretty hard to time your jumps precisely. Just remember that practice
makes perfect. When you succesfully play the piece, Toadofsky will give
you the Alto Card as "a token of his gratitude".
Sooo. With your brand new Alto Card go back to the two tadpoles, and have
a drink at the juice bar (preferably at least one FroggieDrink (two is
better) and an Elixir). Remember Frogfucius telling you about troubles at
Rose Town? If you don't, you suffer from a severe case of amnesia and you
should go see a doctor. I'm just so... considerate. Hmm. Oh. Right.
Leave the area and make for Rose Way.
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5.7. Immobilizing Arrows [5700]
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There's said to be some trouble brewing over at Rose Town, so Mario and
Mallow go to investigate. Maybe they can get something out of helping the
villagers. Like, another star. Just a wild guess...
[ENEMIES]: Starslap, Slapdragon, Arachne, Shy Guy, Bandit
[ITEMS]: Recovery Mushroom (*2), Flower Tab (*4)
-- EN ROUTE TO ROSE TOWN -----------------------------------------------------
See those fancy-looking platforms? You can use those to reach the other
sides, and in the words of the game: "You can't jump on or off when the
block is blue. Try jumping when the block turns yellow." I couldn't have
said it better myself. Well, I probably could, but that's beside the
question. Hop on the first block which takes you to another block; jump
on it. It respectively takes you to a part of solid ground (jump off to
collect the Recovery Mushroom) and to another block. That block moves
both left and right. Start by going left, then jump on the next platform,
which will take you to a Flower Tab. Use the platform to go back, and jump
on the first block you 'encounter'... it takes you to the leftmost exit;
jump off, and use it (the following paragraph is optional):
Alright, listen up; this area contains two swinging blocks/platforms, and
a treasure chest. First of all, have a go at the two shy guys occupying
the blocks to clear you path. Now, jump on the first block (the one
nearest to the entrance). From there jump on the second block. And from
there (when it has reached its 'dead point') jump northeast, hitting the
treasure chest in the process to obtain a Frog Coin. Occasionally, you
screw up; i.e. the two blocks aren't aligned anymore. Jump against the
blocks to slow them a little, and repeat this untill the block are aligned
again. Once you have obtained the Frog Coin, leave, and in the next area,
use the first block to reach the rightmost exit. Use it.
In this area, you'll find nothing but a few enemies (Two Crooks, and a
Shy Guy which keeps being replaced; easy experience, but very boring too).
Make your way to the exit. Oh boy, more platforming-thingies! In fact,
this is exactly the same area as the one you visited earlier, only the
sequence of the blocks has changed. Hop on the first block, and on the
next one too to reach an exit. Use it.
Here you can find five treasure boxes with Shy Guys standing on top of
them; clockwards (starting at the first treasure chest; located at 12 o'
clock) they contain respectively 5 coins, a Recovery Mushroom, 5 coins,
5 coins and 5 coins. Also, please take note that when you leave and
re-enter this area, all Shy Guys will be back to their original positions
PLUS all the treasure chests are filled again. When you're done collecting
coins and the like, leave the area using the downmost entrance.
Upon entering the path, you will notice Bowser and his so-called Koopa
Troop (quite pathetic, if you ask me). Apparently, they're planning to
re-capture Bowser's Keep. Ah! Well, that's none of our business for now,
so just follow the path and head to Rose Town.
-- ROSE TOWN -----------------------------------------------------------------
Hmm... this doesn't look good. It seems like arrows are falling from the
sky, completely paralyzing anyone unlucky enough to be hit by one. Well...
there are three points of interest in Rose Town (2 of 'em are optional, one
is obligatory). I'll cover them one by one, starting with the optional
places:
- For starters, go to the top left corner of the town and have a chat with
the guy walking around there; it seems like he can't enter his house,
because his son has been toying around with the a switch of some sorts.
Jump on his head, and then onto the ledge. Enter the house and, first
of all, open the two treasure chests, both containing a Flower Tab (if
you don't open these chests now, they'll contain coins later) and then
trot up the stairs. Here, you'll find both said switch and said boy.
Jump on the boy's head a few times for the sake of education, then jump
on the switch to lower the stairs. The guy outside will "thank you very
much" for doing so. And, of course, we know *nothing at all* about the
mysterious dissapearance of his treasures (if you admit you know about
it, he'll give you a hint as to where you can find a secret place in the
Forest Maze. Just use this guide though ;)).
- The shop: you can't miss this building (it's two houses next to the house
from the last note and it has some fancy-looking rotating mushrooms).
Well, normal people would enter using the door. But, as we're not normal
people (right?), we'll enter using the chimney! Use the crates on the
side of the building to do so. Having used this entrance, you end up on
a shelf, right next to a chest which contains another Flower Tab. Jump
down and have a chat with the mushrooms here to buy stuff. A list, you
say? Ah yes;
Mushroom | 4G | Item
Honey Syrup | 10G | Item
Pick Me Up | 5G | Item
Able Juice | 4G | Item
Thick Shirt | 14G | Armor (Mario)
Thick Pants | 14G | Armor (Mallow)
Jump Shoes | 30G | Accessory (Mario)
Antidote Pin | 27G | Accessory (Mario, Mallow)
Wake Up Pin | 42G | Accessory (Mario, Mallow)
Trueform Pin | 60G | Accessory (Mario, Mallow)
Fearless Pin | 130G | Accessory (Mario, Mallow)
Buy whatever the hell you need (Thick Shirt & Thick Pants, Able Juice
and restocking on Items recommended), and leave ;)!
- The last place of interest is the Inn; the house directly left of the
town entrance which can be easily recognized by the rotating star. Upon
entering, we see a young Toad playing with dolls (Mario, Bowser, Geno and
Toadstool). In his words, he's playing "save the world", which
apparently means Bowser beating the living daylights out of Mario. Ah
yes! After a while, he'll notice Mario, and you'll be asked both to
jump (to prove you're Mario) and to play with the youngster. You get
to be Bowser (yay!) and he gets to be Geno (whoever the hell that may
be). The lil' boy will subsequently K.O. you, and Mario loses
consiousness. After that, we see the Geno doll coming to live and
walking off (this is not a dream or hallucination, mind). And after
*that*, Mario wakes up, and the whole game turns out to be a bad dream.
Okay, not really. Use the Save Block and head downstairs, where the lil'
boy will ramble about how he saw Geno walking off into the forest. Let's
investigate! Exit both the Inn and the town, and head to the Forest
Maze.
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5.8. A Star Hidden in the Trees [5800]
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Apparently, Geno's doll came alive and walked off right into the forest.
And, for some ungodly reason, Mario and Mallow decided to follow him.
Sooooo.... I should stop writing silly introductions et al. You're
welcome.
[ENEMIES]: Wiggler, Amanita, Guerrilla (funny!), Buzzer, Rat Funk, Octolot,
Bowyer (boss)
[ITEMS]: Mushroom
-- EXPLORING THE FOREST MAZE -------------------------------------------------
Remember when I said Kero Sewers were quite the maze? Well, this is
*QUITE THE MAZE*, if you catch my drift. For starters, cross this area
(grabbing the mushroom as you go) and enter the next one.
* NOTE: Occasionally, you'll find mushrooms laying around (i.e. not in
treasure chests).
In this area, grab the mushroom, and jump on the Wiggler's head a few
times for some coins (jumping 10 times nets you a Frog Coin. If you end up
fighting one, make sure you've got quite some healing stuff (e.g.
mushrooms) to back you up; these guys can do major damage. Go stand on the
hollow tree and "enter" it as if it were a pipe.
Throughout this area you'll find 'bushes' of mushrooms, all with either a
pickable mushroom right next to 'em (healing stuff galore, thank god) or an
Amanita right next to 'em. And, there's a Rat Funk walking around too, so
watch your back! And your front too. Hohoho. Use the trampoline on the
other end of the cave, picking Mushrooms (or Amanita's, heheheh ;>) as you
go. In the next area, defeat the Buzzer and proceed.
There are stumps aligned in this area. Looks as follows;
7
5 6
3 4
1 2
ENTRANCE!
And this is what they all lead to! Man, this is experience heaven!
1) Amanita, Buzzer
2) 3 Amanita's, 2 Buzzers (and a hidden treasure chest, but check out the
side-quests secion for that!)
3) Nothing (only a hidden treasure chest; once again, refer to said
side-quests section)
4) 2 Amanita's, 1 Buzzer
5) 2 Amanita's, 1 Buzzer
6) 2 Amanita's, 2 Buzzers
7) A sleeping Wiggler. Wake it up (by repeatedly jumping on its head) to
make it reveal a new path.
Use said path, and head down the pipe. W00t, another underground area!
Ignore the sleeping Wiggler (you can't wake him up, yo!) and make your way
around the area, defeating Rat Funks, picking up mushrooms and defeating
a single Amanita as you go (the first bush has a mushroom, the second bush
has an Amanita). Make your way around the next area too (the bush nearest
to the entrance hold a mushroom), fighting enemies as you go, and use the
trampoline.
Okay. Throughout this guide I haven't told you about the invisible
treasure chests, but I will now (this one contains something really nifty):
you'll find a mushroom on the left side of the exit of this area. Pick it
up, and then position yourself to the right of the exit (in the same place
where the mushroom was on the other side). Jump. You'll hit an invisible
treasure box which contains a Red Essence. Handy! Use the Save Block,
then exit.
Et voila, the maze! First of all, listen up kiddos; there's some nifty
items to be found here (this is optional, mind. Skip this paragraph if
you're not interested): respectively go left, down, down, left and you'll
end up near another hollow tree... inside, you'll find five (!!) treasure
chests, containing Recovery Mushrooms, Flowers and Frog Coins. Hmmm.
Use the trampoline to go back, exit, then go down to end up at the entrance
of the maze.
So. In this maze, you'll have to follow Geno. Don't worry, if you screw
up and take the wrong path you'll end up at the start of the maze. Go
right, up, up, then right, then up, and finally left. Here, proceed and
watch how a fight between Mario, Geno (that's '???' to you ;>) & Mallow and
Bowyer will ensue. But first, Bowyer will give a hearthy 'Nya Nya'. Same
to you!
BOWYER (720 HP)
ITEMS: Flower Box; EXP: 20; COINS: 50; RECOMMENDED LVL: 7-8
Alright, listen up; first turn, have Geno cast Geno Beam, and Mario +
Mallow use regular attacks. Then, Bowyer will start locking buttons;
this means he shoots an arrow at a button (Y, X or A) and that button
can't be used (so if he shoots the A button, you can't perform regular
attacks. Nyaaaaah!). Other attacks of his include an attack which
puts a character to sleep (use Able Juice to cure this) , a fancy
attack which hurts the whole party and shooting a regular arrow at a
character (which does around 15HP damage). If your A button is
locked, have Geno and Mario perform their special attacks (Geno Beam,
Super Jump) and Mallow use Honey Syrup. If your Y button is locked,
have Mario, Geno and Mallow use regular attacks and items if needed.
If your X button is locked, you can use whatever (special) attacks
you wish, as long as you don't use up all your FP -- otherwise, you
won't be able to heal (using Mallow's HP Rain). Bowyer will go down
soon enough. Nya. Nya. Nya!
After the fight, you'll learn that "???" (yea, Geno) comes from Star Road,
which "plays an integral role in the granting of wishes". There are
seven stars which need to be found, and you already have two, so...
*counts on fingers*... still five to go!
The second star is now in our grasps. Five left and I bet you are tired
already! While you're probably ecstaticly jumping around, a last talking
arrow will finally jump out from his hiding spot. Mentioning Smithy, it
runs off. Uh oh, this is not good... And as a side note, the doll, Geno,
joins your group! Afterwards, the invisible (and annoying) narrator of
the story that plays a role as Mario's inner conscience speaks again.
To leave the Forest Maze, head forward to the area where Bowyer was
shooting his immobilizing arrows and go through the path.
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5.9. Perilous Fault [5900]
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Before you head to the Pipe Vault, I'd suggest you make your way to Rose
Town first.
[ENEMIES]: Sparky, Goomba, Frogog, Spikey
[ITEMS]: None
-- QUICK STOP AT ROSE TOWN ---------------------------------------------------
Once you get into Rose Town, you will notice that the air is clean and it's
a sunny day without arrows raining down on Rose Town's unlucky inhabitants.
First of all, head to the Inn which is to your direct left. Remember that
all buildings with the star symbol in front of them are Inns and the
mushrooms are the Shops. When you enter the Inn, talk to Gaz and Geno will
appear. While the Innkeeper is still doubtful about Geno just walking
away, she is at least courteous.
Geno will begin to try to explain what is happening to this world. Mario
and Mallow will put on one of their famous miming performances and do their
best to explain to Gaz what the heck is going on with the Star Road. Even
with that however, Gaz isn't getting a clue, but he does do something for
you. Gaz will walk off and give you the Finger Shot that's meant to
equipped on Geno. Equip that on Geno and make your way out.
Head to the shop and buy some things you might need. One thing I would
suggest would be one of the four Pins. They are incredibly useful. If you
need Mushrooms, Honey Syrup, Pick Me Ups, etc., just buy them. When that's
done, head over to the second level of the Inn and save your game before
leaving Rose Town and into the Pipe Vault...
-- TREACHEROUS PIPES ---------------------------------------------------------
As soon as you enter the Pipe Vault area, you will note a single green pipe
in the middle. This is a lot like the beginning of Kero Sewers so simply
warp down into the depths of the Pipe Vault...
As soon as you enter, you will note that there's lava and it's very, very,
very, very, very hot! Up ahead, there are a few Sparkies hopping around.
One thing I like about this is that the lava can't kill you as it did in
the previous Mario installations! If you fall in, Mario will immediately
hop back up to the last platform. This is a pretty comical process so do
it as many times as you like.
Now, there are Sparkies jump around. Jump the platforms leading to the
other side while defeating those meddlesome Sparkies (which should be easy
for you). Keep in mind that every one of the gaps require you to do a
running start or else you won't make it. The Sparkies provide mediocre
experience so defeat them all. And make sure that whatever you do, do not
use Fire Orb on the Sparkies!
* NOTE: A running start always gives you a better jump so if you are ever
stuck and cannot make a certain hop, give it a run start and you will
jump higher and farther.
At the end, it seems like that the path leads right into the lava, but due
to Super Mario RPG's shallow realism, it really is another path! This next
hallway is pretty narrow and the Goomba in your way is almost impossible to
avoid unless you jump over it. Defeat it and continue up the steps at the
end. Further up ahead is a Thwomp, those notorious smashers. Although
they don't hurt you, they are incredibly annoying because if you are on the
steps as they crash down, you will tumble back down. Wait for it to make
its pass up and quickly run under it.
Further ahead is another Goomba. Defeat it and continue along until you
reach a pipe with a Pirahna Plant. If you want to fight it, you will have
to wait for it to come up. However, if you stand on top of the pipe it's
in or even right next to it, it won't pop up. Stand far away and wait for
it. Then quickly jump on it to fight it. Defeat it and go down the second
pipe after the Pirahna Plant to proceed the the next area of the Pipe
Vault.
You will emerge in a small hallway with pipes lining the path. From the
start, the pipes kind of look like this:
(S) (A) (B) (C) (D) (E)
The first pipe, (A), contains a bunch of coins. First off, collect all the
coins under the brownish platform and you will notice a green frog coin
under a block which is impossible to get under. However, step near the
green Frog Coin and press down to crouch under the block and pick up that
green Frog Coin. However, to get on the upper brown platform, step one
tile in front of the start of the brown platform and jump up to reveal one
of those yellow blocks (Surprising!). Use it and get yourself on the
brownish platform. At first, it appears empty, but jump around and you
will locate one to two invisible boxes which contain Frog Coins. At the
end, you will find a spring. Get out of this area when everything is done.
You will pop out of pipe (C). The last four pipes contain Pirahna Plants
which you should take out. Pipe (B) and (C) cannot be ventured through
so go to (D) where you will find a strange looking creature who offers you
to smash a Goomba for the low price of 10 coins! It's pretty fun so give
it a try. I'm not sure if there's a reward, but just jump on the Goombas
while avoiding the Spikeys. When that's done, go to the spring at the end
and jump it. Finally, go down pipe (E) and continue your quest.
This next portion is like the first area of the Pipe Vault... just without
the lava. There are Goombas inbetween each wall section and to get through
this room, you will need a running start from each platform. Defeat all
the Goombas inbetween and continue through this narrow hallway. After, you
will see a red pipe with a Pirahna Plant. Defeat it and follow the hallway
until you see a green pipe which you should go through immediately.
This next room is crazy. Red pipes line the room with Pirahna Plants
everywhere. However, there is also something else that resembles a
smaller, white version of the Pirahna Plant. Do not jump on these as you
will lose coins! A running jump can get you over them easily. Defeat all
the Pirahna Plants and hop your way to the other end of the red pipes where
a green pipe appears. Go through.
You will see a yellow block ahead of you which you should jump on. It will
carry you up to a treasure chest containing a Flower. Jump off and defeat
the Goomba, then continue. Jump over the white flowers and jump on the
following yellow platform. This one carries you above a group of white
flowers, however, there is a treasure chest with coins in the middle. Pick
up the coins while avoiding the white flowers and jump onto the red pipe.
Advance to a green pipe. Go through and finally, leave the Pipe Vault.
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5.10. It's The Yo'ster [5010]
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Is it true? Yes, it's the Yo'ster Isle! It's been a while since we have
seen that green friend of ours.
[ENEMIES]: None
[ITEMS]: Cookies
-- DINOSAURIC REUNION --------------------------------------------------------
As soon as you exit out of the pipe, you will notice a Save Block. Save
your game and enter the next area, where a bunch of dinosauric creatures
are running around. Indeed, we have reached Yoshi's Isle! Talk to a few
of the creatures and try your best to make sense of the strange sounds they
make. Impossible, huh?
Let's look for our old friend, Yoshi, shall we? If you haven't already
noticed, he's in the southeastern corner. If you have absolutely never
played a Mario game before (or even look at a few screenshots), you might
be wondering, who the heck is Yoshi? Well, he's the green dinosaur. Talk
to him and note that he's the only one who knows your language! Since you
can't understand the rest of them, take a ride on Yoshi's back and talk to
everyone. Be sure to talk to the pink one at the top of the area. Say
yes to race Boshi and he'll give you some Cookies.
Now, find Boshi, the purple one. He'll notice that you have the Cookies
and agrees to racing you. Once again, Toad will pop in (He always appears
doesn't he?) and ask if you need some pointers for the Mushroom Derby. It
really isn't too hard as you just need to alternate between the A and B
Buttons while keeping a steady beat. Race Boshi and beat him to get
yourself some more Cookies! With that done, head back to the Overworld
Map and make your way back to the Pipe Vault.
-- MOLES OF MOLEVILLE --------------------------------------------------------
Don't worry, we aren't going through the Pipe Vault again. Instead, put
the cursor on the option, "To Moleville." Moleville is another town with
a Save Block at the Inn. Stop there and refill your health by sleeping if
you'd like. Next stop, check out the shop.
Punch Gloves | 36G | Weapon (Mario)
Finger Shot | 50G | Weapon (Geno)
Cymbals | 42G | Weapon (Mallow)
Mega Shirt | 22G | Armor (Mario)
Mega Cape | 22G | Armor (Geno)
Mega Pants | 22G | Armor (Mallow)
Work Pants | 22G | Armor (Mario, Mallow, Geno)
Mid Mushroom | 20G | Item
Maple Syrup | 30G | Item
You might want to replace some of your weapons. Mario gets the Punch
Gloves, Geno should already have the Finger Shot, and Mallow should be
replaced with the Cymbals. The same goes for their armor which should
be refreshed as well. Sell anything that you don't want and leave.
Now it's time to explore the rest of Moleville. There really isn't
anything of too much interest so just talk with some of the inhabitants.
From what you might hear, you learn that most of the moles are working at
the mountain. At the rear end of the city, you will encounter Bowser's
brigade... again. This time, you will note that his army is much smaller
as some of his troops have run off! Bowser will explain to them that
Mario should never know that he was kicked out of his own castle, so he
isn't aware that a certain someone is watching. He'll move out and you're
free to move.
Continue making your way to the rear end until you notice a mole in panic.
Talk to her and she'll explain to you that a star has crashed down and
trapped some of the moles in! Another female mole will come down the
mountain and both of them are in panic. Save your game and when you are
ready, make your way into the tunnel...
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5.11. Caved In With The Third Star [5011]
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As you make your way into the tunnel, you will come to a desperate
conversation. Some of the kids are stuck in the tunnel and the only other
way in is through the old mine entrance, above them! They realize they
can't jump it and wished that Mario was here... But look who they notice!
They will tell you to get on their shoulders. From there, jump to the
upper entrance, into the Coal Mines.
[ENEMIES]: Magmite, Bob-Omb, Sparky, Enigma, Cluster, Crook, Croco
(mini-boss), Punchinello (boss)
[ITEMS]: Bambino Bomb
-- OH NO! THE CAVE MINES! ---------------------------------------------------
The first room of the Coal Mines is full of enemies. Some new faces you
might see are the Magmite, a hairy creature or maybe a Bob-Omg, a walking
time bomb! Anyhow, defeat those that get in your way and gain some
experience. Go through the next path and defeat the few enemies there if
any. You will notice a blue toadstool here. (Where the heck did he come
from?) He'll explain to you that there's a rare item hidden in these
caves. If he finds it, he will sell it...
Jump off the ledge and note the sign. The arrow points in the direction of
a door. The other way is blocked off so continue following in the
direction of it. There are two signs with arrows in this room. One points
to a spring and the other points back into the mines. Since you want to
advance, I'd suggest you follow the spring and jump to wherever it leads
you... But wait! Aren't you underground? The spring sends you right into
the ceiling.
Smart move Mario! As you get knocked out, the notorious reptile, Croco,
appears again. When you wake up again, you notice Croco crouching over you
stealing your coins! Looks like thieves never know. When Croco notices
that you have finally woken up, his Crook gang and him makes a run for it.
Chase after him quickly! You will corner him, but he has a few tricks up
his sleeve. Placing a bomb, he blows a hole in the wall and runs. Chase
him through three rooms. At the end of the third room, you will notice a
Crook hiding behind a box. Attack them and the Crook will run off giving
you a Flower Tab. However, he didn't have the Coins.
Continue through the next room and you will emerge in the room with the
spring. Another Crook will be hiding by the spring. Defeat it and receive
another Flower Tab. Repeat and continue through the next few rooms and
when you think you have enough Flower Tabs, wait. Croco is constantly
running in circles. If you simply wait behind a box and let him run into
you, getting him is much easier. When caught, he of course, attacks!
CROCO (750 HP)
ITEMS: Flower Box; EXP: 10; COINS: 50; RECOMMENDED LVL: 8-9
Well, we are all here again. Croco still holds his bomb
attacks but he has gotten stronger as well. Also, his new
attack is annoying. He will constantly throw random enemies
at you with his "Chomp" attack. He is also capable of stealing
your items! Continually attack and heal when necessary.
Mario's Super Jump Attack and Geno's normal Attack move are
both effective in this battle. Keep up your attacks and you
should beat the thief!
Croco still isn't defeated just yet. For the second time, he chickens out
and runs off, while giving you back your coins and dropping one of his
trusty bombs. Look around the Coal Mines until you find some railway
tracks leading into a door northwest. Go through and defeat the enemies in
this small room. Then, continue through the door heading deeper into the
Coal Mines.
Head further down to find another mole who appears to be looking for
something. Talk to him and he will explain to you that his kids are
trapped beyond. However, you picked up the Bambino Bomb from Croco so you
blow a hole in the wall, unlocking a new portion of the Coal Mines. The
mole will agree that he will only burden you. The third star and the mole
kids are further ahead. Get your butt going!
-- DIGGIN' FOR THE STAR ------------------------------------------------------
Begin making your way through the first room which has no enemies. Start
travelling along the mine rails, but just before you go through, a comical
scene with a Shy Guy riding along a runaway mine cart will appear. Mario
will be pushed back into the previous room and hits a box to reveal a Frog
Coin, the Shy Guy runs off knowing that Mario will only give it trouble.
Pick up the Frog Coin which the Shy Guy so courteously gave you and note
that the immobile mine cart is blocking the door. There's another way
luckily. Begin jumping on the boxes and make your way to the upper door
where you can continue.
Continue along the top area where a few Bob-Ombs are walking around.
However, don't fight them yet! Instead, walk forward a little bit and find
the treasure chest. Hit it for a starman! Now start running around
knocking out all the Bob-Ombs and gaining experience. When you are done,
go through the next door into the next room. Advance until you reach a
room with two levels and a Sparky. From there, hop to the upper level
(use the boxes) and engage the Sparky. When all is well, go through the
door on the upper level...
Here, you will note a strange sight. Four Bob-Ombs are walking along a
rail bridge. Get up to them and engage them. Clear them out of the way
and continue. Shortly afterwards, a Save Block will appear. First, take
the mushroom from the treasure chest and then save your game. When that's
done, continue making your way along the rails. Eventually, you will come
to a treasure chest that's floating just above your reach. To get it,
jump on the block to the left of it and make a running jump to open it for
a Flower. (Remember what I said about running jumps?)
Follow through and enter the next room which is also the room of the boss
and the third star. As you enter, you will notice a bunch of Bob-Ombs.
It seems the next boss, Punchinello is obsessed with bombs. Anyhow, walk
up to him and he'll give you a push which will send you all the way back
to the Save Block! Dang, that's some strength there! Anyway, to get up
to him, you need to touch him from the side so he doesn't hit you back.
When you do just that, the lug will engage.
PUNCHINELLO (750 HP)
ITEMS: None; EXP: 0; COINS: 0; RECOMMENDED LVL: 9-10
Punchinello is a strange looking creature with incredible
strength. He also seems to care a lot about his ego.
Anyhow, he explains to you that they made fun of him and
by defeating the great Mario, he is only to get fame. He
is pretty easy, if you know what you are doing. There's
no trick to this battle. Just pound away while healing
HP when needed. Punchinello himself, has many attacks
including throwing bombs and even throwing Bob-Ombs! His
final attack, Sandstorm, is just a knock off the Wiggler's
ability. Constantly heal (It's good to have the Fearless
Pin here) and constantly cut away at his health. Use
Mallow's Psychopath to check on his health often and you
should be fine.
Punchinello won't die that easily though. He attempts to call something
which won't appear. However, with more tries, a giant Bob-Omb falls on
top of him... Embarassing! With the defeat of the great Punchinello, the
third and orange star is now in your grasps, after you escape from that
Bob-Omb! A rock falls on top and it blows leaving Mario, Mallow, and
Geno in the dust. The star is finally yours which you should pick up
immediately. Again, the same graphics with the star soaring around
Mario's head appears (For once, I'd like to get rid of that!)
-- MINE CART FEVER -----------------------------------------------------------
With the third star in our grasps, you might want to save the game. Go
back to save your game and then head back into the room where you fought
Punchinello. The exit is right behind where he would normally be. Walk
forward a bit and you will notice Dyna attempting to push a mine cart.
Mario opts to help. Read the warnings first as you will probably need
them. Mario gets on and AWAY WE GO!
Well, I'm sure you will enjoy the Mine Cart Mini-Game. Here's how it goes.
There are two different styles. One is the 3D third person perspective.
You ride along a track and pick up mushrooms to accelerate with. Be sure
to brake on the curves or you will go swinging off the track! The second
style has a Donkey Kong-esque to it. It's a side-scroller mine cart ride
in which you hop tracks to get coins or extra mushrooms. It will alternate
between the two two times until you break off...
Ma and Pa are sitting at home worrying about their kids. Ma makes a remark
and has a bad feeling that they will be dropping in any moment now... While
at the same time, Mario and the kids are flying through the air on a mine
cart ironically, breaking through their ceiling! With that done, the third
star is finally complete! Hope you enjoyed the craziness of the mines.
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5.12. En Route To Booster Tower [5012]
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Having been thanked by the moles, Mario leaves Moleville -- but not before
having a little chat with a pack of Snifits. They'll mention beetles,
some whacko named Booster and a princess. Hmmm. Interesting. Interesting
indeed.
[ITEMS]: Tenor Card
[ENEMIES]: Spikester, Artichoker, Lakitu, Carroboscis
-- RETURN AU TADPOLE POND (optional) -----------------------------------------
Head back to Tadpole Pond, and have a little convo with the tadpole
in the upper-right corner of this area (the one who gaves you Suite 18
earlier). He'll mention the Moleville Blues, which goes like this:
"Mi; Do; So; Do; Re; La; Ti; Do"
There's another way to obtain this 'blues', namely talking to the moles
in the Coal Mines; they can be found near where you used the Bambino Bomb.
Although I guess that's information is pretty irrelevant, as I just told
you the 'blues'. Go to Melody Bay, and play the song. To make things
a little easier, look at this diagram.
-----------------------------------
MI O
RE -------------------O---------------
DO O O O
TI ---------------------------O-------
LA O
SO -----------O-----------------------
FA
-----------------------------------
Again, Toadofsky will be delighted, and this time he will reward you with
a 'Tenor Card'; more nifty items for cheaper prices at the juice bar!
-- THE BOOSTER PASS ----------------------------------------------------------
Go to the area which appeared on your map (left of Moleville; Booster
Pass). The Booster Pass basically consists of two semi-large areas. Each
of 'em is littered with cactusses (cacti?), some of which are actually an
Artichoker (Geno Beam works wonders). The exit to the first area can be
reached as follows; upon entering, go right (east) and jump on the ledge
there (fighting enemies as you go, and: yes, you can actually fight those
Lakitus now). From there on, make your way to the top of this hill, and
use the exit.
Same goes for the next area: make your way to the exit, fighting enemies
on your way. You can opt to drop down the ledge here to pick up a flower,
mind.
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5.13. Booster's Tower and Bowser [5013]
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Hi.
[ITEMS]: Flower Tab, Flower Jar, Amulet.
[ENEMIES]: Snifit, Spookum, Orb User, Jester, Remo Con, Blaster, Fireball,
Booster (boss; optional), Grate Guy (boss), Knife Guy (boss)
-- BOOSTER'S TOWER -----------------------------------------------------------
Upon entering the area in front of Booster's Tower, you'll meet up with
Bowser. A very emotional and heart-breaking (yeah!) conversation will
start -- cry me a river, Bowser. Oh, and Toadstool will take part in this
convo too! When everybody is done yapping, try to open the door... "it's
locked". But, worry not, as Bowser The Portable Ram (tm) is here to save
your ass. And he'll let you join the incredibly outrageously cool Koopa
Troop too (which means he'll join your party). Toad will teach you a
thing or two about swapping characters (I recommend swapping Mallow with
Bowser). Done? Good. Finally, you can enter Booster's silly tower.
Ah, such sad music. For starters, go say hello to the Sniffer behind the
counter; you'll have to fight him. Snifits are harder than you might
expect (I recommend using special attacks) and have quite some nasty
attacks at their disposal, so watch your health! There're several Spookums
(accompinied by Orb Users and Jesters) in this area too, although they're
not quite as hard as the aforemention Snifits (Jesters can be a pain in
the ass, though). So, on the western side of this room there are some
stairs, right? Why don't you, like, climb 'em? On the second floor you'll
come past some painting of the Booster family. Highly disturbing. At the
end of this little walkway, you'll see that freak Booster peaking through
a door. Chase him!!!
Trot up the stairs (Spookums will come walking down ad infinitum; this is
the place to be if ya wanna level up), and enter the next area. In this
hallway, you'll meet up with Booster, who's having fun with a choo-choo.
And with a princess, apparently. Ahem. You *can* go left here, if you
wish, but that'll only result in a rendez-vous with a Snifit. Whatever
floats your boat. Follow the hallway, around the block, and go into the
alcove where the railtrack ends to obtain a Flower Tab. Use the eastmost
exit.
Climb the stairs (you'll encounter quite some Rob-ombs --crappy name, by
the way-- on your way; I suggest defeating them, as EXP = sexy). At the
end of the stairway, take the first path. Said path takes you to a small
platform with a treasure chest hovering above it. Ignore said chest, but
instead, jump of from the yellow block on the edge of the platform (facing
the wall on the other side of the entrance); you'll drop on some sort of
teeter-totter and will be flung so high you'll hit the block, containing a
Masher (equip it on Mario; this weapon rocks!). Backtrack to the Rob-omb
area, and this time use the second path.
For starters, hit the switch. This opens a hidden passageway in Booster
Pass, so we'll get back to that later. Take the next path, and make your
way to the exit here too (make your way around the curtains to change the
'ordinary' Mario into the 'Super Mario Brothers' Mario -- this stops when
you leave the area). Ici, fight your way through the Spookums and
eventually you see a Snifit shooting Blasters at you (I believe their
actual name is Bullet Bill, but... whatever!). If one of these things hits
ya, a fight will ensue. Teach the Snifit a lesson or two about neighbourly
love (talk to him first) and use the exit.
Next up: another Rob-omb area! Follow the path, use the exit -- you know
the drill. The next room holds a save point; sexy, I tell ya! The room
after this one is what I like to call the Booster Family Room: you have to
take a look at the paintings in order from oldest to youngest. Behold:
EXIT P#1 P#2 P#3 P#4 P#5 P#6
4 5 3 6 2 1
ENTRANCE ->
EXIT
You have to look at the pictures in this particular order (so you
have to look at P#6 (Painting 6) the first, P#5 the second, et al.
Succesfully doing this nets you the Elder Key. If you look at a
wrong painting, you'll have to fight an enemy.
Use your new-found key on the door left of the paintings to end up in a
room featuring a chomp. Jump at it, and a short 'cutscene' will occur.
Booster has captured Chomp (the poor thing) and Chomp wants _revenge_.
Equip Chomp on Bowser (Chomp is a weapon, mind).
Go back to the "painting" hall, and this time use the other exit (the one
on the west) -- it takes you to a large block-filled area. Hop on the
block, from there hop on the ledge to the right on you; follow this ledge
and hop on the block at the end. Now, jump on the ledge to the left of
you and follow it around; at the end, jump on the third ledge, and from
there on the area with the teeter-totter and the Thwomp. First, open the
chest in the right corner of this room for a Recovery Mushroom (comes in
handy, ne?), then jump on the teeter-totter. ...what do you mean, I used
the word 'jump' too much?!
Go to the northwestern corner of this room, and from there hop on the
ledge (don't fall down -- this takes you back to the Thwomp chamber). I
will not go into detail again, as I take it you know how to platform your
way around after the last room. Having used the exit in this room, you'll
end up in what I call the 'trap'-room; some of the tiles in this room
trigger a fight with two Fireballs when stepped upon. I suggest fighting
all Fireballs in this room (because of the experience), collecting all
coins (and frog coins) and collecting the key (Room Key) in the
northeastern corner of this room. Said key should be used on the door in
the northern wall -- enter and obtain the Zoom Shoes (equip these on...
hmm, I'd go for Bowser, personally). Exit, and this time use the door on
the western wall.
This area is filled with Chomps (evil Chomps, mind) -- they may seem pretty
hard, but they go down if you hit 'em with one well-timed Geno Beam. Climb
the stairs, follow the path, and you'll meet up with Booster. He accuses
you of.... being.... Mario. Ah, yeah! Dodge the bombs he throws (by
hiding behind the painting, par example) and take the path in the
southeastern corner. There, trash the Chomp, and climb yet another
stairway. Go through the door and save your progress in the next room.
Also, you can hop from platform to platform to end up near a treasure box
containing a frog coin. Done frolicking? Good. Use the exit (east).
-- MINI-GAMES & BOSS BATTLES --------------------------------------------------
Alright, mini-game time! First of all, *try* to use the exit in this room;
you'll find out that it leads to the area where Peach is captured. The
door, however, is closed, and only Booster can open it. And, speaking of
the devil, he just drops by. Mario hides behind the curtains. Okay,
listen up; c'est importante: Booster has lost his Mario doll and he thinks
it's behind the curtains. So he'll command his Snifits to take a peek
behind them. First, he'll order a single Snifit to do this; then two;
then three. Your mission? Hide (by standing behind a curtain which is
not opened by a Snifit)!
| CURTAIN 1 | CURTAIN 2 | CURTAIN 3 | CURTAIN 4 |
<- PEACH ->
ENTRANCE
SINGLE SNIFIT: (3), (4), (2), (1), (4)
SNIFIT *2: (2 & 4), (1 & 3), (2 & 3), (2 & 4), (3 & 4), (2 & 3), (1 & 2)
SNIFIT *3: (1 & 2 & 3), (2 & 3 & 4), (1 & 3 & 4), (1 & 2 & 4), (2 & 3 & 4),
(1 & 2 & 4).
The above diagram tells you when each Snifit looks behind each curtain.
So, when it says (3), you have to hide behind either curtain 1, curtain 2
or curtain 4. And when it, e.g., says (2 & 3 & 4), you have to hide
behind curtain 1. When you screw up, you can start over. If you scrw up
three times, Booster will fight you (read the boss strategy). Capiche?
When this is all done, Booster will come help looking for the doll. He
opens the curtain Mario is behind and... finds out the doll is on top of
the curtains. Smart guy!
BOOSTER (800 HP) + SNIFIT (*3) (200 HP)
ITEMS: None; EXP: 22; COINS: 145(!); RECOMMENDED LVL: 10-12
First of all, you're going to get rid of the Snifits. I take it
you know how to do this as you've done it may times before (right)?
When only Booster remains, make sure you have Mario use Super Jump
on him -- when done succesfully, this does over 200HP damage!!
Booster has two attacks, and both of them hurt (especially the Loco
Express, which can deal over 100 damage), so you'll want to deal
with Bowser as soon as you can. So, have Geno use either his beam
or heal/use items, have Bowser use his regular Chomp attack and
have Mario always use Super Jump; you can have him down in three
turns.
When this is all done, Booster will come help looking for the doll. He
opens the curtain Mario is behind and... finds out the doll is on top of
the curtains. Smart guy! Lend him a hand by jumping, and you'll be
rewarded with an Amulet. Equip this on Geno (or on Bowser if you equipped
the Zoom Boots on Geno). Please note that this paragraph happens only
when you didn't get caught three times! Well then, Booster and his
Snifits will walk off -- give chase!
Toadstool appears to be... gone! Damn you, Booster, DAMN YOU! Oh, and
if this weren't enough, two freaks will assault you.
KNIFE GUY (700 HP) + GRATE GUY (900 HP)
ITEMS: Flower Jar; EXP: 30; COINS: 25; RECOMMENDED LVL: 10-12
These guys are... pretty darn easy. That is, _if_ you know
what to do, and _if_ you are at the right level. Their
attacks aren't particularly painful, except when they're
fused (these attacks usually insta-kill Geno, for example).
So, you'll want to keep them from fusing. How to do this?
Simple; kill Knife Guy first (he has the least HP). Give
him all you've got (Geno's and Bowser's regular attack, and
either Mario's Super Jump or his regular attack (if you have
the Masher) -- well-timed hits are good!). When Knife Guy
is finished, focus all your attack on Grate Guy (whose attacks
are less painful anyway). They'll go down in no time!
After the fight, Mario and gang chase Booster. Yahoo!
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5.14. Yes I Do [5014]
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Oh, jolly! Booster and Toadstool are going to marry! Isn't that sweet?
Of course, Mario will attend their marriage, and he'll function as a
witness too. Or. Maybe. Not...
[ITEMS]: Nope
[ENEMIES]: Torte (boss... ?), Bundt (boss), Raspberry (boss)
-- BOOSTER HILL --------------------------------------------------------------
For such an ugly man, Booster sure has a hell of a lot of places named
after him. Well, anyway, this area consists solely of a mini-game (like
Midas River). Your objective is to chase Booster -- getting hit by a
Snifit or a barrel slows you down, but jumping on a barrel or a Snifit
gives you a speed boost. Each time you touch Peach, you get a Flower.
Well, Toad will give you all the instructions you need, and it isn't
possible to actually fail at this game, so... uh... have fun! At the top,
you'll hear your score (how many flowers you got) and both Mario and
Booster hurry off to Marrymore. Oh, one more note; you can do this
mini-game ad infinitum; just visit Booster Hill.
-- OF FISHY WEDDING CAKES ----------------------------------------------------
Marrymore has only two places of interest; The Inn annex Shop and the
Marrymore wedding chapel. First, go to the Inn (northwestern corner).
Here, buy new equipment (all the equipment you can afford... please note
that the Masher is stronger than the Super Hammer and the Chomp is stronger
than the Chomp Shell) and stock up on items. Oh, here's a chart, too;
Super Hammer | 70G | Weapon (Mario)
Hand Gun | 75G | Weapon (Geno)
Whomp Glove | 72G | Weapon (Mallow)
Chomp Shell | 60G | Weapon (Bowser)
Happy Shirt | 38G | Armor (Mario)
Happy Cape | 38G | Armor (Geno)
Happy Pants | 38G | Armor (Mallow)
Happy Shell | 38G | Armor (Bowser)
B'tub Ring | 145G | Accessory
Mid Mushroom | 20G | Item
Maple Syrup | 30G | Item
With that out of the way, let's investigate the church. Head over there
and have a chit-chat with the townsfolk... a Snifit will appear, and kick
Raz and Raini out of the church. That... heartless inconsiderate bastard!
Now then, let's go talk to... err... the door. Ah yes, the door! Snifit
1 will inform you about a back entrance. Interesting. Go east, while
hugging the wall, and turn around the corner. See that crate over there?
It's facing the back entrance (you can't see this entrance as the chapel
is in the way); so from the crate walk down all the way to the wall and
you'll end up in the chapel.
Use the stairs to end up in the kitchen. Here, two cooks are going hyper.
Irritate them by jumping on the 'tarte' (just for the hell of it) and then
use the stairs in the northeastern corner of 'zis' room. Oui, oui. Ici
(yeah, those cooks make me want to talk French. C'est bon), a Snifit will
stop you and subsequently he tells you he's going to warn Booster.
However! First, he needs your help with breaking through the door. This
can be pretty hard; you have to hit the door at the same time as the Snifit
hits it. So, stand next to him, are wait for him to start running; you
should do the same. I can't really help you here... practice makes
perfect.
A hilarious convo later, you'll find yourself in a room with a safe block
(tres sexy) and a locked door. But, damn, we have to save the princess.
Tres vite! Bowser, being the jolly good fellow that he is (O_O) offers
you a hand. Or rather, a back. Read the prevous paragraph to figure out
how to break the door ;).
GERONIMO! In the process of busting through the door, Mario & Bowser hit
Toadstool. Hmm. Toadstool appears to have lost her brooch, her ring,
her shoes and her crown (hmm... she still appears to have all these things,
but whatever. We'll play along). Booster orders the Snifits to find
Peach's stuff, which they do -- but this is where you come in. You're
going to have to catch all three Snifits and have them hand over their
item, and you have to find the crown. As for the first thing; those
Snifits are pretty darn fast, so you might have trouble catching them.
A smart idea is to wait for them to run into you, and then press the D
button to talk to them. Collected all three items? Good. Go have a chat
with Booster, and you'll notice the crown is... on his head; jump on his
ugly face to obtain it, then talk to him again. A disgusting cutscene
later (actually, that depends on how many candles are lit), Toadstool will
join Mario, and they lived happily ever after.
Or maybe not. The two German-speaking cooks (Chef Torte and his
apprentice) will spoil your fun and ATTACK! Verdammt!
TORTE (*2) + BUNDT (900 HP) + RASPBERRY (600 HP)
ITEMS: Nein!; EXP: 25; COINS: 0; RECOMMENDED LVL: 10-12
This battle consists of three stages. FIRST PART: Focus
all your attacks on Bundt -- sooner or later the two
'Torte's' will run of. SECOND PART: Your objective is
to blow out all the candles and then hit the cake.
Usually, a regular hit blows out a candle, so seven
regular hits would be enough, were it not that
sometimes a candle starts burning again. So, keep using
regular attacks, heal when you need to (Bundt's attacks
hurt). When Bundt is down, only Raspberry will remain.
As you can see, he has only 600HP, and as one of Mario's
Super Jumps does about 300HP, this shouldn't be too
hard. Oh, also take note that both Bundt and Raspberry
can perform three attacks a turn. Yeouch!
Bundt will get eaten by Booster (the poor thing), and Peach joins your
party this time.
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5.15. Obtaining the Fourth Star [5015]
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Whee, that was one fun wedding, right? Right?! Okay, it wasn't. Anyway,
let's take Peach back to Mushroom Kingdom. Aye.
[ITEMS]: None
[ENEMIES]: Mukumuku, Mastadoom, Sackit, Pulsar, Gecko
-- MUSHROOM KINGDOM ----------------------------------------------------------
Upon leaving the chapel, Rani and Raz will ask you if they can go on with
their wedding. You automatically answer yes, so... yes. Before we go, you
can actually get your picture taken. Head to your left (Mario's left, not
your left!) and step on the empty slot in the group of toadstools. Say
Cheese Mario!
Leave town, and Mario will backtrack to Mushroom Kingdom -- all by hisself.
In said 'Shroom Kingdom, enter the castle right away; a Toad will welcome
you, and advices you to see the Chancellor. Which is a good idea. He's in
the throne room (as always)... warning: long convo ahead ;). When all is
explained and everything is fine and dandy (well, not really) you gain
control over Mario again. And apparently, Toadstool has decided to stay
in Mushroom Kingdom. Good riddance. Leave the castle, and... the princess
will come floating down with her parasol (A-la Mary Poppins). Hehehe. When
you talk to her, she asks you if she can join your party. Unfortunately,
she won't take no for an answer. So... Toadstool joins your party. Yay?
Now, go visit Frogfucius.
-- TADPOLE POND REVISITED (for the umpteenth time) ---------------------------
I bet I can cover this area in one sentence... watch and see; walk over to
the stone to make the tadpole bridge appear, and subsequently hop over it
to meet Frogfucius, who will tell you a star has been sighted on Star Hill,
which means you should go there, so leave the area again! Ha, see?! Crap.
-- STAR HILL AND THE FOURTH STAR ---------------------------------------------
Star Hill is located right next to Marrymore on the map. The first area
of Star Hill basically consists of two gates, one leading to Marrymore, the
other leading further into Star Hill. The latter is the one you'll want to
pick (it's the westmost one, and you activate it by interacting with the
flower next to it). In the following few areas you have to activate all
flowers to open the stargate. It's pretty easy and self-explanatory, so
you're not going to need my help here. Also, you can interact with the
smiley-stars to hear people's wishes (which just so happen to be the wishes
of characters you met throughout the game). In the third area, you'll find
the fourth star piece (northern part). Collected it? Good. Activate
all the stars to leave Star Hill.
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5.16. 20,000 Leagues Under the Sea [5016]
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Okay, so the section title is a slight exaggeration. Bite me.
Once you go through the first door, you have the option to head back to
Marrymore if for some ungodly reason, you absolutely have to... or head
left towards a new face in our adventure, Seaside Town. With that, Mario
prepares for his next journey, the quest for the fifth star piece, but
little does our plumber know it will bring him to the greatest depths of
the sea.
[ITEMS]: Max Mushroom
[ENEMIES]: Zeostar, Bloober
-- WELCOME TO THE TOWN OF SEASIDE --------------------------------------------
Well, now that we're here, you might want to do some exploring. First of
all, head to the Inn which appears right in front of the entrance. The
innkeeper himself is standing on his desk seemingly in some sort of nervous
state (Maybe it's a seizure!). Anyway, talk to him and he'll tell you that
you may stay... for free! Well, you surely don't want to miss this
once-in-a-lifetime opportunity so gladly nod your head. Anyhow, did that
man seem a bit suspicious or what? And notice that when you wake up, the
strange man seems to be watching you... but suddenly runs off...
Once rested up, go back downstairs and save your game if you wish. Exit
the Inn and head to your right (Mario's right, not your right you idiot!)
and you will find the shop of the town... er... well actually, the shop(s)
of the town. Enter the first door and note that the guys here are acting
just as weird as the innkeeper. Talk to the one closest to you and learn
that he's just a "customer." The other guy will sell you some stuff, but
sadly, it isn't for free.
Bad Mushroom | 30G | Item
Muku Cookie | 69G | Item
Fright Bomb | 100G | Item
Fire Bomb | 200G | Item
Ice Bomb | 250G | Item
Buy whatever you'd like. All of them are useful... except for the Muku
Cookie of what's description is a bit strange. (Muku! Muku-Muku Muka?)
Now that that's done, exit the shop and go through either of the next two
doors of the same building. It appears to be another shop, but the keepers
won't sell you anything or really help you in any way other than telling
you about some sunken ship and "Jonathan Jones!" Ooh, scary.
If you continue along to the set of buildings behind the Inn, you will note
that they also bear the "shop" symbol. Eh, it seems as if this town really
is fascinated by stores. You can enter them if you'd like, but the
inhabitants really won't be too much of a help. Again, they will appear to
be having a seizure, but what is the cause of it?
There is one last thing to do before we leave. At the corner of where the
two shop buildings meet is a set of stairs. Head up and continue. There
is a single house here which you should enter. This man is also in a
nervous state, but he is the Elder. He will explain to you that a star has
fallen into the ocean, which he needs for something. Hmmm. Go upstairs
and find Frog! (*Chrono Trigger music plays*) Learn that he is a student
of Frogfucius, and he has a few nice things to sell. Let's check it out
with the Frog Coin Layout (tm), that actually differs from your average
item list;
* NOTE: All future Frog Coin purchases will be showcased in this format.
Therefore, you should be able to distinguish between which shops take
Coins, or which shops (Or people for that matter) take only Frog Coins.
Not to mention that this format states Frog Coins quite clearly, but
this just a quick reminder before you get all confused.
See Ya -- 10 Frog Coins
EarlierTimes -- 15 Frog Coins
Exp. Booster -- 22 Frog Coins
Coin Trick -- 36 Frog Coins
Scrooge Ring -- 50 Frog Coins
These are some pretty nice items, but Frog Coins aren't really abundant
throughout the world of Mario, so don't be surprised if you can't afford
these higher end items. The Ex. Booster and Coin Trick are very useful
and although I doubt you will have enough Frog Coins to buy both, try to
get either of them. I chose the Exp. Booster over the Coin Trick, but it's
your choice.
Anyhow, leave the building and head to the exit. There is just one more
building we haven't visited yet, and that's west of the exit. However, it
is blocked off by two more of this town's weird inhabitants. Whatever,
let's just get ourselves out of this freaky town. Once on the world map
again, head to the next area, the Sea!
-- DEEP, DARK, AND WET -------------------------------------------------------
Wait, are we in the Sea yet? No, we appear to be in some sort of under-
ground cavern... Well, start moving around and note the incredibly small
size of this room. The exit out of here might be a bit hard to see because
of the terribly dark color scheme and the floor. Anyhow, exit out and you
should come to a room with more than two square feet of breathing room...
Yay!
You appear atop a tall stack of boxes out of a hole in the wall. Jump down
and walk around a little bit. Be sure to talk to the strange cloaked
figure (Final Fantasy fanboys, just know that he resembles a Black Mage).
The shady fellow will tell you a bit about business (Not so good obviously)
and brings up his inventory. Pick out whatever you'd like or just check
the chart;
Hurly Gloves | 92G | Weapon (Bowser)
Super Hammer | 70G | Weapon (Mario)
Hand Gun | 75G | Weapon (Geno)
Whomp Glove | 72G | Weapon (Mallow)
Sailor Shirt | 50G | Armor (Mario)
Sailor Pants | 50G | Armor (Mallow)
Sailor Cape | 50G | Armor (Geno)
NauticaDress | 50G | Armor (Toadstool)
Mid Mushroom | 20G | Item
Maple Syrup | 30G | Item
Pick Me Up | 5G | Item
Able Juice | 4G | Item
Freshen Up | 50G | Item
There are a bunch of items here you might be interested in. Re-equip your
entire party with these new items, and buy any items you are interested in.
Pick Me Ups and Able Juices come cheap, as well as those Mid Mushrooms.
When you are finished browsing his inventory, he will explain to you a
little secret. A ship sank into the sea after a squid supposedly had
gotten to it. Some people went in to investigate, but they were never
seen again...
Now, note the path to the storekeeper's right (His right, and only his
right). It leads to a Save Block as well as a bunch of treasure chests
which are at the moment, inaccessable. Leave the room and walk in the
direction the storekeeper is facing (In other words; south) and you should
be able to note another pathway on Mario's right. (Make sure it's Mario's
right... need I explain more?)
The next room has a bunch of sleeping Zeostars. If you step onto them,
they will obviously wake and attack. However, if you continue forward and
jump to the lower platform, you should notice a treasure chest. Open it
for a starman! Now, it's time to go crazy. If you are fast, you should
be to knock out every Zeostar on your level (the one's back up there are
impossible to get to unless you fought them before picking up the starman)
for some easy experience.
Well, that was fun... wasn't it? Wow, you must be a real partier. Anyhow,
let's continue, shall we? Head back to the now-empty treasure chest and
note the pathway west of it. Go through and note the number of sleeping
Zeostar on the floor. You can choose to avoid them all (which is pretty
easy), or you can fight them for some small amounts of experience. Make
your way to the other end of the room and find the pathway out of here.
Don't leave just yet however as in the very northwestern wall is a small,
hard-to-see, doorway.
If you chose to go through, you will find those three treasure chests that
we saw at the last Save Block. The first contains a healing mushroom, the
second a Flower, and the third a Frog Coin. If you want to, you can drop
off the platform to the Save Block to save your game again, or you can
simply not save for the moment. Whichever way you choose to go, be sure
you go through the pathway highlighted before in the previous room.
Here, you will finally notice some water! Now this is where the game gets
fun. Have Mario perform a cannonball in and you will be swimming. Find
the whirlpool which is in plain sight and swim into it. The whirlpool will
automatically push Mario to the bottom. Now, you can walk along the bottom
of the pool. Because of this game's shallow realism, you can stay under as
long as you'd like. When that's done, head to the northwestern corner and
find the pathway leading out of here. The now-waterlogged Mario will
appear in a small room with a light in the middle. Step into it and be
magically warped above!
Jump out of the small pool of water. The first thing that might catch your
eye would probably be the nearby treasure chest. Bonk your head on it to
reveal a Max Mushroom of which recovers all HP. If you drop off the ledge
from this point, you will find yourself back at the large pool of water
on the same path. This time, don't drop in the water unless you want to
do that swimming again. Instead, head to the opposite end of the room and
find the exit out of this dank and disgusting cave...
-- JOURNEY INTO THE SUNKEN SHIP ----------------------------------------------
With that, we're at last outside of the dark cave. We're also surrounded
by water, and in situations like these, the best course of action would
have to be; TO SWIM! That's right, jump into the water and begin swimming.
Locate either of the two whirlpools and watch the dizzying scene of Mario
slowly sinking to the bottom. With that, head to the rear end of the area
to find what appears to be the top of a sunken ship. Use the mast as a
step and jump to the chimney (?) which you should use as a pipe... bringing
you into the sunken ship...
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5.17. The Sunken Ship [5017]
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So our hero, Mario, has discovered the sunken ship everyone had been
talking about. In the back of his mind however, are the warnings of the
Jonathan Jones. What is it exactly? We'll soon find out.
[ITEMS]: Royal Syrup, Mushroom
[ENEMIES]: Greaper, Straw Head, Reacher, Dry Bones, Alley Rat, Gorgon,
King Calamari (boss)
-- A PUZZLINGLY PECULIAR PASSWORD --------------------------------------------
Oh no! We're going to have to solve a (gasp), password! Well, that's
sometimes how RPGs play like, so let's just get started. You land inside
the ship, which although sunken, appears to be in pretty good condition.
Also note the boxes around with the signature Js on them. What could they
stand for? Jelly? Junior? Jordan? Jesus? Jonathan Jones? Well, before
we kill ourselves with this impossible question, let's just continue and
solve the sunken ship mystery... Be sure to read the battered note stuck
to one of the crates before you leave to learn that the sailors aboard were
attacked by a squid... Am I sensing something?
There are two doors out of the first room. The first one is northwest of
the spring which would normally send you smashing back out of the sunken
ship. Ignore that one, and take the other in the southeastern corner.
You will locate a Save Block after jumping a wall of "J" blocks. Save your
game and head back to the entrance room. Also be sure to read the note in
that room to learn that the sailors aboard had trapped the supposed squid
in the cellar... I'm getting an ominous feeling about this. Anyhow, go
through that door I told you to ignore before back in the entrance room.
In this room, a strange group of enemies will begin "teleporting" in and
out. To fight them, you are going to have to wait until they become solid
again. Defeat both Greapers and read the note also pinned to one of the
crates. This time, you will learn that the password leading into the
cellar consists of a six-letter word... To decode it, you are going to need
to locate the password clues. With that, go through the door at the end
into another room.
Dry Bones and Greapers make up the population of this room. The Greapers
are easily defeated, but to defeat the Dry Bones, make sure you use Mario's
Jump attack (Some of Bowser's abilities might work). Otherwise, the Dry
Bones are invincible. Also, keep in mind that those skeletal creatures
will constantly regenerate, so if you need experience, fight them over,
and over, and over, and over, and over, and over, and over again. Whether
you choose to defeat all enemies or just pass by, go through the door at
the end when you feel ready. On your way out, be sure to read the next
note... which denotes that the clues will all be provided by different
people, thus making it difficult or maybe even impossible!
This next room has some new enemies including the Alley Rat (A Pink version
of the Rat Funk) which you should defeat quickly. Descend both set of
stairs and use the crates to get near the treasure chest for a bunch of
coins! When all is defeated and the treasure chest exhausted, you can
leave the room. The next rooms consists of three doors, with three
Greapers blocking each one. Defeat the first Greaper you see on Mario's
right, and enter the room. I will list the three doors here. When you
complete the first, exit and defeat the next Greaper. Thus, entering the
next room.
- The first clue of all six is found in this room. However, you need to
do some work for it obviously. The point of this room is to get the
Paratroopa to hit the cannonball and make it smash into the "!"-Switch.
This is fairly easy, as the Paratroopa will always follow Mario, and you
really need to simply get it into position and run as fast as you can
towards the cannonball. Start off in a position like this;
____________________________________
| |
| |
| (X) <-- Paratroopa (Mario underneath)
| V |
| ___ |
| |(_)| <-- Cannonball|
| |___| |
| _ |
| (!) <-- "!"-Switch |
| |
| |
|____________________________________|
With that position executed, quickly have Mario run towards the pillar
the cannonball is on, and stop at the pillar without going any further.
If you had done it right, the Paratroopa will smack the cannonball onto
the "!"-Switch revealing a Mushroom, and a scroll. read it to learn that
the first clue. "There is an 'S' in the word."
- Exit the room and defeat the next Greaper. Go through the next door to
find another puzzle. This time, you are to arrange three springs. Do
this by hitting the floating "J" crates with the blue Js on them. Stop
every spring, and the cannonball will fall down. You have to arrange the
springs in such a way, as to make the cannonball hit all three, following
it with a smack on the "I"-Switch. Here's a crude diagram to give you
some idea of what plan would work. The circles represent the light aura
that surrounds each spring. Use them to figure out the placement;
____________________________________
| _ _ _ |
| ,' `. ,' `. ,' `. _|
| | (S)<- | (S)<- | (S)<-(!)<-- "I"-Switch
| `._,' | `._,' | `._,' | |
| Switch Switch Switch
|------------------------------------|
| __ __ __ |
| |J | |J | |J | |
| `--' `--' `--' |
| |
| |
|------------------------------------|
| |
| |
|____________________________________|
Or, in other words, just have the springs arranged in that form. Have
the first two springs at the right-most edge of the light aura, and the
last one towards the center. If you did it right, the cannonball should
strike all three springs, thus bouncing on the "I"-Switch. You will
receive a Flower, and a clue. "It is found on the bed of the ocean."
- As soon as enter the next room, the words; "This is a 3-Dimensional Maze"
will appear at the bottom. Not good! This is a rather difficult maze,
as you can't see where you are about half the time. Start off by walking
into the hole, and doing your best to get to the other end. This maze
becomes much easier if you are using an emulator, which half of these
readers probably are doing right now. Mess around with the system and
remove a few layers to make the thing easier. Do your best (I know, it's
tough), and you should eventually reach the end. If you want to start
over, just press the X Button, and you will find yourself back at the
beginning. Once you step on the "I"-Switch, you get a Royal Syrup and
the third clue. "It has two vowels." I hope you are writing all of
these down! Now, exit, and be happy you don't have to go through with
that again.
Okay, we have three clues down, with only three more to go. Once out the
door, continue to the west side of the screen to find a pathway outta here.
Take it and drop down the various crates. A Dry Bones appears, and tries
to block a treasure chest. Defeat it (Just remember that it can regenerate
so be quick), and get all the coins out of the chest. Now, continue and
talk to the Black Mage look-a-like to see that he has some nice items in
stock;
Hurly Gloves | 92G | Weapon (Bowser)
Super Hammer | 70G | Weapon (Mario)
Hand Gun | 75G | Weapon (Geno)
Whomp Glove | 72G | Weapon (Mallow)
Sailor Shirt | 50G | Armor (Mario)
Sailor Pants | 50G | Armor (Mallow)
Sailor Cape | 50G | Armor (Geno)
NauticaDress | 50G | Armor (Toadstool)
Mid Mushroom | 20G | Item
Maple Syrup | 30G | Item
Pick Me Up | 5G | Item
Able Juice | 4G | Item
Freshen Up | 50G | Item
Take note that this Black Mage's (I have got to quit using that name) items
are exactly as same as the one you met in the Sea area outside of the
Sunken Ship. When you feel that you are ready to take on another set of
three doors for the last three clues, go through to the door on the bottom
floor.
- First of all, defeat the Greaper guarding the first door on your left.
Enter and check out the room. Anyhow, the first room has a strange coin
trail. Not only do you get the clue for finishing off this room, but
you also get a nice reward of coins. The point here is to follow the
lead coin and collect every coin that it drops. If you attempt to stop
the lead coin by jumping into it or doing something stupid like that, the
trail is broken and you failed. However, follow the lead coin and be
sure to collect _every_ coin. If you miss one, you fail. Keep in mind
that the coins disappear very quickly, and you will constantly have to
make long jumps. When you accomplish your task, you get the clue. "It
has four consonants."
- Exit that room and go to the next. This next activity is pretty simple
and very easy to pull off. Start off by hitting the one on the far left
to start the cannonballs and get them moving. When the first one fired
hits the "J"-Switch next to the left one, jump into it and give it a
push up. Repeat this process of hitting each "J"-Switch with the cannon-
ball to get the fifth clue and a Mushroom. "At least... two consonants
are side by side."
- I hope you are getting some clue as to what the password is, as this next
room is the final one for the final sixth clue. Anyhow, the point in
this room is to get both switches to stay down. However, once you get
off one "!"-Switch, it retracts back to normal. If you are a Legend of
Zelda master, you should already know what to do in a situation like
this; to use an object! If you choose to search around the room, you
should note that the pile of barrels looks a bit suspicious. Climb it
to the top and note that the top-most barrel is loose. Jump on it and
make it fall to the bottom. Now, face the southeastern corner and jump
onto the barrel. Stay on it and repeat the jumping until it reaches the
first "!"-Switch. Now you can simply get off and step on the other
switch to complete it. Pick up the Mushroom, and read the clue. "The
'r' comes before the 'l'."
Now that you have all the clues, you should have a perfect idea of what
the word will be! Right? Aww c'mon, are you all a bunch of illiterates or
what? Well, save your game at the nearby Save Block and go through this
next door. You come to a group of six "J"-Switches. Go under the leftern-
most of the six blocks and a selection will come up. You can move the
"< >" signs by hitting the "J"-Switch. For the first selection, move it
to the letter P. Now, move east one, and another one will come up. Get
the "< >" signs on the letter E.
Again, move one tile east and activate the next. Smash your head on the
block until the "< >" is on the letter A. Now move up one, and do some
more of that headbanging (Yet another terrible pun) to move the "< >" onto
letter R. Move right one, and move the "< >" so you get the letter L, and
finally, move to the last one and smack the block to get the "< >" on the
letter S. If ou haven't noticed yet, you have just spelt PEARLS. If you
are smart, you will eventually realize that I just gave you the answer...
Aren't you lucky that I'm helping you out here or what?
-- SEAFOOD, ANYONE? ----------------------------------------------------------
Oh no! The new section title signifies that I am using sarcasm! Everyone
knows that that could only mean trouble, and indeed, it is trouble. Once
you finish inputting the last of the letters, head to the note pinned to
the wall. Read it to find out that once you have figured out the code,
speak it in there. Well, head over to that horn thingamijig, and talk into
it. Although you don't actually "hear" Mario talk (That sure would be one
helluva surprise), the screen should say <pearls>. Good, that means that
you can actually do something...
With that, an evil cackle shimmers through the air, as a long tentacle
whips out of the pipe. Eh, go through the door, and prepare to engage the
King of all Seafood; King Calamari!
KING CALAMARI (800 HP)
ITEMS: None; EXP: 34; COINS: 100; RECOMMENDED LVL: 12-13
Just when you have though you had seen it all, you meet
King Calamari. Anyhow, the battle starts with three
Tentacles. (Guess who they belong to!) Start off the
fight by immediately attacking these as fast as possible.
If you have Toadstool in your party, be sure to have her
heal. Keep everyone in tip-top shape and when the
Tentacles start pulling out your members, start putting
all your strength into it. Once you defeat the first
three Tentacles, your party moves forward only to be
confronted by (gasp) more Tentacles! Repeat the process
of cutting away at these next three. Once they are gone
as well, the party moves forward to face the nightmare
himself, King Calamari! In this last phase of battle,
immediately take out the two Tentacles before attacking
King Calamari. Once they are gone, the battle becomes
that much easier. Use a few abilities (Mario's Super
Flame attack works wonders), and cut away at his health
to defeat this disgusting squid. Go back to seafood you
squid scum!
Defeating the notorious King Calamari does not get you the star. Not to
worry, as the reward will soon come to us.
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5.18. Jonathan Jones and a Star [5018]
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How much longer do we stay in this ship you ask? A long time. Our
adventure under the sea is far from over.
[ITEMS]: KerokeroCola, Safety Badge, Safety Ring
[ENEMIES]: Dry Bones, Alley Rat, Gorgon, Greaper, Reacher, Hidon, Mr.
Kipper, Crusty, Lueko, Bloober, Bandana Red (mini-boss), Bandana
Blue, Jonathan Jones (boss)
-- DEEPER INTO THE SUNKEN SHIP -----------------------------------------------
I bet you are all wondering when in heck this stupid level will end. I
can't answer that question to the risk that I might see a riot occur
outside my house with pitchforks and picket signs reading: "WHY WON'T THE
SUNKEN SHIP END?" Call me paranoid, but if a mob were to occur, it sure
as hell better not happen at my house!
At the end of the King Calamari battle, you drop down and land on a spring.
There's really nothing in this room except for two derelict cannons and a
door on the east wall. Exit of course, and you will note a single Dry
Bones walking around. Defeat it as much as you'd like, and look around
the room. The obvious exit would be the door on the lower level, but there
is another door above you. Impossible to get to, right? Wrong. Locate
the stack of crates nearby, and use them as a crude set of stairs to get
up there. At the top, go through the door.
This next room is probably something you have never seen before. A group
of Alley Rats are seemingly running a set of cannons shooting Bullet Bills.
For those Super Mario gamers, you should know what I'm talking about. Try
to stand in front of one, and you will be pushed to the lower area. Unless
you feel like risking your butt in front of those terribly dangerous
projectiles, I'd suggest you take the longer way out; by defeating the
Alley Rats sitting atop each cannon. Not only will you clear the way, but
you will also get a nice experience prize! Whichever way you choose to
get past them, stop when you clear the first three cannons.
Once that's through, continue ahead under the mesh platform. Again, get
past these three cannons using either of the two methods listed above. At
the other side, you will find a pathway. Go through and find yourself at
a stairwell with a bunch of Alley Rats scurrying around here and there.
Defeat as many as you'd like, but make sure you exit through the stairs at
the bottom.
In the next area, you will note a large block of crates that faintly
resembles that 3 Dimensional Maze we had to go through back before the
fight with King Calamari (*shiver*). There are many items here which are
inaccessable. However, if you are a real RPG gamer, you should already
know what usually appears to be inaccessable usually is in fact, possible
to get. This is no exception. Head to the rear end of the level, and find
the stack of two boxes. With a running jump to help you get the lunge,
jump to the platform holding the two treasure chests. Both contain coins.
Pick out as many as you'd like.
Another portion of the room is to the left, but it's impossible to get to
at this point. I'm not trying to trick you here, just take my word for it.
That means you don't try five hours jumping from the treasure chest
platform to the other platform. Anyhow, step off and go through the door
on the north wall. This small room contains what appears to be nothing,
but a short trot forward will reveal none other than you! No joke, that
is your clone. This Mario look-a-like acts like the Mimics of the Legend
of Zelda series. He will mimic your every move.
As far as I can see, the only thing here is an invisible box. How do you
get this, you ask? Well, notice that there are three circles of light on
the ground similar to those you used in one of the previous rooms for the
second clue to the password leading to King Calamari. Stand on the middle
one ignoring your clone for the time being, and jump around. You should
strike your head on an invisible "J"-Switch. The first hit reveals it,
and another quick smack will reveal an invisible treasure chest. Now is
where the Mario clone comes in handy. Move him around, and jump onto his
head (To do this, you need to run into him and jump so he won't jump with
you). Use it as a stepstool to get this treasure, a KerokeroCola.
With the puzzle of the Mario clone solved, you can exit this room into
the next. You will appear in that previously cut off area in the room
with the two treasure chests containing the bunch of coins. Defeat any
enemies, and instead of heading right, head left into a pathway. This
next area is full of Dry Bones, but nothing of too much interest. If you
choose to fight them, be my guest. Leave the room.
Yay! A Save Block. Of course, you should save your game here. Now, jump
onto the crates, and head to the other side of the room. You will also
notice a treasure chest. Open it to reveal a Hidon! These tresure chest
dwelling creatures are usually tough (I'm sure you all remember the Kero
Sewers), so do your best to defeat it. Watch out, as Hidon is much more
powerful than its cousin back at the Kero Sewers. Once you knock it out,
you get the prize that was originally in the treasure chest, the Safety
Badge. Equip it on whoever, and continue.
-- UNDERWATER MOMENTARILY ----------------------------------------------------
Next room is empty. There is some water to your right, but there's no need
to jump in yet. Be sure that you note the Frog Coins at the bottom of the
pool. Get Mario to go through the opposite door. This next area is almost
the exact same thing as the previous. This time however, have Mario
actually jump into the pool. The Mr. Kippers around shouldn't cause too
much of a problem. Find the whirlpool (That shouldn't be too hard), and
get Mario to the bottom, while laughing at the hilarious scene of Mario
going to the bottom.
Once waterlogged and at the bottom, you can go two ways. If you don't
feel that four Frog Coins will help you out in any way (Which has about a
2% chance of possibility), you can hurry into the door of the same screen.
However, if you want those four Frog Coins I told you to take note of in
the previous room, go to the south end, and through the underwater pathway.
Pick up the four Frog Coins fighting any Mr. Kippers you want. When that's
done, head back.
While underwater in this room, you will find a door. Go through and appear
in what appears to be the underwater portion of the ship. Defeat the
various Zeostars and Mr. Kippers blocking your path, and continue until
you reach the bottom. The obvious would be to open it... obviously. You
now appear in a much larger room. The first enemies you might notice are
a few Bloobers. Make your way along the west wall and hug it as you walk
north. Take a quick tuck into the area behind the barrels, and go through
the find a hidden door.
Here, you will find a room which was for some reason, unaffected by the
water here. (Despite the fact that you have opened the door and all.)
You probably see a treasure chest. It contains a Safety Ring, a very
useful hold item. Exit and from the west wall, walk straight ahead towards
the east wall. There is a large pile of barrels here which you can use as
steps to reach the higher platform. Do just that, and do it again, when
you reach another set of barrels. At the tip-top area of that, you will
finally reach dry land. Hop on the dry ledge, and open the door.
-- THE PIRATES AND THEIR BOSS YA SCOUNDREL MATEY! ----------------------------
Once through, you will walk in on a group of what appear to be some sort
of species of shark attempting to be pirates. Eh, I find that pretty
disbelieving. Anyhow, they are crowding around a treasure chest and walk
towards you once you make your presence. Basically, they give you all that
bad-guy, pirate talk. It's nothing too special so you can probably get
away with putting your fingers in your ears and closing your eyes yelling,
"LA LA LA! I CAN'T HEAR YOU!! LA LA LA!" Whatever, you should at least be
able to catch the last statement, they aren't letting you through. Well,
let's fight them.
BANDANA RED * 4 (120 HP)
ITEMS: Mushroom; EXP: 18; COINS: 40; RECOMMENDED LVL: 13
This initial mini-boss fight consists of four of those
vile, shark-like creatures. They are fairly easy to defeat
because of their low health. Their two attacks; Skewer and
Stab, are really pretty pathetic. There is a chance that
when you defeat three of them, the last will run away.
Again, this is a stupid mini-boss, and really gives no
trouble.
Defeat these joke wannabe pirates to clear them out of the way. They will
quickly scurry away to the upper deck. Before you go however, be sure to
hit the chest for a Mushroom. When you pick that up, go the set of stairs
and watch a rather comical cinematic sequence between the Bandana Reds.
The first four will come down the stairs knocking Mario over. Because of
their terrible eyesight, they can't see him. Another two knock down a
barrel, which Mario dodges as always. The barrels sails past and knocks
down the other four. Ooh, those Bandana Reds are getting pissed off now!
With that, the next two leave. Follow in their footsteps, and they will
engage you once again. This is the same as the last mini-boss except with
one extra Bandana Red. Whoop their butts, and they will give up, as well
as opening the door to "Johnny's" place. This is the moment of truth. Go
through the door, and prepare yourself for the boss of this here Sunken
Ship, Jonathan Jones.
JONATHAN JONES (820 HP)
ITEMS: None; EXP: 44; COINS: 50; RECOMMENDED LVL: 13-14
Here we are, and here's Johnny! Jonathan Jones has four
Bandana Blues near him. These elite guards are a more
powerful and of course, a lot more smarter version of
their Bandana Red counterparts. Start off the battle by
immediately taking out the Bandana Blues. Use abilities
that affect all enemies. Once the Bandana Blues are
outta the way, you are up against Jonathan Jones. At
a midpoint in the battle, Jonathan Jones will use his
Toughen Up, which raises his Defense and Attack. If you
fail to defeat Jonathan within five turns after the Blues
disappear, you will have to go one on one which is a
bunch of fun. Just have Mario heal himself when it is
necessary, and you should be fine. This is not a very
difficult boss fight.
Jonathan, will of course, eventually be defeated, and the fifth star is
ahead. Being the good pirate he is, he decides to gift you with your goal
throughout the Sunken Ship, the blue star. Another annoying scene which
you have probably seen four times already will occur, and the star is now
in your grasps!
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5.19. Smithy in the Race for the Stars [5019]
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Uh oh, the section title seems to hint something annoying is about to
happen... and it involves Smithy! Let's get ready for whatever conflicts
are about to erupt ahead of us.
[ITEMS]: Shed Key
[ENEMIES]: Yaridovich (boss)
-- BACK TO SEASIDE TOWN ------------------------------------------------------
Anyhow, once the star is collected, and Jonathan Jones heads over to his
window, you are free to move again. One of the Bandana Blues will hint
that there is a spring out back which you can easily exit out of. Find
the door at the rear, and open it to reveal a spring. Have Mario take a
step, and hop off to the world map.
You can't walk any further than the Sunken Ship, so head back to Seaside
Town, and something will happen. A group of toadstools will line up ahead
of you. Remember the Elder we met before? The one that said he saw a
star fly into the ocean. However, he isn't that nice old man we had talked
to hours ago, but rather a member of Smithy's gang! Yaridovich, they call
him. Now, what business could he have here other than to terrorize Mario
or some random civilians?
It seems that Yaridovich was really just looking for the star! Quickly,
he demands that you hand him that star now. If you refuse, one of
Yaridovich's henchman will run off into that previously locked house, and
do something (Uh oh) to the real elder. Later, Yaridovich tells you that
no one can escape the tickle. So you have no choice (continually refusing
will result in the same thing over and over again) other than to accept.
Before you ask however, you cannot have them tickle the real elder to death
or on the verge of a seizure, so don't try!
Mario hands these thugs the blue star. With that, they run off to the left
which you should immediately follow. Head to the southwest area, and you
should find a new pathway leading out. Judging by the fact that this
pathway has JUST APPEARED now, I guess we can safely assume that Yaridovich
has run off thataway. Go through, and you'll locate your target, along
with the rest of his group. Once they notice you, they try to run off,
but are stopped by Jonathan Jones (Thank god you fought him). Surrounded,
Yaridovich pulls off his disguise, and fights you. WOW, WHAT A SURPRISING
TURN OF EVENTS! </sarcasm>
YARIDOVICH (1500 HP)
ITEMS: None; EXP: 40; COINS: 50; RECOMMENDED LVL: 14
This boss is indeed one strange looking one. What the
heck is that thing sticking out his back?! A flower
or what? Anyhow, Yaridovich is a rather intimidating
looking boss, with a really big spear. His attacks
consist of various elemental damage. These abilities
are incredibly powerful, so Toadstool would be a good
choice as she has healing and reviving powers.
Basically, you need a constant array of attacks toward
Yaridovich. The faster you take out his health, the
better. His techniques are powerful, so be sure that
you heal when required. One unique characteristic
about Yaridovich here is his ability to use Mirage
Attack; which actually splits him into two beings!
You are going to need to watch your HP constantly, and
take both of them out. A good supply of Mushrooms
and Pick Me Ups (As stated earlier, Toadstool is a
really, really, really, really, valuable asset) will
keep you alive. Eventually, you will lower all of
this spear-taming boss' HP of 1500.
Once that ugly heathen is out of the way, the star is at last, in your
grasps again. And of course, Mario receives one of those inner conscience-
like-ish-thingies. It seems that Smithy has taken note of the star pieces,
and is now doing his best to stop Mario from his good-boy plans. Oh well,
at least we have the star. It seems that Jonathan Jones and his Bandana
Blues has disappeared, but head to the east side of the area, and read the
note. Yep, good to know someone is on our side. On your way out, snag
the gold thing on the floor, the Shed Key...
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5.20. Seaside Town Saved! [5020]
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With the defeat of Yaridovich, Seaside Town is finally back to being its
lazy seaside self. Head back over there, and look around.
[ITEMS]: Beetle Box
[ENEMIES]: None
-- PEACE ONCE MORE -----------------------------------------------------------
Once back, check the building in which Yaridovich's henchmen were tickling
the Elder to death. With the Shed Key, you can open it to reveal the
townsfolk! Every one of them will thank you, and walk out. The last too
leave would be the Elder, who gives you the amazing prize of *gasp* one
coin! Whatever, leave and explore the various shops around. The first
building on the left is known as Beetles Are Us. The dude inside will
explain to you the Beetle system. Read the note on the right wall for
information. Talk to him again, and pay him 150 coins for a Beetle Box.
When he asks to see some ID, simply jump up, and you will be finished.
You are probably dying to get some beetles now aren't you? Forget that
for the time being. Right now, you want to check out some stores! Yes,
no, maybe so? The door right next to Beetles Are Us is the Weapon and
Armor Shop:
Troopa Shell | 90G | Weapon (Mario)
Parasol | 84G | Weapon (Toadstool)
Hurly Gloves | 92G | Weapon (Bowser)
Double Punch | 88G | Weapon (Geno)
Ribbit Stick | 86G | Weapon (Mallow)
NokNok Shell | 20G | Weapon (Mario)
Punch Gloves | 36G | Weapon (Mario)
Finger Shot | 50G | Weapon (Geno)
Cymbals | 42G | Weapon (Mallow)
Chomp Shell | 60G | Weapon (Bowser)
Super Hammer | 70G | Weapon (Mario)
Hand Gun | 75G | Weapon (Geno)
Whomp Glove | 72G | Weapon (Mallow)
Slap Glove | 100G | Weapon (Toadstool)
Hammer | 123G | Weapon (Mario)
| |
Sailor Shirt | 50G | Armor (Mario)
Sailor Pants | 50G | Armor (Mallow)
Sailor Cape | 50G | Armor (Geno)
NauticaDress | 50G | Armor (Toadstool)
Shirt | 7G | Armor (Mario)
Pants | 7G | Armor (Mallow)
Thick Shirt | 14G | Armor (Mario)
Thick Pants | 14G | Armor (Mallow)
Mega Shirt | 22G | Armor (Mario)
Mega Pants | 22G | Armor (Mallow)
Mega Cape | 22G | Armor (Geno)
Happy Shirt | 38G | Armor (Mario)
Happy Pants | 38G | Armor (Mallow)
Happy Cape | 38G | Armor (Geno)
Happy Shell | 38G | Armor (Bowser)
Re-equip your team as you see fit. You might take interest in the Ribbit
Stick and the Parasol. In terms of Armor, you probably won't be needing
anything. As long as you bought the NauticaDress and the Sailor-Gear from
the dealer on the Sunken Ship, you won't be needing anything new. Leave
the shop, and proceed to the next door at the opposite end after rounding
a corner. Man-Ladies and Gentlewomen, I present to you, the Health Food
Store.
Mushroom | 4G | Item
Mid Mushroom | 20G | Item
Honey Syrup | 10G | Item
Maple Syrup | 30G | Item
Pick Me Up | 5G | Item
Able Juice | 4G | Item
Freshen Up | 50G | Item
Buy whatever stuff here you want to make your body "healthy," and exit
again. The next door is the Mushroom Boy's Shop. The clerk will explain
to you that hidden amongst the Mushrooms of the Forest Maze, you will
find specialty Mushrooms. You can trade those Mushrooms for very special
items. Whenever you have some free time, you can waltz over to the Forest
Maze and look for these Mushrooms. Once again, exit and head to the next
door, the Accessory Shop.
Jump Shoes | 30G | Accessory (Mario)
Antidote Pin | 28G | Accessory (Mario, Mallow, Geno,
| | Bowser, Toadstool)
Wake Up Pin | 42G | Accessory (Mario, Mallow, Geno,
| | Bowser, Toadstool)
Fearless Pin | 130G | Accessory (Mario, Mallow, Geno,
| | Bowser, Toadstool)
Trueform Pin | 60G | Accessory (Mario, Mallow, Geno,
| | Bowser, Toadstool)
Zoom Shoes | 100G | Accessory (Mario, Mallow, Geno,
| | Bowser, Toadstool)
What had we gotten accomplished so far? Well, we went on a major shopping
spree, that's for sure. Anyhow, as you can see, Seaside Town is quite the
mini-mall so whenever you need some items, haul yourself over here. If you
want to play a fun mini-game as well as collecting beetles for the Beetles
Are Us store, read the next paragraph. If you couldn't care less, well,
skip it!
-- BEETLES ON BOOSTER HILL ---------------------------------------------------
Remember Booster Hill and the barrel jumping? Well, let's get back over
there to catch some Beetles. Once again, Toad will walk in and ask you
if you want a tutorial. You should be smart enough to figure this out for
yourself. Jump on a barrel or a Snifit to boost yourself forward. You
have to jump for the Beetles you see. This is basically the same thing
as the original Booster Hill so you should have no trouble adjusting.
Return to the Beetles Are Us store and refund your Beetles for cash.
Keep in mind that if you want to continue catching Beetles, you need to
re-rent the Beetle Box every time for 50 coins. When you are satisfied,
head back to Seaside Town for the next portion of the game.
-- TO LAND'S END AND BEYOND --------------------------------------------------
Do you remember the elder of whom we saved? Well, he lives in the upper
right hand corner of Seaside Town. Do you remember Frogfucius' student?
Well, you will find the elder on the lower floor. Talk to him and learn
that he overheard a mouse boasting about a "star." Apparently, our next
destination is to Land's End. With five stars already, we only need two
more! Exit Seaside Town and head north to Land's End, our next locale.
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5.21. Blast On Land's End [5021]
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Now that we're here in this freaky-deaky place, let's move on. There's
a Save Block right at the beginning in which you would _definitely_ want
to take advantage of. But then again, that should be instinct. With
whatever, let's continue.
[ITEMS]: None
[ENEMIES]: Chow, Shy Away, Shogun, Octovader, Geckit, Stinger, Chewy,
Fink Flower, Ribbite
-- EXPLORATION ---------------------------------------------------------------
A bit past the Save Block is a weird, blue thing. Jump into it and shoot
Mario to the upper platform (a-la Donkey Kong). Get used to these cannon
placements as they will play a major role in getting through Land's End.
If you don't make it, do make sure that you wait for the yellow block to
hit the bottom of its cycle so you can land on it from the cannon. From
the yellow block, jump to the ledge and continue along the yellow brick
road.
* NOTE: From this point forward, always use the B Button to propel
yourself in the air through use of the cannon. Use the cannon to
position your direction by watching which way it turns. When the
opportunity comes, shoot yourself to your next destination.
Ahead, there is another blue cannon. Once again, have Mario jump in and
shoot himself (Heehee, this is getting fun) to the next ledge. You will
most likely land in a pit (Ow) and release three Chows. Fight them if
you wish, but make sure that you advance eventually. It isn't easy
getting lost (Unless of course you actually try) so you shouldn't need any
more directions.
In the next area, we have some activity going on. First off, you should
notice the lack of a cannon at the beginning (gasp). The main point here
is to get your way across the ledges. However, with the Geckits being
launched from below through the use of cannons, you might have a bit of
trouble. If the crazy Geckits get the best of you, and you happen to fall
off, you can get back to the start by heading to the southeastern corner
and using the immobilized cannon. If you attempt to take a shortcut by
using the cannons launching the Geckit, you will be knocked out and thus,
vulnerable to any Geckits. It shouldn't take you too much time. This
area isn't THAT hard.
The next area isn't as rocky or as hostile as the previous. In fact,
there's even a flower smiling right back at you. Take full advantage of
the very conveniently placed Save Block first of all. Defeat the enemies
floating around if you choose. Nearby, you will notice a spinning red
flower. We have seen this before. Jump onto it, and use it to jump to
the ledge toward the east.
On the next few ledges, there will be more spinney-ish red flowers.
Continue to use them and jump to each ledge heading upward. At the top,
leave the area. You will find yourself on a strange ledge and a bridge.
Ladies and gentlemen, may I present to you, the Skybridge.
-- THE SKYBRIDGE -------------------------------------------------------------
The Skybridge is a cool mini-game. Talk to the hooded figure and he'll
give you an explanation. Your objective is the cross this blocky bridge
in one of three ways at the cost of 5 coins:
- NORMAL MODE: Your objective here is to cross the bridge and jump from
block to block while avoiding the bullets. This is the easiest, and
your reward for beating it is 5 coins.
- SPECIAL MODE: A step up from the previous level. Now, you have to jump
the bridge with each jump much harder. If you stick on the same block
for too long, it will fall. If you aren't fast enough, you will drop
to your doom. Reward is 8 coins.
- EXPERT MODE: Here, the jumps are much harder and the bullets fly
faster. If you can beat this difficulty, the reward is a Frog Coin.
Also, you can officially laugh in my face as I myself am way too
unskillful to make it across more than just one time.
Good luck with that. Play around with it as much as you'd like, or until
you run out of coins. Jumping down will only bring you to an exit that
basically doubles around itself. Instead, cross the Skybridge (whether
you actually play or not) and find the path leading out. If you have
trouble crossing it even without the bullets throwing themselves at you,
take my word for it; you lead a sad existence.
-- DOWN AND OUT ... WELL JUST OUT --------------------------------------------
Okay okay, let's get to work now. A Save Block nearby should encourage
you to save your game at this point. A nearby Rat Funk is walking around.
Run into it and instead of engaging, it gives you a bit of advice on how
to reach Monstro Town. To reach it, you need to find an "ant" and a
whirlwind. With that, he hops away leaving you alone. Hmm, more on that
puzzling clue later.
Now, to advance is a strange thing. See the two whirlpools to the right?
Step in either one and you will be transported to an area with three more
whirlpools. I'm not sure if I can get this all right, but one of the
whirlpools has a Shogun in it. Defeat it, and then jump into the whirlpool
that the Shogun was in. Continuously defeat each Shogun and hop in each
whirlpool. Eventually (and boy do I mean eventually), you should find
yourself in a cave. Hooray, you're on the right track.
Use Mario's mad jumping skills and hop onto the Save Block to save your
game. This cave has a bunch of Geckits and Chows hanging around.
Obviously, it will be pretty annoying to get through this large group.
However, avert your gaze to the floating treasure chest once you jump
down. Open it for a starman! Jump around and kill off the enemies as you
run through their bodies.
As you already know, a starman's effect is only temporary so make sure
you advance as quickly as possible to get the most out of the effect.
By advancing, I mean running through each room. If you were "2 Fast 2
Furious," then you should see a hole on the ground marked In. Jump in
as there's nowhere else to go. By now, I doubt your starman is still
running. Although a bunch of Geckits are scattered throughout, it is
still possible to motion Mario through them. Take advantage of the empty
tiles and find your way to the exit at the far end.
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5.22. Belome Again [5022]
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Oh noes! The title of this chapter should hint to you that Belome will
make another appearance... or maybe I just like saying Belome a lot. Guess
you'll never find out until you read through the next chapter.
Unfortunate, huh?
[ITEMS]: Yoshi Cookie (Fortune Teller)
[ENEMIES]: Chow, Shy Away, Ribbite, Geckit (All: Fortune Teller), Belome
(boss)
-- BELOME'S HOMIE PAD YO -----------------------------------------------------
You can tell that something is up when the ground changes from a cave area
to a stone-like area. Move Mario forward and notice a dude standing on a
spring. Thinking that Mario is a wussy, he'll offer to let you use the
thing and get back to the surface for a small toll of 100 coins. Unless
you urgently have to, just pass that freak deal by and exit the room into
another.
The next room gives you a bit of a random surprise. Notice the three
strange figures on the wall. A guy stands on the wall. Talk to him and
he'll offer to give you your fortune for 50 coins. There's a floating
chest to his right which also holds 50 coins. So basically, you are just
picking up the money you blew on the fortune. Anyhow, this guy gives you
a more "hands-on" approach. Hitting the statues in any order will get
you a result. Some good, some okay, and some annoying. However, you only
have one chance so use it wisely.
- LEFT, MIDDLE, RIGHT: "If you proceed through the pipe next door... Looks
like you'll have a great meal sometime in the future." Once you pass
the pipe at the other room, you will get a mushroom.
- LEFT, RIGHT, MIDDLE "If you proceed through the pipe next door... Some
tasty snacks are awaiting you in the future." Once in the other room,
hit the chest and Mario will receive a Yoshi Cookie.
- MIDDLE, LEFT, RIGHT: "If you proceed through the pipe next door... You'll
have many friends in the future." In the other room, three Chows will
terrorize you. Good friends, huh? Defeat them all.
- MIDDLE, RIGHT, LEFT: "If you proceed through the pipe next door... You'll
have plently of good things to look forward to. Once in the other room,
Mario will have to engage with a flying Shy Away. Yet another irony.
- RIGHT, LEFT, MIDDLE: "If you proceed through the pipe next door... You'll
find some rare items." Rare items are good. In the other room, hit the
chest for a Frog Coin. Joy!
- RIGHT, MIDDLE, LEFT: "If you proceed through the pipe next door... You'll
pick up great items." By great, it means that you will be rich. The
chest contains a bunch of coins that you can surely use.
Take your picking, and once you open the chest or defeat all enemies, the
door will open. Apparently, the game underestimates you quite a bit and
still gives you a chance to escape with a spring dropping from the sky.
If you ever need it, it will bring you back up the pipe. When you are
ready, continue along.
-- I WISH I HAD SOMETHING TO EAT ---------------------------------------------
As you enter the area, a treasure chest floats up ahead. Have Mario bash
his head against it (talk about severe head trauma) and pick off the coins
that can be found in it. Following, continue along the pathway. The
treasure chest on the far end holds a Frog Coin. As a side note, there
are a few invisible chests hanging around in this room. I discovered at
least two of them by accident. Jump around a lot and see what you can
smash your head on.
Anyway, with this room cleared, exit into the next. A dude stands by
one of those headpiece thingies. Talk to him and he'll tell you to that
the yellow block below will lead you to a random room. Hit the headpiece
on the wall and read the note that pops out. If you receive: "Sorry, I'm
not accepting visitors past my bedtime" then you are out of luck. You
can still hop on the yellow block, but Belome won't let you in without a
key (???). Anyway, if that happens, simply exit and re-enter the room.
Once you get the "Mmm, I'm so hungry! I wish I had something to eat!"
message, hop on the yellow block...
Once you enter the other room, a pipe leading into somewhere will be
evident. Ride it down and Belome will comment on your... tastiness.
BELOME (1200 HP)
ITEMS: None; EXP: Random; COINS: Random; RECOMMENDED LVL: 17
Oh boy, our friend Belome still hasn't learned that "ugly
monster with outrageous eating habits = no chance."
Belome's most noticeable improvement is his uncanny
ability to clone one of your characters to fight for his
side. Although ugly, Belome can still put up quite a
fight, but he mainly relies on his clones. Constantly use
lightning-based attacks and Belome will fall once more...
Don't let his clones gang up on you however. Defeat the
clones as necessary.
Once Belome is down and out for the time being, a "!" switch will appear
on the ground. Remember the last time you pressed it? Of course, water
came out and flushed you away. This time however, a door just opens.
Walk out, and Monstro Town is just up ahead. Overcoming Belome, the next
star is still a mile ahead of us.
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5.23. A Monster Mash [5023]
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There's nowhere else to go but forward. The next room has a Rat Funk who
apparently knows how to talk. Monstro Town is just ahead. Forward,
comrades!
[ITEMS]: Ghost Medal
[ENEMIES]: None
-- WELCOME TO MONSTRO TOWN ---------------------------------------------------
After engaging in a brief conversation with the Rat Funk, jump into the
pipe after it moves through. Congratulations, you're out of Belome
Temple. You will fall quite a distance and land on a spring. There's a
lot here, but first, let's find the local shopping area. Begin moving
eastward and go through the first door you see. Talk to the old lady
and you'll engage in a conversation with Monstermama (I would die for a
name like that). Mario will ask about the star with his usual array of
charades. The star of Monstro Town is upstairs... Cool?
Upstairs, you'll find a Rat Funk and one of those treasure chest enemies.
Talk to the treasure chest dude, and he'll notify you of various "Surprise
Boxes" throughout Mario's world. Depending on how many of these you
bonked your head on, he'll keep track and tell you how many you still
have to find. The last thing to take note of is the pink star (not really
a _genuine_ star). Talk to her and she'll do a little dance for you.
Well, I'm guessing we didn't find anything too useful here.
Attempt to leave the house as you hadn't found anything. Now Monstermama
will be aware of what you are actually looking for. She'll call in her
Sky Troopas to assist you in going to Bean Valley. They will agree and
fly out. Now leave the house and continue to the next door. On the ledge
overlooking the second door is a key. However, we can't reach it yet so
bleh to that. Go through the second door to find a group of monsters.
Talk to the orange thing and he'll tell you of your current Super Jump
record. If you break 30, he will give you a prize.
The other guy in the room is a very angry man. Talk to him and he'll slam
himself on the ground. Talk to him a few times and then walk outside.
The key has fallen! Pick up the key. Leave the house and then go to the
next door down skipping one door that's locked at the moment. Welcome to
Monstro Town's official shop. Enter and the Goomba will put you on hold.
The Goomba will turn and notice Bowser is in your group!
After Bowser left, the rest of his forces went AWOL. It seems a Goomba
had come to manage a store at Monstro Town. He'll bring up his little
Goombas, Triplets. Bowser would normally have smashed the crap out this
Goomba, but he decides to leave him be. Now let's shop!
Spiked Link | 94G | Weapon (Bowser)
CourageShell | 60G | Armor (Bowser)
Mid Mushroom | 20G | Item
Maple Syrup | 30G | Item
Pick Me Up | 5G | Item
Able Juice | 4G | Item
Freshen Up | 50G | Item
I'd suggest buying the Spiked Link and Courage Shell to equip on Bowser
only. The next door down the line has a bed with a note attached to it.
It will tell you that you can rest here if you'd like. Before we do
anything though, let's take advantage of a Save Block hidden from view.
Exit the room and find your way to the southeastern corner. There's a
hole there that you can fall into. Jump in and save your game.
-- A NIGHTLY APPEARANCE ------------------------------------------------------
With that done, head back to that bed which allowed you to stay if you'd
like. There is a single mushroom dude in the corner. Talk to it (WHOA!
A TALKING MUSHROOM... well not really) and it will turn off sending the
room into darkness. Mario, being the busy man he is, takes full advantage
of the bed and falls right on. That night, strange things happen. For
starters, weird things appear. The first to pop up above Mario is
Greaper, then comes The Big Boo, and Dry Bones!
Mario, meet the "3 Musty Fears!" While he's still asleep, the three of
them will speak to his subconscious mind telling him of his objectives in
the coming day. These ghost-ish dudes want to play a game with you. They
are going to hide flags in random locations and it will be your job to find
them. With that, they warp out and the nearby mushroom/lamp/pseudo-thingy
will tell you that they'll be back. Ooh, scary...!
And boy did they come back quickly. Greaper will provide to you a hint as
to where he hid his flag. "Behind a wooden flower." Dry Bones will
come in and give you a hint as well. "Under a green bed." The Big Boo's
hint will be: "It's between O and A." With that, they leave you with
those incredibly outrageous clues. As soon as they leave, light floods
the room and Mario is back up.
-- CAPTURE THE FLAG ----------------------------------------------------------
Hmm, that was weird. Well, at least you know what you have to do. Finding
their flags is optional, but you will want to do it for the reward that
those "3 Musty Fears" give you. Keep the clues that they gave you in
mind. Now, let's get to finding their flags! To find the way out of
Monstro Town, head east until you find staircase. There's a door just
past it. Go through the door after going through that door and find
yourself back on the overworld.
- GREAPER FLAG: The Greaper Flag can be found in Rose Town. Make Mario
go all the way back. Greaper's clue was, "Behind a wooden flower."
As soon as you enter Rose Town, notice the wooden flower at the very
start reading "Welcome." Well, this was easy. Look behind it for the
Greaper Flag.
- DRY BONES FLAG: To locate the Dry Bones Flag, you will be moving all the
way back to the starting point of Mario's Pad. I'm sure you all
remember that place. Anyway, once there, you can save your game at the
Save Block. Then go inside your house to find the green bed! Wow, you
had slept on a green bed all this time! Check around it to find the
Dry Bones Flag.
- BIG BOO FLAG: The final flag is the Big Boo Flag. Venture over to
Yo'ster Isle and mingle with the dinosaurs. The Big Boo Flag is really
pretty obvious. Remember the clue, "It's between O and A?" Well, note
the racetrack. At the end where it says GOAL, check between the O and
A to find the Big Boo Flag!
With those three flags in tow, it's time to return to Monstro Town and
laugh in their faces. Find the house with the bed in it again. The
"3 Musty Fears" will once again, terrorize you in your sleep. This time,
they congratulate you on beating their challenge. That morning, Mario
will find a Ghost Medal on him. Joy!
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5.24. To Infinity And Beyond! [5024]
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Monstro Town has no redeeming value left so find your way back to the
spring that you jumped down onto from Belome Temple. Now, the only
way forward is up. You'll see how that's possible after a message from
our sponsors.
[ITEMS]: Max Mushroom, Royal Syrup, Fire Bomb, Seed
[ENEMIES]: Shogun, Stinger, Fink Flower, Octovader, Chewy, Spinthra,
Geckit, Chomp Chomp, Box Boy, Shy Away, Kriffid, Smilax (boss),
Megasmilax (boss)
-- TOWARD BEAN VALLEY --------------------------------------------------------
Okay, find your way back inside Belome Temple through use of the super
spring. Back inside Belome Temple, move backward through the area. The
room where you fought Belome has a spring leading back upward. Go through
it and back up another pipe. This area should be pretty familiar to you.
There's a yellow block that is an elevator leading back up. Have Mario
hop his sexy body onto it and ride it to the top. At the top, ignore the
dude and hit the tongue statue on the wall for a message.
Last time, we were looking for, "Mmm, I'm so hungry! I wish I had
something to eat!" This time, hope that the message says, "Sorry, I'm
not accepting visitors past my bedtime." If it doesn't, exit and re-enter
to do it again. Then ride the elevator down again. Move through the
doorway and Belome will block your path. Talk to it and it'll notice your
Temple Key. Give it to him and he'll let you pass allowing you access to
a lot of crap!
Pick up what Belome was hiding here. You'll find a bunch of Frog Coins
and some Flowers as well. The three packages contain a Max Mushroom,
a Royal Syrup, and a Fire Bomb. Good deal! Leave this room and ascend
the elevator leading back up. Rather than getting your fortune told
again, just leave the room with the yellow block elevator. Go through
the next empty room to a chamber that looks a lot like the one you fought
Belome in. With whatever, hop the next spring up through another pipe.
The next room is empty as well so just trudge right through it. The next
room has the three statues on the walls where you got your fortune told
by striking the tongues in different orders. You can get it told again by
talking to the cloaked figure standing by. Leave this room through the
opposite doorway. You'll find a Black Mage (sorry... again) standing on
top of a spring. Talk to him and he'll offer to let you out for some
hard-earned cash. Take it and use the spring to get back up.
-- I'M AFRAID OF HEIGHTS -----------------------------------------------------
Now you're back outside by the whirlpool that led you into Belome Temple.
Our objective now is Bean Valley. Turn northwest and into the next area
where the Sky Troopas will assemble as promised. Rather than just flying
you up there, the Sky Troopas will only provide footholds for Mario to
use. Begin to scale the cliff hopping from shell to shell until you reach
the top.
Sergeant Flutter will give you your time. For now, it's time to continue
along. At the top of the cliff, Bean Valley is accessible. Head over
there on the double. Move forward past a few Stingers floating around.
Ahead of them are two pipes. Take the pipe on the right. There are more
Stingers floating around. The other pipe is in plain sight. Go down
the left pipe into the next sector. Now the area becomes a bit more
complicated. OH NOES!
The path forward is to the immediate west. However, the other pipes
around might lead you to some special items. Explore them for yourself.
To progress, go through the path leading into the next area. Here, pipes
are lined up with fallen Chewys here and there. Wait for the Shy
Away to come in and water the Pirahna Plants. There is a Save Block to
the north which you should use. Once all the Chewys are alive and
kicking, begin to use the pipes. To help you out, here's a small diagram
of your position.
EXIT!
1
2 3
4 5
ENTRANCE!
Drop dead sexy! Oh yeah, this is where all the pipes go to. Don't forget
that the Chewys must be defeated first before you can use the
pipes.
1) Some Geckits and a big, brown thing (Chomp Chomp) occupy this level.
Nothing redeeming about it.
2) Here's something cool. The chest here, once hit, acts like a slot
machine. Re-hit the chest to stop it at a certain icon. The icon that
you get it at gives you a prize. Jump on the spring if you want to go
back up. If you mess up, you might have to dish it out with a Box Boy.
3) Just as you fall down, notice the treasure chest to the west. It
contains a monster it seems. Fight the Box Boy to the death and get
mucho experience. However, he can be dangerous so take caution while
fighting. He is also capable of summoning a giant teddy bear, Fautso.
Apart from that, there are some Geckits at the rear end of the room.
Jump on the spring at the other end to find yourself in a secluded
area with a chest. Hit it for a Frog Coin. Now that that's done, go
back down the pipe and to the spring in the southeast corner to find
your way out.
4) There's another one of those random chests. Play around with it and
jump back onto the spring to get back up.
5) Down here, you'll find another one of those random chests. Hit it and
try to match something up for that item. When you're ready, jump back
on the spring to go back up.
With that done, find the Save Block again and save your game. There's an
exit right by it which you should move through with haste. There is
another pipe here. Wait for the Shy Away to water the flower, and then
jump on it... A BOSS FIGHT!
SMILAX * 7 (200 HP) + MEGASMILAX (1000 HP)
ITEMS: None; EXP: 40; COINS: None; RECOMMENDED LVL: 19
Whether or not you might consider this a difficult boss
fight, one thing is for sure; it's going to take you a
LONG TIME! At first, it's just a single Smilax bobbing
its head to the music (What?). Smilax really isn't too
big of a threat at first. Watch out for Pollen Nap which
puts units to sleep or Drain which damages HP. If you've
fought some of the previous monsters, these moves should
be nothing new to you. Watch out for Flame especially as
that move deals heavy damage. After defeating Smilax, the
Shy Away will come humming watering the flower again to
reveal two Smilaxes! It's really nothing too special
here. Defeat both of these to make the Shy Away come
again (Thank you, come again)! This time, there are three
Smilaxes! Take them out quickly to make the Shy Away
come once more. Two more Smilaxes challenge you along
with Megasmilax, a gigantic lookalike. Apart from a few
extra moves and of course, more HP, Megasmilax will fall
quickly once the Smilaxes are down. Use Mallow's Snowy
attack for quick ownage. Petal Blast will turn your
party into mushrooms so avoid that as well.
After defeating that garden flower, the Shy Away that was originally
watering Smilax + Megasmilax will begin to have a hissy fit. Apparently,
a certain queen by the name of Valentina had put this Shy Away in charge
of keeping trespassers out of Nimbus Land. With that, he flies away
dropping a note behind him. Read it and pick up the Seed that is on the
paper. Hmm...
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5.25. Mario and the Beanstalk [5025]
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The Shy Away mentioned Queen Valentina and Nimbus Land. Apparently, he
was fitted to defend the area from trespassers. What is this weird place
anyway? You'll soon find out.
[ITEMS]: Rare Scarf
[ENEMIES]: Birdy, Heavy Troopa
-- I'M EVEN MORE AFRAID OF HEIGHTS -------------------------------------------
Hmm, this requires quite a bit of pondering. Now that Smilax is out of
the way, go down the pipe that it was residing in before. In the next
area, note the brick floating around. Bump your head on it and a
beanstalk, similar to the ones in the previous Mario installments, will
grow upward toward the sky. Wow! A magical beanstalk! It tells you to
hit the block once more to climb it. Do just that.
After a few seconds, you'll be high up in the sky walking on a cloud (?).
The background is pretty weird to say the least. Just don't stare at it
for too long @_@. There is one enemy right by your position. Jump up and
fight the Birdy. There is another beanstalk right by Mario. Read the
note to learn a little bit about "climbing" the vine. With whatever, have
Mario climb up the beanstalk. At the tip, you'll see three coins and
another orange-ish beanstalk to your right.
You can disengage yourself from the vine by jumping. Collect the three
coins and jump to the orange beanstalk. It might talk a while to get used
to. Once on the orange beanstalk, begin making your way up it. At the
next vine, you'll have to jump for a blue one. If you don't make it,
Mario will be required to start all over from the start. Climb the blue
beanstalk fighting the Birdy floating in the way if you need to. Pick up
the Frog Coin nearby if you want. Once you clear the blue beanstalk, you
will be at the next level.
There are two vines of different colors in front of Mario. First off,
climb up the red beanstalk (artificially colored) to the top where you'll
find a treasure chest. Hit for a well-deserved Flower. Jump back down
and now begin to climb the red vine (no preservatives added) on the right.
From the red beanstalk, you'll have to jump from the top to the blue one
leading further up. Before you do that however, defeat the Birdy guarding
the vine. The defeatd Birdy will turn into a yellow block. Use it and
hop onto the blue vine.
At the top end of the blue vine, there are two more vines along with a
few coins and a Frog Coin. Due to the game's single perspective, it's
difficult to tell where the yellow vine actually is. The Frog Coin is
accessible but very difficult to get. Climb to the top of the blue vine
so that you're standing up rather than climbing. Do a quick running jump
for the vine next to the Frog Coin. If you're lucky, you'll catch the
very bottom of the beanstalk. Jump off that vine to get the Frog Coin.
Keep climbing up to the next area. Whew.
Well what do you know? More vines of course. Climb up the first
beanstalk and kill off both Birdies. Then jump to the red vine up to the
very top of that one. Begin a running jump to try and hit the orange vine
a bit below your current position. Once safely on, jump up once on the
orange vine to reveal a yellow block! This block will make jumping to the
other green vine much easier. Hop off and then get to the green vine by
jumping from the red vine to the yellow block to the green vine. Got it?
Good.
-- EN ROUTE TO NIMBUS LAND ---------------------------------------------------
Once safely on the green vine, climb up and defeat the Birdy flying
around. Climb all the way to the top to the next screen. Two treasure
chests here. Hit the first one for a Frog Coin. The other one contains a
Rare Scarf. NICE! Fall down the hole near the two chests. Open them
both for a Flower each. Another hole presents itself. Fall down all the
way through another hole landing on a platform with two fat dudes chillin'
around. Talk to them and they will tell you of the royal springs up
ahead. But you don't look too royal! MEANIES! Jump on the spring
nearby.
________________
| |
| |
| ____ |
| | P |<-- To Hot Springs
____________| |____| |____________
| _ _ |
| ,' `. ,' `. |
To Nimbus Land -->| S | | S |<-- To Overworld
| `._,' `._,' |
|____________ ____ ____________|
| | P | |
| |____|<-- Back to Beanstalks
| |
| |
|________________|
Pretty easy to understand where each portion goes. You have just popped
out of the hole labeled, "To Hot Springs." Our next destination is
toward Nimbus Land. Jump onto the spring (labeled S with the pits labeled
P) leading to Nimbus Land.
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5.26. Cloud City [5026]
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So we've come this far and yet, we still do not have the sixth star.
However, with the beginning of a new chapter, we have come to one grim
realization: there is something really wrong here.
[ITEMS]: None
[ENEMIES]: Dodo
-- MALLOW AND VALENTINA ------------------------------------------------------
As soon as you fall down back to Earth (or whatever wacky world this is
taking place in), you'll see that there's quite a commotion going on in
Nimbus Land. Along with that, note the townspeople's ugly facial details.
The incredible queen of Nimbus Land (who looks considerably different from
everyone else) will walk out of her palace and silence the crowd with a
loud, "SHUDDAP!!!"
With that, Valentina gives everyone Nimbus Land's status. Their
conditioning is worsening as they lose their magnificent ruler. However,
she has found their Prince; Prince Mallow is his name. Now doesn't that
name ring a bell? Anyhow, she'll ask for Prince Mallow to make his
appearance. It seems tubby can't fit through the door though. Valentina
will pull him out to reveal that he is either really a large bird.
Hmm.
Soon after, the Prince Mallow will whisper something into the queen's
ears. After a little bit of outrageous surprise, Valentina will agree to
marrying the feathered creature that is Prince Mallow! With that, the two
of them head back into their chambers. Now the REAL Mallow makes his
appearance. Apparently, he's pretty surprised that the prince has the
same name as him! Well, whatever...
There is a shop nearby. Head to your left and go through the door to
the offical Nimbus Land shop.
Mid Mushroom | 20G | Item
Maple Syrup | 30G | Item
Pick Me Up | 5G | Item
Able Juice | 4G | Item
Freshen Up | 50G | Item
Mega Glove | 102G | Weapon (Mario)
War Fan | 100G | Weapon (Toadstool)
Hand Cannon | 105G | Weapon (Geno)
Sticky Glove | 98G | Weapon (Mallow)
Fuzzy Shirt | 70G | Armor (Mario)
Fuzzy Pants | 70G | Armor (Mallow)
Fuzzy Cape | 70G | Armor (Geno)
Fuzzy Dress | 70G | Armor (Toadstool)
As you can see, there's quite a lot to buy. Upgrade all of your
characters as you see fit. Exit the shop and then move to the other
building that is "connected" to the shop. This is the Inn as you can
tell by the star-label. Pay the 30 coins to rest there if you need it.
There's also a Save Block in the corner that you probably want to use
quickly. Also, the Dream Cushion is a miscellaneous option you can take
if you choose to. Basically, your sleep will be made more interesting with
a special dream.
-- A PLUMBER'S LAMENT --------------------------------------------------------
Leave the Inn back into the gay and happy town of Nimbus Land. Haul your
butt to Nimbus Land's northwest corner. There's a house there. Enter
Garro's House which is inhabited by many statues. Before talking to Garro,
quickly examine the golden statue of a certain someone in your clan.
Mallow will appear again and notice that the statue looks just like him.
Garro will walk over and state that that was King Nimbus as a young lad.
Mallow will tell Garro his name and the sculpter will quickly realize that
the prince of Nimbus Land is truly here. Stupefied (and still stupid),
marshmallow-boy jumps in the air with awe. (Why do people always do that?)
To help clarify, Mario will do one of those amazing recounts with his
ability to morph into anything. Guess Valentina really isn't what she
appears to be. Mallow runs toward the castle to save his mother and
father.
A few seconds later, Mallow walks back in after being denied by the
guards. After a bit of thinking, Garro has an "excellent" idea. Walk
over to him and he'll paint you golden like the statues he has created.
Garro will use his super mad skillz on Mario making him basically a
living statue. So Garro picks up Mario along with a Valentina statue and
brings them toward the castle gate. After a quick investigation by the
guards, they let him in.
While inside the palace, Valentina will make an appearance. She first
inspects the statues that Garro has created. Being the egotistical person
she is, the likeness of Valentina is the first one she notices. However,
Valentina also notices the outrageously ugly creature of Mario. Garro
quickly covers it up calling his new masterpiece, "A Plumber's Lament."
The sad smile, the overgrown sideburns, and the strong legs of an Olympic
jumper. Oh, it makes me want to cry!
Valentina accepts this story and Garro leaves quickly. The Queen will
call out to a Dodo (who was disguised as Prince Mallow previously) and the
gigantic bird will appear again. Dodo will carry the two statues off and
place them on a display case. After he leaves, you're free to run around
in your polished golden state. First, head left through the door.
There's a Save Block there. USE IT!!
As soon as you open the next door, Valentina will appear and yell for
Dodo asking him if he put the statues up yet. Quickly, Mario runs back
to the statue place while Dodo trots in. To avoid him, you'll have to
jump every time he attempts to peck you. Sounds pretty queer, but do
your best. If he catches you, prepare to fight him. If you escape his
beakly wrath, you won't have to fight him. One thing to be aware of
though: At the last peck, don't jump as Dodo will run out of the room and
then back in. Beware.
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5.27. I Hate Birds [5027]
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Although Dodo is gone at the moment, you'll be meeting him later on. Now
we begin our journey through the palace.
[ITEMS]: Flower Jar, Castle Key 1, Castle Key 2
[ENEMIES]: Birdy, Heavy Troopa, Sling Shy, Orbison, Pinwheel, Muckle,
Shaman, Jawful, Shelly (boss), Birdo (boss)
-- WITHIN THE PALACE ---------------------------------------------------------
Now that the feathered freak, Dodo, is gone, head back west. Save the
game if you feel like it, and then go through the next door. Move into
the next hall. A small conversation up ahead will halt Mario in his
tracks. Quickly looking for an empty stand, Mario runs for a display.
The two Birdies will come in and begin poking at Mario for a second of
whom later jumps into the air being poked repeatedly. As stupid as they
are, the Birdies are scared out of their mind and run out of the room.
Well, for now, you are stuck at a four-way intersection. Follow the
path that the Birdies took out of here. The next room has various enemies.
Good like fighting them. Jump from the top ledge to the bottom floor
where a treasure chest is accessible. Hit it for a Flower. Defeat
any remaining enemies in the area and walk south. Trudge down this
lower hallway to the end where you'll find a exit.
Down this hallway, prepare to fight some more Sling Shys. Slide through
this corridor (literally!). A Pinwheel will block your progress
backwards. Go through the door at the very end to locate the palace's
main hall. Remember the scene Garro made for you at the beginning?
Well, we're back here. Now that you've found your way around, go north
to the end of the main corridor. You'll be back at the four-way
intersection. Don't turn left or right. Just go forward through the
next door-esque-thing.
More enemies make transcending through this hallway a difficulty. Clear
the room and walk through the door at the end. As soon as you enter the
next room, try to avoid the statue as it will come alive and engage you
(OH NOES). There's a Mushroom behind it. Pick it up, then head north
through another door. The next corridor has a few of those cloaked
figures you might have conversed with in the past. Fight them killing
off every one. Beware of the Shaman's Diamond Saw attack which takes
considerable HP.
Walk west and open the chest for a Flower. There's a gigantic Heavy
Koopa guarding one of the doors. It turns out the door they were
guarding were actually just locked! Instead, just go back toward the
empty chest. Walk through the door to the right of it. There are more
enemies in this narrow corridor. Kick their arses and once again, open
the door to the other side. Well what do you know? More enemies to kick
around. Have fun.
-- A SPECIAL KEY -------------------------------------------------------------
Walk down the stairs where more enemies reside. There's a Jawful
monster there too which might cause some problems. The next room has a
bunch of "Nimbus" people! You can tell by the shape of their ugly-sized
heads. Talk to all of them, and be sure you pick up a Flower Jar along
with Castle Key 1. Sounds fancy. Backtrack to the hallway where you
fought that Heavy Troopa guarding the locked door.
The special key we received can open the middle door. Walk up to it and
bash it open. Inside, a Shy Away will be watering a pinkish egg (???)
much like the one that watered that Smilax behemoth. He soon notices
Mario and attempts to leave but... OH NOES THE DOOR IS LOCKED!! Even if
you attempt to open it, it's still hopelessly locked. Examine the pink
egg and a voice inside will ask if you want to play. It's lonely.
TIME TO PLAY!
SHELLY (500 HP) + BIRDO (777 HP)
ITEMS: None; EXP: 20; COINS: 30; RECOMMENDED LVL: 20
Who would've though a little bit of playing would be
so rough? The fight first begins with Shelly's eggy
self. Begin knocking at Shelly and the shell will
slowly begin to crack. Once the egg cracks, Birdo
will make her appearance. Now it's time to play!
Birdo will start off by spitting a few eggs at you.
Eventually, larger eggs will come flying at you for
heavy damage. If you have your characters defend,
you can ricochet Birdo's eggs back at her. The eggs
will hop by her. Hit Eggbert to cause it to
explode resulting in 80 HP damage toward Birdo.
Defeat Birdo through any way you find effective.
The playful Birdo will eventually disappear leaving you with the Castle
Key 2. With it, move toward the door behind the egg. Unlock the door and
go through. Forward into the depths of the castle! And there is still
one more bird to take care of.
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5.28. Dang You, Valentina! [5028]
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Let's reiterate. We're inside this castle to put a stop to Valentina and
her devilish plans of overtaking Nimbus Land. Be careful guys, this lady
has quite a temper.
[ITEMS]: Flower Jar, Signal Ring, Fertilizer
[ENEMIES]: Pinwheel, Muckle, Jawful, Shamen, Sling Shy, Heavy Troopa,
Bluebird
-- TO THE HUNT ---------------------------------------------------------------
As soon as you're in the next room, jump on top of the Pinwheel to fight
him. If you don't, he'll blow you off the platform and you'll have to
start back from the other room. Don't fall off the ledge here. There's
another doorway also on the ledge. Defeat the tomato and advance into the
next room. It's empty except for two doors. Look at the one with the
note next to it and attempt to enter. It appears locked. Curse the one-
use keys of the castle!
Mallow would suggest reading the note next to it. It appears King Nimbus
is resting in bed. Bowser will appear and suggest ramming the door with
his incredible brawn (and brain). However, Mallow will stop him thinking
that his father might actually be bedridden. Anyhow, after a short
discussion, the Shy Away will once again appear. This time, he's intent
on tell King (err... Queen) Valentina of your location. Follow him into
the other door just to find a Heavy Troopa in the way. Kick his rump to
get him out of the way.
Go through the door to find Valentina and Dodo. The Shy Away will slowly
float to her and tell her that you are in the castle! After a moment of
remember-time, Valentina will realize that the statue Garro delivered was
actually Mario! It seems that she has the key to King Nimbus's room.
Mallow will run out and demand that she give the key to him. Before
there's any combat however, she runs off leaving you with Dodo and the
Shy Away.
After a few more seconds, their brains will kick in and both Dodo and
Shy Away will leave. Well, it would help if you could possibly follow
them. There's a Save Block in plain sight. Use it and keep going.
Bluebirds are flying around. Be careful when fighting them as these
Bluebirds are capable of casting certain magic spells at you. Defeat
them and continue along.
When you walk under the treasure chest (note that you can't reach it),
stand under it and jump straight up. A yellow platform will be revealed
allowing you access to whatever crap is in that treasure chest!! Hit it
to find a starman which will destroy any enemy you touch. Quickly run
forward through the array of Bluebirds. It won't last forever so quickly
rush through. If you're lucky, you'll pass Dodo and knock him out. If
not, you'll have to fight him. The final door will lead to...!
Uh oh.
-- FALLING BACK TO NIMBUS LAND -----------------------------------------------
You appear miles above the ground. Just as Mario realizes his predicament,
he slowly (sarcasm) through many floors before finally reaching two rather
fat guards. The Royal Springs are just ahead, but we can't enter. Anyway,
being back outside, our one objective is to head back to Nimbus Land.
Jump on the first smiley-faced spring to another platform. Jump on the
next smiley-face spring back to Nimbus Land. Consider having Bowser or
Geno in your middle slot. You'll se why later. Back there, a scene
involving a rather pissed off Valentina and a few townspeople will occur.
Mario will jump in once more to save the day!!
DODO (800 HP) + VALENTINA (2000 HP)
ITEMS: None; EXP: 40; COINS: 200; RECOMMENDED LVL: 21
The battle starts off with Valentina who is at the moment,
attempting to call her birdish right-hand man. Dodo (who
would have been expected to be bigger than Valentina is
friggishly small in comparison) appears to help save his
mistress. Dodo starts off by stealing a member of your
party to another location where you'll dish it out there.
Here, it's basically a 1v1 against Dodo. Apart from his
numerous pecks, you'll want to watch out for Flutter Hush
that silences magic casting and Multistrike which damages.
Hopefully, you have a stronger character like Bowser in
your second slot or good luck on surviving. Eventually,
Dodo will run off and the battle reverts to Mario and
Valentina. Now the hard part of the battle comes. Apart
From Valentina's default strike, she can unleash Crystal,
Diamond Saw, Blizzard, and Drain Beam. Eventually, Dodo will
join the party along with the second unit that was carried off
before. With whatever FP you have left, bash the both of
them with Ultra Jump, Bowser Crush, Geno Beam, etc. Heal
constantly or you might be forced to suffer the
consequences.
Valentina, being her arrogant self, obviously cannot believe that she has
been beaten. With Dodo, she carries herself off. The townspeople back
around are jumping all over the place. Mallow will appear once more and
comment on the fact that they're gone (Uh duh). Mallow will demand to go
after her... as a key falls from the sky hitting our marshmallow friend on
the noggin. Mallow runs into the palace as Mario pulls out an umbrella
(?). All of a sudden, it begins to rain (Mario must be psychic). Remember
how it would always rain whenever Mallow cried? Let's see what's up.
-- KING AND QUEEN NIMBUS -----------------------------------------------------
Mallow will appear and Mario will jump seeing the happy look on his face.
Bringing Mario inside the palace, we meet Mallow's parents - the King and
Queen of Nimbus Land! After a bit of happy-time family greeting, Queen
Nimbus will notify you of a star that she saw fall into a nearby volcano.
However (there's ALWAYS a catch), a fearsome creature by the name of Czar
Dragon inhabits the volcano. Despite King Nimbus's unhelpfulness, Queen
Nimbus tells you to find Hinopio who could help you.
With our objective clear, there is still something to do in this castle.
Go south two rooms and then enter the door where King Nimbus was originally
kept prisoner. Talk to the dude standing there chillin', and he'll notice
Prince Mallow! The guard will turn around and scrounge up a Flower Jar
for you. Take it graciously and leave the room. With that, leave the
palace. Head eastward where a house resides. Enter to find the purple-
ish Croco looting yet another house. Of course, he'll run with your
appearance... in a wall! He'll drop a Signal Ring just as he leaves.
This Signal Ring will notify you of any hidden treasures in any room.
Door
---====---
O <-- Position Mario Here
----------------------------
Edge Of Nimbus Land
Leave the house. Before leaving Nimbus Land however, position yourself
just in front of the blue door of the house. Walk a bit west along the
edge of the map until Mario begins to walk into a "sky" path. Walk to the
end of this to find a Shy Away! He'll give you some Fertilizer if you
don't tell anyone about seeing him here. Oh well. Anyhow, leave Nimbus
Land and jump on the spring back to the overworld. Our objective is
clear.
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5.29. Special Stuff [5029]
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Our next stop is the Barrel Volcano accessible through the Nimbus Land
springs however, we're going to stop in Rose Town to pick up something
very special. In fact, don't even ask how special it is as its ultra-
specialness will overwhelm you. Along with that, you'll find another
special thing at Tadpole Pond. Don't you just love the specialness?
[ITEMS]: Lazy Shell (Weapon), Lazy Shell (Armor), Soprano Card
[ENEMIES]: None
-- OW MY GOD! ----------------------------------------------------------------
Anyhow, begin by heading all the way back to Rose Town. I assume you
still remember where it is. Once in, go straight toward the town center.
Walk to the left of the local shop to find a path. Intriguing. Follow
it to find a house standing alone. Inside is an old man along with an
outrageously large flower pot. He mentions the Seed and Fertilizer and
sees that you have it! Incredible! Egads, give him the dang Seed and
Fertilizer before he goes jujitsu on you.
The hyperactive gardener will quickly plant the Seed and add the
Fertilizer. For a few seconds, nothing happens UNTIL a small bean plant
begins to grow. The gardener will become ecstatic and go off on his
raves. Anyhow, the beanstalk is "climb"-able so go right ahead and jump
onto it. Eventually, Mario will appear on a cloud with two treasure
chests. Pick off the two Lazy Shells. Immediately equip the two as they
are both very effective.
With that, climb back down. Our adventures in Rose Town are done at the
moment. Now let's head over to Tadpole Pond where another prize is
awaiting. Advance back to the overworld and get over to Tadpole Pond.
You remember the drill here? From the start, walk forward to reach a
two-way fork. Turn right and move down this way to the next screen.
Here at Melody Bay, step on the single stone at the start of the small
pond. Remember what to do? Good! Play this song:
-----------------------------------
MI O
RE ---------------O-----------O-------
DO O O
TI -------O---------------------------
LA O
SO -------------------O---------------
FA
-----------------------------------
The third and final card, the 'Soprano Card' is now yours once Toadofsky
hears it. Of course, Toadofsky's song is almost complete. Now it's your
turn to finish up the rest of it. Make up whatever wacky tune you want.
When finished, listen to your complete song (*sniff*) and head back west.
The Juice Bar has some new totally coolio stuff. Buy whatever you'd like
and leave the Tadpole Pond.
-- EN ROUTE TO BARREL VOLCANO ------------------------------------------------
Getting to Barrel Volcano isn't too tough. Get back to the overworld and
head over to Nimbus Land once more. I assume you remember where the
entrance to the hot springs were. If not, just jump down the top hole of
the entrance area to Nimbus Land (the one with all the springs). The two
guards there recognize you as royalty and will gladly let you in. And
of course, gladly enter!
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5.30. Adventure Inside The Volcano [5030]
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And now for me to say something completely random. Hi-Ho-Diggity!
[ITEMS]: None
[ENEMIES]: Magmus, Armored Ant, Vomer, Chained Kong, Oerlikon, Corkpedite,
Pyrosphere, Stumpet, Czar Dragon (boss), Zombone (boss)
-- DON'T FALL INTO THE VOLCANO -----------------------------------------------
The hot springs are really kind of disappointing (wow, one pool). Howver,
if you do jump into it, your party will automatically be healed. But
enough of that, we're here on business! Do you recall the two guards
telling you not to fall into the volcano? Of course not, right? Even the
small note on the tree shouldn't make you remember anyway. Just step onto
the next screen and... FALL INTO A VOLCANO! I told you to be careful!
The first room of the Barrel Volcano is surrounded with molten magma soon
to solidify into igneous rocks which will also be mashed around into
sedimentary rocks finally pushed into metamorphic rocks which will
eventually find their way back under the surface to be cooked all over
again! Don't care about earth science? That's okay. But hey, we're in
a volcano.
-- BARREL VOLCANO ------------------------------------------------------------
The spring that you jump onto will take you back to the surface when you
need to. For now, just go south into the next screen. Fight the Magmus
which is pretty easy to defeat. You should notice some distanced rocks
which form a path to the southeast. However, ignore that for now.
Instead, avert your gaze to the left side of the screen where a staircase
is located. Get onto it (you might have to jump a bit) and follow it
up.
Defeat any more enemies in your way and advance. Check out the arrow in
front of you. It points to the door you should go through. The next room
has a skeletal thing that wakes up as soon as you touch it. Fight the
Vomer keeping in mind that it could only be affected by FP-draining
attacks. Head past that before it re-connects itself. Head forward and
into the next portion.
The next room has one treasure chest floating around. It contains a
Flower which you might want to pick up. Defeat the enemies around and
advance through the pathway. At the other corner, you'll see another
treasure chest. Hit your head on the bottom of it for 100 coins.
Sizzling! Enough of that though. Walk eastward and into the next room.
The chest floating at the beginning contains a starman. Get it, and run
like hell.
Head to the end past the lava pool and exit the room through the exit.
Jump up the stairs to your right and immediately rip through the enemies
around. This area will eventually lead to another room filled with
Vomers. If you can, avoid them. If not, sucks to be you. The room
afterwards has some more lava along with a Frog Coin hovering over a lava
pool. You should also notice a Pyrosphere bouncing up and down. How
should we tackle this room?
Well, you might want to fight the Pyrosphere first. Defeat the other
enemies hanging around. Getting the Frog Coin is pretty straightforward.
Take a running jump from the longer part of the first lava pool toward the
Frog Coin. In the process, you'll get your butt fried too. No permanent
damage though (Hmm). Once you collect that, continue through the room.
A second Pyrosphere will follow you of course. Defeat that and leave this
room into another.
This large chamber has a bunch of lava around with small platforms you'll
be obligated to jump across. The magma won't hurt you, but it will send
you back to square one. In-between each platform will be Pyrospheres
trying to disrupt your passage. Make running jumps, timing them correctly,
to avoid having to dish it out with the Pyrospheres. At the end, you
should notice a Frog Coin atop the arch. Ignore it for now and walk into
the next room. Before doing anything, walk back and purposefully jump
into the molten magma. Mario will boost himself up to the Frog Coin.
Clever!
-- IT'S GETTING HOT IN HERE --------------------------------------------------
Anyhow, head into the next room. This area has two Frog Coins. The first
is pretty easy to get. Hop on the blocks leading up like a broken
staircase to the first one. Jump to pick it off when you get to the upper
block. Fall back into the lava if you want to get back to the entrance.
Defeat or avoid the two skeletal Vomers and move around the edge of the
room. The second Frog Coin can be collected just by jumping onto the
other block. With that, have Mario leave this room into the next.
There are some Oerlikons at the start. Kill off some of them before
continuing. Just before the exit, a Stumpet on the above ledge will
throw some Magmuses at you. To defeat the Stumpet, you can just jump up
to engage although you can't actually GET to the upper ledge. Oh well.
Advance through the next door to find yourself in a new room. There's a
treasure chest containing a Flower nearby.
Climb up the ledge to find another treasure chest. This one contains yet
another Frog Coin. Luckily, there's a Save Block nearby. By now, you
have probably been dying for one. Take full advantage of it and save your
game before continuing. When you're done, of course advance into the
next area. You'll find yourself back on the ledge. If you defeated the
Stumpet before, good. If not, defeat it now. Be careful not to fall off
and move along the ledge to the arrow on the sign. Go that way.
This next room is full of Oerlikons and a Vomer. Have fun defeating or
avoiding all of them. Anyhow, move around this room to the other doorway
out of here. Up above is a Corkpedite with a few Oerlikons. Own their
butts and move ahead. Once again, you'll meet a Stumpet spurting out
Magmuses. Kill him off before he sends out anymore. Navigate through this
room to another doorway. It's marked with an arrow sign so you can see
it.
Alas, more enemies including a Vomer. Break through these freaks and
move to the northern end of the room. A sign will say "In" but who
exactly is in? Nearby is a strange looking creature. First, hit the
treasure chest for 100 coins. Then, talk to the dude. His name is
Hinopio. Remember what Queen Nimbus told you? Well, we did find Hinopio.
Just how helpful will he be? Follow him inside to the Hino Mart! He mans
all three stalls which sell different things. The first one provides;
Mid Mushroom | 20G | Item
Maple Syrup | 30G | Item
Pick Me Up | 5G | Item
Able Juice | 4G | Item
Freshen Up | 50G | Item
The Hino Item Shop should refresh your supply of Mid Mushrooms although
there really aren't any super-duper items. The second stall acts like an
Inn. Hinopio will offer to let you stay. So take a rest on a... box and
replenish your health and such. Talk about bad service. Lastly, you'll
find the Armor Shop with a good number of fire-based clothing.
Fire Shirt | 90G | Armor (Mario)
Fire Pants | 90G | Armor (Mallow)
Fire Cape | 90G | Armor (Geno)
Fire Shell | 90G | Armor (Bowser)
Fire Dress | 90G | Armor (Toadstool)
We're almost done here. Buy whatever else you might need and take a last
minute rest if you have to. The doorway leading out of the Hino Mart will
bring you to another Save Block. Save your game and move forward. The
final part before the end is a gigantic bridge of blocks. Remember the
Skybridge? This is the same concept except you have Pyrospheres hopping
around. The blocks will fall. If you mess up and you can't continue,
just exit the room and re-enter. Eventually, you'll make it across with
a few burn marks on your butt.
-- EXTINGUISH THE FLAME ------------------------------------------------------
Before you go through however, heal up all of your characters. When you
feel ready to take on the boss of the Barrel Volcano, move right through.
Inside, a number of Pyrospheres will float around in some sort of weird,
voodoo, ritual dance thingy. They'll morph into one... the Czar Dragon!
CZAR DRAGON (1400 HP) + ZOMBONE (1800 HP)
ITEMS: None; EXP: 50; COINS: 0; RECOMMENDED LVL: 23
Uh oh! The Czar Dragon itself doesn't look too
intimidating, but you should still be scared. Very
scared. If you have Mallow in your party, cast Snowy
as that's one of the Czar Dragon's extreme weaknesses.
This boss can bite you a few times, but beware of a few
of his special attacks. Most noticeably, take careful
note of the Helios he summons. If you don't destroy
those quickly enough, they'll damage you. Be sure not
to use any of Mario's fireball attacks. Watch out for
Water Blast, Flame Wall, etc. The Czar Dragon deals a
lot of damage so make sure to heal often. Eventually,
Czar Dragon will fall, but he re-appears as Zombone of the
undead! Mallow should cast Shocker while Mario uses
Ultra Jump. Heal constantly and watch out for Blast and
Storm. Defeat Zombone, and the battle is over.
Now it's time to pick up the star. Walk forward along the narrow passage-
way over the lava. Go through the doorway to see the star shining there,
but wait! It suddenly bounces off of Mario's head! A red dude above will
mock you a bit. Suddenly, the rest of the Axem Rangers appear. Curses.
Let's cut to the chase.
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5.31. The Axem Rangers Steal The Star [5031]
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Those Axem Rangers stole our star. Better get them before we lose it
completely.
[ITEMS]: None
[ENEMIES]: Axem Pink (boss), Axem Black (boss), Axem Red (boss), Axem
Yellow (boss), Axem Green (boss), Axem Rangers (boss)
-- CUT TO THE CHASE ----------------------------------------------------------
To get them, we'll have to jump through various caves following them.
Quickly get to hopping up the steps to a doorway. The five of them will
appear and plot their next move until they notice you. Before they
disappear with their flashy thingies, the Axem Rangers will mention
Blade (!!!). Move through the next doorway and through the Barrel
Volcano. *sigh* At points, you'll see the Axem Rangers dropping the
star and being clumsy. The adventure will finally lead to a spring which
all five take. Follow!
-- AXEM RANGERS --------------------------------------------------------------
Finding yourself on the lip of the volcano, the other five Axem Rangers
wait patiently for their ship, Blade. When you appear, they begin to
panic just as Blade moves in. A gigantic ship moves in and the five of
them jump on. Mario quickly follows. Uh oh.
AXEM PINK (400 HP) + AXEM BLACK (550 HP) + AXEM RED (800 HP)
+ AXEM YELLOW (600 HP) + AXEM GREEN (450 HP)
ITEMS: None; EXP: None; COINS: None; RECOMMENDED LVL: 24
Talk about cheesy introductions. The five of them will
say their annoying lines and the fight begins. Anyhow,
you're horribly outnumbered at this point. Each Axem is
capable of using his or her own moves. The first two
I would suggest you take out would be Axem Pink and Axem
Green. The latter can cast spells which deal damage to
your entire team while Axem Pink can use Recover to heal
her team. The remaining three are physical attackers.
Use Mallow's special spells to deal damage to them the
best you can. If you are underleveled, their attacks
will deal very heavy damage to your team. Don't be
surprised if the Axems make two moves in one turn. This
fight is very difficult, but soon enough, you should
survive lowering all of their HP. However, the fight
isn't over.
Part 2 of this fight is soon to come. Axem Red will say that he is now
angry (ooh, scary). Quickly, he jumps onto the weird thing behind them
and energizes the Force Beam.
AXEM RANGERS (999 HP)
ITEMS: None; EXP: 17; COINS: None; RECOMMENDED LVL: 24
Immediately, the thingy will shoot a Breaker Beam at you
for enormous damage. Our objective is to destroy that
cannon labeled Axem Rangers. After the beam fires, heal
up quickly before it fires again. The beam has to
recharge for a few turns before it can fire again. Take
special advantage of this time to heal up your team and
pound at the beam. Follow the drill of attacking. After
the Breaker Beam fires again, heal up immediately. Your
team might be able to withstand one or two blasts, but
if you don't heal in-between shots, you'll suffer the
consequences. Destroy the beam to end them.
With the Breaker Beam destroyed, Mario and his team quickly jump off the
Blade as it crashes downward into the Barrel Volcano in a totally cool
looking scene. The sixth star is now ours! The star slowly floats down
toward Mario becoming the sixth one in our journey. Just one more to go.
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5.32. Inside The Keep [5032]
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The sixth star is now in toll. Obviously, the final star must be collected
at our one objective thus far; Bowser's Keep.
[ITEMS]: None
[ENEMIES]: Terra Cotta, Forkies, Gu Goomba, Star Cruster, Magikoopa,
Tub-O-Troopa
-- THE BUS OF ROYALNESS ------------------------------------------------------
Now back on the world map after overcoming the Axem Rangers, it's time to
go back to Nimbus Land. Why? You'll soon see. Once there, head inside
the palace and find Mallow's parents. Once more, they'll be a great help
to us. While going there, notice that King and Queen Mallow have put up
statues of your team. Nice!
Anyhow, once there, Mallow will appear and tell his parents about his
success. Although we have six pieces, there is still one piece left to
be found. As we already know from past experience, it is impossible to
get to Bowser's Keep now. Luckily, King Mallow agrees to let Mario use
the Royal Bus. Leave the palace and head west where a staircase leads
somewhere. Talk to the single engineer and he'll summon the Royal Bus.
With that, off we go!
-- ON THE DOORSTEP -----------------------------------------------------------
A group of people will crowd at the stub where the bridge used to branch
off from. They slowly watch from afar as Mario and his team hop off. Now
inside the palace, suggest having Bowser in your party. Some monsters
here will run off if Bowser makes an appearance. Move forward through
the familiar Bowser-esque door. The first few enemies you'll meet are
Terra Cotta soldiers. If possible, try to run through a few of them unless
you really need to level up.
The next room contains a large bridge over a pool of lava. Some green
Gu Goombas will occupy the bridge. Feel free to fight them off as much
as you like. The final three steps consist of blocks that fall down if
you stay on them for too long. Hop to it and go through the door at the
other end. The next room is designed with those annoying spikes you
played through in Super Mario World and other side-scrolling Mario games.
Anyhow, Magikoopas and Gu Goombas patrol this area. For now, you really
should not be having any trouble.
The exit out of this hallway is a foreboding door leading into a dark
room. The only light source you have is a faint circle around Mario.
Begin moving through the room watching out for Gu Goombas ambushing you.
After navigating the path, Mario should eventually come to a fork with a
statue looking as if it is blocking your path left. Walk around it to
come to a dead end with a treasure chest. Hit it to heal your team. Now
backtrack and go in the other direction of the fork. From there, just
follow the path fighting off enemies until you reach the door.
-- CROCO HELPS THE TEAM ------------------------------------------------------
The next room contains a Save Block (been dying for one of those) along
with our purplish friend, Croco! Rather than his usually arrogant self,
he responds with kindness telling of the Save Block. Along with that,
he'll also offer to sell you some of his stuff. Whoa, this was rather
unexpected.
Mid Mushroom | 20G | Item
Maple Syrup | 30G | Item
Pick Me Up | 5G | Item
Freshen Up | 50G | Item
Fire Shirt | 90G | Armor (Mario)
Fire Pants | 90G | Armor (Mallow)
Fire Cape | 90G | Armor (Geno)
Fire Shell | 90G | Armor (Bowser)
Fire Dress | 90G | Armor (Toadstool)
As you can probably see, most of those items were probably stolen from the
Hino Mart while the rest was just picked wherever. Even so, buy whatever
you might need for the future fights. Believe me, you'll need a lot!
Before leaving through the big red door however, go to the bottom left
hand corner to find a treasure chest with a lot of coins and a mushroom
to heal up with. Return to the previous room and trudge through the big,
red door. Onwards!
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5.33. Six Doors [5033]
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Go through the door and what do you find? Six big doors. Have the game
explain the courses to you. You need to complete four of them to
progress. Considering how difficult the action courses get, I'd suggest
doing the battle courses or the puzzle courses instead. Ready? Okay,
let's go.
[ITEMS]: Various
[ENEMIES]: Terra Cotta, Oerlikon, Star Cruster, Sackit, Big Bertha, Chow,
Forkies, Alley Rat, Armored Ant, Bloober, Stinger, Geckit,
Chained Kong, Vomer, Magmus, Pulsar, Chester, Gu Goomba,
Magikoopa, Tub-O-Koopa, The Big Boo, Orbison, Sling Shy, Chewy,
Shy Away, Mr. Kipper, Muckle, Amanita, Greaper, Glum Reaper,
Pyrosphere, Lakitu, Zeostar, Shaman
-- THE ACTION COURSES --------------------------------------------------------
There are two different possible action courses Mario can go into.
Depending on which one you chose, use the description for the correct one.
- Well, let's begin with it, shall we? This action course starts off with
a few Terrapins. They will walk off on a seemingly invisible bridge.
Luckily, the bridge itself flashes a bit although it will eventually
disappear. If you're fast, you can follow the Terrapins quickly as they
jump across the platform. If not, you'll be stuck. Here's a general
outline of what you're trying for. If you feel you can pick up some of
the items around, go right ahead.
,------[C]---.[C].--[I]-----------. [C] - Coin
S | ,-------. ,' | ,-------. ,--.[RC] [F] - Flower
T | | | | | | | | |_| [R] - Royal Syrup
A --' `----[F]' | | `-.[C],-' | [I] - Ice Bomb
R --. ,-------. | | .-' | ,-' F [RC]- Rock Candy
T | | | | | | | | I
| `-------' `----' `[R] | '--------- N
`-[C]----------------' `----------- I
S
H
With that finished, Mario should find himself in the second room of this
action course. This one is way easier than the first room as you simply
have to jump from each white platform to the other. Watch out for some
of the items hanging around if you want them. When you reach the door,
go through the find a gray area. The final room is kind of hard. Begin
by moving left toward the ledge. Hop up and wait for the barrels. Stay
along the ledge making sure you DO NOT stand by the crack in the wall.
Get through the barrage of barrels and hit the monkey at the top
throwing them at you. You have completed Action Course #1. Your reward
is Toadstool's Super Slap. This is by far the hardest one of them all.
No kidding.
- The second action course is much, much easier. Like the first, this one
also begins in a room full of lava. First of all, jump on the white
platform. From there, wait for that platform to move to the next. Hop
across these doing the best you can. When the black slab above you
ends, another platform ahead will go up and then quickly back down.
Jump on it and wait for it to carry you the full length up. Jump south
onto the black ledge. At the end, you'll find a KeroKeroCola. Now
head back and go through the door. This room has a cannonball you have
to jump on. Use the Control Pad and press the opposite direction you
want to go. For example, if you want to go left, you have to press
right. If you want to go right, you have to press left. Ride the
cannonball around and pick up the treasures if you want to. Watch out
for the Bob-Ombs though. The exit is pretty easy to reach. The last
room basically requires you to jump on a block. The other block will
revolve around the block you are on currently. There are items around,
but I didn't bother collecting them. Reach the end and pick up Mallow's
Sonic Cymbals.
The two action courses are pretty difficult and very time-consuming.
However, you still have to do some of the other courses too. Next in
line, the battle courses!
-- THE BATTLE COURSES --------------------------------------------------------
The two battle courses basically pits you up against certain enemies which
you have to fight. Some of them can be pretty difficult, although very
simple.
- The first battle course has a Shamen summoning enemies toward you.
Below are the enemies you'll be fighting against. Suggest putting
Bowser in one of the slots to scare away certain enemies. Walk forward
every time you finish a battle to initiate the next.
1) Terra Cotta x4
2) Oerlikon x2, Star Cruster x1
3) Sackit x1, Big Bertha x2
4) Chow x2, Forkies x1
With those four battles completed, you'll reach a door. Go through and
then fight the next of the battles. Very tedious, huh?
5) Alley Rat x1, Armored Ant x2
6) Bloober x3, Star Cruster x1
7) Stinger x4
8) Geckit x2, Chained Kong
With another four down, another door appears. Until we reach the end,
we'll be fighting a bit more.
9) Rob-Omb x1, Big Bertha x2
10) Vomer x4
11) Magmus x2, Pulsar x2
12) Chester x1 (Bahamutt can be summoned)
The final door will lead you to a treasure chest at last. Inside it,
you'll find Bowser's Drill Claw. Hotness.
- The other battle course has a total set of 12 enemy battles. The course
is very straightforward as all you need to do is walk through the
hallway. Some of the fights can be tough, but hey, live with it.
You'll encounter the below enemies.
1) Gu Goomba x5
2) Magikoopa x2, Tub-O-Koopa x1
3) The Big Boo x2, Orbison x2
4) Sling Shy x5
That concludes the first hall. Go through the door and forward again
to meet some more enemies. Joy!
5) Chewy x2, Shy Away x2
6) Mr Kipper, Muckle x2
7) Amanita x2, Orbison
8) Greaper x2, Glum Reaper
The second door will lead into the third and final hallway of enemies.
Have fun.
9) Pyrosphere x3
10) Lakitu x3
11) Zeostar x2, Shaman x2
12) Shaman x6
Defeat the last of them will bring you to the final room with the
treasure chest. Inside is Geno's special Star Gun. Pick it up and
leave.
That pretty much wraps it up for the battle courses. Now it's time to
cover the puzzle courses. Yahweh!
-- THE PUZZLE COURSES --------------------------------------------------------
The puzzle courses are exactly what they are called. Instead of brawn,
you'll need brain here in order to pass. Prepare for quizzes and some
brain teasers.
- The first puzzle course is a quiz game. Jump on the yellow block and
meet Dr. Topper, the Quiz Master. Listen to instructions if you must.
It doesn't matter as the answers are right in front of you... ahem,
below this block of text. It's all random so just find the question
you need. Some of them are friggishly easy while others are somewhat
difficult. I doubt I have included every possible question however.
It's your job to contact us if you see any more ;]].
1) How many underlings does Croco have? -3-
2) What color are the curtains in Mario's house? -Blue-
3) Yaridovich is what? -A boss-
4) Which monster does not appear in Booster Tower? -Terrapin-
5) In the Moleville blues, it's said the moles are covered in
what? -Soil-
6) Where was the 1st Star Piece found? -Mushroom Kingdom-
7) How long have the couple inside the chapel been waiting for
their wedding? -30 minutes-
8) The boy getting his picture taken at Marrymore can't wait 'til
which season? -Skiing-
9) What is Hinopio in charge of at the middle counter? -The inn-
10) What color is the end of Dodo's beak? -Red-
11) What is the chef's name at Marrymore? -Torte-
12) What does Birdo come out of? -An eggshell-
13) The man getting his picture taken at Marrymore hates what?
-Getting his picture taken-
14) What is Raini's husband's name? -Raz-
15) What was Toadstool doing when she was kidnapped by Bowser?
-She was looking at flowers-
16) Mite is Dyna's WHAT? -Little brother-
17) What's the first monster you see in the Pipe Vault? -Sparky-
18) Who is the famous sculptor in Nimbus Land? -Garro-
19) Booster is what generation? -7th-
20) What's the full name of the boss at the Sunken Ship? -Jonathan
Jones-
21) The boy at the inn in Mushroom Kingdom was playing with...
what? -Game Boy-
22) What's the password in the Sunken Ship? -Pearls-
23) What did Carroboscis turn into? -A carrot-
24) What does the red essence do? -Gives you strength-
25) How many legs does Wiggler have? -6-
26) Johnny loves WHICH beverage...? -Currant Juice-
27) Who helped you up the cliff at Land's End? -Sky Troopas-
28) Where was the 3rd star piece found? -Moleville-
29) What technique does Bowser learn at Level 15? -Crusher-
30) What's the name of Jagger's "sensei"? -Jinx-
Once you pass the preliminary quizzing session, you will be led into the
next room. Here, you'll be involved with counting barrels. What fun!
Anyhow, you'll be given 10 seconds to count the number of barrels.
Before doing anything, note the pile of barrels to the left. If you
count it up before Dr. Topper actually quizzes you, you should get 12.
Now the room will blacken a bit and some new barrels will be placed in.
If you can count well, this should be easy. If not, just count the
lighter colored barrels as they are the new ones. Add that value to
12 and get your answer. The second round has a lot more barrels and
you don't get any time to count the preliminary pile. Once more, count
the lighter barrels. This time, add that value to 43. Get your answer.
The final room is a riddle room. You listen to the story of the four
monsters. Afterwards, put them in order. Talk to the monsters that
say the phrase listed in the order given here.
1) "I outrode [monster] on my bike, and [monster] was never able to
pass me."
2) "I fell into 4th place during the bike race, but finally ended
up in the same place as I did in the swimming event."
3) "I placed the same in the swimming and cycling events, but 2
others beat me in the marathon."
4) "I came in 3rd for swimming..."
And there you go with the completion. As Dr. Topper says, there's
nothing to it. Your reward in the next room is a Rock Candy. Another
one down.
- The second puzzle course starts off with you and Dr. Topper. You can
instructions from him. Basically, you and Dr. Topper have to hit the
coin box. Whoever gets the last coin loses. This can be fairly open-
ended and easy. If you're good at math, this should be a cakewalk. If
you are like me being not very smart, just avoid letting Dr. Topper
get you stuck. Do not let Dr. Topper take the 20th coin and you should
be fine. Instead, try to get him stuck on coin #20. That was easy.
The next room has a bunch of buttons that you have to step on. There
is a special order. Look below.
(A)
(B) (C)
(D) (E) (F)
(G) (H) (I) (J)
(K) (L) (M)
(N) (O)
(P)
Once again, there are multiple ways to tackle this. If you can't figure
it out for yourself, just use my path. I first jumped on (C), then (M),
then (D), and (N). After you clear it, go through the red door to the
final room. It's time for Ball Solitaire. You have to have a ball
jump over another ball into an empty space to make that ball disappear.
I'm sure you probably played around with something similar to this.
I'll highlight the moves for you.
(A)
(B) (C)
(D) (E)
(G) (H) (I) (J)
(K) (L) (M)
(N) (O)
(P)
This is the starting position.
(B)
(D) (E) (A)
(G) (H) (I) (J)
(K) (L) (M)
(N) (O)
(P)
Have (A) jump southeast over (C).
(D)
(E) (A)
(G) (H) (I) (J)
(K) (L) (M)
(N) (O)
(P)
Have (D) jump northeast over (B).
(D)
(H)
(A)
(G) (I) (J)
(K) (L) (M)
(N) (O)
(P)
Have (H) jump northeast over (E).
(D)
(H)
(A)
(G) (O) (I) (J)
(K) (M)
(N)
(P)
Have (O) jump northwest over (L).
(D)
(H)
(K) (A)
(G) ( I) (J)
(M)
(N)
(P)
Have (K) jump northeast over (O).
(D)
(H)
(K) (A)
(G) (I) (J)
(P) (M)
Have (P) jump northwest over (N).
(D)
(H)
(K) (A)
(I) (J)
(M)
(G)
Have (G) jump southeast over (P).
(D)
(H)
(K)
(J)
(A) (M)
(G)
Have (A) jump southwest over (I).
(D)
(H)
(K)
(G) (J)
(M)
Have (G) jump northeast over (A).
(K) (D)
(G) (J)
(M)
Have (D) jump southeast over (H).
(K) (D)
(G)
(J)
Have (J) jump southwest over (M).
(D)
(K)
(J)
Have (K) jump southeast over (G).
(D)
(J)
Have (J) jump northeast over (K).
If you don't know what to do for the last step, may God help you.
That's pretty much it for the Puzzle Course. The next room has a
treasure chest with Rock Candy inside it.
That's the two puzzle courses. By now, you should have four of the six
required courses complete. However, as soon as you exit, Mario falls
down next to a Save Block. Save your game and head into the next room...
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5.34. Keepers Of The Palace [5034]
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With the completion of four of those doors, exiting the final course will
result in Mario falling down quite a distance...
[ITEMS]: None
[ENEMIES]: Big Bertha, Terra Cotta, Forkies, Magikoopa (boss)
-- NO TRESPASSERS ALLOWED ----------------------------------------------------
Well, we have no idea where we are. Just take advantage of the Save Block
at the moment and leave the room. Immediately, one of Bowser's original
henchman will appear as Magikoopa. Not cool.
MAGIKOOPA (1600 HP)
ITEMS: None; EXP: 10; COINS: 10; RECOMMENDED LVL: 25
Whoa! He's bigger than I thought he would be. Basically,
deal as much damage to Magikoopa before he begins to
summon his monsters. The drill goes much like this;
Magikoopa does his attack, next turn, he summons monster,
after that monster is defeated, Magikoopa does another
one of his own attacks and then summons another monster. It
follows this drill so defeat his HP before he summons another
monster. Magikoopa is capable of bringing in a Jinx
Clone which can deal heavy damage with its attacks, Bahamutt
is also damaging. Lastly, King Bomb lives to blow up. You
will want to kill off King Bomb quickly so he doesn't blow up
your team. Keep attacking Magikoopa and he'll be defeated
soon enough.
What exactly is the meaning of this? Magikoopa will change colors and
begins looking around spastically (???). After a bit of confusing words
and some confused people, Magikoopa will appear back to his loyal self.
To help out your team, he'll agree to heal you up whenever you need it as
long as create a treasure chest that never runs out of coins. Refill your
coin supply with this gem. Afterwards, you should note two doors leading
forward. First, take the left one. Croco is here and he's selling some
more items.
Mid Mushroom | 20G | Item
Maple Syrup | 30G | Item
Pick Me Up | 5G | Item
Freshen Up | 50G | Item
Hero Shirt | 100G | Armor (Mario)
Prince Pants | 100G | Armor (Mallow)
Star Cape | 100G | Armor (Geno)
Heal Shell | 100G | Armor (Bowser)
Royal Dress | 100G | Armor (Toadstool)
I strongly suggest buying the armor here. Since you have an unlimited
supply of coins just outside, there's no reason for you to skip over it.
Re-equip and buy some more Mid Mushrooms and Maple Syrup. Suggest picking
up a Pick Me Up (no pun intended) and a Freshen Up. Now leave Croco's
little stop and prepare yourself for the fights soon to come. Use
Magikoopa if you need him and replenish your coin supply. Move through
the door on the right. This hall is full of lava and Thwomps. To add
insult to injury, Big Berthas are being shot at you. Joy!
-- BOOM!! --------------------------------------------------------------------
Past that room is another hallway with chandeliers hanging from the
ceiling. If your memory is good, this is the room where you fought
Bowser at the beginning of the game. Move forward a bit and a voice
from above will mock you. Mario has a lot of pride and instantly jumps
up to challenge this fellow. Prepare to fight Boomer!
BOOMER (2000 HP)
ITEMS: None; EXP: 19; COINS: 9; RECOMMENDED LVL: 25
Boomer is a somewhat difficult boss. However, some of
the difficulty can be lifted if you watch his colors.
At the start of the battle, Boomer is red. Fight away
with physical attacks and any special attacks you see
fit. Heal constantly and revive any fallen allies. Beware
of Boomer's Storm and Blizzard attacks. Both do heavy
damage to your team. Eventually, Boomer will change color
and turn blue. This raises his magic defense, but his
attack defense goes down. Smash Boomer with physical
attacks. At the same time, beware of his Shaker technique
which instantly KOs one of your members. Keep the damage
rolling along with keeping your team alive. Relieve Boomer
of all 2000 HP and he'll be gone.
With Boomer's defeat, the candelier instantly rides to the top of the Keep
as your party dances away to the beat of some cool music. Just as the
Chandeli-ho realizes the predicament of the lack of seatbelts, your team
is boosted upward to the top floor. Outside, a giant sword prepares to
fight you... Huzzah!
EXOR (1800 HP)
ITEMS: None; EXP: 34; COINS: 0; RECOMMENDED LVL: 26
Finally coming to the fight with the blade, immediately
begin attacking the Right Eye or Left Eye. The top of the
blade is Exor and it can only be hurt once one eye is taken
down. Neosquid is the mouth and it can also damage you as
well. First, focus all efforts on either eye. Try to
damage Neosquid a bit too. Ultra Flame is a good attack to
use as it affects all targets. Once one eye is down, begin
focusing all efforts on Exor. Stop to heal only when it is
absolutely necessary. The key here is to deal as much damage
to Exor before the eye you took down regenerates. Once the
eye regenerates, destroy it once more and focus power on Exor
again. Hopefully, you have a nice supply of Pick Me Ups or
at least Toadstool in your party to keep fallen allies back
up again. Keep up this fairly simple drill until Exor is
defeated finally.
With Exor's defeat, the sword opens up and reveals a gate. In this
desolate area, Geno appears and concludes that Exor links these two
worlds. Of course, Bowser just wants to go back but after a bit of
explaining on Geno's part and some heavy thinking, Bowser decides that
he must continue. But what surprises are waiting for us here?
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
5.35. The Beginning Of The End [5035]
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Where are we exactly? We are in Smithy's world. If you need to turn
back, do it now or forever hold your peace.
[ITEMS]: Ultra Hammer, Royal Syrup, Max Mushroom
[ENEMIES]: Glum Reaper, Hippopo, Ameboid, Li'l Boo, Count Down (mini-boss),
Ding-A-Ling (mini-boss), Machine Made, Jabit, Poundette, Mad
Mallet, Springer, Doppel, Puppox, Ninja, Cloaker (mini-boss),
Domino (mini-boss), Mad Adder (boss), Earth Link (boss)
-- HOP ON THE NUT ------------------------------------------------------------
You know what'd be funny? Pretend you were having breakfast and your dad
says, "Top of the morning" to you. Then you respond saying "Hop on the
nut." That would be so _great_.
OKAY! Onto the walkthrough in which you'll soon see where, "Hop on the
NUT" comes in.
Move forward into the little roofed section into the next room. A giant
screw sticks out of the platform and another screw connects to another
platform to Mario's right. Hop on the NUT (not the other way ... DEAR
GOD. WHAT ARE YOU THINKING??) connected to the screw. To get across,
jump on it repeatedly until you make it to the other side. Just make sure
you don't fall off the screw or else you'll land on a spring below and
then have to jump on the NUT to move across the screw once more. Try to
re-position yourself on the NUT so you don't fall off the nut.
Take it slow across the screw bridge to find a Save Block. Have Mario
hop himself onto it and save the game. Move forward once more past the
Save Block into another roofed path. Enter the next room to find the
first batch of disgusting monsters. Jump on the NUT again (I hate this
place) and ride it across by jumping on it again and again. You can make
it so that you don't have to fight the Glum Reaper by waiting for him to
make his pass over the screw bridge. Fight the Ameboid and observe your
position.
You are at a fork right now. Go southeast across another screw bridge.
I assume you know what to do when you jump on the NUT. Ride that screw
bridge to the other side. You might fight a Glum Reaper along the way.
Fight another Ameboid at the next platform. Take the path off of that
platform into the next room. Some Ameboids will spawn from the north-
western corner of the room. Jump on the "!"-switch quickly to reveal a
path.
Follow this pathway away from the bouncing Ameboids of doom to find an
exit path. This leads to another Save Block. Wow, there's a lot of them
here. The next area has a treasure chest. Do what you always do. Hit
your head on it to find an Ultra Hammer for Mario. There are also two
NUTS leading elsewhere. This time, jump on the spring to be launched
onto the other NUT. Hop across that screw bridge and then jump again onto
the next NUT. Follow the same path to the other platform.
-- DOOMSDAY CLOCK ------------------------------------------------------------
The other platform holds a spring leading somewhere. Jump onto it and
be launched downwards as opposed to upwards (???). Mario will find
himself on yet another platform (how does he get so lucky?). Walk forward
to find a giant alarm clock. IT'S OUR WORST NIGHTMARE COME TRUE!! Well...
not really.
COUNT DOWN (2400 HP) + DING-A-LING (1200 HP) * 2
ITEMS: None; EXP: 67; COINS: 100; RECOMMENDED LVL: 27
Before I get into anything, I would like to say I might
happen to use the phrase Ding-A-Ling more than it is
needed (DING-A-LING) as so. Anyhow, into the battle.
There are many possibilities to this fight. You really
would not think that Count Down would not be based off a
clock for nothing. At the first turn, 1:00, Count Down
will use Ice Rock. As time passes, (DING-A-LING) Count
Down will use different techniques including Recover at
3:00, Aurora (DING-A-LING) Flash at 5:00, Mega Recover
at 6:00, Water Blast at 7:00, Petal Blast at 10:00, and
Corona (MEGA DING-A-LING!) at 12:00. While Count Down
is difficult in itself, you'll want to watch out for the
Ding-A-Ling's (DING-A-LING) attacks too. Dark Star deals
heavy damage. However, their most dangerous attack is
Fear Roulette which automatically KOs one of your allies.
Toadstool's healing charm would be a good bet here. I
find it best to beat down Count Down quickly before he uses
Corona. (DING-A-LING)
Once the oversized clock is down for the count (bad pun), a Save Block
will appear behind you. Save your game and then jump on the spring that
appeared behind the clock. Afterwards, leave that platform. Ahead are
some conveyor belts holding some Machine Mades. These are basically
Smithy manufactured versions of the Axem Rangers you fought a while ago.
Have fun fighting them. Above the second conveyor belt is a treasure
chest with a mushroom. After you're done with this area, jump on the
small white block. From there, just jump down nowhere into the abyss.
You'll land on a spring. Don't take it back up yet. Instead, keep going
forward. The pathway will lead to a Flower and a Mushroom in a treasure
chest. With that collected, go back and jump on the spring back upwards.
Now hop back on the white block. This time, don't fall. Jump to the
other white block which will take you to the other side. More of those
Machine Mades will fall down another conveyor belt. It seems Smithy
really went crazy here. There are also some Ameboids hanging around.
Fight whatever you'd like. The exit is a bit to the northeast. Leave
this area.
-- PRODUCTION LINE -----------------------------------------------------------
The next area has a bunch of Jabits in a production line. Along with that,
some arrows will fall from the ceiling in an attempt to hit Mario. These
arrows are remarkably similar to the ones Bowyer shot at you. Note that
crossing the first production line will be a bit difficult. The arrows
flying from the ceiling don't help you much either. Don't be ashamed if
you begin to scream in frustration (I know I did). However, the arrows
always seem to hit you just as you try to cross. Patience is a virtue.
Clearing that is only a third of the room however. The second production
line is a line of Springers. For some reason, this line is much easier
to get through than the other one. Finally, you'll have to break through
a line of Machine Made Macks. Since you'll be facing a toned down Mack
basically, fight those a few times just for some experience. You'll need
it for later.
There are a few more conveyor belts in the next room. This time, you'll
have to ride some of them. Jump on the first one and let it take you down
a bit. These few conveyor belts all point east so make sure you jump onto
the next one. A few Li'l Boo frequent the path a bit up ahead. Defeat
both of them and take the Royal Syrup from the nearby treasure chest.
With that, hop on the next set of conveyor belts. Jump/Walk to the other
side where a white block resides. Hop on that and let it take you to
another white block. Don't get on the other one. Instead, jump off onto
the conveyor belt you are currently over. Head toward the Li'l Boo.
Defeat both of the Li'l Boos here. You have two ways to go from here.
You can go west across one conveyor belt to find a Max Mushroom if you
want it. Hop back and then jump on the other conveyor belt leading north.
More Li'l Boos appear here. Defeat them all and continue along. The next
room has a stairway of conveyor belts (They just don't give up) that you
will have to ascend. The pick of the day coming down the line today is
Bowyer. Of course, he's in Machine Made form so there's none of that
crappy "NYA NYA NYA" dialogue. However, the Y, X, and A Button scheme
is still here. Fight him for experience. Race to the top of this area
where some more Machine Mades appear.
You can choose to fight those Machine Made Axem Rangers. However, you can
always just jump over them if you're in a rush. Mario will soon come to
another staircase of conveyor belts of Bowyers. Once more, scale this
conveyor belt to the top. The next room has something that we had wanted
for a long, long time; a Save Block! Rejoice! With your game saved,
have Mario move into the next room. Before doing anything in this busy
room, suggest moving to the northwest corner where a pathway branches out.
There, you'll find two treasure chests with a Mushroom and Flower. Head
back into that previous room and defeat the Ninjas. With them killed off,
jump on the gray block in the middle. Fight the Yaridovich which should
not be difficult. The gray block will break away. Heal up and fall
down the hole...
DOMINO (900 HP) + CLOAKER (1200 HP)
+ EARTH LINK (2500 HP) + MAD ADDER (1500 HP)
ITEMS: None; EXP: 40; COINS: 0; RECOMMENDED LVL: 28
This is like one of those "domino-effect" battles (ironic
that one of the bosses is named Domino) in which if you
defeat a certain boss first, you get a whole different
second part. If you defeat Cloaker first, than Domino
will appear with an Earth Link. If you defeat Domino first,
than Cloaker will appear with a Mad Adder. Cloaker has a
bunch of magic techniques while Domino just stands there
looking cool by throwing rocks at you. I'd suggest killing
Domino first as the Earth Link has A LOT of HP while the
Mad Adder has 1000 HP less. Even so, it's your choice.
This is a pretty easy battle so don't sweat it.
With that, Mario appears next to a spring. Yaridoviches will fall from
the ceiling so watch out. The spring takes you back up to the previous
room. There's no point in going back. Instead, head to the west end of
the room where you'll find the exit out of this dark place.
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
5.36. The Final Fight For The Seventh Star [5036]
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
Well, we've gone too far to turn back now. Our reputation is at stake
here (well, at least mine is).
[ITEMS]: None
[ENEMIES]: Mad Mallet, Clerk, Pounder, Manager, Poundette, Director,
-- THE FACTORY STAFF ---------------------------------------------------------
Now that we're actually in Smithy's Factory, it's time to get down with
it. Move forward and a Clerk will order around a group of Mad Mallets.
Mallow will appear and trash talk him a bit. The Clerk will send some
Mad Mallets at you. They shouldn't be much of a difficulty. After that,
the cocky Clerk will fight you with his cool-looking axe. Wipe the floor
with him and continue along. Mallow will note one of those "!"-switches.
A crane will come to pick him up, but Mario saves our marshmallow friend
just in time. Phew. Just as you're about to go however, Toad, one of our
old friends appears. After a bit of a reunion, Toad agrees to help out...
by selling us stuff!
Mid Mushroom | 10G | Item
Max Mushroom | 20G | Item
Maple Syrup | 15G | Item
Pick Me Up | 3G | Item
Able Juice | 2G | Item
Freshen Up | 25G | Item
FroggieDrink | 8G | Item
Get a load of Toad's "discounted" prices. Stock up on Max Mushrooms and
lots of Pick Me Ups. A few FroggieDrinks and Freshen Ups wouldn't hurt
either. After that, Toad will also give you a Rock Candy. You can come
back here whenever you'd like to purchase from Toad. For now, let's
continue onward. Ahead in the next room, a blue version of the Clerk
will take his reports from a group of Pounders. Bowser, after hearing
this will appear and protest. After all, he does "rule" Mario's world.
And of course, everyone ignores Bowser.
Fight off the Manager and his dimwitted Pounders. If you're well-leveled
at this point, these guys should be cake. Bowser, afterwards, will give
us one of his amazing haikus. Move up once more into the next room. This
time, Toadstool is the one to appear. She shows the Director her
incredible brawn and gets him shivering in fright. Oh boy, time to fight
the red one. To aid him are some Poundettes. Kick their butts (which
shouldn't be too much of a problem). The only attack you'll want to look
out for is Spritz Bomb which does considerable damage.
Luckily, they felt sorry enough for us to leave a Save Block up ahead.
Save your game just before we fight the Factory Chief. Just before we
fight this lowlife, he introduces his newest invention; the Gunyolk.
Sounds scary.
FACTORY CHIEF (1000 HP) + GUNYOLK (1500 HP)
ITEMS: None; EXP: 60; COINS: 100; RECOMMENDED LVL: 28
This fight brings back the Breaker Beam that has caused
us so many problems before. The Gunyolk will be the
main source of problems for your team. Capable of
unleashing Breaker Beam on your party, it is imperative
you defeat it as quickly as possible. Consider the
Factory Chief to be the idiot that just stands there.
Focus on the Gunyolk healing everytime it uses Breaker
Beam on you. Despite being less of a threat, the
Factory Chief might still be able to deal _some_ damage.
It might be in your best interest to heal when your HP
value grows low. Then again, that should be common
instinct by now.
Now that wasn't so hard was it? For now, I'd strongly suggest backtracking
and saving your game before the final fight. Head all the way back to
Toad if you absolutely need to. Do everything you can to prepare for it.
-- PULL THE TRIGGER AND THE NIGHTMARE STOPS ----------------------------------
Now it's time to head to the "!"-switch past the fight with the Gunyolk.
The crane hovers over Mario and he quickly grabs onto it. Watch in awe
as he slowly rises to the top and jumps into the center tube. Smithy is
sitting here creating a weapon with every strike he makes. Your team
appears demanding that Smithy stops it now. However, it was inevitable
that he wouldn't go without a fight. This is one of those moments... you
know? GO GO MARIO GO GO!!
SMITHY (2000 HP) + SMELTER (1500 HP)
ITEMS: None; EXP: 0; COINS: 0; RECOMMENDED LVL: 28
It might not be obvious at first, but there are actually
two enemies on-screen right now. The bronze tube on the
left is Smelter and it is capable of creating Shypers.
Disregard the first few it makes, but when the Shypers
begin to gang up on you, then it's time to double your
efforts. It would be a good idea to defeat the Smelter
first to stunt the Shypers. Smithy can be a bit dangerous
with his special moves. Watch out for Meteor Swarm especially
which deals quite some damage to everyone on your team.
The Shypers themselves can be particularly annoying as
well. Sword Rain deals damage to all of your members.
Luckily, the Shypers are easy to kill off with only 400
HP. They only become a problem in large numbers. Clear
out the 2000 HP to make Smithy angry for now.
You really did not think it would be finished this quickly. It seems our
Smithy friend really needs some anger management. Lucky for us, Aero,
Drill Bit, and Shyper come in to come our hothead down. With one last
hammer strike, Smithy strikes the ground causing a MEGASUPERDUPER
EARTHQUAKE!! Suddenly, the four of you are sent sprawling downward to the
very bottom-most part of the Factory. And now Smithy morphs into his
angry form.
SMITHY (9000 HP)
ITEMS: None; EXP: 0; COINS: 0; RECOMMENDED LVL: 28
Smithy has quite a few tricks up his sleeves. With
his mighty morphin' head, he can change his weaknesses
and attacks on a whim. Luckily, you can use that
against him by realizing the following. Smithy's first
head is his default head (you can call it Smithy Head if
you'd like). That head has no weaknesses, but it doesn't
have any particular strengths either. Pound away at it
for awhile and it will eventually change. The second head,
the Tank Head is devilishly weak against lightning. Have
Mallow pound him with Shocker until his head changes again.
The next form is his Wizard Head. This time, Smithy has
high magic defense (resistant against almost everything),
but low defense. Now would be a great time to pound him
with physical attacks. However, his magic is really strong
in that form. The next form is a his Vault Head morph.
While defense is considerably high, the weakness here is
ice. Mallow's Snowy would do amazingly here. From this
point on, Smithy's head will morph into anything of the
previously mentioned. Hang tight pounding on his position
with attacks. Heal up whenever needed. Eventually, his head
turns into a treasure chest. This head is incredibly weak
to fire. Ultra Flame really saves the day here. Soon
enough, Smithy will scream out in anguish. Finally...
Congratulations! You have just beaten Super Mario RPG. Give yourself a
pat on the back and enjoy the ending.
==============================================================================
--- 6. Appendices --- [6000]
==============================================================================
Appendices, appendices, appendices. For all the extra information you want
to see, check this out.
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
6.1. Bestiary [6100]
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
This section would not have possibly existed if not by the help of Trace
Jackson (aka Meowthnum1). He offered to allow us to use his Bestiary because
he thought it was too tiresome. Well, at least you are generous. Nope, if
you ant to thank someone for this Bestiary, go thank Trace. We can't take
credit for his brilliancy. :P
The monsters will all be placed in alphabetical order.
[----------------------------------------------------------------------------]
Alley Rat ~
=-------=
World ............................................... 4
HP ................................................ 105
Attack ............................................. 70
Defense ............................................ 55
Magic Attack ....................................... 13
Magic Defense ...................................... 12
EXP ................................................. 9
Coins ............................................... 3
Item(s) ...................................... Mushroom
Strength ......................................... None
Weakness ......................................... None
Amanita ~
=-----=
World ............................................... 2
HP ................................................. 25
Attack ............................................. 35
Defense ............................................ 30
Magic Attack ....................................... 31
Magic Defense ...................................... 18
EXP ................................................. 3
Coins ............................................... 0
Item(s) ...................................... Mushroom
Strength ......................................... None
Weakness ...................................... Thunder
Ameboid ~
=-----=
World ............................................... 7
HP ................................................ 220
Attack ............................................ 130
Defense ............................................. 1
Magic Attack ....................................... 30
Magic Defense ..................................... 120
EXP ................................................ 10
Coins ............................................... 0
Item(s) ................................... Royal Syrup
Strength ......................................... Jump
Weakness ......................................... Fire
Apprentice ~
=--------=
World ............................................... 3
HP ................................................ 120
Attack ............................................. 50
Defense ............................................ 50
Magic Attack ....................................... 20
Magic Defense ...................................... 20
EXP ................................................. 1
Coins ............................................... 4
Item(s) .................................. Mid Mushroom
Strength ......................................... None
Weakness ......................................... Fire
Arachne ~
=-----=
World ............................................... 2
HP ................................................. 82
Attack ............................................. 65
Defense ............................................ 65
Magic Attack ........................................ 6
Magic Defense ....................................... 0
EXP ................................................. 6
Coins ............................................... 6
Item(s) .................................... Able Juice
Strength ......................................... None
Weakness .......................................... Ice
Armored Ant ~
=---------=
World ............................................... 6
HP ................................................ 230
Attack ............................................ 130
Defense ........................................... 120
Magic Attack ....................................... 24
Magic Defense ...................................... 80
EXP ................................................ 30
Coins ............................................... 5
Item(s) .......................................... None
Strength ......................................... Fire
Weakness .......................................... Ice
Artichoker ~
=--------=
World ............................................... 3
HP ................................................ 200
Attack ............................................. 50
Defense ............................................ 54
Magic Attack ....................................... 27
Magic Defense ...................................... 26
EXP ................................................ 12
Coins .............................................. 10
Item(s) ..................................... Fear Bomb
Strength ...................................... Thunder
Weakness ................................... Jump, Fire
Axem Black ~
=--------=
World ............................................... 6
HP ................................................ 550
Attack ............................................ 140
Defense ........................................... 120
Magic Attack ........................................ 4
Magic Defense ...................................... 40
EXP ................................................ 40
Coins ............................................... 0
Item(s) .......................................... None
Strength .................................. Fear, Sleep
Weakness ...................................... Thunder
Axem Green ~
=--------=
World ............................................... 6
HP ................................................ 450
Attack ............................................ 110
Defense ............................................ 60
Magic Attack ....................................... 90
Magic Defense ..................................... 120
EXP ................................................ 20
Coins ............................................... 0
Item(s) .......................................... None
Strength ............................... Sleep, Silence
Weakness .......................................... Ice
Axem Pink ~
=-------=
World ............................................... 6
HP ................................................ 400
Attack ............................................ 120
Defense ............................................ 80
Magic Attack ....................................... 80
Magic Defense ..................................... 100
EXP ................................................ 10
Coins ............................................... 0
Item(s) .......................................... None
Strength .......................... Ice, Sleep, Silence
Weakness ......................................... Fire
Axem Rangers ~
=----------=
World ............................................... 6
HP ................................................ 999
Attack .............................................. 0
Defense ........................................... 100
Magic Attack ...................................... 120
Magic Defense .................................... 1200
EXP ................................................ 50
Coins ............................................... 0
Item(s) .................................... Sixth Star
Strength ................. Fear, Poison, Sleep, Silence
Weakness ...................................... Thunder
Axem Red ~
=------=
World ............................................... 6
HP ................................................ 800
Attack ............................................ 150
Defense ........................................... 100
Magic Attack ....................................... 24
Magic Defense ...................................... 80
EXP ................................................ 40
Coins ............................................... 0
Item(s) .......................................... None
Strength ............................ Fire, Fear, Sleep
Weakness .......................................... Ice
Axem Yellow ~
=---------=
World ............................................... 6
HP ................................................ 600
Attack ............................................ 170
Defense ........................................... 130
Magic Attack ........................................ 6
Magic Defense ...................................... 60
EXP ................................................ 30
Coins ............................................... 0
Item(s) .......................................... None
Strength ....................... Thunder, Sleep, Poison
Weakness ......................................... Jump
Bahamutt ~
=------=
World ............................................... 7
HP ............................................... 1200
Attack ............................................ 220
Defense ........................................... 120
Magic Attack ...................................... 120
Magic Defense ...................................... 80
EXP ................................................ 50
Coins ............................................. 200
Item(s) .......................................... None
Strength ............................ Fire, Fear, Sleep
Weakness .......................................... Ice
Bandana Blue ~
=----------=
World ............................................... 4
HP ................................................ 150
Attack ............................................. 80
Defense ............................................ 60
Magic Attack ....................................... 20
Magic Defense ...................................... 30
EXP ................................................ 20
Coins ............................................... 0
Item(s) .......................................... None
Strength ......................................... None
Weakness ................................ Fire, Thunder
Bandana Red ~
=---------=
World ............................................... 4
HP ................................................ 120
Attack ............................................. 78
Defense ............................................ 60
Magic Attack ....................................... 25
Magic Defense ...................................... 25
EXP ................................................ 18
Coins .............................................. 10
Item(s) ...................................... Mushroom
Strength ......................................... None
Weakness ................................ Fire, Thunder
Belome ~
=----=
World ............................................... 2
HP ................................................ 500
Attack ............................................. 30
Defense ............................................ 25
Magic Attack ....................................... 15
Magic Defense ...................................... 20
EXP ................................................ 30
Coins .............................................. 40
Item(s) .......................................... None
Strength ........................................ Sleep
Weakness ...................................... Thunder
Belome Mk. 2 ~
=----------=
World ............................................... 5
HP ............................................... 1200
Attack ............................................ 120
Defense ............................................ 80
Magic Attack ....................................... 20
Magic Defense ...................................... 40
EXP ................................................ 90
Coins .............................................. 20
Item(s) .......................................... None
Strength ........................................ Sleep
Weakness ...................................... Thunder
Big Bertha ~
=--------=
World ............................................... 7
HP ................................................ 350
Attack ............................................ 170
Defense ........................................... 130
Magic Attack ........................................ 0
Magic Defense ....................................... 0
EXP ................................................ 35
Coins ............................................... 7
Item(s) .......................................... None
Strength ......................................... None
Weakness ...................................... Thunder
Birdo ~
=---=
World ............................................... 6
HP ................................................ 777
Attack ............................................ 160
Defense ........................................... 130
Magic Attack ........................................ 6
Magic Defense ..................................... 100
EXP ................................................ 60
Coins .............................................. 30
Item(s) .................................. Castle Key 2
Strength ........... Fire, Fear, Poison, Sleep, Silence
Weakness ......................................... None
Birdy ~
=---=
World ............................................... 6
HP ................................................ 150
Attack ............................................ 110
Defense ............................................ 75
Magic Attack ....................................... 55
Magic Defense ...................................... 13
EXP ................................................ 16
Coins ............................................... 3
Item(s) ..................................... Energizer
Strength .................................. Fire, Sleep
Weakness .......................................... Ice
Blaster ~
=-----=
World ............................................... 3
HP ................................................ 120
Attack ............................................. 70
Defense ............................................ 70
Magic Attack ........................................ 0
Magic Defense ...................................... 10
EXP ................................................ 12
Coins ............................................... 0
Item(s) .................................... Pick Me Up
Strength ......................................... None
Weakness ...................................... Thunder
Bloober ~
=-----=
World ............................................... 4
HP ................................................ 130
Attack ............................................. 80
Defense ............................................ 36
Magic Attack ....................................... 21
Magic Defense ...................................... 16
EXP ................................................ 12
Coins ............................................... 0
Item(s) .......................................... None
Strength ......................................... None
Weakness ................................ Fire, Thunder
Bluebird ~
=------=
World ............................................... 6
HP ................................................ 200
Attack ............................................. 95
Defense ............................................ 50
Magic Attack ....................................... 80
Magic Defense ...................................... 94
EXP ................................................ 14
Coins ............................................... 6
Item(s) ........................................ Bracer
Strength ................................... Ice, Sleep
Weakness ......................................... Fire
Bob-Omb ~
=-----=
World ............................................... 3
HP ................................................. 90
Attack ............................................. 50
Defense ............................................ 38
Magic Attack ........................................ 1
Magic Defense ...................................... 10
EXP ................................................. 4
Coins ............................................... 1
Item(s) .................................... Pick Me Up
Strength ......................................... None
Weakness ................................... Fire, Jump
Boomer ~
=----=
World ............................................... 7
HP ............................................... 2000
Attack ............................................ 200
Defense ........................................... 140
Magic Attack ....................................... 35
Magic Defense ...................................... 26
EXP ................................................. 0
Coins ............................................... 0
Item(s) .......................................... None
Strength ................. Fear, Poison, Sleep, Silence
Weakness ......................................... None
Booster ~
=-----=
World ............................................... 3
HP ................................................ 800
Attack ............................................. 75
Defense ............................................ 55
Magic Attack ........................................ 1
Magic Defense ...................................... 40
EXP ................................................ 60
Coins ............................................. 100
Item(s) ........................................ Flower
Strength ........................................ Sleep
Weakness ......................................... Jump
Bowser Clone ~
=----------=
World ............................................... 5
HP ................................................ 300
Attack ............................................ 130
Defense ........................................... 100
Magic Attack ....................................... 12
Magic Defense ....................................... 0
EXP ................................................. 0
Coins ............................................... 0
Item(s) .......................................... None
Strength ..... Jump, Fire, Fear, Poison, Sleep, Silence
Weakness .......................................... Ice
Bowyer ~
=----=
World ............................................... 2
HP ................................................ 720
Attack ............................................. 50
Defense ............................................ 40
Magic Attack ....................................... 30
Magic Defense ...................................... 35
EXP ................................................ 60
Coins .............................................. 50
Item(s) ........................................ Flower
Strength ................. Fear, Poison, Sleep, Silence
Weakness ......................................... None
Box Boy ~
=-----=
World ............................................... 5
HP ................................................ 900
Attack ............................................ 180
Defense ........................................... 110
Magic Attack ....................................... 80
Magic Defense ...................................... 40
EXP ............................................... 100
Coins ............................................. 150
Item(s) .......................................... None
Strength ... Fire Thunder Ice Fear Poison Sleep Silence
Weakness ......................................... Jump
Buzzer ~
=----=
World ............................................... 2
HP ................................................. 43
Attack ............................................. 37
Defense ............................................ 15
Magic Attack ........................................ 4
Magic Defense ....................................... 1
EXP ................................................. 4
Coins ............................................... 1
Item(s) .......................................... None
Strength ......................................... None
Weakness .................................... Fire, Ice
Candle ~
=----=
World ............................................... 3
HP ................................................. 10
Attack .............................................. 0
Defense ............................................. 0
Magic Attack ........................................ 0
Magic Defense ....................................... 0
EXP ................................................. 0
Coins ............................................... 0
Item(s) .......................................... None
Strength ................. Fear, Poison, Sleep, Silence
Weakness ......................................... None
Carrobosces ~
=---------=
World ............................................... 3
HP ................................................. 90
Attack ............................................. 55
Defense ............................................ 44
Magic Attack ....................................... 28
Magic Defense ...................................... 22
EXP ................................................ 10
Coins ............................................... 4
Item(s) .................................... Able Juice
Strength ......................................... None
Weakness ................................... Jump, Fire
Chained Kong ~
=----------=
World .............................................. 6
HP ................................................ 355
Attack ............................................ 150
Defense ............................................ 80
Magic Attack ....................................... 22
Magic Defense ...................................... 50
EXP ................................................ 35
Coins ............................................... 8
Item(s) .................................. Max Mushroom
Strength ......................................... Fire
Weakness .......................................... Ice
Chester ~
=-----=
World ............................................... 7
HP ................................................ 500
Attack ............................................ 170
Defense ........................................... 100
Magic Attack ....................................... 80
Magic Defense ...................................... 20
EXP ................................................. 0
Coins ............................................... 0
Item(s) .......................................... None
Strength ... Fire Thunder Ice Fear Poison Sleep Silence
Weakness ......................................... Jump
Chewy ~
=---=
World ............................................... 5
HP ................................................. 90
Attack ............................................ 110
Defense ............................................ 82
Magic Attack ....................................... 70
Magic Defense ...................................... 52
EXP ................................................ 14
Coins ............................................... 0
Item(s) ................................... Sleepy Bomb
Strength ........... Jump, Fear, Poison, Sleep, Silence
Weakness ......................................... None
Chomp ~
=---=
World ............................................... 3
HP ................................................ 100
Attack ............................................. 60
Defense ............................................ 65
Magic Attack ........................................ 5
Magic Defense ...................................... 31
EXP ................................................ 10
Coins ............................................... 0
Item(s) ...................................... Mushroom
Strength ......................................... None
Weakness ...................................... Thunder
Chomp-Chomp ~
=---------=
World ............................................... 5
HP ................................................ 150
Attack ............................................ 100
Defense ............................................ 92
Magic Attack ....................................... 14
Magic Defense ...................................... 30
EXP ................................................ 12
Coins ............................................... 5
Item(s) .......................................... None
Strength ......................................... None
Weakness ...................................... Thunder
Chow ~
=--=
World ......................................... 3 and 5
HP ................................................. 80
Attack ............................................. 82
Defense ............................................ 77
Magic Attack ........................................ 8
Magic Defense ...................................... 28
EXP ................................................ 15
Coins ............................................... 3
Item(s) .......................................... None
Strength .................................. Fear, Sleep
Weakness ......................................... None
Clerk ~
=---=
World ............................................... 7
HP ................................................ 500
Attack ............................................ 160
Defense ........................................... 100
Magic Attack ....................................... 47
Magic Defense ....................................... 0
EXP ................................................. 0
Coins ............................................... 0
Item(s) .......................................... None
Strength ......................................... None
Weakness ......................................... None
Cloaker ~
=-----=
(The only difference between regular Cloaker and Earth
Link Cloaker is ten in the Attack stat. Earth Link
Cloaker has an Attack stat of 180. The other stats
are the same as regular Cloaker, which are listed here.)
World................................................ 7
HP ............................................... 1200
Attack ............................................ 170
Defense ........................................... 130
Magic Attack ....................................... 12
Magic Defense ...................................... 20
EXP ................................................ 60
Coins ............................................... 0
Item(s) .......................................... None
Strength ................. Fire, Poison, Sleep, Silence
Weakness ......................................... None
Cluster ~
=-----=
World ............................................... 3
HP ................................................. 60
Attack ............................................. 50
Defense ............................................ 50
Magic Attack ....................................... 21
Magic Defense ...................................... 10
EXP ................................................. 8
Coins ............................................... 8
Item(s) .................................... Pick Me Up
Strength ......................................... Jump
Weakness ......................................... None
Corkpedite; Head ~
=--------------=
World ............................................... 6
HP ................................................ 200
Attack ............................................ 130
Defense ........................................... 110
Magic Attack ....................................... 80
Magic Defense ...................................... 20
EXP ................................................ 50
Coins .............................................. 10
Item(s) ..................................... Fear Bomb
Strength ........... Fire, Fear, Poison, Sleep, Silence
Weakness .......................................... Ice
Corkpedite; Body ~
=--------------=
World ............................................... 6
HP ................................................ 300
Attack ............................................ 100
Defense ............................................ 99
Magic Attack ........................................ 6
Magic Defense ....................................... 1
EXP ................................................ 30
Coins ............................................... 0
Item(s) ...................... Honey Syrup, Royal Syrup
Strength ........... Fire, Fear, Poison, Sleep, Silence
Weakness .......................................... Ice
Count Down ~
=--------=
World ............................................... 7
HP ............................................... 2400
Attack .............................................. 0
Defense ............................................ 80
Magic Attack ...................................... 120
Magic Defense ...................................... 80
EXP ............................................... 140
Coins ............................................. 100
Item(s) .......................................... None
Strength ................. Fear, Poison, Sleep, Silence
Weakness ................................ Jump, Thunder
Croco ~
=---=
World ............................................... 1
HP ................................................ 320
Attack ............................................. 25
Defense ............................................ 25
Magic Attack ....................................... 30
Magic Defense ...................................... 18
EXP ................................................ 16
Coins .............................................. 10
Item(s) ........................................ Waller
Strength ........................................ Sleep
Weakness ......................................... Fire
Croco II ~
=------=
World ................................................ 3
HP ................................................. 750
Attack .............................................. 52
Defense ............................................. 50
Magic Attack ........................................ 27
Magic Defense ....................................... 50
EXP ................................................. 30
Coins ................................................ 5
Item(s) ..................................... Flower Jar
Strength ......................................... Sleep
Weakness .......................................... Fire
Crook ~
=---=
World ................................................ 2
HP .................................................. 38
Attack .............................................. 35
Defense ............................................. 32
Magic Attack ........................................ 12
Magic Defense ....................................... 25
EXP ................................................. 10
Coins ............................................... 10
Item(s) .................................... Honey Syrup
Strength .......................................... None
Weakness .......................................... None
Crusty ~
=----=
World ................................................ 4
HP .................................................. 80
Attack ............................................. 100
Defense ............................................ 100
Magic Attack ........................................ 12
Magic Defense ....................................... 35
EXP ................................................. 25
Coins ................................................ 7
Item(s) ....................... Honey Syrup, Royal Syrup
Strength .......................................... None
Weakness .......................................... None
Culex ~
=---=
World ................................................ 5
HP ................................................ 4096
Attack ............................................. 250
Defense ............................................ 100
Magic Attack ....................................... 100
Magic Defense ....................................... 80
EXP ................................................. 60
Coins ................................................ 0
Item(s) ................................... Quartz Charm
Strength ............. Ice, Fear, Poison, Sleep, Silence
Weakness .......................................... None
Czar Dragon ~
=---------=
World ................................................ 6
HP ................................................ 1400
Attack ............................................. 160
Defense ............................................ 100
Magic Attack ....................................... 120
Magic Defense ....................................... 70
EXP ................................................ 100
Coins ................................................ 0
Item(s) ........................................... None
Strength ................................... Fire, Sleep
Weakness ........................................... Ice
Ding-A-Ling ~
=---------=
World ................................................ 7
HP ................................................ 1200
Attack ............................................. 180
Defense ............................................ 120
Magic Attack ........................................ 20
Magic Defense ....................................... 50
EXP ................................................. 30
Coins ................................................ 0
Item(s) ........................................... None
Strength ......................... Fear, Poison, Silence
Weakness ........................................... Ice
Director ~
=------=
World ................................................ 7
HP ................................................ 1000
Attack ............................................. 190
Defense ............................................ 120
Magic Attack ........................................ 57
Magic Defense ....................................... 80
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength .................. Fear, Poison, Sleep, Silence
Weakness ....................................... Thunder
Dodo ~
=--=
World ................................................ 6
HP ................................................ 1000
Attack ............................................. 140
Defense ............................................ 100
Magic Attack ......................................... 9
Magic Defense ....................................... 60
EXP ................................................. 40
Coins ................................................ 0
Item(s) ........................................... None
Strength .......................................... None
Weakness .......................................... None
Dodo a la Valentina ~
=-----------------=
World ................................................ 6
HP ................................................. 800
Attack ............................................. 140
Defense ............................................ 100
Magic Attack ......................................... 9
Magic Defense ....................................... 60
EXP ................................................. 70
Coins ................................................ 0
Item(s) .............................. .............None
Strength ................................ Sleep, Silence
Weakness .......................................... Fire
Domino ~
=----=
World ................................................ 7
HP ................................................. 900
Attack .............................................. 65
Defense ............................................ 140
Magic Attack ....................................... 120
Magic Defense ...................................... 150
EXP ................................................. 60
Coins ................................................ 0
Item(s) ........................................... None
Strength .................. Fear, Poison, Sleep, Silence
Weakness .......................................... Fire
Death Adder Domino ~
=----------------=
World ................................................ 7
HP ................................................. 900
Attack .............................................. 65
Defense ............................................. 80
Magic Attack ....................................... 120
Magic Defense ...................................... 150
EXP ................................................. 60
Coins ................................................ 0
Item(s) ........................................... None
Strength .................. Fear, Poison, Sleep, Silence
Weakness .......................................... None
Doppel ~
=----=
World ................................................ 7
HP ................................................. 333
Attack ............................................. 140
Defense ............................................. 60
Magic Attack ........................................ 44
Magic Defense ....................................... 50
EXP ................................................. 40
Coins ............................................... 12
Item(s) ..................................... Pure Water
Strength .......................................... Jump
Weakness .......................................... None
Drill Bit ~
=-------=
World ................................................ 5
HP .................................................. 80
Attack .............................................. 85
Defense ............................................. 70
Magic Attack ........................................ 40
Magic Defense ....................................... 56
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength .................. Fear, Poison, Sleep, Silence
Weakness .......................................... None
Dry Bones ~
=-------=
World ................................................ 4
HP ................................................... 0
Attack .............................................. 74
Defense .............................................. 0
Magic Attack ......................................... 7
Magic Defense ........................................ 0
EXP ................................................. 12
Coins ................................................ 5
Item(s) ....................... Pure Water, Max Mushroom
Strength .......................................... None
Weakness ....................................... Thunder
Earth Crystal ~
=-----------=
World ................................................ 5
HP ................................................ 3200
Attack ............................................... 0
Defense ............................................. 70
Magic Attack ........................................ 80
Magic Defense ....................................... 33
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength ............ Jump, Fear, Poison, Sleep, Silence
Weakness ....................................... Thunder
Earth Link ~
=--------=
World ................................................ 7
HP ................................................ 2500
Attack ............................................. 220
Defense ............................................ 120
Magic Attack ......................................... 5
Magic Defense ....................................... 10
EXP ................................................ 200
Coins ................................................ 0
Item(s) ........................................... None
Strength .................. Fear, Poison, Sleep, Silence
Weakness .......................................... None
Eggbert ~
=-----=
World ................................................ 6
HP .................................................. 10
Attack ............................................. 210
Defense .............................................. 0
Magic Attack ......................................... 0
Magic Defense ........................................ 0
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength .................. Fear, Poison, Sleep, Silence
Weakness .......................................... None
Enigma ~
=----=
World ................................................ 3
HP ................................................. 150
Attack .............................................. 55
Defense ............................................. 40
Magic Attack ........................................ 30
Magic Defense ....................................... 35
EXP ................................................. 10
Coins ................................................ 5
Item(s) .................................... Maple Syrup
Strength .......................................... None
Weakness .......................................... Jump
Exor ~
=--=
World ................................................ 7
HP ................................................ 1800
Attack ............................................... 0
Defense ............................................ 120
Magic Attack ......................................... 0
Magic Defense ....................................... 80
EXP ................................................ 100
Coins ................................................ 0
Item(s) ........................................... None
Strength ......... Thunder, Fear, Poison, Sleep, Silence
Weakness .......................................... None
Factory Chief ~
=-----------=
World ................................................ 7
HP ................................................ 1000
Attack ............................................. 200
Defense ............................................ 120
Magic Attack ........................................ 70
Magic Defense ....................................... 90
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength ....................................... Thunder
Weakness ........................................... Ice
Fautso ~
=----=
World ................................................ 7
HP ................................................. 420
Attack ............................................. 130
Defense ............................................ 100
Magic Attack ........................................ 60
Magic Defense ....................................... 60
EXP .................................................. 5
Coins ................................................ 0
Item(s) ........................................... None
Strength .......... Fire, Thunder, Fear, Poison, Silence
Weakness ..................................... Jump, Ice
Fink Flower ~
=---------=
World .......................................... 3 and 5
HP ................................................. 200
Attack .............................................. 95
Defense ............................................. 32
Magic Attack ........................................ 63
Magic Defense ....................................... 90
EXP ................................................. 20
Coins ................................................ 2
Item(s) ................................... Mid Mushroom
Strength .................. Fear, Poison, Sleep, Silence
Weakness .......................................... Fire
Fire Crystal ~
=----------=
World ................................................ 5
HP ................................................ 2500
Attack ............................................... 0
Defense ............................................ 100
Magic Attack ....................................... 130
Magic Defense ....................................... 60
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength ............ Fire, Fear, Poison, Sleep, Silence
Weakness ........................................... Ice
Fireball ~
=------=
World ................................................ 3
HP .................................................. 10
Attack .............................................. 55
Defense ............................................. 16
Magic Attack ........................................ 30
Magic Defense ....................................... 16
EXP .................................................. 8
Coins ................................................ 0
Item(s) ..................................... Pick Me Up
Strength .......................................... Fire
Weakness ..................................... Jump, Ice
Frogog ~
=----=
World ................................................ 2
HP .................................................. 80
Attack .............................................. 15
Defense .............................................. 8
Magic Attack ......................................... 0
Magic Defense ........................................ 8
EXP .................................................. 3
Coins ................................................ 4
Item(s) ....................................... Mushroom
Strength .......................................... None
Weakness ................................. Fire, Thunder
Geckit ~
=----=
World ................................................ 5
HP ................................................. 100
Attack .............................................. 84
Defense ............................................. 63
Magic Attack ........................................ 20
Magic Defense ........................................ 8
EXP ................................................. 18
Coins ................................................ 0
Item(s) ..................................... Able Juice
Strength .......................................... Fire
Weakness ........................................... Ice
Geno Clone ~
=--------=
World ................................................ 5
HP ................................................. 250
Attack ............................................. 120
Defense ............................................. 80
Magic Attack ........................................ 60
Magic Defense ....................................... 30
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength ............. Ice, Fear, Poison, Sleep, Silence
Weakness .......................................... None
Glum Reaper ~
=---------=
World ................................................ 7
HP ................................................. 190
Attack ............................................. 120
Defense ............................................. 55
Magic Attack ........................................ 60
Magic Defense ....................................... 80
EXP ................................................. 35
Coins ................................................ 3
Item(s) ..................................... Pure Water
Strength .......................................... Jump
Weakness ....................................... Thunder
Goby ~
=--=
World ................................................ 2
HP .................................................. 40
Attack .............................................. 22
Defense ............................................. 14
Magic Attack ......................................... 2
Magic Defense ....................................... 10
EXP .................................................. 3
Coins ................................................ 2
Item(s) ....................................... Mushroom
Strength .......................................... None
Weakness ....................................... Thunder
Goomba ~
=----=
World ................................................ 1
HP .................................................. 16
Attack ............................................... 3
Defense .............................................. 3
Magic Attack ......................................... 1
Magic Defense ........................................ 1
EXP .................................................. 1
Coins ................................................ 0
Item(s) ........................................... None
Strength .......................................... None
Weakness .......................................... Fire
Goombette ~
=-------=
World ................................................ 4
HP ................................................. 100
Attack .............................................. 90
Defense ............................................. 10
Magic Attack ........................................ 30
Magic Defense ....................................... 30
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength .......................................... None
Weakness ........................... Jump, Fire, Thunder
Gorgon ~
=----=
World ................................................ 4
HP ................................................. 140
Attack .............................................. 86
Defense ............................................. 73
Magic Attack ........................................ 24
Magic Defense ....................................... 52
EXP ................................................. 20
Coins ................................................ 0
Item(s) ................................... Mid Mushroom
Strength .......................................... None
Weakness ....................................... Thunder
Grate Guy ~
=-------=
World ................................................ 3
HP ................................................. 900
Attack .............................................. 60
Defense ............................................. 40
Magic Attack ....................................... 25
Magic Defense ....................................... 40
EXP ................................................. 40
Coins ............................................... 15
Item(s) ........................................... None
Strength ................................... Fire, Sleep
Weakness ....................................... Thunder
Gu Goomba ~
=-------=
World ................................................ 7
HP ................................................. 132
Attack ............................................. 115
Defense ............................................. 66
Magic Attack ........................................ 13
Magic Defense ....................................... 66
EXP ................................................. 15
Coins ................................................ 1
Item(s) ................................... Max Mushroom
Strength .......................................... None
Weakness .......................................... None
Guerrilla ~
=-------=
World ................................................ 2
HP ................................................. 135
Attack .............................................. 42
Defense ............................................. 32
Magic Attack ......................................... 1
Magic Defense ........................................ 5
EXP .................................................. 8
Coins ................................................ 8
Item(s) ..................................... Able Juice
Strength .......................................... None
Weakness .......................................... None
Gun Yolk ~
=------=
World ................................................ 7
HP ................................................ 1200
Attack ............................................. 200
Defense ............................................ 130
Magic Attack ....................................... 120
Magic Defense ....................................... 80
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength .......................................... Fire
Weakness ....................................... Thunder
Hammer Bros. ~
=----------=
World ................................................ 1
HP .................................................. 50
Attack ............................................... 6
Defense ............................................. 13
Magic Attack ......................................... 6
Magic Defense ........................................ 8
EXP .................................................. 3
Coins ............................................... 10
Item(s) ..................................... Flower Jar
Strength .......................................... None
Weakness .......................................... Jump
Heavy Troopa ~
=----------=
World ................................................ 6
HP ................................................. 250
Attack ............................................. 160
Defense ............................................ 100
Magic Attack ......................................... 1
Magic Defense ....................................... 50
EXP ................................................. 32
Coins ................................................ 4
Item(s) ..................................... Able Juice
Strength .......................................... None
Weakness .......................................... Fire
Hidon ~
=---=
World ................................................ 4
HP ................................................. 600
Attack ............................................. 100
Defense ............................................. 90
Magic Attack ........................................ 60
Magic Defense ....................................... 30
EXP ................................................. 50
Coins .............................................. 100
Item(s) ........................................... None
Strength .....................Fire, Thunder, Ice, Fear,
..................................Poison, Sleep, Silence
Weakness .......................................... Jump
Hippopo ~
=-----=
World ................................................ 7
HP ................................................. 400
Attack ............................................. 150
Defense ............................................ 110
Magic Attack ........................................ 85
Magic Defense ....................................... 53
EXP ................................................. 80
Coins ............................................... 50
Item(s) ........................................... None
Strength .................. Fear, Poison, Sleep, Silence
Weakness ....................................... Thunder
Hobgoblin ~
=-------=
World ................................................ 2
HP .................................................. 50
Attack .............................................. 22
Defense ............................................. 22
Magic Attack ......................................... 8
Magic Defense ....................................... 12
EXP .................................................. 4
Coins ................................................ 3
Item(s) ..................................... Pure Water
Strength .......................................... None
Weakness .......................................... Jump
Jabit ~
=---=
World ................................................ 7
HP ................................................. 150
Attack ............................................. 120
Defense ............................................. 95
Magic Attack ........................................ 27
Magic Defense ....................................... 34
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength .......................................... None
Weakness ....................................... Thunder
Jagger ~
=----=
World ................................................ 5
HP ................................................. 600
Attack ............................................. 120
Defense ............................................. 80
Magic Attack ......................................... 0
Magic Defense ....................................... 50
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength ............................ Jump, Fire, Poison
Weakness .......................................... None
Jawful ~
=----=
World ................................................ 6
HP ................................................. 278
Attack ............................................. 130
Defense ............................................ 110
Magic Attack ......................................... 8
Magic Defense ....................................... 12
EXP ................................................. 27
Coins ................................................ 0
Item(s) ..................................... Sleep Bomb
Strength .......................................... Fear
Weakness .......................................... None
Jester ~
=----=
World ................................................ 3
HP ................................................. 151
Attack .............................................. 48
Defense ............................................. 35
Magic Attack ........................................ 22
Magic Defense ....................................... 35
EXP ................................................. 10
Coins ............................................... 10
Item(s) ........................................... None
Strength .................................. Thunder, Ice
Weakness .......................................... Fire
Jinx (first form) ~
=---------------=
World ................................................ 5
HP ................................................. 600
Attack ............................................. 140
Defense ............................................ 100
Magic Attack ......................................... 0
Magic Defense ....................................... 80
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength ............. Fire, Thunder, Ice, Fear, Poison,
......................................... Sleep, Silence
Weakness .......................................... None
Jinx (second form) ~
=----------------=
World ................................................ 5
HP ................................................. 800
Attack ............................................. 160
Defense ............................................ 120
Magic Attack ......................................... 0
Magic Defense ....................................... 90
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength ............. Fire, Thunder, Ice, Fear, Poison,
......................................... Sleep, Silence
Weakness .......................................... None
Jinx (third form) ~
=---------------=
World ................................................ 5
HP ................................................ 1000
Attack ............................................. 180
Defense ............................................ 140
Magic Attack ......................................... 0
Magic Defense ...................................... 100
EXP .................................................. 0
Coins ................................................ 0
Item(s) ...................................... Jinx Belt
Strength ............. Fire, Thunder, Ice, Fear, Poison,
......................................... Sleep, Silence
Weakness .......................................... None
Jonathan Jones ~
=------------=
World ................................................ 4
HP ................................................. 820
Attack .............................................. 85
Defense ............................................. 80
Magic Attack ........................................ 25
Magic Defense ....................................... 60
EXP ................................................. 90
Coins ............................................... 50
Item(s) ........................................... None
Strength ......................................... Sleep
Weakness .......................................... None
K-9 ~
=-=
World ................................................ 1
HP .................................................. 30
Attack .............................................. 13
Defense ............................................. 13
Magic Attack ......................................... 1
Magic Defense ....................................... 10
EXP .................................................. 2
Coins ................................................ 0
Item(s) ........................................... None
Strength .......................................... None
Weakness .......................................... None
King Bomb ~
=-------=
World ................................................ 3
HP ................................................. 500
Attack ............................................... 0
Defense ............................................ 130
Magic Attack ........................................ 80
Magic Defense ........................................ 0
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength .................. Fear, Poison, Sleep, Silence
Weakness .................................... Jump, Fire
King Calamari ~
=-----------=
World ................................................ 4
HP ................................................. 800
Attack ............................................. 100
Defense ............................................. 80
Magic Attack ........................................ 30
Magic Defense ....................................... 40
EXP ................................................ 100
Coins .............................................. 100
Item(s) ........................................... None
Strength .................. Fear, Poison, Sleep, Silence
Weakness .......................................... Fire
Kinklink ~
=------=
World ................................................ 7
HP ................................................. N/A
Attack ............................................... 0
Defense .............................................. 0
Magic Attack ......................................... 0
Magic Defense ........................................ 0
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength .......................................... None
Weakness .......................................... None
Knife Guy ~
=-------=
World ................................................ 3
HP ................................................. 700
Attack .............................................. 70
Defense ............................................. 55
Magic Attack ........................................ 20
Magic Defense ....................................... 10
EXP ................................................. 50
Coins ............................................... 10
Item(s) ..................................... Flower Jar
Strength ................................ Thunder, Sleep
Weakness .......................................... Fire
Kriffid ~
=-----=
World ................................................ 5
HP ................................................. 320
Attack .............................................. 95
Defense ............................................ 100
Magic Attack ........................................ 50
Magic Defense ....................................... 40
EXP ................................................. 35
Coins ................................................ 6
Item(s) ........................................... None
Strength .................................. Fire, Poison
Weakness ........................................... Ice
Lakitu ~
=----=
World ................................................ 3
HP ................................................. 124
Attack ............................................. 450
Defense ............................................. 43
Magic Attack ........................................ 35
Magic Defense ....................................... 40
EXP ................................................. 10
Coins ................................................ 3
Item(s) ........................................... None
Strength .......................................... None
Weakness ................................. Fire, Thunder
Left Eye ~
=------=
World ................................................ 7
HP ................................................. 300
Attack ............................................. 153
Defense ............................................ 130
Magic Attack ........................................ 47
Magic Defense ....................................... 80
EXP ................................................. 30
Coins ................................................ 0
Item(s) ........................................... None
Strength ................................ Thunder, Sleep
Weakness .................................... Jump, Fire
Leuko ~
=---=
World ................................................ 4
HP ................................................. 150
Attack .............................................. 80
Defense ............................................. 60
Magic Attack ........................................ 20
Magic Defense ....................................... 30
EXP ................................................. 20
Coins ................................................ 0
Item(s) ...................... Mid Mushroom, Maple Syrup
Strength ....................................... Thunder
Weakness .......................................... None
Li'l Boo ~
=------=
World ................................................ 7
HP .................................................. 66
Attack ............................................. 120
Defense ............................................. 20
Magic Attack ........................................ 74
Magic Defense ...................................... 120
EXP ................................................. 28
Coins ................................................ 0
Item(s) ...................... Mid Mushroom, Honey Syrup
Strength .......................................... Jump
Weakness .......................................... Fire
Machine Made Axem Black ~
=---------------------=
World ................................................ 7
HP ................................................. 120
Attack ............................................. 120
Defense ............................................ 110
Magic Attack ......................................... 4
Magic Defense ....................................... 40
EXP ................................................. 20
Coins ................................................ 0
Item(s) ................................... Max Mushroom
Strength ................................... Fear, Sleep
Weakness ....................................... Thunder
Machine Made Axem Green ~
=---------------------=
World ................................................ 7
HP .................................................. 80
Attack ............................................. 105
Defense ............................................. 80
Magic Attack ........................................ 80
Magic Defense ...................................... 120
EXP ................................................. 10
Coins ................................................ 0
Item(s) .................................... Royal Syrup
Strength ................................ Sleep, Silence
Weakness ........................................... Ice
Machine Made Axem Pink ~
=--------------------=
World ................................................ 7
HP ................................................. 100
Attack .............................................. 98
Defense ............................................. 90
Magic Attack ........................................ 40
Magic Defense ...................................... 100
EXP ................................................. 30
Coins ................................................ 0
Item(s) .................................... Maple Syrup
Strength ................................ Sleep, Silence
Weakness ..................................... Fire, Ice
Machine Made Axem Red ~
=-------------------=
World ................................................ 7
HP ................................................. 180
Attack ............................................. 135
Defense ............................................. 95
Magic Attack ........................................ 24
Magic Defense ....................................... 80
EXP ................................................. 50
Coins ................................................ 0
Item(s) .................................... Royal Syrup
Strength ............................. Fire, Fear, Sleep
Weakness ........................................... Ice
Machine Made Axem Yellow ~
=----------------------=
World ................................................ 7
HP ................................................. 200
Attack ............................................. 140
Defense ............................................ 130
Magic Attack ........................................ 16
Magic Defense ....................................... 20
EXP ................................................. 25
Coins ................................................ 0
Item(s) ................................... Max Mushroom
Strength ........................ Thunder, Poison, Sleep
Weakness .......................................... Jump
Machine Made Bowyer ~
=-----------------=
World ................................................ 7
HP ................................................ 1000
Attack ............................................. 150
Defense ............................................ 120
Magic Attack ........................................ 90
Magic Defense ....................................... 80
EXP ................................................ 150
Coins ............................................... 40
Item(s) ....................................... Ice Bomb
Strength .................. Fear, Poison, Sleep, Silence
Weakness .......................................... None
Machine Made Drill Bit ~
=--------------------=
World ................................................ 7
HP ................................................. 180
Attack ............................................. 130
Defense ............................................. 82
Magic Attack ........................................ 31
Magic Defense ....................................... 69
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength .......................................... None
Weakness .......................................... None
Machine Made Mack ~
=---------------=
World ................................................ 7
HP ................................................. 300
Attack ............................................. 160
Defense ............................................ 120
Magic Attack ........................................ 95
Magic Defense ....................................... 40
EXP ................................................ 120
Coins ............................................... 30
Item(s) ...................................... Fire Bomb
Strength .................. Fear, Poison, Sleep, Silence
Weakness ....................................... Thunder
Machine Made Shyster ~
=------------------=
World ................................................ 7
HP ................................................. 100
Attack ............................................. 135
Defense ............................................. 95
Magic Attack ........................................ 90
Magic Defense ....................................... 65
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength .......................................... None
Weakness .......................................... None
Machine Made Yaridovich ~
=---------------------=
World ................................................ 7
HP ................................................. 800
Attack ............................................. 180
Defense ............................................ 130
Magic Attack ........................................ 90
Magic Defense ....................................... 50
EXP ................................................ 180
Coins ............................................... 50
Item(s) ........................................... None
Strength .................. Fear, Poison, Sleep, Silence
Weakness .......................................... None
Mack ~
=--=
World ................................................ 1
HP ................................................. 480
Attack .............................................. 22
Defense ............................................. 25
Magic Attack ........................................ 15
Magic Defense ....................................... 20
EXP ................................................. 24
Coins ............................................... 20
Item(s) ..................................... First Star
Strength .................. Fear, Poison, Sleep, Silence
Weakness ....................................... Thunder
Mad Adder ~
=-------=
World ................................................ 7
HP ................................................ 1500
Attack ............................................. 150
Defense ............................................. 70
Magic Attack ........................................ 90
Magic Defense ...................................... 180
EXP ................................................ 200
Coins ................................................ 0
Item(s) ........................................... None
Strength .................. Fear, Poison, Sleep, Silence
Weakness ....................................... Thunder
Magikoopa ~
=-------=
World ................................................ 7
HP ................................................ 1600
Attack ............................................. 100
Defense ............................................. 60
Magic Attack ....................................... 120
Magic Defense ...................................... 100
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength ........................ Poison, Sleep, Silence
Weakness .......................................... None
Magmite ~
=-----=
World ................................................ 3
HP .................................................. 26
Attack .............................................. 45
Defense ............................................. 70
Magic Attack ......................................... 3
Magic Defense ........................................ 1
EXP .................................................. 5
Coins ................................................ 1
Item(s) ........................................... None
Strength .......................................... Jump
Weakness ........................................... Ice
Magmus ~
=----=
World ................................................ 6
HP .................................................. 50
Attack ............................................. 110
Defense ............................................ 140
Magic Attack ......................................... 3
Magic Defense ....................................... 25
EXP ................................................. 18
Coins ................................................ 3
Item(s) ......................................... Bracer
Strength ...... Jump, Fire, Fear, Poison, Sleep, Silence
Weakness ........................................... Ice
Malakoopa ~
=-------=
World ................................................ 7
HP .................................................. 95
Attack ............................................. 130
Defense ............................................ 120
Magic Attack ........................................ 47
Magic Defense ....................................... 98
EXP ................................................. 23
Coins ................................................ 3
Item(s) .................................... Honey Syrup
Strength .......................................... None
Weakness ....................................... Thunder
Mallow Clone ~
=----------=
World ................................................ 5
HP ................................................. 150
Attack .............................................. 80
Defense ............................................. 65
Magic Attack ........................................ 70
Magic Defense ....................................... 80
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength .... Thunder, Ice, Fear, Poison, Sleep, Silence
Weakness .......................................... None
Manager ~
=-----=
World ................................................ 7
HP ................................................. 800
Attack ............................................. 170
Defense ............................................ 110
Magic Attack ........................................ 60
Magic Defense ....................................... 70
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength .......................................... None
Weakness .......................................... None
Mario Clone ~
=---------=
World ................................................ 5
HP ................................................. 200
Attack ............................................. 100
Defense ............................................. 90
Magic Attack ........................................ 33
Magic Defense ....................................... 55
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength ...... Jump, Fire, Fear, Poison, Sleep, Silence
Weakness .......................................... None
Mastadoom ~
=-------=
World ................................................ 4
HP ................................................. 180
Attack .............................................. 90
Defense ............................................. 65
Magic Attack ........................................ 30
Magic Defense ....................................... 50
EXP ................................................. 20
Coins ................................................ 0
Item(s) ................................... Mid Mushroom
Strength ....................................... Thunder
Weakness .......................................... Fire
Megasmilax ~
=--------=
World ................................................ 5
HP ................................................ 1000
Attack ............................................. 140
Defense ............................................. 80
Magic Attack ........................................ 70
Magic Defense ....................................... 80
EXP ................................................ 120
Coins ................................................ 0
Item(s) ........................................... Seed
Strength .................. Fear, Poison, Sleep, Silence
Weakness ........................................... Ice
Mezzo Bomb ~
=--------=
World ................................................ 3
HP ................................................. 150
Attack .............................................. 70
Defense ............................................. 40
Magic Attack ......................................... 0
Magic Defense ....................................... 10
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength ......................................... Sleep
Weakness .................................... Jump, Fire
Micro Bomb ~
=--------=
World ................................................ 3
HP .................................................. 30
Attack .............................................. 42
Defense ............................................. 30
Magic Attack ......................................... 6
Magic Defense ....................................... 10
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength ......................................... Sleep
Weakness .................................... Jump, Fire
Mokura ~
=----=
World ................................................ 5
HP ................................................. 620
Attack ............................................... 0
Defense .............................................. 0
Magic Attack ........................................ 50
Magic Defense ....................................... 60
EXP ................................................. 30
Coins ................................................ 0
Item(s) ........................................... None
Strength ........... Jump, Thunder, Fear, Sleep, Silence
Weakness .......................................... None
Mr. Kipper ~
=--------=
World ................................................ 4
HP ................................................. 133
Attack .............................................. 75
Defense ............................................. 45
Magic Attack ........................................ 14
Magic Defense ....................................... 10
EXP .................................................. 8
Coins ................................................ 2
Item(s) ..................................... Able Juice
Strength ............. Ice, Fear, Poison, Sleep, Silence
Weakness .......................................... Fire
Muckle ~
=----=
World ................................................ 6
HP ................................................. 320
Attack .............................................. 90
Defense ............................................. 44
Magic Attack ........................................ 90
Magic Defense ....................................... 44
EXP .................................................. 6
Coins ................................................ 3
Item(s) ....................................... Ice Bomb
Strength .......................................... None
Weakness ................................. Fire, Thunder
Mukumuku ~
=------=
World ................................................ 4
HP ................................................. 108
Attack .............................................. 60
Defense ............................................. 47
Magic Attack ........................................ 22
Magic Defense ....................................... 30
EXP .................................................. 8
Coins ................................................ 1
Item(s) .................................... Maple Syrup
Strength ....................................... Thunder
Weakness .......................................... Fire
Neosquid ~
=------=
World ................................................ 7
HP ................................................. 800
Attack ............................................. 180
Defense ............................................. 80
Magic Attack ........................................ 86
Magic Defense ....................................... 50
EXP ................................................. 40
Coins ................................................ 0
Item(s) ........................................... None
Strength ......................................... Sleep
Weakness .......................................... None
Ninja ~
=---=
World ................................................ 7
HP ................................................. 235
Attack ............................................. 130
Defense ............................................. 76
Magic Attack ........................................ 51
Magic Defense ....................................... 67
EXP ................................................. 32
Coins ................................................ 6
Item(s) .................................... Maple Syrup
Strength ............. Fire, Thunder, Ice, Fear, Poison,
......................................... Sleep, Silence
Weakness .......................................... None
Octolot ~
=-----=
World ................................................ 2
HP .................................................. 99
Attack .............................................. 38
Defense ............................................. 27
Magic Attack ........................................ 25
Magic Defense ....................................... 30
EXP .................................................. 6
Coins ................................................ 4
Item(s) .................................... Honey Syrup
Strength .......................................... None
Weakness ................................. Fire, Thunder
Octovader ~
=-------=
World ................................................ 5
HP ................................................. 250
Attack .............................................. 90
Defense ............................................. 50
Magic Attack ........................................ 36
Magic Defense ....................................... 50
EXP ................................................. 30
Coins ................................................ 8
Item(s) ........................................... None
Strength ....................................... Thunder
Weakness .......................................... Fire
Oerlikon ~
=------=
World ................................................ 6
HP .................................................. 85
Attack ............................................. 120
Defense ............................................ 125
Magic Attack ........................................ 17
Magic Defense ....................................... 50
EXP ................................................. 22
Coins ................................................ 0
Item(s) ...................................... Energizer
Strength ...... Jump, Fire, Fear, Poison, Sleep, Silence
Weakness ........................................... Ice
Orb User ~
=------=
World ................................................ 3
HP ................................................... 8
Attack .............................................. 42
Defense ............................................. 80
Magic Attack ........................................ 28
Magic Defense ....................................... 40
EXP .................................................. 5
Coins ................................................ 2
Item(s) .................................... Honey Syrup
Strength ............................ Fire, Thunder, Ice
Weakness .......................................... Jump
Orbison ~
=-----=
World ................................................ 6
HP .................................................. 30
Attack ............................................. 113
Defense ............................................ 140
Magic Attack ........................................ 63
Magic Defense ....................................... 65
EXP ................................................. 18
Coins ................................................ 0
Item(s) ..................................... Pure Water
Strength ............................ Fire, Thunder, Ice
Weakness .......................................... Jump
Pandorite ~
=-------=
World ................................................ 2
HP ................................................. 300
Attack .............................................. 30
Defense ............................................. 20
Magic Attack ........................................ 20
Magic Defense ....................................... 20
EXP ................................................. 20
Coins ............................................... 30
Item(s) ..................................... Flower Jar
Strength ............. Fire, Thunder, Ice, Fear, Poison,
......................................... Sleep, Silence
Weakness .......................................... Jump
Pinwheel ~
=------=
World ................................................ 6
HP .................................................. 99
Attack ............................................. 120
Defense ............................................. 90
Magic Attack ........................................ 70
Magic Defense ....................................... 66
EXP ................................................. 23
Coins ................................................ 0
Item(s) ..................................... Pick Me Up
Strength ......... Thunder, Fear, Poison, Sleep, Silence
Weakness .......................................... None
Piranha Plant ~
=-----------=
World ................................................ 2
HP ................................................. 168
Attack .............................................. 45
Defense ............................................. 14
Magic Attack ........................................ 20
Magic Defense ....................................... 22
EXP .................................................. 5
Coins ................................................ 5
Item(s) .................................... Sleepy Bomb
Strength .......................................... Jump
Weakness .......................................... None
Pounder ~
=-----=
World ................................................ 7
HP ................................................. 180
Attack ............................................. 130
Defense ............................................. 70
Magic Attack ........................................ 45
Magic Defense ....................................... 60
EXP ................................................. 24
Coins ................................................ 2
Item(s) ........................................... None
Strength .......................................... None
Weakness ....................................... Thunder
Poundette ~
=-------=
World ................................................ 7
HP ................................................. 150
Attack ............................................. 140
Defense ............................................. 60
Magic Attack ........................................ 66
Magic Defense ....................................... 45
EXP ................................................. 28
Coins ................................................ 3
Item(s) ........................................... None
Strength .......................................... None
Weakness ....................................... Thunder
Pulsar ~
=----=
World ................................................ 4
HP .................................................. 69
Attack .............................................. 75
Defense ............................................. 90
Magic Attack ........................................ 33
Magic Defense ....................................... 35
EXP ................................................. 15
Coins ............................................... 12
Item(s) ..................................... Pick Me Up
Strength .......................................... Jump
Weakness .......................................... Fire
Punchinello ~
=---------=
World ................................................ 3
HP ................................................ 1200
Attack .............................................. 60
Defense ............................................. 42
Magic Attack ........................................ 22
Magic Defense ....................................... 40
EXP .................................................. 0
Coins ................................................ 0
Item(s) ..................................... Third Star
Strength ............ Jump, Fear, Poison, Sleep, Silence
Weakness .......................................... None
Puppox ~
=----=
World ................................................ 7
HP ................................................. 300
Attack ............................................. 145
Defense ............................................ 110
Magic Attack ........................................ 20
Magic Defense ....................................... 32
EXP ................................................. 30
Coins ............................................... 10
Item(s) ........................................... None
Strength ....................................... Thunder
Weakness .......................................... Fire
Pyrosphere ~
=--------=
World ................................................ 6
HP ................................................. 167
Attack ............................................. 105
Defense ............................................. 66
Magic Attack ....................................... 100
Magic Defense ....................................... 48
EXP ................................................. 17
Coins ................................................ 2
Item(s) ........................................... None
Strength .................................. Fire, Poison
Weakness ........................................... Ice
Raspberry ~
=-------=
World ................................................ 3
HP ................................................. 600
Attack .............................................. 70
Defense ............................................. 20
Magic Attack ........................................ 30
Magic Defense ....................................... 30
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength ........ Fire Thunder, Ice, Fear, Poison, Sleep
Weakness .......................................... Jump
Rat Funk ~
=------=
World ................................................ 2
HP .................................................. 32
Attack .............................................. 20
Defense ............................................. 14
Magic Attack ......................................... 0
Magic Defense ........................................ 6
EXP .................................................. 2
Coins ................................................ 6
Item(s) ..................................... Able Juice
Strength .......................................... None
Weakness .......................................... Fire
Reacher ~
=-----=
World ................................................ 4
HP .................................................. 18
Attack ............................................... 4
Defense ............................................. 95
Magic Attack ........................................ 75
Magic Defense ....................................... 80
EXP ................................................. 30
Coins ................................................ 8
Item(s) ........................................... None
Strength .......................................... None
Weakness ....................................... Thunder
Remo Con ~
=------=
World ................................................ 3
HP .................................................. 88
Attack .............................................. 56
Defense ............................................. 52
Magic Attack ........................................ 25
Magic Defense ....................................... 10
EXP .................................................. 8
Coins ................................................ 7
Item(s) .................................... Honey Syrup
Strength .................................. Thunder, Ice
Weakness .......................................... Fire
Ribbite ~
=-----=
World ................................................ 5
HP ................................................. 250
Attack ............................................. 115
Defense ............................................. 20
Magic Attack ........................................ 61
Magic Defense ....................................... 29
EXP ................................................. 22
Coins ................................................ 8
Item(s) ........................................... None
Strength .................................. Fire, Poison
Weakness .......................................... Fire
Right Eye ~
=-------=
World ................................................ 7
HP ................................................. 500
Attack ............................................. 128
Defense ............................................ 100
Magic Attack ........................................ 82
Magic Defense ....................................... 36
EXP ................................................. 30
Coins ................................................ 0
Item(s) ........................................... None
Strength ................................ Thunder, Sleep
Weakness .................................... Jump, Fire
Rob-Omb ~
=-----=
World ................................................ 3
HP .................................................. 42
Attack .............................................. 54
Defense ............................................. 63
Magic Attack ......................................... 1
Magic Defense ....................................... 20
EXP .................................................. 6
Coins ................................................ 1
Item(s) ..................................... Pick Me Up
Strength .......................................... None
Weakness .................................... Jump, Fire
Sackit ~
=----=
World ................................................ 4
HP ................................................. 152
Attack .............................................. 70
Defense ............................................. 53
Magic Attack ........................................ 13
Magic Defense ....................................... 20
EXP ................................................. 20
Coins ............................................... 30
Item(s) ...................... Max Mushroom, Royal Syrup
Strength .......................................... None
Weakness .......................................... None
Shadow ~
=----=
World ................................................ 2
HP .................................................. 85
Attack .............................................. 24
Defense .............................................. 5
Magic Attack ........................................ 20
Magic Defense ....................................... 20
EXP .................................................. 3
Coins ................................................ 2
Item(s) ..................................... Pick Me Up
Strength .......................................... Jump
Weakness .......................................... None
Shaman ~
=----=
World ................................................ 6
HP ................................................. 150
Attack .............................................. 92
Defense ............................................. 50
Magic Attack ........................................ 80
Magic Defense ....................................... 90
EXP ................................................. 17
Coins ................................................ 4
Item(s) ....................... Maple Syrup, Honey Syrup
Strength .......................................... None
Weakness .......................................... None
Shelly ~
=----=
World ................................................ 6
HP ................................................. 500
Attack ............................................... 0
Defense ............................................. 80
Magic Attack ......................................... 0
Magic Defense ........................................ 0
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength .................. Fear, Poison, Sleep, Silence
Weakness .......................................... None
Shogun ~
=----=
World ................................................ 5
HP ................................................. 150
Attack ............................................. 100
Defense ............................................. 80
Magic Attack ......................................... 1
Magic Defense ....................................... 32
EXP ................................................. 24
Coins ............................................... 10
Item(s) ..................................... Pick Me Up
Strength ................................... Fear, Sleep
Weakness ..................................... Ice, Fire
Shy Away ~
=------=
World ................................................ 5
HP ................................................. 140
Attack .............................................. 90
Defense ............................................. 50
Magic Attack ........................................ 39
Magic Defense ....................................... 73
EXP .................................................. 1
Coins ............................................... 30
Item(s) .................................... Honey Syrup
Strength .......................................... None
Weakness ........................................... Ice
Shy Guy ~
=-----=
World ................................................ 2
HP .................................................. 78
Attack .............................................. 29
Defense ............................................. 30
Magic Attack ........................................ 20
Magic Defense ........................................ 6
EXP .................................................. 2
Coins ................................................ 1
Item(s) ........................................... None
Strength .......................................... None
Weakness .......................................... None
Shy Ranger ~
=--------=
World ................................................ 3
HP ................................................. 300
Attack ............................................. 100
Defense ............................................. 80
Magic Attack ......................................... 4
Magic Defense ....................................... 10
EXP ................................................. 60
Coins ................................................ 1
Item(s) ........................................... None
Strength ...................... Jump, Fire, Thunder, Ice
Weakness .......................................... None
Shyper ~
=----=
World ................................................ 7
HP ................................................. 400
Attack ............................................. 140
Defense ............................................. 80
Magic Attack ........................................ 70
Magic Defense ....................................... 50
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength .................. Fear, Poison, Sleep, Silence
Weakness .......................................... None
Shyster ~
=-----=
World ................................................ 1
HP .................................................. 30
Attack .............................................. 20
Defense ............................................. 26
Magic Attack ........................................ 18
Magic Defense ....................................... 10
EXP .................................................. 3
Coins ................................................ 2
Item(s) .................................... Honey Syrup
Strength .......................................... None
Weakness ....................................... Thunder
Skytroopa ~
=-------=
World ................................................ 1
HP .................................................. 10
Attack ............................................... 4
Defense ............................................. 16
Magic Attack ......................................... 6
Magic Defense ........................................ 4
EXP .................................................. 1
Coins ................................................ 1
Item(s) ....................................... Mushroom
Strength .......................................... None
Weakness .......................................... Jump
Sling Shy ~
=-------=
World ................................................ 6
HP ................................................. 120
Attack ............................................. 108
Defense ............................................. 80
Magic Attack ........................................ 42
Magic Defense ....................................... 21
EXP .................................................. 3
Coins ............................................... 20
Item(s) .................................... Honey Syrup
Strength .......................................... None
Weakness .......................................... None
Smelter ~
=-----=
World ................................................ 7
HP ................................................ 1500
Attack ............................................... 0
Defense ............................................ 120
Magic Attack ......................................... 0
Magic Defense ...................................... 100
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength ............ Fire, Fear, Poison, Sleep, Silence
Weakness ....................................... Thunder
Smilax ~
=----=
World ................................................ 5
HP ................................................. 200
Attack ............................................. 100
Defense ............................................. 80
Magic Attack ........................................ 70
Magic Defense ....................................... 50
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength .................. Fear, Poison, Sleep, Silence
Weakness ........................................... Ice
Smithy - Santa ~
=------------=
World ................................................ 7
HP ................................................ 2000
Attack ............................................. 230
Defense ............................................ 130
Magic Attack ....................................... 100
Magic Defense ...................................... 100
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength .................. Fear, Poison, Sleep, Silence
Weakness .......................................... None
Smithy - Body ~
=-----------=
World ................................................ 7
HP ................................................ 1000
Attack ............................................. 180
Defense ............................................. 80
Magic Attack ........................................ 20
Magic Defense ....................................... 60
EXP .................................................. 0
Coins ................................................ 0
Item(s) ................................... Seventh Star
Strength .................. Fear, Poison, Sleep, Silence
Weakness .......................................... None
Smithy - Head ~
=-----------=
World ................................................ 7
HP ................................................ 8000
Attack ............................................. 180
Defense ............................................. 80
Magic Attack ........................................ 60
Magic Defense ....................................... 50
EXP .................................................. 0
Coins ................................................ 0
Item(s) ................................... Seventh Star
Strength .................. Fear, Poison, Sleep, Silence
Weakness .......................................... None
Smithy - Wizard ~
=-------------=
World ................................................ 7
HP ................................................ 8000
Attack ............................................. 135
Defense ............................................. 50
Magic Attack ....................................... 130
Magic Defense ...................................... 150
EXP .................................................. 0
Coins ................................................ 0
Item(s) ................................... Seventh Star
Strength ............. Fire, Thunder, Ice, Fear, Poison,
......................................... Sleep, Silence
Weakness .......................................... None
Smithy - Big Shield Thingy Head ~
=-----------------------------=
World ................................................ 7
HP ................................................ 8000
Attack .............................................. 40
Defense ............................................ 150
Magic Attack ........................................ 70
Magic Defense ...................................... 100
EXP .................................................. 0
Coins ................................................ 0
Item(s) ................................... Seventh Star
Strength ............. Fire, Thunder, Ice, Fear, Poison,
......................................... Sleep, Silence
Weakness ........................................... Ice
Smithy - Tank ~
=-----------=
World ................................................ 7
HP ................................................ 8000
Attack ............................................. 250
Defense ............................................ 130
Magic Attack ........................................ 10
Magic Defense ....................................... 50
EXP .................................................. 0
Coins ................................................ 0
Item(s) ................................... Seventh Star
Strength .................. Fear, Poison, Sleep, Silence
Weakness ....................................... Thunder
Smithy - Treasure Chest ~
=---------------------=
World ................................................ 7
HP ................................................ 8000
Attack ............................................. 150
Defense ............................................ 120
Magic Attack ........................................ 78
Magic Defense ....................................... 80
EXP .................................................. 0
Coins ................................................ 0
Item(s) ................................... Seventh Star
Strength ......... Thunder, Fear, Poison, Sleep, Silence
Weakness .......................................... Fire
Snapdragon ~
=--------=
World ................................................ 2
HP .................................................. 90
Attack .............................................. 28
Defense ............................................. 25
Magic Attack ........................................ 31
Magic Defense ....................................... 25
EXP .................................................. 4
Coins ................................................ 3
Item(s) ....................................... Mushroom
Strength .......................................... None
Weakness .......................................... Fire
Snifit ~
=----=
World ................................................ 3
HP ................................................. 200
Attack .............................................. 60
Defense ............................................. 60
Magic Attack ........................................ 20
Magic Defense ....................................... 20
EXP .................................................. 2
Coins ............................................... 15
Item(s) ....................................... Mushroom
Strength .......................................... None
Weakness ........................................... Ice
Sparky ~
=----=
World ................................................ 2
HP ................................................. 120
Attack .............................................. 40
Defense .............................................. 1
Magic Attack ........................................ 38
Magic Defense ....................................... 50
EXP .................................................. 4
Coins ................................................ 1
Item(s) ........................................... None
Strength .......................................... Fire
Weakness ........................................... Ice
Spikester ~
=-------=
World ................................................ 3
HP .................................................. 50
Attack .............................................. 48
Defense ............................................. 60
Magic Attack ........................................ 12
Magic Defense ........................................ 4
EXP .................................................. 6
Coins ................................................ 2
Item(s) ........................................... None
Strength .......................................... Jump
Weakness ........................................... Ice
Spikey ~
=----=
World ................................................ 1
HP .................................................. 20
Attack ............................................... 6
Defense ............................................. 11
Magic Attack ......................................... 4
Magic Defense ........................................ 2
EXP .................................................. 1
Coins ................................................ 2
Item(s) .................................... Honey Syrup
Strength .......................................... Jump
Weakness .......................................... None
Spinthra ~
=------=
World ................................................ 5
HP ................................................. 230
Attack ............................................. 110
Defense ............................................. 70
Magic Attack ......................................... 4
Magic Defense ....................................... 32
EXP ................................................. 30
Coins ................................................ 4
Item(s) ......................................... Bracer
Strength ........................................ Poison
Weakness ........................................... Ice
Spookum ~
=-----=
World ................................................ 3
HP .................................................. 98
Attack .............................................. 50
Defense ............................................. 45
Magic Attack ........................................ 32
Magic Defense ........................................ 5
EXP .................................................. 8
Coins ................................................ 4
Item(s) ................................... Mid Mushroom
Strength .......................................... None
Weakness ........................................... Ice
Springer ~
=------=
World ................................................ 7
HP ................................................. 122
Attack ............................................. 155
Defense ............................................ 110
Magic Attack ....................................... 100
Magic Defense ....................................... 79
EXP ................................................. 29
Coins ................................................ 2
Item(s) ...................................... Energizer
Strength .......................................... None
Weakness .......................................... None
Starcruster ~
=---------=
World ................................................ 7
HP .................................................. 72
Attack ............................................. 135
Defense ............................................ 145
Magic Attack ........................................ 16
Magic Defense ....................................... 53
EXP ................................................. 36
Coins ............................................... 60
Item(s) ........................................... None
Strength .......................................... Jump
Weakness ........................................... Ice
Starslap ~
=------=
World ................................................ 2
HP .................................................. 62
Attack .............................................. 25
Defense ............................................. 24
Magic Attack ......................................... 4
Magic Defense ....................................... 10
EXP .................................................. 2
Coins ................................................ 2
Item(s) ........................................... None
Strength .......................................... None
Weakness ................................. Fire, Thunder
Stinger ~
=-----=
World ................................................ 4
HP .................................................. 65
Attack .............................................. 78
Defense ............................................. 80
Magic Attack ........................................ 23
Magic Defense ....................................... 10
EXP ................................................. 13
Coins ................................................ 1
Item(s) ..................................... Able Juice
Strength .......................................... None
Weakness .......................................... None
Strawhead ~
=-------=
World ................................................ 4
HP ................................................. 131
Attack .............................................. 80
Defense ............................................. 63
Magic Attack ........................................ 18
Magic Defense ....................................... 12
EXP ................................................. 17
Coins ............................................... 12
Item(s) ..................................... Pure Water
Strength .......................................... None
Weakness ....................................... Thunder
Stumpet ~
=-----=
World ................................................ 9
HP ................................................. 500
Attack ............................................. 200
Defense ............................................ 120
Magic Attack ......................................... 6
Magic Defense ....................................... 60
EXP ................................................. 70
Coins ............................................... 15
Item(s) ........................... Fear Bomb, Fire Bomb
Strength ............ Fire, Fear, Poison, Sleep, Silence
Weakness ........................................... Ice
Tentacle (Left) ~
=-------------=
World ................................................ 4
HP ................................................. 260
Attack .............................................. 82
Defense ............................................. 50
Magic Attack ........................................ 35
Magic Defense ....................................... 40
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength ................................ Sleep, Silence
Weakness .......................................... Fire
Tentacle (Right) ~
=--------------=
World ................................................ 4
HP ................................................. 200
Attack .............................................. 87
Defense ............................................. 70
Magic Attack ........................................ 35
Magic Defense ....................................... 23
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength ................................ Sleep, Silence
Weakness .......................................... Fire
Terra Cotta ~
=---------=
World ................................................ 7
HP ................................................. 180
Attack ............................................. 120
Defense ............................................. 85
Magic Attack ........................................ 36
Magic Defense ....................................... 35
EXP ................................................. 35
Coins ................................................ 0
Item(s) ....................................... Mushroom
Strength .......................................... Fire
Weakness .......................................... None
Terrapin ~
=------=
World ................................................ 7
HP .................................................. 10
Attack ............................................... 1
Defense .............................................. 8
Magic Attack ......................................... 0
Magic Defense ........................................ 1
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength .......................................... None
Weakness .......................................... None
The Big Boo ~
=---------=
World ................................................ 2
HP .................................................. 43
Attack .............................................. 18
Defense .............................................. 0
Magic Attack ........................................ 18
Magic Defense ....................................... 24
EXP .................................................. 2
Coins ................................................ 0
Item(s) ........................ Pure Water, Honey Syrup
Strength .................................... Jump, Fear
Weakness .......................................... None
Toadstool 2 ~
=---------=
World ................................................ 5
HP ................................................. 120
Attack .............................................. 90
Defense ............................................. 60
Magic Attack ........................................ 62
Magic Defense ....................................... 70
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength .................. Fear, Poison, Sleep, Silence
Weakness .......................................... None
Torte ~
=---=
World ................................................ 3
HP ................................................. 100
Attack .............................................. 60
Defense ............................................. 50
Magic Attack ......................................... 8
Magic Defense ....................................... 27
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength .................. Fear, Poison, Sleep, Silence
Weakness .......................................... None
Valentina ~
=-------=
World ................................................ 6
HP ................................................ 2000
Attack ............................................. 120
Defense ............................................. 80
Magic Attack ........................................ 80
Magic Defense ....................................... 60
EXP ................................................ 120
Coins .............................................. 200
Item(s) ..................................... Palace Key
Strength ............. Ice, Fear, Poison, Sleep, Silence
Weakness .......................................... None
Vomer ~
=---=
(Vomer, although bearing 0 HP, can only be defeated
through the use of a certain attack or Pure Water.)
World ................................................ 6
HP ................................................... 0
Attack ............................................. 110
Defense .............................................. 0
Magic Attack ......................................... 9
Magic Defense ........................................ 0
EXP ................................................. 19
Coins ................................................ 0
Item(s) ..................................... Pure Water
Strength .................. Fear, Poison, Sleep, Silence
Weakness ....................................... Thunder
Water Crystal ~
=-----------=
World ................................................ 5
HP ................................................ 1800
Attack ............................................... 0
Defense ............................................ 130
Magic Attack ....................................... 120
Magic Defense ....................................... 50
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength ............. Ice, Fear, Poison, Sleep, Silence
Weakness .......................................... Fire
Wiggler ~
=-----=
World ................................................ 2
HP ................................................. 120
Attack .............................................. 40
Defense ............................................. 25
Magic Attack ........................................ 18
Magic Defense ....................................... 20
EXP .................................................. 6
Coins ............................................... 10
Item(s) .................................... Honey Syrup
Strength .......................................... None
Weakness ....................................... Thunder
Wind Crystal ~
=----------=
World ................................................ 5
HP ................................................. 800
Attack ............................................... 0
Defense ............................................ 200
Magic Attack ........................................ 60
Magic Defense ....................................... 88
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength ......... Thunder, Fear, Poison, Sleep, Silence
Weakness .......................................... Jump
Yaridovich - Real ~
=---------------=
World ................................................ 4
HP ................................................ 1500
Attack ............................................. 125
Defense ............................................. 85
Magic Attack ........................................ 70
Magic Defense ....................................... 75
EXP ................................................ 120
Coins ............................................... 50
Item(s) ....................................... Shed Key
Strength .................. Fear, Poison, Sleep, Silence
Weakness ....................................... Thunder
Yaridovich - Fake ~
=---------------=
World ................................................ 4
HP ................................................. 500
Attack ............................................. 100
Defense ............................................. 40
Magic Attack ........................................ 60
Magic Defense ....................................... 10
EXP .................................................. 0
Coins ................................................ 0
Item(s) ........................................... None
Strength .................. Fear, Poison, Sleep, Silence
Weakness ....................................... Thunder
Zeostar ~
=-----=
World ................................................ 4
HP .................................................. 90
Attack .............................................. 75
Defense ............................................. 60
Magic Attack ........................................ 28
Magic Defense ....................................... 20
EXP ................................................. 10
Coins ................................................ 3
Item(s) ....................................... Mushroom
Strength .......................................... None
Weakness .......................................... Fire
Zombone ~
=-----=
World ................................................ 6
HP ................................................ 1800
Attack ............................................. 790
Defense ............................................. 60
Magic Attack ........................................ 80
Magic Defense ...................................... 100
EXP ................................................. 50
Coins ................................................ 0
Item(s) ........................................... None
Strength ................ Fire, Ice, Fear, Poison, Sleep
Weakness ...................... Jump, Thunder, Geno Beam
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
6.2. Bosses [6200]
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
Below is a list of all the bosses or half-bosses you will be fighting
throughout Super Mario RPG. Currently, they are listed in the order which
you will engage with them.
[----------------------------------------------------------------------------]
Bowser ~
=----=
HP: 300
Attacks: Lunge (2-3 HP damage)
Support: Kinklink (60 HP)
Support Attacks: None
Description: ...Okay, I just misused the term boss battle, because
this is, in fact, not a boss battle. Anyway, first
of all: _never_ attack Bowser himself. Instead, aim
your fists at the Kinklink right behind him. Bowser's
attacks aren't a real threat, they make Mario lose 3HP
at max. Just keep focusing your attacks on the
Kinklink and you'll be just fine. Also note how Peach
will occasionally remind you that you have to hit the
chain. Pfsh, as if you couldn't figure that out
yourself. After you beat the hell out of the Kinklink,
the chandelier will fall down, taking Bowser with it.
Hammer Bros. * 2 ~
=--------------=
HP: 50/50
Attacks: Smash (2-3 HP)
Hammer Time (5-6 HP)
Support: None
Support Attacks: None
Description: If you're level three (or two, even) these guys are
easy peasy. First of all, their attacks: they either
hit you with their hammer, or use this attack called
'Hammer Time', which means they'll throw a hell of a
lot of hammers at you (for about 5/6 HP of damage).
So keep your mushrooms ready! Also, when one of the
Bro's dies (i.e. you beat him), the other will cast
"Valor Up" which ups his defense. The best thing to
do is focus your attacks on one Bro at a time. You'll
kill the first one with one jump and a regular attack
(make sure at least one of them is timed), and the
second one with two Jumps and an additional attack
(again, timed hits are your friends).
Croco ~
=---=
HP: 320
Attacks: Lunge, Bag Bomb, Weird Mushroom (Heals 60 HP)
Support: None
Support Attacks: None
Description: This battle is easy if you know what you're doing.
First of all, Croco's defense is higher than his
magic defense so Mallow's magical spells should work
well here. Also, by now, Mario should have learned a
new ability called Fire Orb. If you hit the Y Button
repeatedly, you will hurt Croco a bunch. Not only
that, but upon using Fire Orb, Croco spends a turn
dousing his blazing tail. When you are out of FP,
begin to use the regular Attack mode (Timed Hits work
wonders). Croco will constantly reach into his bag
for a secret. Sometimes, it's a bomb which does
incredible damage and sometimes, it's a Weird Mushroom
which heals about 60 HP. If you need healing yourself,
Mallow's new ability, HP Rain can heal a bunch of HP
in a single sitting. Mushrooms also work well. Do not
let either Mario or Mallow get KOed. You should
eventually win.
Mack ~
=--=
HP: 480
Attacks: Jump, Flame, Flame Wall
Support: Shyster * 4 (They are constantly called back)
Support Attacks: Jump, Drain
Description: Along with Mack, you will also have to deal with
about four other annoying Shysters. When Mario's
turn starts off, aim at Mack. You want Mario to
focus on Mack this battle. Use Thunderbolt to take
out the four other Shyster so they won't annoy you.
Mack will constantly call his Shysters back so use
Thunderbolt to take them out. Mack himself is pretty
strong, but all he has are some weak Fire attacks which
won't hurt you too much (that is, if you have
reasonable magic defense), and he will also jump away
and disappear until his Shysters are defeated. Keep
an eye on the Shysters and constantly heal yourself
to win this battle, which in my opinion, is way easier
than Croco. Win it.
Belome ~
=----=
HP: 500
Attacks: Lick, S'Crow Funk, Sleep Sauce, Mallow Swallow
Support: None
Support Attacks: None
Description: First of all; THAT THINGS IS *INCREDIBLY*
*OUTRAGEOUSLY* UGLY! Ahem. With that out of the
way, let's take a look at its four attacks; 1) It
licks you (eww): this doesn't hurt too much; 2) It'll
turn you into a scarecrow, which means you're only
able to defend or to use special attacks (you know,
the ones that use up Flower Points) -- if Mario wears
the Trueform Pin this can be prevented. If you didn't
equip it... I feel for you, man. Listen to me next
time, ya?; 3) Belome will throw 'Sleep Sauce' at you:
this puts you to sleep; 4) Belome will swallow Mallow
(that rhymes!) whole (I bet Mallow contains a *lot*
of calories ;)): this means you won't be able to use
Mallow for a turn or three. So. Mallow is relatively
weak against your special attacks (preferably Jump and
Electroshock). Keep using these, and have Mallow use
a Honey Syrup when you run out of FP. Belome is pretty
damn easy, actually (IF you know what you're doing,
that is).
Bowyer ~
=----=
HP: 720
Attacks: Arrow, Bolt, Static E, G'Night
Support: Button Symbols
Support Attacks: Disable (Bowyer will shoot an arrow and disable the
use of one button.)
Description: Alright, listen up; first turn, have Geno cast Geno
Beam, and Mario + Mallow use regular attacks. Then,
Bowyer will start locking buttons; this means he shoots
an arrow at a button (Y, X or A) and that button can't
be used (so if he shoots the A button, you can't
perform regular attacks. Nyaaaaah!). Other attacks of
his include an attack which puts a character to sleep
(use Able Juice to cure this) , a fancy attack which
hurts the whole party and shooting a regular arrow at a
character (which does around 15HP damage). If your A
button is locked, have Geno and Mario perform their
special attacks (Geno Beam, Super Jump) and Mallow use
Honey Syrup. If your Y button is locked, have Mario,
Geno and Mallow use regular attacks and items if
needed. If your X button is locked, you can use
whatever (special) attacks you wish, as long as you
don't use up all your FP -- otherwise, you won't be
able to heal (using Mallow's HP Rain). Bowyer will
go down soon enough. Nya. Nya. Nya!
Croco Version II ~
=--------------=
HP: 750
Attacks: Bomb, Chomp, Lunge, Steal
Support: None
Support Attacks: None
Description: Well, we are all here again. Croco still holds his
bomb attacks but he has gotten stronger as well.
Also, his new attack is annoying. He will constantly
throw random enemies at you with his "Chomp" attack.
He is also capable of stealing your items which is very
inconvenient! Continually attack and heal when
necessary. Mario's Super Jump Attack and Geno's normal
Attack move are both effective in this battle. Keep up
your attacks and you should beat the thief!
Punchinello ~
=---------=
HP: 1200
Attacks: Sand Storm, Throw Micro Bombs, Throw Bob-Ombs, Throw Mezzo
Bomb
Support: Micro Bombs, Bob-Ombs, Mezzo Bomb
Support Attacks: Explode
Description: Punchinello is a strange looking creature with
incredible strength. He also seems to care a lot about
his ego. Anyhow, he explains to you that they made fun
of him and by defeating the great Mario, he is only to
get fame. He is pretty easy, if you know what you are
doing. There's no trick to this battle. Just pound
away while healing HP when needed. Punchinello himself,
has many attacks including throwing bombs and even
throwing Bob-Ombs! His final attack, Sandstorm, is
just a knock off the Wiggler's ability. Constantly
heal (It's good to have the Fearless Pin here) and
constantly cut away at his health. Use Mallow's
Psychopath to check on his health often and you should
be fine.
Booster ~
=-----=
HP: 800
Attacks: Strike, Spritz Bomb, Loco Express
Support: Snifits
Support Attacks: Strike
Description: First of all, you're going to get rid of the Snifits.
I take it you know how to do this as you've done it
many times before (right)? When only Booster remains,
make sure you have Mario use Super Jump on him -- when
done succesfully, this does over 200HP damage!!
Booster has two attacks, and both of them hurt
(especially the Loco Express, which can deal over 100
damage), so you'll want to deal with Bowser as soon as
you can. So, have Geno use either his beam or heal/use
items, have Bowser use his regular Chomp attack and
have Mario always use Super Jump; you can have him down
in three turns.
Knife Guy + Grate Guy ~
=-------------------=
HP: 700/900
Attacks: [Knife Guy]; Knife Strike [Grate Guy]; Bubble, Echofinder
[Knife Guy/Grate Guy Fused]; Power Blow
Support: None
Support Attacks: None
Description: These guys are... pretty darn easy. That is, _if_ you
know what to do, and _if_ you are at the right level.
Their attacks aren't particularly painful, except when
they're fused (these attacks usually insta-kill Geno,
for example). So, you'll want to keep them from
fusing. How to do this? Simple; kill Knife Guy first
(he has the least HP). Give nhim all you've got
(Geno's and Bowser's regular attack, and either Mario's
Super Jump or his regular attack (if you have the
Masher) -- well-timed hits are good!). When Knife Guy
is finished, focus all your attack on Grate Guy (whose
attacks are less painful anyway). They'll go down in
no time!
Bundt + Raspberry ~
=---------------=
HP: 900/600
Attacks: Lunge, Blizzard, Diamond Saw, Sandstorm, Mega Drain,
Lullaby
Support: Chef Torte + Apprentice
Support Attacks: Strike
Description: This battle consists of three stages. FIRST PART:
Focus all your attacks on Bundt -- sooner or later the
two 'Torte's' will run off. SECOND PART: Your
objective is to blow out all the candles and then hit
the cake. Usually, a regular hit blows out a candle,
so seven regular hits would be enough, were it not that
sometimes a candle starts burning again. So, keep
using regular attacks, heal when you need to (Bundt's
attacks hurt). When Bundt is down, only Raspberry
will remain. As you can see, he has only 600HP, and as
one of Mario's Super Jumps does about 300HP, this
shouldn't be too hard. Oh, also take note that both
Bundt and Raspberry can perform three attacks a turn.
Yeouch!
King Calamari ~
=-----------=
HP: 800
Attacks: Drain Beam, Venom Drool, Ink Blast
Support: Tentacles
Support Attacks: Slap, Steal Ally
Description: Just when you have though you had seen it all, you meet
King Calamari. Anyhow, the battle starts with three
Tentacles. (Guess who they belong to!) Start off the
fight by immediately attacking these as fast as
possible. If you have Toadstool in your party, be sure
to have her heal. Keep everyone in tip-top shape and
when the tentacles start pulling out your members,
start putting all your strength into it. Once you
defeat the first three Tentacles, your party moves
forward only to be confronted by (gasp) more Tentacles!
Repeat the process of cutting away at these next three.
Once they are gone as well, the party moves forward to
face the nightmare himself, King Calamari! In this
last phase of battle, immediately take out the two
Tentacles before attacking King Calamari. Once they
are gone, the battle becomes that much easier. Use a
few abilities (Mario's Super Flame attack works
wonders), and cut away at his health to defeat this
disgusting squid. Go back to seafood you squid scum!
Bandana Red * 4/5 ~
=---------------=
HP: 120/120/120/120(/120)
Attacks: Stab, Skewer
Support: None
Support Attacks: None
Description: This initial mini-boss fight consists of four of those
vile, shark-like creatures. They are fairly easy to
defeat because of their low health. Their two attacks;
Skewer and Stab, are really pretty pathetic. There is
a chance that when you defeat three of them, the last
will run away. Again, this is a stupid mini-boss, and
really gives no trouble whatsoever.
Jonathan Jones ~
=------------=
HP: 820
Attacks: Stab, Skewer, Toughen Up, Diamond Saw
Support: Bandana Blue
Support Attacks: Stab, Pierce
Description: Here we are, and here's Johnny! Jonathan Jones has
four Bandana Blues near him. These elite guards are
a more powerful and of course, a lot more smarter
version of their Bandana Red counterparts. Start off
the battle by immediately taking out the Bandana
Blues. Use abilities that affect all enemies. Once
the Bandana Blues are outta the way, you are up
against Jonathan Jones. At a midpoint in the battle,
Jonathan Jones will use his Toughen Up ability, which
raises his Defense and Attack. If you fail to defeat
Jonathan within five turns after the Blues disappear,
you will have to go one on one which is a bunch of fun.
Just have Mario heal himself when it is necessary, and
you should be fine. This is not a very difficult boss
fight.
Yaridovich ~
=--------=
HP: 1500
Attacks: Mirage Attack, Flame Stone, Static E, Water Blast, Willy
Wisp, Pierce, Bolt, Stab, Headpiece Stab, Meteor Blast
Support: None
Support Attacks: None
Description: This boss is indeed one strange looking one. What the
heck is that thing sticking out his back?! A flower
or what? Anyhow, Yaridovich is a rather intimidating
looking boss, with a really big spear. His attacks
consist of various elemental damage. These abilities
are incredibly powerful, so Toadstool would be a good
choice as she has healing and reviving powers.
Basically, you need a constant array of attacks toward
Yaridovich. The faster you take out his health, the
better. His techniques are powerful, so be sure that
you heal when required. One unique characteristic
about Yaridovich here is his ability to use Mirage
Attack; which actually splits him into two beings!
You are going to need to watch your HP constantly, and
take both of them out. A good supply of Mushrooms
and Pick Me Ups (As stated earlier, Toadstool is a
really, really, really, really, valuable asset) will
keep you alive. Eventually, you will lower all of
this spear-taming boss' HP of 1500.
Belome Version II ~
=---------------=
HP: 1200
Attacks: Lick, Aurora Flash, Light Beam, Lulla-Bye, Clone
Support: Mario Clone, Mallow Clone, Geno Clone, Bowser Clone,
Toadstool 2
Support Attacks: [Cloned Moves]
Description: Oh boy, our friend Belome still hasn't learned that
ugly monster with outrageous eating habits = no
chance. Belome's most noticeable improvement is his
uncanny ability to clone one of your characters to
fight for his side. Although ugly, Belome can still
put up quite a fight, but he mainly relies on his
clones. Constantly use high-damage attacks and Belome
will fall once more... Don't let his clones gang up
on you however. Defeat the clones as necessary.
Smilax + Megasmilax ~
=-----------------=
HP: 200/1000
Attacks: Chomp, Pollen Nap, Drain, Flame, Flame Wall, Petal Dance,
S'Crow Dust
Support: None
Support Attacks: None
Description: Whether or not you might consider this a difficult
boss fight, one thing is for sure; it's going to take
you a LONG TIME! At first, it's just a single Smilax
bobbing its head to the music (What?). Smilax really
isn't too big of a threat at first. Watch out for
Pollen Nap which puts units to sleep or Drain which
damages HP. If you've fought some of the previous
monsters, these moves should be nothing new to you.
Watch out for Flame especially as that move deals
heavy damage. After defeating Smilax, the Shy Away
will come humming watering the flower again to reveal
two Smilaxes! It's really nothing too special here.
Defeat both of these to make the Shy Away come again
(Thank you, come again)! This time, there are three
Smilaxes! Take them out quickly to make the Shy Away
come once more. Two more Smilaxes challenge you along
with Megasmilax, a gigantic lookalike. Apart from a
few extra moves and of course, more HP, Megasmilax will
fall quickly once the Smilaxes are down. Use Mallow's
Snowy attack for quick ownage. Petal Blast will
turn your party into mushrooms so avoid that as well.
Shelly + Birdo ~
=------------=
HP: 500/777
Attacks: Egg Spit, Egg Launch
Support: Eggbert
Support Attacks: Deal 80 HP damage to Birdo upon strike
Description: Who would've though a little bit of playing would be
so rough? The fight first begins with Shelly's eggy
self. Begin knocking at Shelly and the shell will
slowly begin to crack. Once the egg cracks, Birdo
will make her appearance. Now it's time to play!
Birdo will start off by spitting a few eggs at you.
Eventually, larger eggs will come flying at you for
heavy damage. If you have your characters defend,
you can ricochet Birdo's eggs back at her. The eggs
will hop by her. Hit the Eggberts to cause it to
explode resulting in 80 HP damage toward Birdo.
Defeat Birdo through any way you find effective.
Dodo + Valentina ~
=--------------=
HP: 800/2000
Attacks: Peck, Flutter Hush, Multistrike, Smack, Crystal, Diamond
Saw, Blizzard, Drain Beam, Light Beam, Solidify
Support: None
Support Attacks: None
Description: The battle starts off with Valentina who is at the
moment, attempting to call her birdish right-hand
man. Dodo (who would have been expected to be bigger
than Valentina is friggishly small in comparison)
appears to help save his mistress. Dodo starts off
by stealing a member of your party to another location
where you'll dish it out there. Here, it's basically
a 1v1 against Dodo. Apart from his numerous pecks,
you'll want to watch out for Flutter Hush that
silences magic casting and Multistrike which damages.
Hopefully, you have a stronger character like Bowser
in your second slot or good luck on surviving.
Eventually, Dodo will run off and the battle reverts
to Mario and Valentina. Now the hard part of the
battle comes. Apart from Valentina's default strike,
she can unleash Crystal, Diamond Saw, Blizzard, and
Drain Beam. Eventually, Dodo will join the party
along with the second unit that was carried off
before. With whatever FP you have left, bash the both
of them with Ultra Jump, Bowser Crush, Geno Beam, etc.
Heal constantly or you might be forced to suffer the
consequences.
Czar Dragon + Zombone ~
=-------------------=
HP: 1400/1800
Attacks: Bite, Flame Wall, Water Blast, Iron Maiden, Boulder,
Blast, Storm
Support: Helios
Support Attacks: Crash
Description: Uh oh! The Czar Dragon itself doesn't look too
intimidating, but you should still be scared. Very
scared. If you have Mallow in your party, cast Snowy
as that's one of the Czar Dragon's extreme weaknesses.
This boss can bite you a few times, but beware of a few
of his special attacks. Most noticeably, take careful
note of the Helios he summons. If you don't destroy
those quickly enough, they'll damage you. Be sure not
to use any of Mario's fireball attacks. Watch out for
Water Blast, Flame Wall, etc. The Czar Dragon deals a
lot of damage so make sure to heal often. Eventually,
Czar Dragon will fall, but he re-appears as Zombone of
the undead! Mallow should cast Shocker while Mario
uses Ultra Jump. Heal constantly and watch out for
Blast and Storm. Defeat Zombone, and the battle is
over.
Axem Pink/Black/Red/Yellow/Green ~
=------------------------------=
HP: 400/550/800/600/450
Attacks: (Pink; Recover, Mega Recover)
(Black; Strike, Teleport Strike, Bomb, Spritz Bomb)
(Red; Strike, Cloud, Vigor Up)
(Yellow; Strike, Bubble, Body Slam)
(Green; Strike, Solidify, Static E, Meteor Blast)
Support: None
Support Attacks: None
Description: Talk about cheesy introductions. The five of them
will say their annoying lines and the fight begins.
Anyhow, you're horribly outnumbered at this point.
Each Axem is capable of using his or her own moves.
The first two I would suggest you take out would be
Axem Pink and Axem Green. The latter can cast spells
which deal damage to your entire team while Axem Pink
can use Recover to heal her team. The remaining
three are physical attackers. Use Mallow's special
spells to deal damage to them the best you can. If
you are underleveled, their attacks will deal very
heavy damage to your team. Don't be surprised if the
Axems make two moves in one turn. This fight is very
difficult, but soon enough, you should survive
lowering all of their HP. However, the fight isn't
over.
Breaker Beam ~
=----------=
HP: 999
Attacks: Breaker Beam
Support: None
Support Attacks: None
Description: Immediately, the thingy will shoot a Breaker Beam at
you for enormous damage. Our objective is to destroy
that cannon labeled Axem Rangers. After the beam
fires, heal up quickly before it fires again. The
beam has to recharge for a few turns before it can
fire again. Take special advantage of this time to
heal up your team and pound at the beam. Follow the
drill of attacking. After the Breaker Beam fires
again, heal up immediately. Your team might be able
to withstand one or two blasts, but if you don't heal
in-between shots, you'll suffer the consequences.
Destroy the beam to end them.
Magikoopa ~
=-------=
HP: 1600
Attacks: Willy Wisp, Water Blast, Flame Wall
Support: Jinx Clone, Bahamutt, King Bomb
Support Attacks: Jinxed, Quicksilver, Drain, Bite, Big Bang
Description: Whoa! He's bigger than I thought he would be.
Basically, deal as much damage to Magikoopa before he
begins to summon his monsters. The drill goes much
like this; Magikoopa does his attack, next turn, he
summons monster, after that monster is defeated,
Magikoopa does another one of his own attacks and then
summons another monster. It follows this drill so
defeat his HP before he summons another monster.
Magikoopa is capable of bringing in a Jinx Clone which
can deal heavy damage with its attacks, Bahamutt is
also damaging. Lastly, King Bomb lives to blow up.
You will want to kill off King Bomb quickly so he
doesn't blow up your team. Keep attacking Magikoopa
and he'll be defeated soon enough.
Boomer ~
=----=
HP: 2000
Attacks: Slash, Storm, Blizzard, Shaker
Support: None
Support Attacks: None
Description: Boomer is a somewhat difficult boss. However, some of
the difficulty can be lifted if you watch his colors.
At the start of the battle, Boomer is red. Fight away
with physical attacks and any special attacks you see
fit. Heal constantly and revive any fallen allies.
Beware of Boomer's Storm and Blizzard attacks. Both
do heavy damage to your team. Eventually, Boomer will
change color and turn blue. This raises his magic
defense, but his attack defense goes down. Smash
Boomer with physical attacks. At the same time,
beware of his Shaker technique which instantly KOs one
of your members. Keep the damage rolling along with
keeping your team alive. Relieve Boomer of all 2000
HP and he'll be gone.
Exor ~
=--=
HP: 1800
Attacks: None
Support: Left Eye, Right Eye, Neosquid
Support Attacks: Gunk Ball, Flame Stone, Bolt, Carni-kiss,
Lulla-bye, Blast, Corona, Solidify, Aurora Flash,
Static E, Diamond Saw, Mega Drain, S'Crow Bell,
Venom Drool
Description: Finally coming to the fight with the blade, immediately
begin attacking the Right Eye or Left Eye. The top of
the blade is Exor and it can only be hurt once one eye
is taken down. Neosquid is the mouth and it can also
damage you as well. First, focus all efforts on
either eye. Try to damage Neosquid a bit too. Ultra
Flame is a good attack to use as it affects all
targets. Once one eye is down, begin focusing all
efforts on Exor. Stop to heal only when it is
absolutely necessary. The key here is to deal as much
damage to Exor before the eye you took down
regenerates. Once the eye regenerates, destroy it
once more and focus power on Exor again. Hopefully,
you have a nice supply of Pick Me Ups or at least
Toadstool in your party to keep fallen allies back
up again. Keep up this fairly simple drill until Exor
is defeated finally.
Count Down + Ding-A-Lings *2 ~
=--------------------------=
HP: 2400/1200
Attacks: Spore Chimes, Sound Blast, Ice Rock, Dark Star, Recover,
S'crow Bell, Aurora Flash, Mega Recover, Water Blast,
Petal Blast, Doom Reverb, Fear Roulette, Corona
Support: None
Support Attacks: None
Description: Before I get into anything, I would like to say I
might happen to use the phrase Ding-A-Ling more than
it is needed (DING-A-LING) as so. Anyhow, into the
battle. There are many possibilities to this fight.
You really would not think that Count Down would not
be based off a clock for nothing. At the first turn,
1:00, Count Down will use Ice Rock. As time passes,
(DING-A-LING) Count Down will use different techniques
including Recover at 3:00, Aurora (DING-A-LING) Flash
at 5:00, Mega Recover at 6:00, Water Blast at 7:00,
Petal Blast at 10:00, and Corona (MEGA DING-A-LING!)
at 12:00. While Count Down is difficult in itself,
you'll want to watch out for the Ding-A-Ling's (DING-A-
LING) attacks too. Dark Star deals heavy damage.
However, their most dangerous attack is Fear Roulette
which automatically KOs one of your allies.
Toadstool's healing charm would be a good bet here. I
find it best to beat down Count Down quickly before it
uses Corona. (DING-A-LING)
Domino + Cloaker + Earth Link + Mad Adder ~
=---------------------------------------=
HP: 900/1200/2500/1500
Attacks: Rock Throw, Endobubble, Blizzard, Flame Stone, Diamond
Saw, Lightning Orb, Bolt, Ice Rock, Carni-kiss, Poison,
Bite, Sand Storm, Storm, Boulder
Support: None
Support Attacks: None
Description: This is like one of those "domino-effect" battles
(ironic that one of the bosses is named Domino) in
which if you defeat a certain boss first, you get a
whole different second part. If you defeat Cloaker
first, than Domino will appear with an Earth Link. If
you defeat Domino first, than Cloaker will appear with
a Mad Adder. Cloaker has a bunch of magic techniques
while Domino just stands there looking cool by
throwing rocks at you. I'd suggest killing Domino
first as the Earth Link has A LOT of HP while the
Mad Adder has 1000 HP less. Even so, it's your
choice. This is a pretty easy battle overall so don't
sweat it.
Factory Chief + Gunyolk ~
=---------------------=
HP: 1000/1500
Attacks: Strike, Shuriken, Thornet, Breaker Beam, Mega Drain
Support: None
Support Attacks: None
Description: This fight brings back the Breaker Beam that has
caused us so many problems before. The Gunyolk will
be the main source of problems for your team. Capable
of unleashing Breaker Beam on your party, it is
imperative you defeat it as quickly as possible.
Consider the Factory Chief to be the idiot that just
stands there. Focus on the Gunyolk healing everytime
it uses Breaker Beam on you. Despite being less of a
threat, the Factory Chief might still be able to deal
_some_ damage. It might be in your best interest to
heal when your HP value grows low. Then again, that
should be common instinct by now.
Smithy + Smelter ~
=--------------=
HP: 2000/1500
Attacks: Create Shyper, Hammer Strike, Sledge, Mega Drain, Meteor d
Swarm
Support: Shyper
Support Attacks: Jump, Sword Rain
Description: It might not be obvious at first, but there are
actually two enemies on-screen right now. The bronze
tube on the left is Smelter and it is capable of
creating Shypers. Disregard the first few it makes,
but when the Shypers begin to gang up on you, then
it's time to double your efforts. It would be a good
idea to defeat the Smelter first to stunt the Shypers.
Smithy can be a bit dangerous with his special moves.
Watch out for Meteor Swarm especially which deals
quite some damage to everyone on your team. The
Shypers themselves can be particularly annoying as
well. Sword Rain deals damage to all of your members.
Luckily, the Shypers are easy to kill off with only
400 HP. They only become a problem in large numbers.
Clear out the 2000 HP to make Smithy angry for now.
Smithy ~
=----=
HP: 9000
Attacks: Hammer Strike, Head Change, Bullet, Finger Shot, Spear
Rain, Arrow Rain, Sword Rain, Shredder, Recover, Random
Monster
Support: None
Support Attacks: None
Description: Smithy has quite a few tricks up his sleeves. With
his mighty morphin' head, he can change his weaknesses
and attacks on a whim. Luckily, you can use that
against him by realizing the following. Smithy's first
head is his default head (you can call it Smithy Head
if you'd like). That head has no weaknesses, but it
doesn't have any particular strengths either. Pound
away at it for awhile and it will eventually change.
The second head, the Tank Head, is devilishly weak
against lightning. Have Mallow pound him with Shocker
until his head changes again. The next form is his
Wizard Head. This time, Smithy has high magic defense
(resistant against almost everything), but low
defense. Now would be a great time to pound him
with physical attacks. However, his magic is really
strong in that form. The next form is a his Vault
Head morph. While defense is considerably high, the
weakness here is ice. Mallow's Snowy would do
amazingly here. From this point on, Smithy's head
will morph into anything of the previously mentioned.
Hang tight pounding on his position with attacks.
Heal up whenever needed. Eventually, his head
turns into a treasure chest. This head is incredibly
weak to fire. Ultra Flame really saves the day here.
Soon enough, Smithy will scream out in anguish.
Finally...
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
6.3. Equipment [6300]
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
Below is a list of all the equipment you can receive and carry throughout
Super Mario RPG. Remember that (FC) stands for Frog Coin.
[----------------------------------------------------------------------------]
~~ WEAPONS ~~
-- MARIO ---------------------------------------------------------
Hammer ~
=----=
Price (buy) ........................................ N/A
Price (sell) ........................................ 35
Stats ................................. Attack Power +10
Hammer (2) ~
=--------=
Price (buy) ........................................ 123
Price (sell) ........................................ 61
Stats .................................. Attack Power +0
Lazy Shell ~
=--------=
Price (buy) ........................................ N/A
Price (sell) ....................................... 100
Stats ................................. Attack Power +90
Masher ~
=----=
Price (buy) ........................................ N/A
Price (sell) ........................................ 80
Stats ................................. Attack Power +50
Mega Glove ~
=--------=
Price (buy) ........................................ 102
Price (sell) ........................................ 51
Stats ................................. Attack Power +60
Nok Nok Shell ~
=-----------=
Price (buy) ......................................... 20
Price (sell) ........................................ 10
Stats ................................. Attack Power +20
Punch Glove ~
=---------=
Price (buy) ......................................... 36
Price (sell) ........................................ 18
Stats ................................. Attack Power +30
Super Hammer ~
=----------=
Price (buy) ......................................... 70
Price (sell) ........................................ 35
Stats ................................. Attack Power +40
Troopa Shell ~
=----------=
Price (buy) ......................................... 90
Price (sell) ........................................ 45
Stats ................................. Attack Power +50
Ultra Hammer ~
=----------=
Price (buy) ........................................ N/A
Price (sell) ........................................ 58
Stats ................................. Attack Power +70
-- MALLOW --------------------------------------------------------
Cymbals ~
=-----=
Price (buy) ......................................... 42
Price (sell) ........................................ 21
Stats ................................. Attack Power +30
Froggie Stick ~
=-----------=
Price (buy) ........................................ N/A
Price (sell) ........................................ 90
Stats ................................. Attack Power +20
Ribbit Stick ~
=----------=
Price (buy) ......................................... 86
Price (sell) ........................................ 43
Stats ................................. Attack Power +50
Sonic Cymbals ~
=-----------=
Price (buy) ........................................ N/A
Price (sell) ........................................ 54
Stats ................................. Attack Power +70
Sticky Glove ~
=----------=
Price (buy) ......................................... 98
Price (sell) ........................................ 49
Stats ................................. Attack Power +60
Whomp Glove ~
=---------=
Price (buy) ......................................... 72
Price (sell) ........................................ 36
Stats ................................. Attack Power +40
-- GENO ----------------------------------------------------------
Double Punch ~
=----------=
Price (buy) ......................................... 88
Price (sell) ........................................ 44
Stats ................................. Attack Power +35
Finger Shot ~
=---------=
Price (buy) ......................................... 50
Price (sell) ........................................ 25
Stats ................................. Attack Power +12
Hand Cannon ~
=---------=
Price (buy) ........................................ 105
Price (sell) ........................................ 52
Stats ................................. Attack Power +45
Hand Gun ~
=------=
Price (buy) ......................................... 75
Price (sell) ........................................ 37
Stats ................................. Attack Power +24
Star Gun ~
=------=
Price (buy) ........................................ N/A
Price (sell) ........................................ 60
Stats ................................. Attack Power +57
-- BOWSER --------------------------------------------------------
Chomp ~
=---=
Price (buy) ........................................ N/A
Price (sell) ......................................... 0
Stats ................................. Attack Power +10
Chomp Shell ~
=---------=
Price (buy) ......................................... 60
Price (sell) ........................................ 30
Stats .................................. Attack Power +9
Drill Claw ~
=--------=
Price (buy) ........................................ N/A
Price (sell) ........................................ 59
Stats ................................. Attack Power +40
Hurly Gloves ~
=----------=
Price (buy) ......................................... 92
Price (sell) ........................................ 46
Stats ................................. Attack Power +20
Spiked Line ~
=---------=
Price (buy) ......................................... 94
Price (sell) ........................................ 47
Stats ................................. Attack Power +30
-- TOADSTOOL -----------------------------------------------------
Frying Pan ~
=--------=
Price (buy) ........................................ 300
Price (sell) ....................................... 150
Stats ................................. Attack Power +90
Parasol ~
=-----=
Price (buy) ......................................... 84
Price (sell) ........................................ 42
Stats ................................. Attack Power +50
Slap Glove ~
=--------=
Price (buy) ........................................ N/A
Price (sell) ........................................ 50
Stats ................................. Attack Power +40
Super Slap ~
=--------=
Price (buy) ........................................ 110
Price (sell) ........................................ 55
Stats ................................. Attack Power +70
War Fan ~
=-----=
Price (buy) ........................................ 100
Price (sell) ........................................ 50
Stats ................................. Attack Power +60
~~ ARMOR ~~
-- MARIO ----------------------------------------------------------
Fire Shirt ~
=--------=
Price (buy) ......................................... 90
Price (sell) ........................................ 45
Stats ................... Magic Defense +21, Defense +42
Fuzzy Shirt ~
=---------=
Price (buy) ......................................... 70
Price (sell) ........................................ 35
Stats ................... Magic Defense +18, Defense +36
Happy Shirt ~
=---------=
Price (buy) ......................................... 38
Price (sell) ........................................ 19
Stats ................... Magic Defense +12, Defense +24
Hero Shirts ~
=---------=
Price (buy) ........................................ 100
Price (sell) ........................................ 50
Stats ................... Magic Defense +24, Defense +48
Mega Shirt ~
=--------=
Price (buy) ......................................... 22
Price (sell) ........................................ 11
Stats ................... Magic Defense +10, Defense +18
Sailor Shirt ~
=----------=
Price (buy) ......................................... 50
Price (sell) ........................................ 25
Stats ................... Magic Defense +15, Defense +30
Shirt ~
=---=
Price (buy) .......................................... 7
Price (sell) ......................................... 3
Stats ..................... Magic Defense +6, Defense +6
Thick Shirt ~
=---------=
Price (buy) .......................................... 14
Price (sell) .......................................... 7
Stats ..................... Magic Defense +8, Defense +12
-- MALLOW --------------------------------------------------------
Fire Pants ~
=--------=
Price (buy) ......................................... 90
Price (sell) ........................................ 45
Stats ................... Magic Defense +21, Defense +42
Fuzzy Pants ~
=---------=
Price (buy) ......................................... 70
Price (sell) ........................................ 35
Stats ................... Magic Defense +18, Defense +36
Happy Pants ~
=---------=
Price (buy) ......................................... 38
Price (sell) ........................................ 19
Stats ................... Magic Defense +12, Defense +24
Mega Pants ~
=--------=
Price (buy) ......................................... 22
Price (sell) ........................................ 11
Stats .................... Magic Defense +9, Defense +18
Pants ~
=---=
Price (buy) .......................................... 7
Price (sell) ......................................... 3
Stats ..................... Magic Defense +3, Defense +6
Prince Pants ~
=----------=
Price (buy) ........................................ 100
Price (sell) ........................................ 50
Stats ................... Magic Defense +24, Defense +48
Sailor Pants ~
=----------=
Price (buy) ......................................... 50
Price (sell) ........................................ 25
Stats ................... Magic Defense +15, Defense +30
Thick Pants ~
=---------=
Price (buy) ......................................... 14
Price (sell) ......................................... 7
Stats .................... Magic Defense +6, Defense +12
-- GENO ----------------------------------------------------------
Fire Cape ~
=-------=
Price (buy) ......................................... 90
Price (sell) ........................................ 45
Stats ................... Magic Defense +15, Defense +30
Fuzzy Cape ~
=--------=
Price (buy) ......................................... 70
Price (sell) ........................................ 35
Stats ................... Magic Defense +12, Defense +24
Happy Cape ~
=--------=
Price (buy) ......................................... 38
Price (sell) ........................................ 19
Stats ................... Magic Defense +12, Defense +24
Mega Cape ~
=-------=
Price (buy) ......................................... 22
Price (sell) ........................................ 11
Stats ................... Magic Defense +10, Defense +18
Sailor Cape ~
=---------=
Price (buy) ......................................... 50
Price (sell) ........................................ 25
Stats .................... Magic Defense +9, Defense +18
Star Cape ~
=-------=
Price (buy) ........................................ 100
Price (sell) ........................................ 50
Stats ................... Magic Defense +18, Defense +36
-- BOWSER --------------------------------------------------------
Courage Shell ~
=-----------=
Price (buy) ......................................... 60
Price (sell) ........................................ 30
Stats .................... Magic Defense +6, Defense +12
Fire Shell ~
=--------=
Price (buy) ......................................... 90
Price (sell) ........................................ 45
Stats .................... Magic Defense +9, Defense +18
Happy Shell ~
=---------=
Price (buy) ......................................... 38
Price (sell) ........................................ 19
Stats ..................... Magic Defense +3, Defense +6
Heal Shell ~
=--------=
Price (buy) ........................................ 100
Price (sell) ........................................ 50
Stats ................... Magic Defense +12, Defense +24
-- TOADSTOOL -----------------------------------------------------
Fire Dress ~
=--------=
Price (buy) ......................................... 90
Price (sell) ........................................ 45
Stats ................... Magic Defense +21, Defense +42
Fuzzy Dress ~
=---------=
Price (buy) ......................................... 70
Price (sell) ........................................ 35
Stats ................... Magic Defense +18, Defense +36
Nautica Dress ~
=-----------=
Price (buy) ......................................... 50
Price (sell) ........................................ 25
Stats ................... Magic Defense +30, Defense +15
Polka Dress ~
=---------=
Price (buy) ........................................ N/A
Price (sell) ........................................ 80
Stats ................... Magic Defense +12, Defense +24
Royal Dress ~
=---------=
Price (buy) ........................................ 100
Price (sell) ........................................ 50
Stats ................... Magic Defense +24, Defense +48
-- THE WHOLE GANG ------------------------------------------------
Lazy Shell ~
=--------=
Price (buy) ........................................ N/A
Price (sell) ....................................... 111
Stats ......... -50 Magic Attack, -50 Attack, +127 Magic
................. Defense, +127 Defense, -50 Speed
Super Jacket ~
=----------=
Price (buy) ........................................ N/A
Price (sell) ....................................... 350
Stats .......... +50 Magic Attack, +50 Attack, +50 Magic
.................. Defense, +50 Defense, +30 Speed
Work Pants ~
=--------=
Price (buy) ......................................... 22
Price (sell) ........................................ 11
Stats ........... +10 Magic Attack, +10 Attack, +5 Magic
................... Defense, +15 Defense, +5 Speed
~~ ACCESSORY ~~
-- MARIO ---------------------------------------------------------
Attack Scarf ~
=----------=
Price (buy) ........................................ N/A
Price (sell) ....................................... 100
Stats .......... +30 Magic Attack, +30 Attack, +30 Magic
.................. Defense, +30 Defense, +30 Speed
Effect ............................................. N/A
Jump Shoes ~
=--------=
Price (buy) ......................................... 30
Price (sell) ........................................ 15
Stats ................ +5 Magic Attack, +1 Magic Defense
............................. +1 Defense, +2 Speed
Effect ............ Mario can jump on anything in-battle
Zoom Shoes ~
=--------=
Price (buy) ........................................ 100
Price (sell) ........................................ 50
Stats .......... +5 Magic Defense, +5 Defense, +10 Speed
Effect ............................................. N/A
-- MALLOW --------------------------------------------------------
[N/A]
-- GENO ----------------------------------------------------------
[N/A]
-- BOWSER --------------------------------------------------------
[N/A]
-- TOADSTOOL -----------------------------------------------------
B'Tub Ring ~
=--------=
Price (buy) ........................................ 145
Price (sell) ........................................ 72
Stats .............................................. N/A
Effect ............ Get a special prize with Mystery Egg
-- THE WHOLE GANG ------------------------------------------------
Amulet ~
=----=
Price (buy) ........................................ N/A
Price (sell) ....................................... 100
Stats ............. +7 Magic Attack, +7 Attack, +7 Magic
.................... Defense, +7 Defense, -5 Speed
Effect ............................................. N/A
Antidote Pin ~
=----------=
Price (buy) ......................................... 28
Price (sell) ........................................ 14
Stats ..................... +2 Magic Defense, +2 Defense
Effect ................................. Prevents Poison
Coin Trick ~
=--------=
Price (buy) .................................... 36 (FC)
Price (sell) ........................................ 11
Stats .............................................. N/A
Effect ................ Double coin earning from battles
Exp. Booster ~
=----------=
Price (buy) .................................... 22 (FC)
Price (sell) ........................................ 11
Stats .............................................. N/A
Effect ................ Double exp. earning from battles
Fearless Pin ~
=----------=
Price (buy) ........................................ 130
Price (sell) ........................................ 65
Stats ..................... +5 Magic Defense, +5 Defense
Effect ................................... Prevents Fear
Ghost Medal ~
=---------=
Price (buy) ........................................ N/A
Price (sell) ....................................... 800
Stats .......................*2 Magic Attack, *2 Defense
Effect ............................................. N/A
Rare Scarf ~
=--------=
Price (buy) ........................................ N/A
Price (sell) ........................................ 75
Stats .. +15 Magic Attack, +15 Attack, +15 Magic Defense
Effect ............................................. N/A
Safety Badge ~
=----------=
Price (buy) ........................................ N/A
Price (sell) ....................................... 250
Stats ..................... +5 Magic Defense, +5 Defense
Effect ..................... Prevents Silence and Poison
Safety Ring ~
=---------=
Price (buy) ........................................ N/A
Price (sell) ....................................... 400
Stats ........... +5 Magic Defense, +5 Defense, +5 Speed
Effect ............................ Prevents instant KOs
Scrooge Ring ~
=----------=
Price (buy) .................................... 50 (FC)
Price (sell) ........................................ 15
Stats .............................................. N/A
Effect ............. Cuts special moves' FP cost in half
Signal Ring ~
=---------=
Price (buy) ........................................ N/A
Price (sell) ....................................... 300
Stats ........................................ +10 Speed
Effect .. Noise will indicate a Surprise Box in the room
Troopa Pin ~
=--------=
Price (buy) ........................................ N/A
Price (sell) ....................................... 500
Stats ........ *1.5 Magic Attack, *1.5 Attack, +15 Speed
Effect ............................................. N/A
Trueform Pin ~
=----------=
Price (buy) ......................................... 60
Price (sell) ........................................ 30
Stats ..................... +3 Magic Defense, +3 Defense
Effect .................... Prevents S'crow and Mushroom
Wake Up Pin ~
=---------=
Price (buy) ......................................... 42
Price (sell) ........................................ 21
Stats ..................... +3 Magic Defense, +3 Defense
Effect .................................. Prevents Sleep
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
6.4. Items [6400]
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
Below is a list of all the items you can receive and carry throughout Super
Mario RPG. Remember that (FC) stands for Frog Coin. Likewise, (AC), (TC),
and (SC) stand for their respective card at the Tadpole Pond.
Numbers in parenthesis are other possible "discounted" prices you might
come across sometime in the game.
[----------------------------------------------------------------------------]
Able Juice ~
=--------=
Price (buy) ...................................... 4 (2)
Price (sell) ......................................... 2
Effect ................. Cures any ally's status ailment
Alto Card ~
=-------=
Price (buy) ........................................ N/A
Price (sell) ....................................... N/A
Effect ...... Lets you buy certain items at Tadpole Pond
Bad Mushroom ~
=----------=
Price (buy) ......................................... 30
Price (sell) ........................................ 15
Effect ............. Some enemies can be damaged by this
Bambino Bomb ~
=----------=
Price (buy) ........................................ N/A
Price (sell) ....................................... N/A
Effect ....... Pa Mole will blow a hole in the Coal Mine
Beetle Box ~
=--------=
Price (buy) ........................... 100 + 50 per use
Price (sell) ....................................... N/A
Effect ..... Allows you to catch beetles on Booster Hill
Big Boo Flag ~
=----------=
Price (buy) ........................................ N/A
Price (sell) ....................................... N/A
Effect ................ One of the "3 Musty Fears" flags
Bracer ~
=----=
Price (buy) ..................................... 2 (FC)
Price (sell) ......................................... 1
Effect ........... Raises ally's defense during a battle
Bright Card ~
=---------=
Price (buy) ........................................ N/A
Price (sell) ....................................... 777
Effect ............ Required to enter Grate Guy's Casino
Carbo Cookie ~
=----------=
Price (buy) ........................................ N/A
Price (sell) ......................................... 1
Effect ............ Causes the girl in Moleville to move
Castle Key 1 ~
=----------=
Price (buy) ........................................ N/A
Price (sell) ....................................... N/A
Effect ........ Opens one door in the Nimbus Land palace
Castle Key 2 ~
=----------=
Price (buy) ........................................ N/A
Price (sell) ....................................... N/A
Effect ..... Opens anothe door in the Nimbus Land palace
Cricket Pie ~
=---------=
Price (buy) ............................. Rare Frog Coin
Price (sell) ....................................... N/A
Effect ............. Give to Frogfucius for Froggy Stick
Crystalline ~
=---------=
Price (buy) ..................................... 5 (FC)
Price (sell) ......................................... 2
Effect .......... Raises party's defense during a battle
Dry Bones Flag ~
=------------=
Price (buy) ........................................ N/A
Price (sell) ....................................... N/A
Effect ................ One of the "3 Musty Fears" flags
Earlier Times ~
=-----------=
Price (buy) .................................... 15 (FC)
Price (sell) ......................................... 7
Effect ............................ Starts a battle over
Elixir ~
=----=
Price (buy) ....................... 48(AC)/36(TC)/24(SC)
Price (sell) ........................................ 24
Effect ............................ Heals party by 80 HP
Energizer ~
=-------=
Price (buy) ..................................... 2 (FC)
Price (sell) ......................................... 1
Effect ............ Raises ally's attack during a battle
Fertilizer ~
=--------=
Price (buy) ........................................ N/A
Price (sell) ....................................... 100
Effect ........... The Rose Town gardener will need this
Fire Bomb ~
=-------=
Price (buy) ........................................ 200
Price (sell) ....................................... 100
Effect .......... Deals heavy fire damage to all enemies
Fireworks ~
=-------=
Price (buy) ........................................ 250
Price (sell) ....................................... 500
Effect ......... Trade this in Moleville for Shiny Stone
Flower Box ~
=--------=
Price (buy) ........................................ N/A
Price (sell) ....................................... 500
Effect .......................... Raises maximum FP by 5
Flower Jar ~
=--------=
Price (buy) ........................................ N/A
Price (sell) ....................................... 300
Effect .......................... Raises maximum FP by 3
Flower Tab ~
=--------=
Price (buy) ........................................ N/A
Price (sell) ....................................... 100
Effect .......................... Raises maximum FP by 1
Freshen Up ~
=--------=
Price (buy) .................................... 50 (25)
Price (sell) ........................................ 25
Effect ................. Cures all party status ailments
Fright Bomb ~
=---------=
Price (buy) ........................................ 100
Price (sell) ........................................ 50
Effect .................................. Scares enemies
FroggieDrink ~
=----------=
Price (buy) ..................... 16/14(AC)/12(TC)/8(SC)
Price (sell) ........................................ 24
Effect ............................ Heals party by 30 HP
Greaper Flag ~
=----------=
Price (buy) ........................................ N/A
Price (sell) ....................................... N/A
Effect ................ One of the "3 Musty Fears" flags
Honey Syrup ~
=---------=
Price (buy) ......................................... 10
Price (sell) ......................................... 5
Effect ......................... Restores 10 FP to party
Ice Bomb ~
=------=
Price (buy) ........................................ 250
Price (sell) ....................................... 125
Effect ........... Deals heavy ice damage to all enemies
KeroKeroCola ~
=----------=
Price (buy) ........................................ 150
Price (sell) ....................................... 200
Effect .......................... Heals party completely
Maple Syrup ~
=---------=
Price (buy) .................................... 30 (15)
Price (sell) ........................................ 15
Effect ......................... Restores 40 FP to party
Max Mushroom ~
=----------=
Price (buy) ............................. 39 (From Toad)
Price (sell) ........................................ 39
Effect ....................... Heals one ally completely
Megalixir ~
=-------=
Price (buy) .............................. 90(TC)/60(SC)
Price (sell) ........................................ 60
Effect ........................... Heals party by 150 HP
Mid Mushroom ~
=----------=
Price (buy) .................................... 20 (10)
Price (sell) ........................................ 10
Effect ......................... Heals one ally by 80 HP
Muku Cookie ~
=---------=
Price (buy) ......................................... 69
Price (sell) ........................................ 34
Effect ............................ Heals party by 69 HP
Mushroom ~
=------=
Price (buy) .......................................... 4
Price (sell) ......................................... 2
Effect ......................... Heals one ally by 30 HP
Pick Me Up ~
=--------=
Price (buy) ...................................... 5 (3)
Price (sell) ......................................... 2
Effect ................... Revives one ally with some HP
Power Blast ~
=---------=
Price (buy) ..................................... 5 (FC)
Price (sell) ......................................... 2
Effect ........... Raises party's attack during a battle
Pure Water ~
=--------=
Price (buy) ........................................ N/A
Price (sell) ........................................ 75
Effect ...................... Defeats ghosts immediately
Rare Frog Coin ~
=------------=
Price (buy) ........................................ N/A
Price (sell) ....................................... N/A
Effect ..................... Trade it in for Cricket Pie
Red Essence ~
=---------=
Price (buy) ........................................ N/A
Price (sell) ....................................... 200
Effect .................... Makes invincible for 3 turns
Rock Candy ~
=--------=
Price (buy) ........................................ N/A
Price (sell) ....................................... 200
Effect .............. Deals 200 HP damage to all enemies
Royal Syrup ~
=---------=
Price (buy) ........................................ N/A
Price (sell) ........................................ 50
Effect ........................ Restores all FP to party
Seed ~
=--=
Price (buy) ........................................ N/A
Price (sell) ....................................... 150
Effect ........... The Rose Town gardener will need this
See Ya! ~
=-----=
Price (buy) .................................... 10 (FC)
Price (sell) ......................................... 5
Effect ... Allows you to run from any battle (no bosses)
Shed Key ~
=------=
Price (buy) ........................................ N/A
Price (sell) ....................................... N/A
Effect ....................... Opens Seaside Town's shed
Shiny Stone ~
=---------=
Price (buy) ........................................ N/A
Price (sell) ......................................... 2
Effect ......... Opens the door to Culex in Monstro Town
Sleepy Bomb ~
=---------=
Price (buy) ..................................... 1 (FC)
Price (sell) ......................................... 1
Effect ....................... Puts all enemies to sleep
Soprano Card ~
=----------=
Price (buy) ........................................ N/A
Price (sell) ....................................... N/A
Effect ...... Lets you buy certain items at Tadpole Pond
Star Egg ~
=------=
Price (buy) ........................................ N/A
Price (sell) ......................................... 1
Effect .................. Deals 100 HP damage to enemies
Temple Key ~
=--------=
Price (buy) ........................................ N/A
Price (sell) ....................................... N/A
Effect ... Opens the treasure room door in Belome Temple
Tenor Card ~
=--------=
Price (buy) ........................................ N/A
Price (sell) ....................................... N/A
Effect ...... Lets you buy certain items at Tadpole Pond
Yoshi Candy ~
=---------=
Price (buy) ........................................ N/A
Price (sell) ........................................ 70
Effect ........................ Heals one ally by 100 HP
Yoshi Cookie ~
=----------=
Price (buy) ........................................ N/A
Price (sell) ......................................... 1
Effect ............ Call Yoshi into battle and eat a foe
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
6.5. Shop List [6500]
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
Throughout the world of Super Mario RPG, you will encounter many shops in
which you can buy items from.
[----------------------------------------------------------------------------]
-+- M U S H R O O M K I N G D O M -+-
Mushroom | 4G | Item
Honey Syrup | 10G | Item
Pick Me Up | 5G | Item
Able Juice | 4G | Item
Shirt | 7G | Armor
Pants | 7G | Armor (Mario)
Jump Shoes | 30G | Accessory (Mario)
Antidote Pin | 27G | Accessory (Mario)
-+- R O S E T O W N -+-
Mushroom | 4G | Item
Honey Syrup | 10G | Item
Pick Me Up | 5G | Item
Able Juice | 4G | Item
Thick Shirt | 14G | Armor (Mario)
Thick Pants | 14G | Armor (Mallow)
Jump Shoes | 30G | Accessory (Mario)
Antidote Pin | 27G | Accessory (Mario, Mallow)
Wake Up Pin | 42G | Accessory (Mario, Mallow)
Trueform Pin | 60G | Accessory (Mario, Mallow)
Fearless Pin | 130G | Accessory (Mario, Mallow)
-+- M O L E V I L L E -+-
Punch Gloves | 36G | Weapon (Mario)
Finger Shot | 50G | Weapon (Geno)
Cymbals | 42G | Weapon (Mallow)
Mega Shirt | 22G | Armor (Mario)
Mega Cape | 22G | Armor (Geno)
Mega Pants | 22G | Armor (Mallow)
Work Pants | 22G | Armor (Mario, Mallow, Geno)
Mid Mushroom | 20G | Item
Maple Syrup | 30G | Item
-+- M A R R Y M O R E -+-
Super Hammer | 70G | Weapon (Mario)
Hand Gun | 75G | Weapon (Geno)
Whomp Glove | 72G | Weapon (Mallow)
Chomp Shell | 60G | Weapon (Bowser)
Happy Shirt | 38G | Armor (Mario)
Happy Cape | 38G | Armor (Geno)
Happy Pants | 38G | Armor (Mallow)
Happy Shell | 38G | Armor (Bowser)
B'tub Ring | 145G | Accessory
Mid Mushroom | 20G | Item
Maple Syrup | 30G | Item
-+- S E A -+-
Hurly Gloves | 92G | Weapon (Bowser)
Super Hammer | 70G | Weapon (Mario)
Hand Gun | 75G | Weapon (Geno)
Whomp Glove | 72G | Weapon (Mallow)
Sailor Shirt | 50G | Armor (Mario)
Sailor Pants | 50G | Armor (Mallow)
Sailor Cape | 50G | Armor (Geno)
NauticaDress | 50G | Armor (Toadstool)
Mid Mushroom | 20G | Item
Maple Syrup | 30G | Item
Pick Me Up | 5G | Item
Able Juice | 4G | Item
Freshen Up | 50G | Item
-+- S U N K E N S H I P -+-
Hurly Gloves | 92G | Weapon (Bowser)
Super Hammer | 70G | Weapon (Mario)
Hand Gun | 75G | Weapon (Geno)
Whomp Glove | 72G | Weapon (Mallow)
Sailor Shirt | 50G | Armor (Mario)
Sailor Pants | 50G | Armor (Mallow)
Sailor Cape | 50G | Armor (Geno)
NauticaDress | 50G | Armor (Toadstool)
Mid Mushroom | 20G | Item
Maple Syrup | 30G | Item
Pick Me Up | 5G | Item
Able Juice | 4G | Item
Freshen Up | 50G | Item
-+- S E A S I D E T O W N -+-
Troopa Shell | 90G | Weapon (Mario)
Parasol | 84G | Weapon (Toadstool)
Hurly Gloves | 92G | Weapon (Bowser)
Double Punch | 88G | Weapon (Geno)
Ribbit Stick | 86G | Weapon (Mallow)
NokNok Shell | 20G | Weapon (Mario)
Punch Gloves | 36G | Weapon (Mario)
Finger Shot | 50G | Weapon (Geno)
Cymbals | 42G | Weapon (Mallow)
Chomp Shell | 60G | Weapon (Bowser)
Super Hammer | 70G | Weapon (Mario)
Hand Gun | 75G | Weapon (Geno)
Whomp Glove | 72G | Weapon (Mallow)
Slap Glove | 100G | Weapon (Toadstool)
Hammer | 123G | Weapon (Mario)
| |
Sailor Shirt | 50G | Armor (Mario)
Sailor Pants | 50G | Armor (Mallow)
Sailor Cape | 50G | Armor (Geno)
NauticaDress | 50G | Armor (Toadstool)
Shirt | 7G | Armor (Mario)
Pants | 7G | Armor (Mallow)
Thick Shirt | 14G | Armor (Mario)
Thick Pants | 14G | Armor (Mallow)
Mega Shirt | 22G | Armor (Mario)
Mega Pants | 22G | Armor (Mallow)
Mega Cape | 22G | Armor (Geno)
Happy Shirt | 38G | Armor (Mario)
Happy Pants | 38G | Armor (Mallow)
Happy Cape | 38G | Armor (Geno)
Happy Shell | 38G | Armor (Bowser)
Mushroom | 4G | Item
Mid Mushroom | 20G | Item
Honey Syrup | 10G | Item
Maple Syrup | 30G | Item
Pick Me Up | 5G | Item
Able Juice | 4G | Item
Freshen Up | 50G | Item
Jump Shoes | 30G | Accessory (Mario)
Antidote Pin | 28G | Accessory (Mario, Mallow, Geno,
| | Bowser, Toadstool)
Wake Up Pin | 42G | Accessory (Mario, Mallow, Geno,
| | Bowser, Toadstool)
Fearless Pin | 130G | Accessory (Mario, Mallow, Geno,
| | Bowser, Toadstool)
Trueform Pin | 60G | Accessory (Mario, Mallow, Geno,
| | Bowser, Toadstool)
Zoom Shoes | 100G | Accessory (Mario, Mallow, Geno,
| | Bowser, Toadstool)
-+- M O N S T R O T O W N -+-
Spiked Link | 94G | Weapon (Bowser)
CourageShell | 60G | Armor (Bowser)
Mid Mushroom | 20G | Item
Maple Syrup | 30G | Item
Pick Me Up | 5G | Item
Able Juice | 4G | Item
Freshen Up | 50G | Item
-+- N I M B U S L A N D -+-
Mid Mushroom | 20G | Item
Maple Syrup | 30G | Item
Pick Me Up | 5G | Item
Able Juice | 4G | Item
Freshen Up | 50G | Item
Mega Glove | 102G | Weapon (Mario)
War Fan | 100G | Weapon (Toadstool)
Hand Cannon | 105G | Weapon (Geno)
Sticky Glove | 98G | Weapon (Mallow)
Fuzzy Shirt | 70G | Armor (Mario)
Fuzzy Pants | 70G | Armor (Mallow)
Fuzzy Cape | 70G | Armor (Geno)
Fuzzy Dress | 70G | Armor (Toadstool)
-+- B A R R E L V O L C A N O -+-
Mid Mushroom | 20G | Item
Maple Syrup | 30G | Item
Pick Me Up | 5G | Item
Able Juice | 4G | Item
Freshen Up | 50G | Item
| |
Fire Shirt | 90G | Armor (Mario)
Fire Pants | 90G | Armor (Mallow)
Fire Cape | 90G | Armor (Geno)
Fire Shell | 90G | Armor (Bowser)
Fire Dress | 90G | Armor (Toadstool)
-+- B O W S E R ' S K E E P -+-
Mid Mushroom | 20G | Item
Maple Syrup | 30G | Item
Pick Me Up | 5G | Item
Freshen Up | 50G | Item
Fire Shirt | 90G | Armor (Mario)
Fire Pants | 90G | Armor (Mallow)
Fire Cape | 90G | Armor (Geno)
Fire Shell | 90G | Armor (Bowser)
Fire Dress | 90G | Armor (Toadstool)
| |
Mid Mushroom | 20G | Item
Maple Syrup | 30G | Item
Pick Me Up | 5G | Item
Freshen Up | 50G | Item
Hero Shirt | 100G | Armor (Mario)
Prince Pants | 100G | Armor (Mallow)
Star Cape | 100G | Armor (Geno)
Heal Shell | 100G | Armor (Bowser)
Royal Dress | 100G | Armor (Toadstool)
-+- S M I T H Y ' S F A C T O R Y -+-
Mid Mushroom | 10G | Item
Max Mushroom | 20G | Item
Maple Syrup | 15G | Item
Pick Me Up | 3G | Item
Able Juice | 2G | Item
Freshen Up | 25G | Item
FroggieDrink | 8G | Item
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
6.6. Mini-Games [6600]
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
There are many side quests and mini-games available throughout Super Mario
RPG. You can return to them anytime you'd like.
[----------------------------------------------------------------------------]
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
6.01. Midas River [6001]
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Ah, Midas River! One of the most fun (funnest?) mini-games. EVAR. It
basically goes like this; you fall down, desperately trying to grab coins
as you go (at least, that's what you _should_ be doing). Especially keep
an eye out for those green coins -- frog coins; they'll come in very handy.
Being the considerate person that I am, I have drawn an ASCII diagram
(overlook the fact that even Bill Gates looks better)... here you go:
Alt. Start S T A R T! LEGEND:
| | | | C = Coin
| | | | FC = Frog Coin
| | |C | * = Grotto
| | | C |
\ / | C |
\ / | FC |
v | C |
| |
| |
| C * |
| C |
| C C |
/ \
/ C \
/ C ^ \
/ FC / \ C \
/ C / \ \
/ / \ \
You get a Flower in -> / C*C | \ \
this cave / | \ \
/ C / \ \
/ C| | |
/ C / | |
| C / | |
| | | |
| FC | | |
| | | |
| | \ \
You get a > | * C | \ \
Frog-coin in this | C | \ \
cave! | | \ \
| \ \ \
| C \ \ \
| C \ \ \
/ C ^ C\ | |
/ / \ \ | |
/ C / \ \ | |
/ C / \ FC \ | |
/ / \ \ / \You get a
/ / \ \ _____ / ^ \Flower in
| / \ Cv \ | / \ \ this
| / | C C/ / / \ \ cave
\ \ |C / | / \ \ |
\ \ / \ / / | | |
\ \ ______/ \/ / | * |<-
\ \ / C|________` |
\ v |
| |
| |
F I N I S H
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
6.02. Barrel Jumping [6002]
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
After finishing the Midas River falling, you'll partake in the Barrel
Jumping Event.
There are two paths you can choose, you change paths by bumping into a
barrel... occasionally Cheep-Cheeps will jump at you -- don't let them get
you (jump over them), or else it's bye-bye coins. Just collect as much
coins as you can and giggle like a schoolgirl!
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
6.03. Mushroom Derby [6003]
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
You can play the Mushroom Derby on Yo'ster Isle. Racing is a bit difficult
to say the least. You need to alternate between the A and B Buttons to
move. However, you can't press them too fast or you won't go anywhere.
Instead, press them to the beat you hear in the background music. If
you want to, eat a Yoshi Cookie to give Yoshi a quick boost.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
6.04. Moleville Mines [6004]
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Well, I'm sure you will enjoy the Mine Cart Mini-Game. Here's how it goes.
There are two different styles. One is the 3D third person perspective.
You ride along a track and pick up mushrooms to accelerate with. Be sure
to brake on the curves or you will go swinging off the track! The second
style has a Donkey Kong-esque to it. It's a side-scroller mine cart ride
in which you hop tracks to get coins or extra mushrooms. It will alternate
between the two two times until you break off...
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
6.05. Booster Hill [6005]
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Your objective is to chase Booster -- getting hit by a Snifit or a barrel
slows you down, but jumping on a barrel or a Snifit gives you a speed
boost. Each time you touch Peach, you get a Flower. Well, Toad will give
you all the instructions you need, and it isn't possible to actually fail
at this game, so... uh... have fun! At the top, you'll hear your score
(how many flowers you got) and both Mario and Booster hurry off to
Marrymore.
After you get the Beetle Box, Booster Hill becomes much more fun.
Once again, Toad will walk in and ask you if you want a tutorial. You
should be smart enough to figure this out for yourself. Jump on a barrel
or a Snifit to boost yourself forward. You have to jump for the Beetles
you see. This is basically the same thing as the original Booster Hill so
you should have no trouble adjusting.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
6.06. Skybridge [6006]
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
The Skybridge is a cool mini-game. Talk to the hooded figure and he'll
give you an explanation. Your objective is the cross this blocky bridge
in one of three ways at the cost of 5 coins:
- NORMAL MODE: Your objective here is to cross the bridge and jump from
block to block while avoiding the bullets. This is the easiest, and
your reward for beating it is 5 coins.
- SPECIAL MODE: A step up from the previous level. Now, you have to jump
the bridge with each jump much harder. If you stick on the same block
for too long, it will fall. If you aren't fast enough, you will drop
to your doom. Reward is 8 coins.
- EXPERT MODE: Here, the jumps are much harder and the bullets fly
faster. If you can beat this difficulty, the reward is a Frog Coin.
Also, you can officially laugh in my face as I myself am way too
unskillful to make it across more than just one time.
Good luck with that. Play around with it as much as you'd like, or until
you run out of coins. Jumping down will only bring you to an exit that
basically doubles around itself. Instead, cross the Skybridge (whether
you actually play or not) and find the path leading out. If you have
trouble crossing it even without the bullets throwing themselves at you,
take my word for it; you lead a sad existence.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
6.07. Grate Guy's Casino [6007]
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
This mini-game is very out of the way of the game and one can easily miss
it. I strongly suggest you go over here for some fun and a very special
item. You can find this special casino in Bean Valley. First, find the
five pipes that made a pentagon shaped figure.
1
2 3
4 5
Jump into pipe #1 and defeat the enemies inside. You should notice the
Chomp Chomp. Defeat him and jump in his original location three times to
reveal a platform. Use it and find yourself before a house. Enter it and
find yourself in Grate Guy's Casino. You have three different games you
may play.
- SLOT MACHINES: These slot machines are very easy to use. If you get
three matching symbols, you collect a Frog Coin.
- BLACKJACK: This is a standard game of Blackjack. You begin by wagering
one Frog Coin. Winning will gain you two Frog Coins.
- LOOK THE OTHER WAY: Grate Guy will tell you to look the other way. Press
either left or right and if you get it, you get a prize. If you win
this game 100 times, Grate Guy rewards you with the Star Egg; a very
useful item.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
6.08. Bowser's Keep Courses [6008]
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
In Bowser's Keep at one point, you have the transcend through six doors in
which you must complete four. Four of them give you special weapons while
two of them give you Rock Candy.
There are two different possible action courses Mario can go into.
Depending on which one you chose, use the description for the correct one.
- Well, let's begin with it, shall we? This action course starts off with
a few Terrapins. They will walk off on a seemingly invisible bridge.
Luckily, the bridge itself flashes a bit although it will eventually
disappear. If you're fast, you can follow the Terrapins quickly as they
jump across the platform. If not, you'll be stuck. Here's a general
outline of what you're trying for. If you feel you can pick up some of
the items around, go right ahead.
,------[C]---.[C].--[I]-----------. [C] - Coin
S | ,-------. ,' | ,-------. ,--.[RC] [F] - Flower
T | | | | | | | | |_| [R] - Royal Syrup
A --' `----[F]' | | `-.[C],-' | [I] - Ice Bomb
R --. ,-------. | | .-' | ,-' F [RC]- Rock Candy
T | | | | | | | | I
| `-------' `----' `[R] | '--------- N
`-[C]----------------' `----------- I
S
H
With that finished, Mario should find himself in the second room of this
action course. This one is way easier than the first room as you simply
have to jump from each white platform to the other. Watch out for some
of the items hanging around if you want them. When you reach the door,
go through the find a gray area. The final room is kind of hard. Begin
by moving left toward the ledge. Hop up and wait for the barrels. Stay
along the ledge making sure you DO NOT stand by the crack in the wall.
Get through the barrage of barrels and hit the monkey at the top
throwing them at you. You have completed Action Course #1. Your reward
is Toadstool's Super Slap. This is by far the hardest one of them all.
No kidding.
- The second action course is much, much easier. Like the first, this one
also begins in a room full of lava. First of all, jump on the white
platform. From there, wait for that platform to move to the next. Hop
across these doing the best you can. When the black slab above you
ends, another platform ahead will go up and then quickly back down.
Jump on it and wait for it to carry you the full length up. Jump south
onto the black ledge. At the end, you'll find a KeroKeroCola. Now
head back and go through the door. This room has a cannonball you have
to jump on. Use the Control Pad and press the opposite direction you
want to go. For example, if you want to go left, you have to press
right. If you want to go right, you have to press left. Ride the
cannonball around and pick up the treasures if you want to. Watch out
for the Bob-Ombs though. The exit is pretty easy to reach. The last
room basically requires you to jump on a block. The other block will
revolve around the block you are on currently. There are items around,
but I didn't bother collecting them. Reach the end and pick up Mallow's
Sonic Cymbals.
The two action courses are pretty difficult and very time-consuming.
The two battle courses basically pits you up against certain enemies which
you have to fight. Some of them can be pretty difficult, although very
simple.
- The first battle course has a Shamen summoning enemies toward you.
Below are the enemies you'll be fighting against. Suggest putting
Bowser in one of the slots to scare away certain enemies. Walk forward
every time you finish a battle to initiate the next.
1) Terra Cotta x4
2) Oerlikon x2, Star Cruster x1
3) Sackit x1, Big Bertha x2
4) Chow x2, Forkies x1
With those four battles completed, you'll reach a door. Go through and
then fight the next of the battles. Very tedious, huh?
5) Alley Rat x1, Armored Ant x2
6) Bloober x3, Star Cruster x1
7) Stinger x4
8) Geckit x2, Chained Kong
With another four down, another door appears. Until we reach the end,
we'll be fighting a bit more.
9) Rob-Omb x1, Big Bertha x2
10) Vomer x4
11) Magmus x2, Pulsar x2
12) Chester x1 (Bahamutt can be summoned)
The final door will lead you to a treasure chest at last. Inside it,
you'll find Bowser's Drill Claw. Hotness.
- The other battle course has a total set of 12 enemy battles. The course
is very straightforward as all you need to do is walk through the
hallway. Some of the fights can be tough, but hey, live with it.
You'll encounter the below enemies.
1) Gu Goomba x5
2) Magikoopa x2, Tub-O-Koopa x1
3) The Big Boo x2, Orbison x2
4) Sling Shy x5
That concludes the first hall. Go through the door and forward again
to meet some more enemies. Joy!
5) Chewy x2, Shy Away x2
6) Mr Kipper, Muckle x2
7) Amanita x2, Orbison
8) Greaper x2, Glum Reaper
The second door will lead into the third and final hallway of enemies.
Have fun.
9) Pyrosphere x3
10) Lakitu x3
11) Zeostar x2, Shaman x2
12) Shaman x6
Defeat the last of them will bring you to the final room with the
treasure chest. Inside is Geno's special Star Gun. Pick it up and
leave.
That pretty much wraps it up for the battle courses. Now it's time to
cover the puzzle courses.
The puzzle courses are exactly what they are called. Instead of brawn,
you'll need brain here in order to pass. Prepare for quizzes and some
brain teasers.
- The first puzzle course is a quiz game. Jump on the yellow block and
meet Dr. Topper, the Quiz Master. Listen to instructions if you must.
It doesn't matter as the answers are right in front of you... ahem,
below this block of text. It's all random so just find the question
you need. Some of them are friggishly easy while others are somewhat
difficult. I doubt I have included every possible question however.
It's your job to contact us if you see any more ;]].
1) How many underlings does Croco have? -3-
2) What color are the curtains in Mario's house? -Blue-
3) Yaridovich is what? -A boss-
4) Which monster does not appear in Booster Tower? -Terrapin-
5) In the Moleville blues, it's said the moles are covered in
what? -Soil-
6) Where was the 1st Star Piece found? -Mushroom Kingdom-
7) How long have the couple inside the chapel been waiting for
their wedding? -30 minutes-
8) The boy getting his picture taken at Marrymore can't wait 'til
which season? -Skiing-
9) What is Hinopio in charge of at the middle counter? -The inn-
10) What color is the end of Dodo's beak? -Red-
11) What is the chef's name at Marrymore? -Torte-
12) What does Birdo come out of? -An eggshell-
13) The man getting his picture taken at Marrymore hates what?
-Getting his picture taken-
14) What is Raini's husband's name? -Raz-
15) What was Toadstool doing when she was kidnapped by Bowser?
-She was looking at flowers-
16) Mite is Dyna's WHAT? -Little brother-
17) What's the first monster you see in the Pipe Vault? -Sparky-
18) Who is the famous sculptor in Nimbus Land? -Garro-
19) Booster is what generation? -7th-
20) What's the full name of the boss at the Sunken Ship? -Jonathan
Jones-
21) The boy at the inn in Mushroom Kingdom was playing with...
what? -Game Boy-
22) What's the password in the Sunken Ship? -Pearls-
23) What did Carroboscis turn into? -A carrot-
24) What does the red essence do? -Gives you strength-
25) How many legs does Wiggler have? -6-
26) Johnny loves WHICH beverage...? -Currant Juice-
27) Who helped you up the cliff at Land's End? -Sky Troopas-
28) Where was the 3rd star piece found? -Moleville-
29) What technique does Bowser learn at Level 15? -Crusher-
30) What's the name of Jagger's "sensei"? -Jinx-
Once you pass the preliminary quizzing session, you will be led into the
next room. Here, you'll be involved with counting barrels. What fun!
Anyhow, you'll be given 10 seconds to count the number of barrels.
Before doing anything, note the pile of barrels to the left. If you
count it up before Dr. Topper actually quizzes you, you should get 12.
Now the room will blacken a bit and some new barrels will be placed in.
If you can count well, this should be easy. If not, just count the
lighter colored barrels as they are the new ones. Add that value to
12 and get your answer. The second round has a lot more barrels and
you don't get any time to count the preliminary pile. Once more, count
the lighter barrels. This time, add that value to 43. Get your answer.
The final room is a riddle room. You listen to the story of the four
monsters. Afterwards, put them in order. Talk to the monsters that
say the phrase listed in the order given here.
1) "I outrode [monster] on my bike, and [monster] was never able to
pass me."
2) "I fell into 4th place during the bike race, but finally ended
up in the same place as I did in the swimming event."
3) "I placed the same in the swimming and cycling events, but 2
others beat me in the marathon."
4) "I came in 3rd for swimming..."
And there you go with the completion. As Dr. Topper says, there's
nothing to it. Your reward in the next room is a Rock Candy. Another
one down.
- The second puzzle course starts off with you and Dr. Topper. You can
instructions from him. Basically, you and Dr. Topper have to hit the
coin box. Whoever gets the last coin loses. This can be fairly open-
ended and easy. If you're good at math, this should be a cakewalk. If
you are like me being not very smart, just avoid letting Dr. Topper
get you stuck. Do not let Dr. Topper take the 20th coin and you should
be fine. Instead, try to get him stuck on coin #20. That was easy.
The next room has a bunch of buttons that you have to step on. There
is a special order. Look below.
(A)
(B) (C)
(D) (E) (F)
(G) (H) (I) (J)
(K) (L) (M)
(N) (O)
(P)
Once again, there are multiple ways to tackle this. If you can't figure
it out for yourself, just use my path. I first jumped on (C), then (M),
then (D), and (N). After you clear it, go through the red door to the
final room. It's time for Ball Solitaire. You have to have a ball
jump over another ball into an empty space to make that ball disappear.
I'm sure you probably played around with something similar to this.
I'll highlight the moves for you.
(A)
(B) (C)
(D) (E)
(G) (H) (I) (J)
(K) (L) (M)
(N) (O)
(P)
This is the starting position.
(B)
(D) (E) (A)
(G) (H) (I) (J)
(K) (L) (M)
(N) (O)
(P)
Have (A) jump southeast over (C).
(D)
(E) (A)
(G) (H) (I) (J)
(K) (L) (M)
(N) (O)
(P)
Have (D) jump northeast over (B).
(D)
(H)
(A)
(G) (I) (J)
(K) (L) (M)
(N) (O)
(P)
Have (H) jump northeast over (E).
(D)
(H)
(A)
(G) (O) (I) (J)
(K) (M)
(N)
(P)
Have (O) jump northwest over (L).
(D)
(H)
(K) (A)
(G) ( I) (J)
(M)
(N)
(P)
Have (K) jump northeast over (O).
(D)
(H)
(K) (A)
(G) (I) (J)
(P) (M)
Have (P) jump northwest over (N).
(D)
(H)
(K) (A)
(I) (J)
(M)
(G)
Have (G) jump southeast over (P).
(D)
(H)
(K)
(J)
(A) (M)
(G)
Have (A) jump southwest over (I).
(D)
(H)
(K)
(G) (J)
(M)
Have (G) jump northeast over (A).
(K) (D)
(G) (J)
(M)
Have (D) jump southeast over (H).
(K) (D)
(G)
(J)
Have (J) jump southwest over (M).
(D)
(K)
(J)
Have (K) jump southeast over (G).
(D)
(J)
Have (J) jump northeast over (K).
If you don't know what to do for the last step, may God help you.
That's pretty much it for the Puzzle Course. The next room has a
treasure chest with Rock Candy inside it.
That's the two puzzle courses which both reward you with a Rock Candy.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
6.09. Melody Bay [6009]
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Melody Bay is a special place in Tadpole Pond where you can play around
with the tadpoles there. If you make a special tune, you can get cards
which can be used at the local shop.
~ A L T O C A R D ~
-----------------------------------
MI O
RE ---------------O-------O-------O---
DO O O
TI -----------------------------------
LA O
SO ---O-------------------------------
FA
-----------------------------------
~ T E N O R C A R D ~
-----------------------------------
MI O
RE -------------------O---------------
DO O O O
TI ---------------------------O-------
LA O
SO -----------O-----------------------
FA
-----------------------------------
~ S O P R A N O C A R D ~
-----------------------------------
MI O
RE ---------------O-----------O-------
DO O O
TI -------O---------------------------
LA O
SO -------------------O---------------
FA
-----------------------------------
==============================================================================
--- 7. Version History --- [7000]
==============================================================================
Version 0.1 - Guide skeleton has been completed. However, no further content
other than a portion of the walkthrough has been completed.
26 KB
Version 0.2 - Yeeha! The walkthrough is completed near the fifth star, and
everything is looking good. Additions are being made throughout
the Bestiary. 212 KB
Version 0.3 - The walkthrough is completed up to the sixth star which is
just being started now. Most of the sections still haven't
been started yet. 267 KB
Version 0.4 - Now in the sixth star realm, the guide is shaping up with a
few changes here and there. Some more information has been
added to the Bestiary. 290 KB
Version 0.5 - Belome has just been defeated for the second time. The Bestiary
is getting bigger (at the courtesy of Trace Jackson). 339 KB
Version 0.6 - Bestiary recording complete. Some more sections are being
worked on. 367 KB
Version 0.7 - Walkthrough completed up to Nimbus Land and the infamous Queen
Valentina. 403 KB
Version 0.8 - Walkthrough completed through the Barrel Volcano to the point of
the Axem Rangers. 437 KB
Version 0.9 - Walkthrough completed past Bowser's Keep. Smithy's Factory is
just ahead. 520 KB
Version 1.0 - The entire guide is complete. 574 KB
Version 1.1 - Added extended character bios and basically touched up on most
items in the guide -- most noticeably the Character List.
581 KB.
Version 1.2 - Added some questions to the FAQ. Apparently, we really needed
to renovate that section... A LOT! 582 KB
Version 1.3 - Updated Legal Information.
==============================================================================
--- 8. Legal Information --- [8000]
==============================================================================
This FAQ is the property of its authors, Quan Jin and Jacco Kemper. All
rights reserved.
Any stealing, selling for profit or altering of this document without the
authors' expressed consent is strictly prohibited. You may download this file
for personal and private use only.
Super Mario RPG is a registered trademark of Nintendo and Squaresoft. The
authors (Quan Jin/Jacco Kemper) is not affiliated with either comapny in any
way or form. All other trademarks are the property of their respective
owners.
==============================================================================
--- 9. Credits and Closing --- [9000]
==============================================================================
We hope you have enjoyed this guide. As you probably don't already know,
Dark Vortex has always been a good friend with Gobicamel. We both found it
a pleasure writing the guide and I hope you, the reader of whom we have to
give the most thanks to, found it very helpful.
"Pull the trigger and the nightmare stops."
~ Coheed & Cambria
------------------------------------------------------------------------------
GameFAQs - The largest FAQ archive on the net. Thanks to CJayC for accepting
this piece of work. He hasn't failed us yet.
Nintendo - We love you Nintendo!
Gbness - We personally think that Richard Beast deserves a bigger mention
than how we normally fit him. Being one of the biggest motivational
helps, Gbness is a nice person who knows exactly what to say in
almost any situations. I know this might sound kind of queer, but
thank you Richard for always being there for us.
Astro Blade & Merca - We would also like to thank Matt Tenker for the same
above reason. He's pretty new around here, but he is a
great dude that's cool like DAT. Merca has amazing
music taste and we'd all like to thank him for his
great expertise.
Phoenix 1911 - Gobicamel knows who he got the walkthrough format from.
Apparently, he's some sort of idol in Jacco's eyes. =DDD
Nevertheless, Phoenix 1911 still is one of the better writers
of GameFAQs. This is mainly a thanks to his splendid format
of which Jacco fitted for the walkthrough.
Gobicamel - The freaky deaky guy that speaks Dutch-ish definitely deserves a
big thanks for being a great sport. Jacco has taught Quan a big
lesson in FAQ writing: BE FUNNY! The more obnoxious, the better.
Although a small writer, let's hope Gobicamel moves on to bigger
and better things. Hopefully, this guide has helped him achieve
a gigantic milestone. <3 <3 <3
Dark Vortex - Do you have any idea how long it took for Quan here to adapt to
Gobicamel's outrageous "two spaces after periods?!" Well, I'll
tell you that it did TAKE a long time and lot of going back and
changing stuff around. You will never see him using two spaces
after periods ever again... although it is proper English. ;))
Meowthnum1 - Also known as Trace Jackson, we both have many reasons to thank
this wonderful person. Being the provider of the Bestiary, he
sure saved our asses. He also offered to allow us to use his
other lists but we decided that that wouldn't be too good for
us. :)
Y.T.W.S.R. - Only a few selected people might know what we're talking about
here. Since we're not one to give it away, I would still like
to thank this group for their support and motivation throughout
the lifespan of this entire FAQ.
The FCSB - They didn't help too much but what can I say, where would I be
without a few of them? Major props to these great board members
who are also prized FAQ writers. Some examples being; Crazyreyn,
Psycho Penguin, Gbness, Karpah, SinirothX, Meowthnum1,
Guitarfreak86, Joni Philips, War Doc, and last but definitely not
least, Merca. You all rock!
- All outside sources which have contributed to the making of this guide in
some form have been cited in this section. Any sources that have provided any
information at all are listed in the credits. I am not taking credit for
others hard work and I hope they do the same. Not giving proper credit is
plagiarism and it's against the law.
-----------------------------------[ F I N ]----------------------------------