                       Paper Mario Faq v.02
                 By JGuru (Gameguru42@hotmail.com)
            This work is Copyright (c) 2001 Jason Berg.


Table of Contents:
* Denotes nothing of value there yet.
* Denotes nothing there yet.
0)  Updates
1)  Introduction
2)  Review
3)  Game Play
4)  Walkthrough
  i)   Prologue, A Plea from the Stars
  ii)  Chapter 1, Storming Koopa Bros. Fortress
  iii) Chapter 2, The Mystery of Dry Dry Ruins
5)  Characters
  i)  Playable Characters
  ii) Non-Playable Characters*
6)  Items
  i)   Useable Items*
  ii)  Key Items*
  iii) Letters *
7)  Badges*
8)  Star Pieces*
9)  Shops*
10) Recepies*
11) Chuck Quizzmo's Quizzes*
12) Koopa Koot's Favors*
13) Enemy List
14) Extras
   i)  Dry Dry Desert Map
   ii) Li'l Oinks
15) Secrets*
16) Thanks
18) Copyrights

----------
0) Updates
----------
01/28/01 - Added a little more to the description to describe the
           mentality I have when playing RPGs as it shapes the way I
           write this FAQ.
           Changed Fun Stuff section to Extras and added Li'l Oinks
           and a map of the Dry Dry Desert to it.
           Took the walkthrough up to the very start of Dry Dry Ruins.

01/22/01 - Fixed a few mistakes I found.
           Walkthrough goes up to the start of Chapter 2.  Now have
           almost all enemies on the enemy list.

01/22/01 - Guide put together from it's individual parts.  Some order
           given to it.


---------------
1) Introduction
---------------
This is the first FAQ I've written and actually made it around to
organizing and publishing, my Jersey Devil FAQ was doing great then I
lost it with a Hard Drive crash and my Tomba 2 Faq was just a large
collection of data.  Please bear with me if it's a bit out of the
ordinary.

The thought of writing a FAQ for Paper Mario crossed my mind but really
didn't get going until I found the Tayce T. section of the game where I
started to make my own list of the Recepies.  From there I started the
enemy list and the rest just started to fall into place in my head.

I've always had a deep love for games and especially games that had
many things to find/master so RPG's have always been a particular
favorite of mine.  I also program in my spare time so I tend to be a
little bit of a perfectionist and I hope I don't make things too bad on
the faq.

One thing I should point out is the way that I play RPGs as this FAQs
strategies will mainly go around that idea.  When I play RPGs I don't
like making Magic and other limited attacks part of my battle
strategies for regular enemies unless it's an emergency as magic tends
to run out too easy.  I found with Paper Mario that this strategy
lended itself rather well as I found Badge Points and Health Points to
be more important than Flower Points.  I'll try and keep my mind open
and not be too focused on just the way that I think but I might miss
something somewhere.

Thanks to a lack of a job and a really odd sleeping schedule I put in
almost 18 hours in on it when I first sat down (with breaks now and
then) and have already completed the game.  I'm writing this FAQ on my
second time through so I hope it will be very detailed and a good guide
to use.

Anyways, on with the FAQ.


---------
2) Review
---------
Back when Super Mario RPG first came out I was so excited to get it
that I spent my collection of half dollars to rent it.  I had an
absolute blast playing it and was overjoyed to hear that they
were making an unofficial sequel to it.  I wasn't sure how Nintendo
would do without the help of Square and I'm pleased to say it was a
pleasant surprise to play it finally.

Graphics: 10/10
I was a little worried about how well it would play being 2d cardboard
characters in a 3d world but was really suprised to see that not only
did they pull it off but they also manage to be very tounge-in-cheek
about the whole idea with the characters knowing that they are 2d and
the battle backgrounds looking like an elaborate pop-up book.
Characters talking about Mario going rolling down a pipe and a
mischevious star that's turned sideways to hide showed that they could
have fun with it, and that's what games are about.

Controls: 10/10
It takes a little bit of time to get used to moving around as a 2d
sprite but it shouldn't really cause a problem.  The controls are
quite crisp and the action commands are well setup.  I'd probably
give it 9/10 but I'm giving the programmers an extra point for not
adding Action Commands where you have to rotate the control stick in
circles.  The Action Commands where you have to press left quickly
are not easy to do but that's a boon as it adds a little bit of
challenge to it.  There really weren't any spots in the game where
I thought I pressed/released a button and it didn't respond.

Sound: 9/10
I'm not really a big sound person and to tell the truth one of the only
reasons why I'm not giving it a better score is because I was really
disappointed they didn't have any directly tied to the music scenes
like the scene in Mario RPG where you are pretending to be a statue
and Dodo is pecking them.  I had a ZSnes savestate right there so
I could play the scene whenever I felt like it.  Otherwise the music
was well done and never the battle music never seemd to get on my
nerves, but I never found myself tapping to the beat either (and for
a drum player who can't help it, it's not a good sign).

Gameplay: 10/10
I can't help but give the game a full 10 for it's extreme attention
to details.  There's a lot of stuff to do in the game and there's a
lot of stuff to discover.  Too many RPG's try to keep up with text
for characters but there's something wrong when you are close to the
end and people in towns still act like they did when you last met them.
Paper Mario goes to extreme lengths to keep you from being jolted out
of the game and back into reality by providing characters with new
text all of the time.  In fact just going around with Goombario and
having him describe all the people and the screens shows their amazing
attention to detail.  This is exactly the type of RPG I would like to
make someday.

Overall, anyone who likes RPG's and likes detail and isn't turned off
by the cutesy graphics this is a game to play if not buy (I'd buy it if
I had a job right now).  It's not as complicated as some RPGs can be
but I think that adds to it's appeal rather than detract in this case.


------------
3) Game Play
------------
This is just the controls.  I'm too busy working on the rest of the FAQ
right now to add the controls in here.  Either read another FAQ or the
instruction manual for now.  It'll be in here later.

--------------
4) Walkthrough
--------------
The game opens with a mail bearing Paratroopa dropping off a letter for
Mario and Luigi.  It's an invitation to to a party at Princess's
Castle.

After a short cutscene of the letter Mario and Luigi take off to the
castle.

When you reach the castle you get control of Mario.  You can walk
around and talk to the guests and even head into the kitchen but when
you are ready go up the main stairs and talk to the Toad guarding the
door.  He tells you that Peach is in her private chambers now.

Princess's room is right in the middle but she's not there right now so
they won't let you in.  None of the side doors open so just head up to
the big door and keep heading up stairs.  You'll pass through another
door and end up in a large windowed hallway where Peach is waiting for
you.  You stop to chat for a short bit then suddenly the ground starts
to shake.

The game cuts to the outside where the ground starts to break up and it
turns out that Bowser's Castle is lifting Peach's Castle into the air.

After wondering why they can see stars outside Bowser comes flying in
the window along with Kammy Koopa.  Bowser explains that he's lifted
the castle in the air and that it's under his control now.  He starts
to advance on Peach when Mario runs in front of her to protect her.
Bowser just laughs and says he was expecting Mario to be there so he's
ready for him.  It's time for your first battle!

---====> Boss Battle <====---
Boss: Bowser
Strategy:
You can't really do anything other than jump at Bowser.  After the
third hit Bowser brings out the Star Rod and uses it to make himself
invincible.  He now does three damage a hit and won't take any damage
when you attack him.  At the very end Bowser hits you with his fire
breath which wipes Mario right out.
---====> End Battle <====---

Bowser gloats for a bit after winning then tosses Mario right out the
window.  After falling for a bit you enter the very beginning of the
game, A Plea from the Stars.

-----------------------------------
4i) Prologue, A Plea from the Stars
-----------------------------------
Mario ends up unconsious in a field when the seven Star Spirits appear
over his head.  They are happy that Mario is not hurt too bad and they
send Mario what power they can.

At this time a little girl Goomba walks in and finds Mario out cold.
She runs off and gets help for him.

Next you find yourself inside a hut, still asleep and the Elder Star
Spirit appears and tells Mario to come see him at Shooting Star Summit.

Finally you wake up and a Toad comes in and tells you that you're at
Goomba Village, a tiny village west of Toad Town.  Mario mentions the
mustached star and Toad seems confused but says maybe it was a Star
Spirit.  After a decent wait you get control again!

Talk to all the family members then head towards the gate where
Goompapa is now finished fixing the gate.  Suddenly Kammy Koopa flys in
and upon finding Mario alive drops a large block on the gate.  Goompapa
is rather miffed that his gate was broken and says that you could break
the block with a hammer.  He sends you off to get the hammer from
Goompa.

Head back into the house and out the back door. The veranda is gone and
Mario goes falling down (but floats to a stop) next to the crashed
remains of the veranda.  Goompa is nearby near another large block that
is blocking the way.  Goompa says the hammer must have fallen nearby so
just head backwards along the path to a large tree filled area.  Here
Goompa tells you to check the bushes for the hammer.

When you find the hammer he tells you that you can use it to break
blocks and hit trees to make things fall from them.  One of the trees
near the entrance will drop a Dolly which Goompa tells you Goombaria
lost.

When you are ready (and saved) head out of the area for your first real
boss battle.  Goompa runs off the screen then comes rolling back in
followed by a little guy in an egg shell.  He tells you that he's Jr.
Troopa and that it's his playground

---====> Boss Battle <====---
Boss: Jr. Troopa
Stats:  HP 5, Attack 1, Defense 0
Tactics:
You can only attack with hammer and jumps and they both do the same
damage so just keep attacking.  After four hits Jr. Troopa gets mad,
powers up and does a whopping two damage.  Just hit him again and
finish the battle.
---====> End Battle <====---

When he's gone you'll get twenty Star Points and Goompa will explain
them to you.  Then Jr. Troopa runs off claiming he'll be back (and he
will).

Head back to where the large block is and whack the ? block for a coin
and the tree for a Mushroom.  Break the block and use the Heart Block
to restore your power.

There's a large block nearby that can't be broken yet and a trampoline
that will jump you up to a ledge with a Fire Flower.  Head to the right
to the next screen where Goompa explains First Strike.

The first battle against the Goomba is really easy, especially if you
hit it with a First Strike.  Keep going up where a Spiked Goomba is
hiding behind a mushroom.  Make sure you hit him with the hammer rather
than jump on him, as you will get hurt rather than him if you do.

Once again if you start by hitting him he's a piece of cake.  Next
enemy up is a Paragoomba.  These you can only hit with jumps when they
are in the air, from which they will lose their wings.

Now at the fork head backwords and up to fight another Goomba and get
your first Star Piece.

Once you have it head right again and back to Goomba Village.  Goompa
runs into the house and retrieves your first Badge: Power Jump.  Take
the Badge explanation if you want.  Afterwords little Goombario gets
mad that you are going on an adventure and he isn't and is shocked when
Goompa suggests he should go.  You now have your first Buddy!

Take a rest at Toad house to heal up then talk to Goombaria to give her
the Dolly you found and collect another Star Piece. Talk to Goombario
(C Down) and he'll tell you that you can get Goomnuts here, just whack
the nearby tree.

Time to take out the big block  (and get yelled at if you didn't put
the badge on).

Now we are on the Goomba road heading toward Toad town.  Read the sign
right at the start for a warning and the Goomba jumps off of it!  In
the battle Goombario explains that you can change between Mario and him
with the 'Z' button.  You can just beat the Goomba but you might want
to use Goombario's tattle on new enemies so you can see their remaining
HP from then on.

There's a few more Goomba's loitering on the road, just pound 'em and
keep going.  You can grab some coins from the ? blocks then you'll run
into a Paragoomba.

On the next road there's a Spiked Goomba waiting for you.  Have
Goombario tattle or attack the normal Goomba as his Headbonk attack
will cause him to get hurt by the spike on the Spiked Goomba.

The red ? block contains your next Badge: Close Call.  You'll want to
equip this as with only 10 HP you'll be low a lot.  Right past it is a
sign that gives you a free mushroom!  Don't use it unless you won't be
able to beat the next guy as there's a Heart Block just past it.

On the next screen you'll walk up to a trampoline but before you can
reach it two large Goombas rush up and tell you you can't keep going.
You'll enter a Boss Battle against them.

---====> Boss Battle <====---
Boss: The Goomba Bros.
Stats:
 Blue: HP 6, Attack 1, Defense 0
 Red : HP 7, Attack 1, Defense 0
Tactics:
This is a pretty easy battle.  First take out the Blue Goomba as he's
got less HP.  You'll probably want to be using Power Jump to deal a
little extra damage and use a mushroom if you start to get low.  Once
he's gone Red gets mad but is still quite easy to beat.
---====> End Battle <====---

Once the battle is over if you didn't level from it head back a screen
and use the Heart Block again.  Then come back and use the nearby Save
Block before you jump on the trampoline.

On the next screen there's another free mushroom on the sign, whoops
it's actually a Goomba in disguise!  Just whoop him and keep going to
the sign telling you the Goomba King's Fortress is ahead.

Head on for a litle cutscene with the crying Goombas you trounced
before.  After they enter the castle Mario and Goombario come on the
screen and Goombario says there used to be a bridge nearby.  Then the
crazy looking Goomba King pops up on the castle and they jump down to
another boss battle.

---====> Boss Battle <====---
Boss: Goomba King
Stats:
 King: HP 10, Attack 1, Defense 0
 Red : HP 2, Attack 1, Defense 0
 Blue: HP 2, Attack 1, Defense 0
Tactics:
Goombario says you should take out the Red and Blue Goombas first as
they are weak.  However, if you see the patch on the tree you'll know
to hit the tree instead.  This makes a large Goomnut fall down on the
enemies, which will wipe out both Red and Blue Goomba and deals 3
damage to the King Goomba.  Then it's simple to just Power Jump him and
attack with Goombario until he's gone.
---====> End Battle <====---

After the battle King Goomba will be amazed that he lost and run back
into his castle.  If you walk up to the door and check it you'll hear
King Goomba talking about a hidden switch. Red Goomba is dumb enough to
tell you right where to look.

Before you go after the switch hit the Goomnut tree that's in the
background to get another Star Piece.

Just check the bush in front of the castle and stomp the switch.  King
Goomba pops up and tries to warn you off pressing the switch, which you
already did.  This makes the castle fall apart, creating the bridge
that you needed and launching King Goomba into the distance.

Cross the bridge now but before you leave the screen on the other side
head down around the fence.  If you smash the bricks here a ? block
will appear containing a Super Mushroom.

Once you leave the screen you'll see Kammy Koopa flying over the bridge
and then he flys away, finishing off the prologue and giving you a
chance to save.

-------------------------------------
End - Prologue, A Plea from the Stars
-------------------------------------

After you save Kammy Koopa will fly up to Peach's Castle and look for
Bowser to tell him that Mario beat the Goomba King.  While Bowser is
suprised Kammy figured the King would fail.  Bowser then shows fear
that the Star Spirits will somehow give Mario their power. Bowser asks
what if Mario gets the Star Spirit from the first people guarding one,
the Koopa Brothers.  They then show up looking a little too much like
the Ninja Turtles and show off their special attack, which Bowser
loves.  Bowser is impressed but when he asks who's guarding the
fortress they realize they left it unguarded and run off.

Now we get control back and only have a little bit left to go before
Toad Town.  Just drop down the path and get the Sleepy Sheep from the ?
Box.  A little bit ahead is an tree with a very obvious trampoline in
it.  Use the trampoline to get on top of the roof and collect the
Hammer Throw Badge from the chest up there then proceed into Toad Town.

Inside Toad Town a Toad will explain that everything is in an uproar.
You cn take the nearby Pipe to Mario's house where Luigi is wondering
what Mario is doing.  He gets a little ticked off that Goombario is
helping Mario while he only gets to sit and take care of the house.
There's really nothing else here so head back to Toad Town.

You can head to the shop to buy items or talk to Russ T. in the top
house and when you are ready head right to the next screen.

First thing you do on the next screen is whack the tree with the Hammer
to collect the next Star Piece.  If you look around here you'll find
out a few different things:
  Merlon's house is locked and he doesn't want to see anyone.
  There's a guy setting up a badge shop.
  Minh T. is looking for Bub-ulb seeds.
  Goombario happens to have mail already!
  There's a group of suspicious Toads near Pleasant Path.

If you head south it's a dead end so instead head north, out the gate.
You'll pass by the remains of the Princess's Castle grounds and head to
the east.  Here you'll be bombarded by falling stars when you cross the
bridge but they don't do anything other than shock you the first time.

Head up the top path to reach Shooting Star Summit.  Before you start
your long climb, though head left around the corner for a Star Piece.
Once you have it climb up to the top for a talk with Eldstar and the
rest of the Star Spirits.

They explain what's going on and ask for Mario's help in saving them.
Interestingly enough they talk to you in the same order that you get to
save them in.  After the talk Goombario will ask about Princess and
you'll get a chance to save.

In this cutscene Princess is worrying over Mario and everyone else when
Bowser comes in to shatter her hopes.  They gloat for a bit and Bowser
shows off the Star Rod once again.  Princess wishes for help and a
newly ascended star, Twink, appears to grant her wish.  Unfortunatly
because he's new he can't grant any of the big wishes Princess makes
but he does agree to take the Lucky Star down to him, with a message.

You get control back here but as soon as you cross the bridge Twink
smacks Mario in the head.  He gives you the Lucky Star then gives you
the option of learning about the Action Command.  Finally having this
thing kicks butt as you can now do more damage and take less if you
time your button presses (and the like) correctly.  A Magikoopa then
flys up and you enter a Boss Battle.

---====> Boss Battle <====---
Magikoopa
Stats: HP 8, Attack 3, Defense 0
Tactics:
This Boss Battle is so easy it's not funny.  At the start of the Battle
just do a Power Jump and if you get the Action Command you'll hit for 4
damage which is half his life.  'Nuff said.
---====> End Battle <====---

After the battle Twink starts to head back to Princess then remembers
to deliver his message.  Goombario says to head back to town so go back
there.

Upon entering town a Toad will let you know that Merlon is looking for
you.  However he still doesn't want to be bothered when you knock on
his door but just keep trying.  He knocks you down then recognizes you
and brings you inside.  Turns out Merlon has had a vision that he wants
to tell you about but first he runs on and on until Mario falls asleep.
When he wakes up you find out that you need to go to the fortress of
the Koopa Bros.

Head east to where the dark Toads are at the end of the road.  They'll
attempt to shoe you away but are dumb enough to tell you not to ask
Merlon for help.  If you head back to Merlon he'll help you out by
revealing that the dark Toads are actually the Koopa Bros (duh).  They
run away to their fortress and Merlon tells you that you need the help
of a blue-shelled Koopa to get there.  Finally you can head off to
Pleasant Path.  You enter Chapter 1 as you leave Toad Town.

---------------------------------------------
4ii) Chapter 1, Storming Koopa Bros. Fortress
---------------------------------------------

You end up on a bridge after the little Chapter intro and you'll fight
your first Koopa Troopa here.  They're quick but you can manage to hop
on them before they can hit you.  It's actually easier to flip them by
jumping on them and then take care of other enemies than it is to kill
them outright as once flipped they take a turn to get back on their
feet.

There's another Red ? Block just past a couple of enemies.  This one
contains the Dizzy Attack Badge which is rather nice to have if you can
afford the BP.  There's a Fright Jar just past that in a normal ?
Block.

On the next screen there's a POW Block inside the ? Block and a Koopa
guarding a little ravine.  After taking out the Koopa pound the tree in
the background to get a Blue ! Switch.  This makes a bridge appear
across the ravine.

On the other side is a Spiked Goomba hiding on top of a brick block.
There's really no reason other than Star Points to hit the block.  A
little bit further is a Sleepy Sheep hiding behind a fence. :)  There's
also a few brick blocks and the end one is a 10 coin block.

On the next screen are three blue Candy Canes.  The left-most one looks
directly at you and if you run in circles around him the music will
change and he'll toss out a heart for each time you make it around him.
There's also a Honey Syrup hiding behind the right-most one.

When ready head down the steps and to the three brick blocks.  There's
a hidden Attack FX B badge here in a Red ? Block that appears if you
attack the brick blocks in the correct order (I didn't know this at
first as the first time I played I did it right the first time).  Hit
the left one, the right one then the middle one.  Time to head into
Koopa Village.

As you enter a Koopa approaches you and tells you about the Fuzzy
attack and actually loses his shell as he's standing there!  Smack that
Fuzzy with your hammer to get the shell back for him.  If you want you
can head on to the next screen to the moving house to keep the quest
going but it's fun to stop and smash the Fuzzies.

There's a few different Koopas that you can help get their shells back,
though I've never managed to smack the fast-moving Fuzzy in the sand
patch.  While going around check the bushes where you can get Dried
Shrooms and Koopa Leaves.  You'll want two Koopa Leaves for later so if
you get some check them into storage at the shop.

When all set head to the Green house on the second screen where Kooper
will come out and beg for help getting his poor Blue shell back.  The
Fuzzy inside will run away as soon as you get inside so just chase him
down.

If you go slowly along this path you'll be attacked by Fuzzies that
come out of the trees in the background.  Just keep moving (or stop
to fight if you want the Star Points) and don't worry about the
badge you see in the background as you'll get that a bit later.

You'll chase the Fuzzy to the next screen where he'll hop into the
trees.  Now the Fuzzy mini-game starts up.  Just keep an eye on
which Fuzzy has the Blue Shell and hit that tree with the Hammer
when they stop moving.  You'll get a item (coin, heart) if you guess
wrong so just keep trying.  It's almost easier to just look for the
blue and not try to follow him around with your eyes.  After you knock
the right three three times the Fuzzy will give up and give you
Kooper's Shell!  Now let's go take it back to Kooper.

Head back towards town and Kooper will walk on the screen as he's
built up a bit of courage and came to get his shell back.  When you
give it back to him he talks about Professor Kolorado and asks if
you'll take him along on the adventure.  Once you let him join
the party and try to leave the Fuzzies in the tree decide to make
one last attack to get the shell back.

---====> Boss Battle <====---
Fuzzies
Stats: HP 3, Attack 1, Defense 0
Tactics:
I'm hesitant to call this a Boss Battle because it's really just
a test of Kooper's Abilities.  Just start the fight of by trying
out Kooper's Power Shell and the fight's mainly over.
---====> End Battle <====---

Now that you've finished off the Fuzzies they won't attack you at
all anymore.  Head back toward town and make sure to use Kooper
to grab the HP Plus Badge that is found on the tree stumps along
the way.

Once back in town head down to where the moveable blue block is.
Sitting on top of the Brick Block now is another Star Piece.  If
you move the block over you can break the brick and collect it.

Now if you happened to talk to the Koopa near the entrance again
you'll find out that Koopa Koot is looking for you.  All of Koopa
Koots quests are optional but they give you good stuff and the
first two are easy so let's take care of them now.

Head all the way to the very right and talk to Koopa Koot in the
hut.  He wants to borrow a book, "Koopa Legends" from Kolorado.
Just leave Koot and head two houses to the left where Kolorado's
wife will give it to you if you talk to her.  Then head back to
Koopa Koot for your reward: 1 Coin.  Although he's a stingy old
guy talk to him again for your next favor: Bring a Sleepy Sheep.
If you haven't stored it away or used it you should have a Sleepy
Sheep in your inventory.  If not you can come back later for it
after you buy one in Toad Town.  Give him the Sleepy Sheep and he
gives you: 1 Coin.  Before you get mad keep going.  He tells you
of the playroom in Toad Town and gives you the first of the Credits
to play in the playroom there.  This runs the old Koot out of
favors for now so it's time to go storm the Koopa Bros Fortress!

Head back out of town and up to the three Candycanes.  From there
head right, over the bridge and to the next screen.  On the next
screen is a set of coins on the ground (in an X pattern).  As you
get near them a Koopa will jump out of the bushes so get ready.
Right underneath the coin X is a panel with a Star Piece under it.
However nothing that you can do right now will flip that panel so
just remember it's there for later.  Move over to the right side of
the ledge without going down the steps and you'll see a Thunder Bolt.
You can't break the block from beneath but Kooper can hit it from
the ledge.

A little bit further is a sign proclaiming for you to Keep Out!
They've tried to be sneaky by placing the switch on the other
side of the little river but they didn't expect you to have
Kooper as a friend so use him to hit the switch.  A bridge will
appear for you to cross but there's a Paratroopa on the other
side.  They are very fast and if you move to fast they'll attack
before you even have a chance to respond so be careful.  Right after
him are two Brick Blocks.  Neither brick block has anything in it but
if you jump between them there's an invisible ? block with a Fire
Flower in it.  Collect that and move to the next screen.

The first thing you want to do here is bash the tree right at the
start for a Star Piece.  By now you should have collected 6 Pieces,
possibly more if you happened to see Chuck Quizmo in any of the
places so far.  You can either head back to Toad Town now to buy
some Badges and make life a little bit easier or keep going.  I'll
head back as the Badge I want makes life a lot easier when you have
it.

While heading back when you pass the Blue Candycanes and are heading
down the steps on the next screen go all the way down and along the
little strip of land there.  If you use Kooper you can collect another
Star Piece from the island there.  Head all the way back to Toad Town
then north and around to Shooting Star Summit.  This time take the
bottom path and head into the house.  The pretty lady downstairs is
Merluvlee who will give you clues to where everything is but why
do you need her help when you're reading this FAQ?  Head upstairs
to her brother, who trades Badges for Star Pieces.  The Badge in
particular that I came all the way back here for is Pretty Lucky.
Pretty Lucky makes it so that when enemies attack they sometimes
miss you.  As long as I'm around and have the extra ones I'm gonna
get Chill Out which stops enemies from getting First Strikes against
you.  It's just because I'm picky and want my stats to be 0 Enemy
First Strikes at the end of the game.

Anyways now that we've got more Badges equip what you can and head
all the way back to where we left off.  There's another speedy
Paratroopa between the arches here, be careful.  After passing through
the arches you'll see a pipe in the background.  There's a stone wall
blocking it off but your astute eyes will notice the big crack running
down it.  Come back with some explosives and  you can head through it.
Anyways fill your life at the Heart Block and we finally come to Koopa
Bros. Fortress.

Save at the nearby Save Point then start to walk up to the door
to have the Black Koopa Brother walk out and do a double-take
when he sees Mario standing there.  He runs off to warn Red Koopa
leaving you open access to the fortress.  Head on in!

The first screen of the fortress has a large watery area in the
center.  Just follow the path around to the Koopa and the locked door.
The nearby Koopa holds the key to jump on in that battle.  Whoa!  New
enemy!  The new enemy, Bob-omb is going to cause some headaches for
poor old Mario.  If you hit them with any attack they become angry.
If you jump on them when they are angry they explode.  If they are
angry and attack they'll run in and explode in your face.  The best
way to take these guys out is to attack with both Mario and your
Buddy.  If you use Kooper don't worry about the order but if you are
using Goombario make sure he attacks first and Mario can use the Hammer
to avoid getting hurt.

Once you've defused the Bob-omb collect the key and head through the
door.  Immediatly through the door is another Bob-omb waiting for you.
Take this one out like the last (it's a good idea not to First Strike
them if you can as that will make them mad).  Another Bob-omb awaits
you before you head to the next screen.

On your way through the door you'll find another cutscene, this time
of Green Koopa hiding a Fortress Key inside a little locked room.
Mario walks in behind him and Green Koopa takes right off leaving
you with a normal Koopa to fight.

Once done with the fight walk a little bit further where you'll see
another cracked wall and inside the little cage a Koopa and a Badge.
The Koopa will run to the upper-right corner and go right through
the wall to come out and attack you.  Finish him off then head to
the corner he came from. If you look closely you'll see a dark line
running down it.  Remember that Mario is 2d so he can easily slip
right through that small crack, just run directly at the hole.
Inside you'll pick up the Power Bounce Badge.

If you keep it up you'll find another crack in the wall along with
another key behind a gate.  You'll come back for it later so head
on.  On the next screen there's a Koopa guarding a locked door again.
After rumbling with him a Blue switch will fall from the sky.  Hit it
to lower the set of stairs so you can head to the bottom level.  When
you get down there you can go left or right.  To the right is a jail
cell with a cracked wall.  Inside are a whole bunch of Bob-ombs.
Instead head to the left where the exits will run away in a very
odd fashion.  To get through just fight the Paratroopas and Koopas in
there which will bring the exits back down.

Once down head to the left again to a long corridor with two fire
ropes.  If you are feeling a little crazy or need coins treat them
like a jump rope.  After each succesful jump they speed up until they
start to flash then throw out ten coins.  Keep going down the hall to
reach a Fortress Key.  Head all the way back right and up the stairs
to the locked door and open that lock.

In the next screen you'll see Yellow Koopa hammering at the floor.
He then says it's perfect and after seeing Mario takes off.  Head
down and to the right to the door to go out to a save spot. After
heading back in walk to the right a bit and notice the crack on the
wall over there.  Now head left and up and start to work you way up
to where the ? block was found.

There's a door to the left but it just leads to another locked door
so instead fall for Yellow Koopa's trap, hit the nearby ? Block.
After Mario wafts down into the void Yellow walks in and makes fun
of him.

Mario and his helper stick in the floor right near a Pink Bob-omb who
talks to Mario.  Turns out her name is Bombette and she and the other
Bob-ombs were locked up because they refused to work overtime so were
jailed.  After listening to her, take her into your party and listen as
she explains her powers.  She says she can blow holes in the wall so
try it out on the nearby crack.  Blammo!  She takes the wall right out
then realizes that she could have done it at anytime to get out.
Heal up at the Heart Block then start to leave the area to get in a
battle with a Koopa and two Bob-ombs.  They're simple so finish them
up being careful not to have Bombette finish the opponents off as
her attack will detonate them.

Head out the door and back up the stairs and through the door on the
left.  Now you can bomb through the wall up here to collect the
Fortress Key from behind the right hand gate.  Once you have that
key head back all the way right to where you saw the crack in the
right wall.  Bomb that crack and head outside to collect the Refund
badge.  Once you have that head back inside and out the bottom door
to save.  Now we'll head back up the winding route to the top floor
and this time we'll take the door on the left.

There's a Paratroopa in this room that will attack before you can
get it on the screen so it's a good idea to be in the air when you
start to move over.  After knocking him out of the way unlock the left
door and head into the next room.  In this room we are on top of the
spots that we were before.  If you walk to the left edge of the ledge
you'll see a Red switch.  When you take out Kooper and hit the switch
the blocks in the walls will slide out, making a ledge for you to
walk across.  Cross all the way over to where the block is in your way
and turn around and hit the switch with Kooper again.  Do the same
thing a couple steps left again and you'll be by another door.  Pass
through that door to find a large set of stairs and a Koopa guarding
a Blue Switch.  Deal with the Koopa and hit the switch to send the
stairs down to the first floor.  If you head down the stairs you'll
find yourself onto of a block that was a little to high to get up on
before and it has a crack on the wall.  Bomb the crack, get the key on
the other side then head back up the stairs and into the locked door at
the top.

Now we are all the way back in the first room but on the second floor.
The only thing here is a Blue switch so it's a no-brainer.  Pressing
this switch makes a set of stairs that was underwater before rise up so
you can climb higher.  The two Koopas that were down in the water are
now guarding the staircase but it's not too hard to miss them if you
want to.  Keep going up but skip the door on the right hand side and
follow the path to the very top.  There's a Hammer Charge badge up here
guarded by a Bob-omb.  You know what to do with him.

Once you have the Badge head outside through the door you ignored
before.  As you start to walk down the path the view will shift all the
way down the path to the Koopa Bros. at the very end.  Red taunts you
while Green, Black and Yellow start up the Bullet Bill Cannons.
Quickly run to the right and drop down into the first ste of stairs
that you see.  If you head back left you'll come across a rock blocking
the way.  Bombette can make quick work of this to grab the Maple Syrup
on the other side.

Head back up to near the path and get ready to take on some Bullet
Bills.  You can attempt to dodge them all the way down the path but
you might want to be using Kooper as his Power Shell can take out
the whole row of Bullet Bills in one shot.  In fact when you get closer
the Bill Blasters you can drop down where there is a Save Block and a
Heart Block.  This is a good area to build up some Star Points as the
enemies keep coming, always give Exp (unless they miss you) and there's
a Heart Block there.  It's really too bad they don't give out coins.
They stop giving off Star Points when you reach Level 5 so once you
reach it (or get bored) attack the Bill Blasters.

---====> Boss Battle <====---
Bill Blasters
Stats: HP 4, Attack 0, Defense 1
Tactics:
This battle isn't easy but it isn't hard.  Bill Blasters will each fire
off one Bullet Bill every two rounds.  The first round they fire Bills
and the next the Bills attack.  The best bet is to attack with Mario's
Hammer and Kooper's Shell Toss on the first round and on the second
start with Power Shell, which will wipe out the Bills, then use a
Hammer on the first Blaster.  This will leave one Blaster out of the
way.  Now with only two left you can keep using special abilities or
just attack the Blasters one round and the Bills the next round.
They go down very fast this way.
---====> End Battle <====----

After the Bill Blaster battle refresh at the Heart Block and save then
head after the Koopa Bros. through the door.  As you step into the room
the Koopa Bros. start something off screen and a mechanical Bowser roll
out and directly into another Boss Battle!

---====> Boss Battle <====---
Bowser???
Stats: HP 10, Attack 1, Defense 1
Tactics:
It's a big Trojan Bowser with the Koopa Bros. hiding inside.  He's big
and has decent HP and Defense but will succumb pretty easy if you use
attacks like Hammer and Shell Toss to whittle him down.  Blocking his
hand attacks isn't easy but can be done.
10 Damage and he falls apart to reveal the Koopa Bros. again.

Koopa Bros
Stats: HP ?, Attack ?, Defense ?
Tactics:
Once the Koopa Bros are free from the Bowser construct they form a
tower.  The tower attack does one damage for each member on it and
you can topple the tower by hitting it with either a Hammer attack
or Bombette's Bomb attack.  If you use the Hammer attack you have
to attack with someone else to topple it.
When the tower topples you end up with the four of them lying on
their backs.  One their backs the each Ninjakoopa has the following
stats: HP 5, Attack 1, Defense 1.
You can either use Goombario so you can keep two of them flipped over
each round or if you have a Fire Flower finish it at the start by
tipping the tower over then using a Power Shell and Fire Flower to
deal five damage to all four Koopas at once.
Either way you deal with it they will attempt to make the tower
again if you let them stand for too long.
---====> End Battle <====---

After the battle they all go flying down into their own prison (notice
the hole in the wall is patched) and are trapped.  A small ball of
light appears and hovers for a few seconds then explodes and recombines
into the Eldstar card.  Pick it up to finish out Chapter 1.

----------------------------------------------
End - Chapter 1, Storming Koopa Bros. Fortress
----------------------------------------------

Just like at the end of every Chapter you get the option to Save and
you should probably take it.  Then comes one of the more fun parts,
each time you get to play as the Princess for a short bit.  These
parts of the game are very odd and different and it's a nice little
interlude before you end up having to play as Mario again.

-------------------
Peach Scene, Take 1
-------------------
For the first princess interlude, Princess is wondering what Mario is
doing at the moment and she remembers a supposed secret passage from
her room.  You won't get very far by the door (and they treat you
quite rude each time you get brought back in) and most people are
going to spot the secret passage very quickly.

Before you trigger the passage though check around the room.  You can
look a Peach's dresses (not all the same), powder her face, look at a
picture of Mario or smell the flowers.  When you are set check the
painting next to the fireplace to trigger the secret exit.

The coals in the fireplace go out and the grating goes down leaving you
a great escape route directly out of the room.  The secret room is a
simple little hallway that leads to a spot of the wall that can rotate.
It leaves you inside another little room.  The door is locked so you
can't leave that way so instead head left and read the book lying on
the table.

By the first line you should know who's Diary this is on the table but
it's silly just how long it takes Princess to catch on.  You have to
keep reading it but it's fun to say to stop and then read it but "Only
for Mario".  However Bowser slips up that he says the next Star Spirit
is in Dry Dry Ruins.  Of course at this point Bowser walks in,
concerned that someone might read his secret Diary.  He flips when he
finds Peach standing there (reading his diary) and blames the guards
for letting her out.  He doesn't seem to notice the fireplace has a
switch on it or that the cloud pattern on the wall around it is
missing.  He's almost as bad as Peach when it comes to figuring things
out (Actually he's much worse but that's for later :)).

Peach gets carted back to her room and Twink slips out the door,
unseen.  That's the end of the first Princess scene and there's much
more fun to be had once you can save the next Spirit.  Ta ta for now.
------------------
End of Peach Scene
------------------

Ok, now you are back outside Koopa Bros. Fortress as Mario and are
talking to the first of the Star Spirits, Eldstar.  He bestows
upon you the first of the Star Spirit Powers, Refresh. He then asks
if you want to learn how to learn the power.  I suggest you do it if
this is your first time playing the game. He then tells you that if you
can get all the Spirits you'll get Star Beam, which can counteract the
Star Rod.  After he takes off you get control of Mario again.  Let's
start by heading over and saving at the Save Block.

After saving head back left to where the wall with the crack on it is
and bomb your way through it with Bombette.  Hop down the pipe there
walk to the left on the next screen to pick up a FP Plus Badge.  To
get back just walk back left and fall off the roof.

Now start to head back toward Toad Town where they've finally cleared
up the mess blocking the lower half of town.  Once you make it to the
Candy Cane area you have a choice.  We can go back to Koopa Village and
see if ol' Koopa Koot has any new errands to send us on or head back
to Toad Town.  I'm going to head to Koopa Koot in the Walkthrough so
skip ahead a bit if you don't feel like being an errand boy.  There's
going to be a boss battle in the middle of the errands that we have
to run but it's nothing hard.

Head over to Koopa Koot who does have another errand for us to run.  He
needs a mysterious tape back that he lent Goompa back in Goomba
Village.  Time to head in that direction then.  As long as we are
here if you haven't gotten a Koopa Leaf pick one up.

Once you have what you need start the trek back to Toad Town.  There's
nothing new along the way so fight or dodge the enemies as you please.

Funny enough there doesn't seem to be any enemies along the second path
and you find out why once you are halfway across it.  Jr Troopa has
managed to catch up with you and is ready to take his revenge on you!
The little klutz falls right into the river then climbs back out and
he asks if you remember him.  I like to tell him I don't remember him
as it just riles him up more and you enter the enevitable Boss Battle.

---====> Boss Battle <====---
Jr. Troopa (Encore)
Stats: HP 15, Attack 2, Defense 1
At the start of the Battle he shows off his new skill, which is to
hide inside of his egg. This gives him a little more defense so your
jump attacks won't work but just use the Hammer instead.  He gets
rather mad that you can still hurt him and keeps up the attack.
He's a little stronger so make sure you are getting the Action Command
on blocking and just work away at him with Hammer attacks and with
Bombette's Bomb Attack.
If you need to use Refresh to recover some HP and FP but just keep
plugging away and he'll be scrambled in no time.
---====> End Battle <====---

Once he's done he'll be laying on the road, dizzy.  He'll just mutter
if you talk to him (and you can jump on him, naughty, naughty).  You'll
make it to Toad Town right after that and Twink will drop in as soon
as you arrive.

Twink arrives to say he heard about Mario's victory against the Koopa
Bros.  But more importantly he tells you that there's a Star Spirit
to be saved in Dry Dry Desert.  He then takes off again.

You'll probably want to take a nap and Save then head south to see
Rowf, the Badge seller. He's got three Badges up for sale, Speedy
Spin, D-Down Pound and First Attack.  If you can afford them all
get them all otherwise pick up First Attack first as it comes in
handy when heading back to older areas.

Once you are set head south on screen and enter the new part of
town.  The house that's directly on the left as you enter is the
house of Tayce T., Toad Town's master cook.

Enter her house and ask her to cook up the Koopa Leaf. She'll return
with Koopa Tea.  You can also have her cook up a Mushroom and a
Goomnut if you have them.

Now let's head over to Goomba Village to get that tape, shall we?
If you bought the First Attack badge and equipped it that means that
if we do a First Strike on the weak enemies here we will beat them
without having to go into the battle.  However if they enemy you hit
would normally still give you Star Points you'll be in a battle.

Once you make it to Goomba Village go talk to Goompa and he'll give
you the tape.  He won't tell you what is on the tape, though.

Well, now for the trek back across the land to Koopa Village.
That's a pretty long trip isn't it? Hope you equipped the
Speedy Spin.

Ok, you finally make it back and give him the tape and he gives you
a huge whopping coin.  Better yet once again he has another favor
to ask of you.  This time he'd like you to fetch him some Koopa Tea.
Hmm... a little bit of forethought and we just skipped another trip
to town. Yah :)  So brace yourselves while he rears up with another
gift, what? 3 Star Pieces! Maybe he's not as stingy as they say...

Hmm... another errand?  Now he want's Luigi's Autograph! No wonder the
old Koot doesn't want to do it himself, he'd never get there by the
time we finished the game! We'll time to trudge off to town again.

This time before we leave stop by the house with the blue roof on the
first screen and change the radio station to the Information Station.
There's a contest for bringing a Koopa Leaf to Toad Town!  Grab a leaf
and let's get going! We've only got five minutes! We could have done
this in the first place but there was a chance that the Jr. Troopa
battle would have taken too long.

Once you make it back to town quickly zoom across the town and talk
to the purple Toad standing on the big Star near the Main Gate.  If
you give him a Koopa Leaf he passes back Maple Syrup!

We are right here now, so head down the pipe.  You'll find Luigi
sitting on a rock, singing.  Blast him right off the rock with
Bombette then talk to him to get his autograph.  That's got to make
Luigi's day seeing as Koot wants Luigi's Autograph and not Mario's.

Time to head all the way back to Koopa Koot.  Give him the Autograph
and he starts feeling very generous by giving you, one coin?

Fortunately for our tired feet he's done with his errands for now
so we can continue with our quest.  Boy we sure did a lot there.

Once you make it all the way back to Toad Town rest up and Save.
If you have the cash for it there's a new Badge for sale at Rowf's,
Multibounce.

Head south now to the area near Tayce T's house.  If you go almost
all the way south then go a bit east there's a flower in the soil.
This is a Bub-ulb, from Flower Fields. He gives you a Magical Seed
which can be planted by Minh T. back north.  However, you need three
more seeds before you can get their special stuff so don't worry about
running back up already.

If you are feeling a bit courageous there is a Pipe just left of the
main road near Tayce T's house.  After going down the pipe you can
head to the left and save at the Block then smash the large Yellow
Block with your hammer to continue.

On the next screen are Gloombas and Spiked Gloombas.  These are
more powerful versions of Goombas and Spiked Goombas.  You should
be able to take these guys out without too much loss.  You'll want
to be using Bombette or Kooper for the Spiked ones as they are
very nasty.

The blocks that are on this screen are mainly normal but one Brick
Block is a 10 coin block and there's a hidden Super Mushroom where
the blank spot is.  If you are all set to try a harder boss I'd
rest up then Save and run through the area with the Gloombas to
save HP.  In the next room when you attempt to cross the pipe bridge
you meet: Blooper!

---====> Boss Battle <====---
Blooper
Stats: HP 30, Attack 3, Defense 0
Tactics:
I'd recomend having at least 25 HP or a decent amount of health
items as it will take at least 8 turns to kill Blooper and he hits
for three.  If you can succesfully use the Action Command against
him you can give yourself a little safety buffer.  Make sure you
use Goombario for this battle as Kooper and Bombette can't even
reach this flying boss.  Of course Lucky Day will save your butt
over and over in this battle so make sure you have it by now.
Just keep attacking and attacking and heal when needed.  He'll
go down if you have enough HP.
---====> End Battle <====---

After finishing him off check the Chest past him for the Shrink Stomp
Badge.  Grab your Badge and head back out for a well needed Rest and
Save.  You deserve it.

Time to finally head all the way down to the Train Station and begin
to work our way over to Dry Dry Outpost.  Head down two screens and at
the very start head left and bash the tree.  A pipe rises from the
ground and if you got the Silver Credit you can play a coin-making
game called Jump Attack down there.  It's really hard to get it to
pay out though...

On the other side is the Li'l Oink farm where you can hatch Li'l Oinks
in an effort to get items from them.  Li'l Oinks are severe money
drains so I'd recommend not doing it unless you have a lot of extra
money.  I've been bouncing all over double-checking this and I still
spent all my cash on badges so I doubt you have extra either.  If you
somehow do look to the Li'l Oink section for more details.

If you head down over the Train tracks you'll see why the Train isn't
going anywhere.  One of those large rocks just like Luigi is sitting on
is on the track!  Of course, Bombette took care of the other so she'll
be able to take care of this one also.  Bomb that thing to pebbles and
hop on board that train.

After a short scene of the train going across the tracks we end up in
Chapter 2.

--------------------------------------------
4ii) Chapter 2, The Mystery of Dry Dry Ruins
--------------------------------------------
The train arrives in the station and the conductor tells you to head
over Mt. Rugged if you want to get to Dry Dry Outpost.  Talk to the
people nearby and make sure you check the bush nearest the female
Toad who talks about Whacka to get an Egg.

Start your way up the mountain and you'll pass by a large block that
you can't break yet.  A bit further is a Heart Block and when you try
to leave the screen Parakarry will crash into you.  He's looking for
a lost letter (actually three of them, he's lying) so keep an eye out
for one.

On the next screen you'll see the bottom part of a slide.  Head up
the steps and take a quick ride down the slide if you want the coins.
Keep heading right but go down the stairs.  As you approach the ?
Block a Monty Mole will pop out from the wall and attack. After getting
the Sleepy Sheep from the block head back left where there's a large
yellow block waiting to be destroyed.  Beyond it is Whacka, a large
blue mole that lives on Mt. Rugged.  If you feel like it you can hit
him with the Hammer and he'll run away and drop a Whacka's Bump.  It's
a good item but the more times you hit him the more forgetful he gets
until you end up killing him. I feel sorry for the guy so I'm going
to leave him alone for now.

Head back up and onto the next screen for a Save Block.  A bit further
ahead is a set of Monty Moles in a large clearing.  After that you'll
see a Hammer Badge on the hill and a letter.  In the spot between them
there's a Monty Mole that jumps out of the wall to get you.  Once you
are up on the ledge you can get the letter by using Kooper to retrieve
it.

If you want you can run back to Parakarry and give him the letter but
as I said you've got another two to find so I'm just going to keep
going.  That's it for this screen so head on to find the first of
a very annoying set of enemies, Clefts.

Clefts have Defense of 2 and are Spiked so you can't hit them at all
with Mario.  The only character who can hit them is Bombette with a
powered-up Bomb attack.  As Goombario says, there's no shame in
running away from them, though you'll lose a good amount of coins if
you do.  It's better to try and dodge them as much as you can.  If you
do feel like fighting use Bombette to do the damage and Mario to use
Refresh then focus.

Start to head up the slope and the path splits in two.  On the bottom
path is a Cleft and at the end of it is a little gap you can't cross
over yet.  Instead take the top path up and off the right side of the
screen.

Over here you'll find out that the bridge is out.  Jump down the little
gap and deal with the Cleft however you want to then pick up the second
letter.  After you have it use the trampoline to hop back up and go
back left.  This time follow the top path past the waiting Cleft and
into the little cave that kind of looks like eyes in a skull.  Drop out
the left eye onto the ledge below to get a Star Piece then head back
up and through the cave again.

On the next screen you'll find another slide.  Take this slide to make
a very long jump over to the top part of the other side where a Cleft
is waiting for you.  Dodge him and head left to the next screen.

You'll see the final letter on the ledge above waiting for you to
pick it up.  Head down the little stairs to another Cleft near a
? Block.  Get the Mushroom from the Block if you want it then head
up the stairs on the other side.  If you hate Clefts you'll want to
dodge the Mole at the top as there's a Cleft in that battle.

Head into the cave in the back and walk left up a little hill to a
chest that contains the Damage Dodge Badge.  Head back out and to the
trampoline nearby.  Across the little gap to the left is a Star Piece
but it's not accessable yet so hop up to the top ledge.  There's a
? Block on the ground to both the right and the left.  The left one
has a coin and the right has Honey Syrup but is guarded by a Cleft.

Head back to the middle and down the slide to get across to the other
letter on the ledge.  Now that you have it head all the way back to
Parakarry on the first screen and give him all three of the letters.
After the third letter he explains that he's lost letters all over
the place and asks to tag along.  Take him along as he'll help you
get across all the gaps that are up in these mountains.

Let's head back through the mountain and get the stuff we couldn't
reach before.  Head back right to the Save Block and save the game.

Head back right to where you got your first Letter and use Parakarry
to fly over to that ledge.  From there fly left again to get the Quake
Hammer Badge.  Now head right again and onto the next screen.  Head up
the first set of steps but take the low road rather than the long path
up this time.  There's a Cleft awaiting you on the path so kill or
dodge it.  When you get to the end use Parakarry to fly over the gap
where there is a flower on the other side.  Talk to the flower to
reveal a Bub-ulb who will give you another Magical Seed.

Head back to the split in the path and this time head up to the top.
Head left past the cleft and use the jump on the next screen.  From
there leave left and work your way all the way over to the trampoline.
Use Parakarry again to reach a Star Piece surrounded by coins.

Now just head right and keep heading right until you reach the area
where the bridge was out. Use Parakarry to fly across the gap and
as you cross the bridge be ready for a Boss Battle with the Buzzard
that was watching you from the side.

Funny enough when he asks you who you are if you respond Luigi he'll
let you pass.  If you answer Princess Peach you'll have to fight.  If you say
Luigi he'll be waiting for you when you return so you might as
well get the fight over with now.

---====> Boss Battle <====---
Boss: Buzzar
Stats: HP 40, Attack 3, Defense 0
Tactics:
Be ready to be pressing the A button like mad during any of his attacks
as you can either lessen the damage or stop it entirely if you are fast
enough.  He uses two attacks like this.  One attack is when he grabs
you with his claws and the faster you press the button the more chance
you'll wiggle out of them and take no damage.  The second one is a wind
attack where he flaps his wings.  This attack with hit your buddy also and take
him out of the action so try very hard to take only one damage
from this. His other attacks are a swoop and a feather throw and aren't
that hard to dodge.

The only buddies that can hit him are Goombario and Parakarry and in
this case Parakarry is the better bet.  If you want equip a good
jumping badge for this battle but if you forgot just use Parakarry's
Shell Shot and use Mario for Refresh, Focus and items.  It'll take
eight turns this way but with the HP from refresh you shouldn't
really have any worries.
---====> End Battle <====---

After the battle Buzzar falls away into the background.  Head down the
path and on the next screen is a Heart Block and a Save Block.  Save up
and get ready as we enter the desert next.

On the next screen we find the explorer Kolorado by his tent.  Make
sure Kooper is your active buddy for a bit of extra text. We want to
head to Dry Dry Outpost so for now stick to the path.  There are
Bandits and Pokeys along the route so be careful.  On the third screen
over is a Stone Cactus.  Go slowly on this screen as there is a
whirlwind waiting here for you.  Just head around him once you see him
as it's very easy to spin into him.  If you do get caught just head
south until you reach the road again. Head right another three screens
to a screen with a large number of trees along the road.  Hit the tree
all the way at the right on the bottom to get another Letter.

After heading right again into Dry Dry Outpost talk to people to get an
idea that Moustafa is the person to talk to in this town.  Once you get
near the Shop the door will open and the mouse running the shop will
come out then take off to the right.  Talk to the rest of the people
here and make sure you talk to the Composer in the house on the far
right.

Head onto the next screen and talk to the people here.  When you reach
the alley with the crates in the back head back there and jump over
the crates to find Merlee.  For money she'll cast a spell on you that
will cause random benefits in battles.  The more you pay the longer
the benefits will last for.  They don't always happen when in battle
but in the end it's a nice thing to have if you can afford it.

Head right from here and you'll see the shop owning mouse who runs
back off to the left now.  He was talking to a green mouse in a
desert outfit who seems to be guarding a door.  He wants you to
give him stuff to show you are nice.  Rather than give him your best
stuff instead head back left to the store.  In here you can buy things
for pretty cheap so pick up three cheap items to give to him.  If you
want you can skip the next few steps by buying a Dried Shroom then a
Dusty Hammer but I'll go over the steps anyways.

After you have your items head back and give the three of them to
the mouse.  He tells you his name is Sheek and that he trades
information for items.  Ask him what his favorite fruit is to get
a hint.  If you give him two other items you can ask him the two
other questions but they are just general information.  He says
you can find his favorite food out at the Oasis in the Desert so
that's our next stop.

Head left out of town and on the first screen head south.  At the south
end of the screen you'll see green bushes so head south again to the
Oasis.  At the south end of this screen is the first Super Block you
can find in the game.  You can use it to give a buddy more attack power
and a new move.  I find Kooper to be the best choice for now as his
attack can be used on all enemies in the desert and Power Shell comes
in handy when you have a bunch of Bandits who stole money from you.
There's also a Heart Block here and a bunch of trees.  The two large
trees hold fruit, one holds Lemons and the other holds Limes. Make sure
you take a Lemon then head back to Sheek.

When you give him the Lemon he's incredibly happy and adds How to See
Moustafa to his list.  He says to go to the shop and buy a Dried Shroom
and then a Dusty Hammer.  Head back to the shop and buy the items in
the correct order to get a clue from the shopkeeper to keep heading
up.  Head back to where Sheek was and his door will be unblocked. Head
into the door and up the crates to make it to the roof.  Head left
across the roof, picking up the letter from behind the vase and enter
the door on the very far left hand side to find Sheek sitting on a
chair.

When you talk to him he tosses off his little robe and tells you that
he's really Moustafa.  He compliments you on being so nice then says
since he has a feeling your journey is important he'll help you out.
He gives you the Pulse Stone and tells you to use it to find the Ruins.

Head out into the desert again and you can either follow the the
blinking of the Pulse Stone or follow the guide around the desert
first.

The desert is filled with goodies and money.  For some reason Bandits
seem to drop more money after they are beaten if you let them steal
your coins then hit them to drop them.  Use Kooper for maximum effect.

Let's go grab the important items of the desert before we head up to
Dry Dry Ruins.  Head out from Dry Dry Outpost and head south two
screens to the Oasis.  Head south once more to a screen that's just
overflowing with money.  Aside from the 6 10-Coin blocks found here
there's also six groups of Bandits waiting to steal it and if you
get low just head north and use the Heart Block.

After you've loaded up on cash head west from the Oasis and get the
Tasty Tonic from behind the bush, if you like.  Then head west again
to a screen with a whirlwind.  Unlike most of the time this whirlwind
we want to hit as it drops us a few screens away on a mesa where we
find the Spin Attack Badge.  On that same screen is another little
mesa with a Brick Block on top of it.  Stand on that block and kick
Kooper left to get a Stop Watch.

Now head south twice to an empty screen then head left four times.
This new screen has nothing more than a rock in the center of it.
Hop on the rock then jump again to find a hidden ? Block with the
Attack FX C Badge in it.  Once you have it head back right three
screens and up three to the Nomadimouse.  You can give him his letter
for a Star Piece then head north again where you find a set of three
palm trees in a little triangle.  Stand in the dead center and jump
to find a Red ? Block with the Runaway Pay Badge.

The screen above has a Honey Syrup in a ? Block but nothing else
of interest.  From the screen with the Runaway Pay badge head
left twice where you'll find a Fireflower in another block.  Head
left twice again for the real jewel of the desert.

First thing clear out the two Bandits that are running around. Then
hit the blank block on this screen once to make a ? Block containing a
Mushroom to appear to the right of it.  Hit the blank block nine more
times to make a block on the left that has a Super Mushroom.  Now hit
the main block ninety more times to make a block in front that has an
Ultra Shroom.

Once done here head north and stand on a smaller rock on the right
hand side.  Jump to find the hidden ? Block with the Thunder Rage.
Head up one more screen to find a ? Block on the left side with
a Fright Jar.  After you've gotten all of this head right twice
to reach the screen where the Pulse Stone is needed.

In the center of this area is a lone rock with an odd slot in the top.
When you put the Pulse Stone into the rock it will submerge into the
sand and a large sand storm starts up.  The you watch as the Ruins
start to emerge from the sand then the view switches to the other
inhabitants of the desert.  When they show Moustafa he seems to have
the look that he understands what the shaking is about.  Then it
switches back and you watch the Ruins fully emerge.  Actually a Heart
block also emerged with it so use it then head inside.

Once you get inside the spooky voice of Tutankoopa will tell you to
leave or disaster will befall you.  Pay it no heed but save at the
Save block.

--------------------------------
5) Character List
--------------------------------
This is a list of all of the playable and non-playable characters in
the game.  Non-playable characters are important characters who have
actual names in the game and they are sorted by areas that you find
them in normally.

-----------------------
5i) Playable Characters
-----------------------

Mario
-----
The hero of the story!  If you don't know who Mario is either your new
to video games altogether or you are playing the wrong game.  To best
sum him up I'll actually pull a refrence from the game, when an enemy
describes Mario:
  He fights until the bitter end, no matter what enemies attack.

Moves:

Jump
----
 Mario's Jump attack can hit enemies that are Flying but can't deal
 with Fire/Electric/Spikes.  Also it does it's damage between two hits
 (if you get the action command) so enemies with high defense might not
 take any damage at all.

Hammer
------
 Mario's trusty Hammer can pound enemies on the ground into submission.
 He won't get hurt when using it except for lit Bob-ombs and being able
 to charge it up means he can hit enemies with higher defense.

Star Spirits
----------
 After saving Star Spirits they grant Mario the ability to use their
 Star Powers.  These need power built up on the Star Power meter to use
 them.  Most of them are useless except for emergency situations as
 Star Power takes a while to be repleneshed so shouldn't be wasted.

Mario's Sidekicks
-----------------
These guys are your backup for the game.  Knowing them well and their
strengths and weaknesses is important to make it through the hardest
battles.

Goombario
---------
Game Description:
 Goombario is a clever young
 adventurer who admires Mario.

Outside of Battle:
 Goombario makes himself useful outside of battle by telling you all
 about your current surroundings when you press C-Down.  Sometimes he
 just provides background information, other times he helps out by
 noticing odd things but he always seems to have something interesting
 to say, non-gameplay wise.  If used next to a person he will tell you
 about that person, which can be quite funny.  Just ask him about the
 male Toad in Toad Town that's always talking about loving the girl
 Toad next to him.  Classic. :)

My Thoughts:
 You first buddy you get, Goombario is a friendly Goomba that has grown
 up idolizing Mario.  He's quite a helpful individual and my personal
 favorite of Mario's sidekicks for two reasons: Tattle (His little
 descriptions of the enemies are quite cute) and Headbonk.  However his
 dependency on jump attacks leaves him struggling against enemies with
 Spikes/Electricity/Fire and high defense enemies.

Moves:

HeadBonk
--------
Action Command: Press A right before you land.
 This move is a lot like Mario's Jump in that it's an air attack.  This
 means that he can flip Koopas, knock enemies out of the air and with
 the action command he gets a second attack.  However because his main
 attack is Jump based he can't even touch enemies like Spiked Goombas
 or others that deal damage based on touch (Electric, Fire).

Tattle
------
Action Command: None
 This little move makes my day.  When used Goombario tells Mario what
 he knows of the current enemy.  Aside from being humorous most of the
 time he also suggests strategies for beating them and other
 information.  Along with this he gives the enemies HP, Attack and
 Defense which lets you size the enemy up and have a better idea of
 what to do.  Once an enemy has been Tattled on their current HP always
 shows up.  This can be very useful when you know you can use a last
 ditch attack that drains you because you know it will wipe out the
 enemy.

Charge - 1 FP
------
Action Command: None
 Charge allows you to build up Goombario's Attack Power by 2 for his
 next attack.  This can be done any number of times before you use the
 attack.  If something causes Goombario to not be able to attack the
 bonus stays.  While useful against enemies with high defense so he can
 damage them it quickly loses it's splendor as you can do more damage
 with two headbonks than you can with a charge and a headbonk.  While
 theoretically useful against high defense enemies by the time you make
 it there you have Watt anyways.
   Ex: Normal Rank
   1 Damage + 1 extra for action command times 2 turns = 4
   Charge then 3 Damage + 3 extra for action command = 6
   Ultra Rank
   3 Damage + 3 Extra times 2 = 12
   Charge then 5 Damage + 5 Extra = 10

Multibonk - 3 FP
---------
Action Command: Press A as you land
 Multibonk really isn't that great unless you are really good at timing
 the Action Commands for a while.  Because this is his Ultra rank move
 you have Attack Points of 3 yet the extra damage done goes down to 1
 for each extra bounce.  At the point in the game where you get this
 most enemies have defense of 1 so it's not that useful.

Kooper
------
Game Description:
 This adventure-lovoing Koopa
 wants to be an archaeologist.
 He admires Kolorado, a world-
 renowned expert in archaeology.

Outside of Battle:
 When not in battle pressing C-Down causes Mario to hop on him, which
 shoots him out in that direction.  Like a boomerang, he flys out and
 back, hitting switches and collecting items that would normally be out
 of reach.

My Thoughts:
 Kooper was kind of fun to play with at first but I quickly tired of
 using him except in special circumstances.  His main benefit is that
 his attacks are from inside of his shell so he can deal normal damage
 to Electricity/Fire enemies.

Moves:

Shell Toss
----------
Action Command: Hold Left and release when powered-up.
 This move is your basic attack and it consumes no FP but really isn't
 all that strong.  It can only hit the first character in the line (as
 normal Multi-line characters like Bullet Bill Cannons are exceptions)

Power Shell - 3 FP
-----------
Action Command: Hold Left and release when powered-up.
 This move hits all enemies on the ground.  I found myself using this
 decently often just to get through the battle faster or to put a
 finishing touch on an enemy in the back that was more important than
 the others.

Dizzy Shell - 4 FP
-----------
Action Command: Press A repeatedly.
 This move attempts to Daze all enemies on the ground.  Different
 enemies can be dazed for different amounts of time.  The higher you
 get the Action Command bar the better of a chance you have of hitting.
 While useful in theory the enemies that you really need out of
 commision for the most part are tough enough to not be affected by
 this.  Not all that useful, to me.

Fire Shell - 5 FP
----------
Action Command: Press left repeatedly.
 This move is just like Power Shell except that it's a fire attack for
 a bit more damage.  Invaluable in the Winter area and in Bowser's
 Castle for dealing with enemies vulnerable to fire that are all on the
 ground.
 Bombette has a fire attack also but this one costs less so I tended to
 use it more.

Bombette
--------
Game Description:
 Hot-headed Bombette was once
 jailed in Koopa Bros. Fortress.
 Her specialty is blasting open
 cracked walls and rocks.

Outside of Battle:
 Bombette will walk a short distance then detonate, blowing holes open
 in walls and hitting switches.  If you time it just right you can even
 start a battle with an explosion.

My Thoughts:
 Bombette is cute and all but that doesn't make her that great.  Her
 attack is ground based but she doesn't share Kooper's invulnerability
 to Electric/Fire enemies.  Closer to the end her Mega Bomb can be
 useful but once I got better allies I didn't use her that much.

Moves:

Body Slam
---------
Action Command: Hold A and release when charged.
 This is a basic tackle move that deals a little bit more damage when
 charged. Nothing really special here.

Bomb - 3 FP
----
Action Command: Press A Repeatedly
 This is what Bombette does best, explode.  This can be used to do a
 good amount of damage on an ground-based enemy.  It's also useful to
 do damage to an enemy with high Defense that Mario can't hit yet
 (Clefts).

Power Bomb - 6 FP
----------
Action Command: Press A Repeatedly
 It's a Bomb that hits everyone on the ground.  It's nothing really
 special as it takes a decent amount of FP to use.  Bosses are where
 you need the extra firepower and why use a multiple-attack on a boss?

Mega Bomb - 8 FP
---------
Action Command: Press A Repeatedly
 This is the big one.  Bombette builds up enough explosive energy to
 hit every enemy on the screen, whether they be flying or on the
 ceiling.  As with the others this is a fire attack so is useful in the
 Winter area and Bowser's Castle.


Parakarry
---------
Game Description:
 He's a mail-carrying Paratroopa
 who's looking for lost mail.

Out of Battle:
 Pressing C-Down makes Parakarry pick you up and carry you a short
 distance.  Aside from the spots where you just can't reach there's
 really nothing special about this.  You can press C-Down while in
 flight to drop immediatly.

My Thoughts:
 Parakarry is just plain weak.  I only used him when I had to (read:
 hit ceiling enemies). HIs attacks are poor and air based so he doesn't
 handle Spikes/Electricity/Fire at well normally.  Both his special
 attacks that deal damage are done from within the shell so he's safe
 from them there.  I only really had a use for him on Huff N Puff once
 he has Air Raid and once when I couldn't hit a bat on the ceiling.

Moves:

Sky Dive
--------
Action Command: Press A before landing.
 Boot to the head! Nah, Nah.  Sorry, I couldn't resist it.  Aside from
 being able to hit enemies on the ceiling (there aren't many) it's
 nothing special.  I tended to use Goombario's Headbonk as it's easier
 to time the action command.  Damage is all done in one hit, though, so
 he can damage enemies with higher Defense.  He won't knock enemies out
 of the air with it.

Shell Shot - 3 FP
----------
Action Command: Hold Left until the crosshairs are lined up.
 Decently useful and easy to aim this is one of the few attacks that
 can actually miss if you aren't paying attention.  You'll do more
 damage if you can hit the enemy dead on, rather than graze it.  He's
 invulnerable to retaliation when he's in his shell for this attack.

Air Lift - 3 FP
--------
Action Command: Press A Repeatedly.
 Like a One-Hit kill but you don't get any Star Points for getting rid
 of the enemy.  Of course the enemies you'd really like to use this on
 won't be caught by it.  I personally think it's useless.

Air Raid - 6 FP
--------
Action Command: Press Left Repeatedly.
 Attacks all enemies on the screen for 6 damage (minus defense) at full
 power.  Has it's uses every once and a while but if the enemies are on
 the ground use Kooper instead (except for fire enemies).

Bow
---
Game Description:
 Bow is a princess of a Boo who
 has a castle in Forever Forest.

Outside of Battle:
 When you press C-Down Bow will vanish and take you with her.  Any
 enemies around will suddenly lose track of you and they can't start a
 battle when you are gone.  This also allows you to pass through things
 that would normally block you or hurt you, like fences and lava (if
 you have something to move you along).

My Thoughts:
 Bow is flat-out hilarious to watch in action.  Her smack attack really
 lays the smackdown on any enemy with no defense as she slaps them
 silly.  Because she floats she can hit any enemy on the screen.  For
 most of the game she deals the most damage against enemies without any
 defense but if they have a little defense she's useless.  Of course
 there are very few flying enemies with defense.

Moves:

Smack
-----
Action Command: Press Left Repeatedly
 Her basic attack consists of a bunch of 1 damage slaps.  She gains an
 extra slap each time she is upgraded. However if the enemy has a
 Defense of 1 or greater she'll do no damage at all.  She can't touch
 Electric/Fire enemies but by the time you have her you should be used
 to things enough to get around this.

Outta Sight - 2 FP
-----------
Action Command: None
 This is one wicked little move that can save a bunch of headaches.
 When used she fades out and takes Mario with her so all attacks
 against him will miss.  Great for any enemy that has to power up and
 give ample warning of big attacks (or enemies that just have huge
 attacks anyways).  When it's used the turn is over so make sure you
 take Mario's turn first.  Once the enemies have attacked Bow uses her
 turn first to become visible again, so you can't use her that turn.

Spook - 3 FP
-----
Action Command: Press Left Repeatedly.
 This move scares the enemies out of battle.  Enemies that flee do not
 leave any Star Points so unless it's pure emergency you'll probably
 never use it and even in emergency situations the enemy is probably
 strong enough to resist.

Fan Smack - 5 FP
---------
Action Command: Press Left Repeatedly.
 Smack on Crack.  This hits one less time than the normal smack attack
 but does two damage each time.  Once again enemies with decent defense
 will shut this right down but 10 damage is too much to be able to pass
 up sometimes.  You'd think that it would stand a chance of making the
 opponent dizzy (as it spins them right around) but I haven't had it
 happen yet so I don't think it does it.

Watt
----
Game Description:
 The child of Li'l Sparky, she
 can produce ample electricity.

Out of Battle:
 When you press C-Down Mario holds Watt in his hands.  This causes the
 screen to be lit up (in dark areas) and will also make invisible
 blocks become semi-visible.  Dry Dry Desert and the Toy Chest are ripe
 for the plucking with this.

My Thoughts:
 Watt rules.  Although I like Goombario for his attitude Watt just
 beats everyone else hands down in his strength.  Watt's main attack,
 Electro Dash goes right through enemies Defense.  Got an enemy with
 Defense 4 that you can't attack, shock him.  He's not hurt by spikes
 and can attack all enemies on the screen.  His other moves really
 aren't anything special but the defense shattering ability more than
 makes up for it.

Electro Dash
------------
Action Commmand: Hold A until Powered-up.
 What can I say, No FP and goes through defense.  This attack will save
 your butt in battles so often late in the game you'd be a fool not to
 use him.  He'll get burnt by fire but not hurt by spikes when using
 this.

Power Shock - 2 FP
-----------
Action Command: Press A Repeatedly.
 Will paralyze one enemy for a few turns.  Once again the enemies it'd
 be most useful on are nearly (if not all the way) immune to it.  Could
 be useful in a pinch when you can't hit an enemy at the very back of
 the line.

Turbo Charge - 3 FP
------------
Action Comand: Press A as the Stars light up.
 Boosts Mario's attack by 1 for 1 + the number of correct Action
 Commands turns.  This effect isn't cumulative, using it when Mario has
 it already just extends the number of turns, but not past 4.  Can be
 useful for that bit of extra damage or if Mario is using Jump attacks.

Mega Shock - 5 FP
----------
Action Command: Press A and B at the same time repeatedly.
 The Action Comand is not an easy one to do (press A to start it before
 smacking buttons) but the ability to nullify all enemies is useful in
 a pinch.  Tends not to work on the enemies you really need it for.

Sushie
------
Game Description:
 Sushie's a kindly Cheep Cheep
 who worries about everyone.
 She loves romatic stories and
 cries at the drop of a fin.

Outside of Battle:
 Useable only at the wooden piers when there's water about press C-Down
 to hop on Sushie's back and ride across the water.  Press C-Down again
 in the water to dive under to get items and go under obstacles.
 Either Press C-Down at a pier or push against it to get back on land.

My Thoughts:
 Sushie really isn't useful in battle except for in LavaLava volcano
 where she really helps when putting the flaming enemies out.

Moves:

Belly Flop
----------
Action Command: Hold Left until powered up.
 This is your basic jump attack.  Can't be used on Fire/Electric/Spiked
 enemies and only does moderate damage.  This makes Parakarry seem
 useful.

Squirt - 3 FP
------
Action Command: Hold A but don't let hit hit the edge.
 This attack can do decent damage and isn't fazed by Electric/Spikes
 and does great against Fire but it's a pain when you accidently let it
 run too high as that makes you deal minimal damage.

Water Block - 3 FP
-----------
Action Command: Press A as the stars light up.
 Raises Mario's defense as many turns as you correctly hit the Action
 Command + 1.  Raises it by one and another use will just increase the
 number of turns it's useable.  I never used this but it could come in
 handy against enemies that do lots of attacks with a little damage
 (Hammer Bros, White Clubba, Bzzap!)

Tidal Wave - 6 FP
----------
Action Command: Follow the sequence (A, B, C-Down)
 This water attack hits all enemimes.  To power it up press the buttons
 that show up in order.  Each wrong press wastes a little bit of time
 and a couple wrong presses make the action command stop, so no button
 mashing.  Difficult to power up but is really useful against fire
 enemies.

Lakilester
----------
Game Description:
 This wannabe talks like a tough
 guy to impress his girlfriend.

Outside of Battle:
 Press C-Down to hop on Lakilester's head.  Traveling in this way you
 are able to float over Lava and Spikes without harm.  Traveling over
 Lava is slow this way.  Also you can't jump so you have to get off
 somewhere where the ground is low.

My Thoughts:
 He's an odd character and not that great but Cloud Nine really does
 come in handy in big fights.  Also it's amusing how he wants to be so
 cool to impress his girlfriend but instead she impresses him because
 she puts up with his own particular brand of insanity (Reminds me of
 my girlfriend and I, I love her all the more for putting up with my
 brand of insanity).

Moves:

Spiny Flip
----------
Action Command: Use the control stick to move the aiming cursor on the
                enemy.
 Not an easy attack to do this is the other attack that can miss if you
 aim poor.  At first I thought you had to try and aim above but then I
 found you have to aim directly at the target.  If you get it closer to
 the center of the target you'll do more damage.  This attack is the
 only one that can hit anything without fear of damage and without
 using FP.  Still it isn't that useful.

Spiny Surge - 4 FP
-----------
Action Command: Press Left Repeatedly
 Tosses Spiny Eggs at all enemies on the screen.  Doesn't do too much
 damage but useful when there's swarms of minor enemies.

Cloud Nine - 4 FP
----------
Action Command: Press A as the Stars light up.
 This move makes Lakilister share his cloud with Mario for a couple of
 turns.  As like the others the number of turns is equal to the number
 of Action Commands you got plus one.  When Mario is covered in the
 cloud many attacks will miss.  Use this with the Lucky Day Badge and
 Bow's Outta Sight and you aren't going to get hit much.

Hurricane
---------
Action Command: Press A and B together repeatedly.
 Blows the enemies right out of battle, Star Points and all.  I never
 used this once, you'd have to be in a pretty dire situation to want to
 use this and in those situations it probably won't work due to tough
 enemies.  I'm sure flying enemies don't stand a chance against this
 but I haven't tested it.


----------------------------
5ii) Non-Playable Characters
----------------------------
Still in progress.

-------------
6) Items List
-------------
This is in the process of being started.  I'm attempting to be as exact
as I can be so I'm generating this list as I find the items the second
time through.  I've only got a couple main items and some key items so
far.

-------------
7) Badge List
-------------
This will hopefully be a very detailed badge list showing where to get
each badge and it's usefulness.  However this is also in process as I'm
also trying to get Merluvlee to tell me where the badges are so I can
take that information also.  I find the game does a better job of
describing locations than I normally think of.

---------------
8)  Star Pieces
---------------
The list of Star Pieces is also still in progress.  I've gotten them
all except the Chuck Quizzmo Star Pieces as I'll take care of those
this time around the game.

---------
9)  Shops
---------
I hope to have a list of all the shops in the game, their prices,
their buying prices (general) and any special things that they
buy for extra cash.  This might be a bit much, I'll decide that later.

------------
10) Recepies
------------
This is the whole reason this FAQ is in development.  However it's
also the least developed part of te FAQ right now.  I'm sure that no
one else sat and tried every combination of items until they hit all
recepies as that seems like it would take a lot longer than everyone
has had so far.

---------------------------
11) Chuck Quizzmo's Quizzes
---------------------------
Seeing as Chuck takes care of 64 Star Pieces in the game I'll just
put Chuck's Locations he appears and a list of the questions with
answers.  No sense duplicating all of it in the Star Pieces list also.

-----------------------
12) Koopa Koot's Favors
-----------------------
Man, this old Koot is quite annoying until you start to find out that
he likes to give out three Star Pieces for every three Favors you do
him (almost).  I'll document these this time around.

-----------------
13) Enemy Listing
-----------------
The enemy listing is a list of all of the enemies in the game, as seen
through the eyes of Goombario.  He tends to repeat himself but also
tends to describe things pretty good on his own.  I'll probably clean
this up or maybe change it to my own description if it's too much.
I made sure to get the interesting Tattles, for when a Duplighost
becomes your chacters.  I even have a Tattle for Mario in here. :)

Bowser (First Battle)
--------------------------------
Tattle: None, Goombario isn't in the party yet.

Jr. Troopa (First)
--------------------------------
Tattle:
None, Goombario isn't in the party yet.
However stats are
Max HP: 5, Attack Power: 1
Defense Power: 0

Goomba
--------------------------------
This is a Goomba.

Goomas are what you'd call
"small fries." Actually, they're
pretty much the smallest fries.
...Hey, wait! I'm one of 'em!

Max HP: 2, Attact Power: 1
Defense Power: 0
You can jump on them or whack
'em with the Hammer.

These guys are old school.
They've been around since you
were in Super Mario Bros.!

Spiked Goomba
--------------------------------
This is a Spiked Goomba.
Spiked Goombas are Goombas
with spikes on their heads.

Max HP: 2, Attack Power: 2,
Defense Power: 0

Whatever you do, don't ump on
their spikes or you'll get
hurt of even paralyzed!

Paragoomba
--------------------------------
This is a Paragoomba.
Obviously, Paragoombas are
Goombas with wings.

Max HP: 2, Attack Power: 1
Defense Power 0

You can't hit 'em with the
Hammer while they're airborne.

If you damage 'em, they'll fall
to the ground and become
ordinary Goombas.

Blue Goomba
--------------------------------
This is Blue Goomba.
He's the younger of the two
notorious Goomba Bros.

Max HP: 6, Attack Power: 1,
Defense Power: 0

As you heard in his little speech,
he's one of the Goomba King's
men.

He doesn't look that healthy.
He's weaker than his brother.

Red Goomba
--------------------------------
This is Red Goomba.
He's the older of the two
notorious Goomba Bros.

Max HP: 7, Attack Power: 1,
Defense Power: 0

The Goomba King ordered him
to try to stop you.

You can take this guy, no prob.
He has just a little more HP
than an ordinary Goomba.

Goomnut Tree
--------------------------------
This is a Goomnut Tree.
Spiky Goomnuts will fall down
if you hit this tree.

They'll definitely hurt if they
hit us, but it may be worth it
to use them against the enemy.

Goomba King
--------------------------------
This is the Goomba King.
He's really big. I mean, look
at him! he looks really powerful.

Max HP: 10, Attack Power: 1,
Defense Power: 0

He's the boss of Red Goomba
and Blue Goomba.
Who cares if he's strong?
You're much stronger.

Gee, I wonder what he ate
to become to big?
I'd like to be a bit bigger, too.

Magikoopa
--------------------------------
This is a Magikoopa.
Magikoopas use magical rods.

Max HP: 8, Attack Power: 3,
Defense Power: 0

Magic attacks are no joke,
Mario.  you'd better take these
guys seriously.

Koopa Troopa
--------------------------------
This is a Koopa Troopa.
Everybody knows Koopa Troopas.
They're Bowser's followers.

Max HP: 4, Attack Power: 1,
Defense Power: 1
Their shells are hard.

If you can flip 'em over,
their defense power will fall
to 0 and it will become much
easier for you to defeat 'em.

You can flip 'em with a POW
Block or a Jump attack.

Paratroopa
--------------------------------
This is a Paratroopa.
No surprise here--Paratroopas
are Koopa Troopas with wings.

Max HP: 4, Attack Power: 1,
Defense Power: 1

When you jump on 'em or use a
POW Block, their wings fall
off and they become normal
Koopa Troopas.

It's easy to beat 'em once
they're normal koopa Troopas.
Give 'em another Jump attack!

They think they're pretty cool
because they wear sunglasses,
but they're not that tough.

Fuzzy
--------------------------------
This is a Fuzzy.
Why do Fuzzies always jump
up and down? They need to
chill out!

Max HP: 3, Attack Power: 1,
Defense Power: 0

The problem with Fuzzies is their
quickness. It's really tough to
time their attacks.

If they latch on to you, watch
out! They'll absorb your HP.

Bob-omb
--------------------------------
This is a Bob-omb.

Bob-ombs are pretty
tempermental,
and they get steaming mad
when you attack 'em.

Max HP: 3, Attack Power: 1,
Defense Power: 0

You'd better not jump on 'em
when they're angry or they'll
blow up in your face.
In fact, stay away entirely.

Attack 'em from a distance with
items like Hammers.
Or you could send in other
things, like shells.

If they attack when angry,
they'll charge in and explode.
So you'd better take care of
them before they blow!

Bullet Bill
-----------
This is a Bullet Bill,
a kamikaze attacker.

If you don't beat Bullet Bills
quickly, they'll slam into you
and explode.

Max HP: 2, Attack Power: 2,
Defense: 0

I'm serious, Mario. These guys
will really make us pay if they
manage to hit us!

We have to beat 'em before they
get the chance to strike us.

Bill Blaster
------------
This is a Bill Blaster.
Bill Blasters are the cannons
that shoot out Bullet Bills.

Max HP: 4, Attack Power: 0
Defense Power: 1

They won't attack us directly,
but they'll keep shooting out
Bullet Bills as long as they can.

It's efficient to attack 'em
all at once, but you can also
beat 'em one at a time.

Bowser???
---------
Bowser...?
But he looks kind of...lame.
I mean, he's lame anyway, but...

Max HP: 10, Attack Power: 1,
Defense Power: 1

Does Bowser really look like this?
I always imagined him looking,
well, a lot scarier.

Koopa Bros.
-----------
The Koopa Bros. hav formed
a tall Koopa tower!

Max HP: ?, Attack Power: ?,
Defense Power: ?
I'm not sure about this...

They do a spinning attack
with the whole gang piled
high atop one another.

Hit 'em with a Hammer or
something to make 'em unstable.
After that, any attack should
knock 'em down.

If you use an explosion, you
can make 'em fall down at once.

If you flip 'em over, the battle
will nearly be ours!
Beat 'em one by one!

G NinjaKoopa
------------
This is Green Ninjakoopa.
He looks exactly the same as a
normal Koopa Troopa.

Max HP: 5, Attack Power: 1,
Defense Power: 1

He has a little bit of defense
power, but you can turn him
over by jumping on him, just
like a normal Koopa Troopa.

Let's flip him over quick!
Otherwise, the Bros. may form
a tower and do their famous
spinning attack!

Y NinjaKoopa
------------
This is Yellow Ninjakoopa.

Yellow reminds me of curry.
Isn't that a weird thing to
think of in the middle of
a battle?

Max HP: 5, Attack Power: 1,
Defense Power: 1

He has a little bit of defense
power, but you can turn him
over by jumping on him, just
like a normal Koopa Troopa.

Let's flip him over quick!
Otherwise, the Bros. may form
a tower and do their famous
spinning attack!

B NinjaKoopa
------------
This is Black Ninjakoopa.
Black is pretty fashionable...

Max HP: 5, Attack Power: 1,
Defense Power: 1

He has a little bit of defense
power, but you can turn him
over by jumping on him, just
like a normal Koopa Troopa.

Let's flip him over quick!
Otherwise, the Bros. may form
a tower and do their famous
spinning attack!

R Ninjakoopa
------------
This is Red Ninjakoopa.
He's the Koopa Bros. leader.

He's pretty much just a normal
Koopa Troopa, though.

Max HP: 5, Attack Power: 1,
Defense Power: 1

He has a little bit of defense
power, but you can turn him
over by jumping on him, just
like a normal Koopa Troopa.

Let's flip him over quick!
Otherwise, the Bros. may form
a tower and do their famous
spinning attack!

Jr Troopa (Encore)
--------------------------------
What was his name? Jr. Troopa?
I don't remember exactly...
...Just joking, kid!

Max HP: 15, Attack Power: 2,
Defense Power: 1

He looks so adorable hiding in
his egg, doesn't he? So cute!

It should be a snap to
beat him now.
...I think.

Blooper
-------
This is a Blooper.
Bloopers lurk in the dank
pools of Toad Town Tunnels.

Max HP: 30, Attack Power: 3,
Defense Power: 0

They seem pretty unremarkable.

Although...
You have to wonder how they
float in the air like that...


Monty Mole
--------------------------------
This is a Monty Mole.
Mony Moles are rock-throwing
moles, big times mischief-makers.

Max HP: 3, Attack Power: 2,
Defense Power: 0

Ugh. They have kind of scary
looking faces.
They're pretty weak, though.

Maybe they wear sunglasses
because they have really
sensitive eyes.
Or maybe they're just hip.

Cleft:
--------------------------------
This is a Cleft.
Clefts are pretty strong, so
you'd better be careful.

Max HP: 2, Attack Power: 2,
Defense Power: 2

Their specialty is pretending
to be rocks, so watch your step
on the mountain.

You'll get hurt if you jump
on the spikes on their heads.

You know, there's courage in
running away sometimes...

Chan
----
This is Chan, of the Dojo.
He's training under The Master
and is happy to fight us.

Max HP: 15, Attack Power: 2,
Defense Power: 2

Hammer attacks don't work well,
but you can turn him over with
Jump attacks.  Once he's flipped
over, he's easy.

No mercy, Mario!

Lee
---
This is Lee, of the Dojo.
He's training under The Master
and is happy to fight us.

Max HP: 20, Attack Power: 5,
Defense Power: 0

He has mastered that art of
disguise, so don't let it
faze you when he suddenly
mirrors us.

Remember, he can't stay
disguised forever.

Don't let his strange tactics
throw you off guard, no matter
how many times he transforms.

Goombario
---------
It's Lee disguised as me.
His Max HP is 20.

Do I really look like that?
No way...

He'll use Headbonk and Tattle.
He has the same skills as me.

Of course, I'm much better
looking and more debonair.
And I hope that I'm stronger!

Kooper
------
This is Lee disguised as Kooper.
His Max HP is 20.

Lee has disguised himself as
Kooper perfectly, so his
attack power is the same as
Kooper's usual power.

Just like Kooper, he attacks
with his shell.
If you flip him over, you'll beat
him with ease.

Incidentally, Lee's red scarf
and wristband look cooler
than Kooper's.

...Don't tell Kooper I said
that, though.

Bombette
--------
This is Lee disguised as
Bombette.
His Max HP is 20.

Lee has disguised himself as
Bombette perfectly, so his
attack power is the same as
Bombette's usual power.

Sure, he looks as cute as Bombette,
but he packs a punch!

Parakarry
---------
This is Lee disguised as
Parakarry.
His Max HP is 20.

Lee has disguised himself as
Parakarry perfectly, so his
attack power is the same as
Parakarry's usual power.

He's usually slow, but once
he's in battle, he's a
whirlwind of feet and feathers.

He's a sight to behold in
the heat of battle.

To tell the truth, I think
he's the most intimidating
one on our team!



The Master:
--------------------------------
This is The Master.
He owns the Dojo--
and he's the strongest member.

Max HP: 50, Attack Power: 6,
Defense Power: 0

If he's the best in the Dojo,
he must be pretty tough!

The Master, Part 2:
--------------------------------
This is The Master.
He owns the Dojo--
and he's the strongest member.

Max HP: 75, Attack Power: 8,
Defense Power: 0

He knows both normal and
advanced methods of attack.

You'd better concentrate,
Mario!  This guy doesn't mess
around at all!

Buzzar
--------------------------------
This is Buzzar.
He guards Mt. Rugged.
Wow! That's one big bird!

Max HP: 40, Attack Power: 3,
Defense Power: 0

If you get caught in the
clutches of his sharp claws,
you'll lose 4 HP!
Try to wriggle out of his grip.

His special attack is flapping
his wings to create wind.
This attack damages your
party members, too.

But he was hatching eggs,
wasn't he?  Is it possible
that he's really a she?
I wonder...

Bandit
--------------------------------
This is a Bandit.
Bandits bump into you hard
and shake up your pockets.
They can steal up to 10 coins.

Max HP: 5, Attack Power: 2,
Defense Power: 0

They'll slyly approach and then
slam into you all of a sudden.

If you can damage them in
an attack, you can get your
stolen coins back.

Let's beat'em before they
can make off with our loot!

Pokey
--------------------------------
This is Pokey, an evil cactus.
Pokeys attack by throwing parts
of their bodies or by coming up
close and falling on you.

Max HP: 4, Attack Power: 2,
Defense Power: 0

Be careful fighting them!
It'll hurt if you jump on their
spiky heads!

They also have an annoying habit
of calling in reinforcements.
Let's beat'em quickly!

Pokey Mummy
--------------------------------
This is a Pokey Mummy.

Pokey Mummies are Pokeys
that dried out and became
mummies then went to live
in the ruins.

Max HP: 4, Attack Power: 2,
Defense Power: 0

Careful! They have spikes on
their heads!
Trust me--it'll hurt if you
jump on 'em.

The mummification also made
'em poisonous.  If you get
poisoned when they attack you,
you'll take damage for a while.

What do you say we beat'em
before they can poison us?

Buzzy Beetle
--------------------------------
This is a Buzzy Beetle.
Buzzy Beetles are cute--
but mean.

Max HP: 3, Attack Power: 2,
Defense Power: 2

Fire attacks don't work very
well against these hardheads.

If you can flip 'em, though,
their defense power falls to 0.
Keep flipping 'em Mario!

I heard that they used to
flourish all over the place, but
now they're only found in dark,
shadowy places.

Swooper
--------------------------------
This is a Swooper, a ghost bat.
Swoopers got their name
because they swoop down
out of the shadows.

Max HP: 4, Attack Power: 2,
Defense Power: 0

Even Jump attacks can't reach
'em when they're hanging on
the ceiling, but earth tremors
will knock 'em loose.

Parkarry can also knock 'em
loose with one of his moves.

You can attack 'em however
you choose once they're
hovering in the air.

Stone Chomp
--------------------------------
This is a Stone Chomp, who
guards the treasure in this
room.
He's made of stone. Duh!

Max HP: 4, Attack Power: 3,
Defense Power: 1

His jaws can supposedly crush
a Coconut.
I don't know about you, but I
don't want to become a snack.

Tutankoopa
--------------------------------
This is Tutankoopa.
He's one of Bowser's followers
and he's been assigned to guard
one of the Star Spirits.

I've heard that he has sort
of a pharoah complex.

Map HP: 30, Attack Power: 3,
Defense Power: 0

He attacks by throwing shells
from that high perch.

Try to dodge when he uses
magic: its attack power is 2
and it'll sting for sure.

And he also summons Chomps,
his loyal subjects.
Those Chomps have some serious
attack power.

Think hard about who to attack
first, Tutankoopa or Chomp.

Chomp
--------------------------------
It's a Chomp.
You've heard about Chomps
before, I'm sure.

Hax HP: 4, Attack Power: 3,
Defense Power: 3

They're made of such hard
stuff that most of your
attacks won't even faze them.

I heard a rumor that the
Chomps are a little peeved at
Tutankoopa because he works
them so hard.

Electro Blooper
--------------------------------
This is an Electro Blooper.
Electro Bloopers are
electro-charged.

Max HP: 50, Attack Power: 4,
Defense Power: 0

A bit of advice: When they're
emitting electricity, it'd
be a smart move to avoid
contact with 'em.

If you can manage to damage
'em while they're emitting
electricity, they'll go back
to normal.

Their attack power when they're
emitting electricity is 6.
Let's try to be careful,
what do you say?

Forest Fuzzy
--------------------------------
This is a Forest Fuzzy.
Forest Fuzzies are always green.

Max HP: 6, Attack Power: 1,
Defense Power: 0

If they grab hold of you,
they'll absorb your HP and add
it to their own.  The fiends!
Those no good...

Oh! And they sometimes divide.
If they divide they become even
stronger, so try to beat 'em
before they can split.

Piranha Plant
--------------------------------
This is a Piranha Plant.
Piranha Plants pop out of
the ground at unexpected
moments, so be on your guard.

Max HP: 5, Attack Power: 3,
Defense Power: 0

You've seen 'em in every one
of your adventures, so I imagine
you know 'em pretty well.

Their sharp jaws point upward,
so you'll get bitten if you try
to jump on 'em.

They smile after biting people.
That smug smile...it makes me
hopping mad!

Hyper Paragoomba.
--------------------------------
Hyper Paragoombas are
Hyper Paragombas with wings.

Max HP: 7, Attack Power: 1,
Defense Power: 0

They sometimes charge their
power before attacking.

That charged attack will take
away 8 HP, so watch out when
they start to glow.

It'll miss you if you can
become transparent.

Except for that, they're no
different from normal
Paragoombas, so use a Jump
atttack do defeat 'em.

Hyper Goomba
--------------------------------
This is a Hyper Goomba.
Hyper Goombas are crazy,
uncivilized Goombas living
in Gusty Gulch.

Max HP: 7, Attack Power: 1,
Defense Power: 0

They sometimes charge their
power before attacking.

That charged attack will take
away 8 HP, so watch out when
they start to glow.

It's a good idea to use Bow or
an item to become transparent.
The attack will miss for sure.

Hyper Cleft
--------------------------------
This is a Hyper Cleft.
Hyper Clefts have more defense
power than normal Clefts.

Max HP: 4, Attack Power: 3,
Defense Power: 3

They sometimes charge their
power before attacking.

That charged attack will take
away 8 HP, so watch out when
they start to glow.

It'll miss you if you can
become transparent.

Their defense power will fall
to 1 if you use an explosion
to flip 'em over.

And in case you hadn't noticed,
they have spikes up top!
It'll hurt if you jump on 'em.

Clubba
--------------------------------
This is a Clubba.
Clubbas are the main guards of
Tubba Blubba's Castle.

Max HP: 8, Attack Power: 3,
Defense Power: 0

They often sleep on the job.
If you walk very slowly,
they won't wake up.

They may look big, but if you use
the action command perfectly,
they're not so tough.

Tubba's Heart
--------------------------------
This is Tubba's Heart.
You might say it's the "heart"
of Tubba's secret. Ha!
Ok, that wasn't funny.

Max HP: 50, Attack Power: 6,
Defense Power: 0

He has a terrible attack, so
hide when he tells you he's
about to unleash it.

This attack will take away
12 HP! Whoa!

Try to beat him before he can
do his huge attack again.
Trust me, it's dangerous.
This is Bow's turn to shine!

Tubba Blubba
--------------------------------
This is Tubba Blubba, now
reunited with his heart.
This is finally his true self.

Max HP: 10, Attack Power: 4,
Defense Power: 0 ...probably.

His Hip Attack causes 6
points worth of damage.

Be careful, because I'm not
exactly sure what his other
attacks can do.

...But...
I think he's definitely weaker
than before...

Jr. Troopa (Third)
--------------------------------
It's Jr. Troopa.
I can't get enough of this guy!

Waa ha ha ha!
Did the little guy get lost
in the big, bad forest?

Max HP: 40, Attack Power: 5,
Defense Power: 1

Apparently he's grown wings,
so he can fly now. You'll have
to jump to reach him.

He's a bit stronger, so it may
be worth it to use any items you
have to attack him.

Spiked Gloomba
--------------------------------
This is a Spiked Gloomba.
They're Spiked Goombas who live
in the Toad Town Tunnels.

Max HP: 7, Attack Power: 3,
Defense Power: 0

Be careful of the spiked hats
they wear.
It'll definitely hurt if you
jump on 'em.

Gloomba
--------------------------------
Gloombas are nasty Goombas who
live in the Toad Town Tunnels.

Max HP: 7, Attack Power: 2,
Defense Power: 0

They're stronger than ordinary
Goombas, but you can take 'em.

Dark Koopa
--------------------------------
This is a Dark Koopa.

Dark Koopas are Koopa Troopas
who live in the Toad Town
Tunnels.  They're known for
causing dizziness.

Max HP: 8, Attack Power: 3
Defense Power: 2

Be extra careful when you see
'em grin, because that means
they're getting ready to do
their dizzy attack.

Their defense power is 0
when they're turned over, so
you should use Jump attacks.

Shy Guy
--------------------------------
This is a Shy Guy.
They're ne'er-do-wells.
Big time rascals. No good...

Max HP: 7, Attack Power: 2,
Defense Power: 0

They occasianally do acrobatic
attacks that have an attack
power of 3.

Who knows what lies in the
hearts of these troublemakers?
I guess they're dangerous, but
they're pretty small time.

Groove Guy
--------------------------------
This is Groove Guy.
Groove Guys wear weird clothes.
They're probably stage clothes.
Pssh... You know performers...

Max HP: 7, Attack Power: 2,
Defense Power: 0

They shake their booties to
call in reinforcements.
They also spin around in front
of you and make you feel dizzy.

These rock 'n' rollers are a
drag, so let's ditch 'em as
fast as we can.

Anti Guy
--------------------------------
This is an Anti Guy.
His attacks are so intense that
he's also called Deadly Guy.

Max HP: 50, Attack Power: 10,
Defense Power: 0

His attack power is 12
when he does an acrobatic
attack, so dodge it!

This guy is for real, so we'd
better take him seriously.

Sky Guy
--------------------------------
This is a Sky Guy.
Sky Guys are master balloonists.

Max HP: 7, Attack Power 3,
Defense Power: 0

We can attack the balloon, too.
Once they fall, they're just
like normal Shy Guys.

I wish I had a baloon so I could
float... That looks awesome!

Spy Guy
--------------------------------
This is a Spy Guy.
Spy Guys look like they're
ready for war in their spiffy
camouflage gear!

Max HP: 7, Attack Power: 2,
Defense Power: 0

They change their weapons each
time they're attacked.

You'd best try to avoid their
hammer attack! Every time
you're hit by it, you'll lose
one of your commands!

Medi Guy
--------------------------------
This is a Medi Guy.
Medi Guys are the emergency
workers of the Shy Guy clan.

Max HP: 7, Attack Power: 1,
Defense Power: 0

They have the power to heal
their wounded companions.
Of course, they can also attack.

We'd better hurry up and take
them out of the mix.  It's a
pain if they keep fixing all
the damage we do.

Fuzzy
--------------------------------
This is a Fuzzy.
Why do Fuzzies always jump
up and down? They need to
chill out!

Max HP: 3, Attack Power: 1,
Defense Power: 0

The problem with Fuzzies is their
quickness.  It's really tough to
time their attacks.

If they latch on to you, watch
out! They'll absorb your HP.

Pyro Guy
--------------------------------
This is a Pryo Guy.
Pyro Guys are on fire, so any
contact with them will cause
damage.

Max HP: 7, Attack Power: 4,
Defense Power: 0

They're tough opponenets, mainly
because their attack power is
so high.

Any attacks that involve water
or snow are out best bet
because...well...you know.

Big Lantern Ghost
--------------------------------
This is a Big Lantern Ghost.
He avoids attacks by hiding
in the dark.

Max HP: 40, Attack Power: 5,
Defense Power: 0

Your friends, like (ahem) me,
will also be damaged when
he does the flash attack.
The flash attack's power is 2.

Hit the Lantern many times
to make it brighter, then
you'll be able to attack him.

As soon as you can see, hit
him right in the head!

Shy Squad
--------------------------------
This is the Shy Squad.
It'll attack us with all
it's members at once.

Max HP: 15, Attack Power: 1,
Defense Power: 0

The number of times we're
attacked will equal the number
of Shy Guys in the Squad.

Its attack power is huge when
there are many Guys, but it
drops for each one that falls.

Let's use an attack that does
tons of damage so we can
decrease their numbers and
increase our chances.

Stilt Guy
--------------------------------
This is Stilt Guy.
Yes, as the name suggests,
Stilt Guys are Shy Guys on Stilts.

I mean, it seems pretty obvious
to me...

Max HP: 7, Attack Power: 4,
Defense Power: 0

If you attack 'em by shaking
the ground, they'll fall off
their stilts and become
normal Shy Guys.

Shy Stack
--------------------------------
This is a Shy Stack.
Whoa, this pile has an
incredible sense of balance!
Look at that stack!

Max HP: 10, Attack Power: 1,
Defense Power: 0

Its attack power equals the
number of Guys in the stack.
It will be 4 if there are four
Shy Guys stacked up.

If you have the Spin Hammer
ability, you can knock 'em
off one by one.

Obviously, their attack power
decreases when there are fewer
of 'em in the stack.

General Guy
--------------------------------
This is General Guy in his tank.
The tank seems to be dangerous
even though it's a toy.

Max HP: 30, Attack Power: 4,
Defense Power: 2

Not only does the General give
commands from the tank, but he
also throws bombs and uses
electric attacks.

The power of his electric
attack is 5, and your party
member takes 2 damage points,
so defend yourself carefully.

He'll lose the electric attack
if we break the light bulb.

Normal fighting styles seem
ineffective because the tank
is well fortified.

Fuzzipede
--------------------------------
Can't get a description for him due
to there not being any light for
Goombario to see him.

Jungle Fuzzy
--------------------------------
This is a Jungle Fuzzy

Jungle Fuzzies are very similar
to other Fuzzies, but they live
in the jungle, so...
...that's their name.

Max HP: 7, Attack Power: 2,
Defense Power: 0

They cling to you, suck out
your HP and add it to their own.
What a sleazy move!

They won't stop clinging to you
unless you tear 'em off
with the action command.

They also occasionally divide,
so let's beat 'em before they
get the chance.

Spear Guy
--------------------------------
This is a Spear Guy.
Spear Guys are relatives of
Shy Guys. They live in the
jungle.

Max HP: 7, Attack Power: 3,
Defense Power: 0

You'll get hurt if you attack
with the Hammer while they're
pointing the spear at you.

You'll also get hurt if you
try to jump on 'em when the
spear's pointing upward.

Pay attantion to the position
of their spears when we attack.

Oh yeah, they also sometimes
call in reinforcements.
After they throw their spears,
they become ordinary Shy Guys.

Hurt Plant
--------------------------------
This is a Hurt Plant.
Hurt Plants pretend to be
Heart Plants, which give you
a Heart when you touch them.

Max HP: 8, Attack Power: 2,
Defense Power: 0

If a Hurt Plant bites you,
you'll be poisoned.
Then your HP will slowly
fall with each turn.

We'd better beat 'em as quickly
as possible.

Unless you can frequently
restore your HP, you'll find
yourself in trouble pretty fast.

M. Bush
--------------------------------
This is an M. Bush.
M. Bushes pretend to be bushes
and wait for unwary prey.

Max HP: 8, Attack Power: 3,
Defense Power: 0

Their bites are sometimes
poisonous, so be careful.

If you get poisoned, your HP
will gradually fall.

Your situation could become
critical unless you restore
your HP as soon as possible.

Let's clear 'em out quickly,
OK? Use your most powerful
attack, why don't you?

Putrid Piranha
--------------------------------
This is Putrid Piranha.

Max HP: 12, Attack Power: 3,
Defense Power: 0

Purtid Piranhas sometimes bite,
but the truly scary thing is
their nasty, poisonous breath.

The power of their bad breath
is 2, but your HP will begin
to fall if you get poisoned.

You should try to recover as
quickly as possible if you
get poisoned.

Jr Troopa (Fourth)
--------------------------------
It's Jr. Troopa!
He swam all the way after us!
This kid...he's got guts!

Max HP: 40, Attack Power: 6,
Defense Power: 1

He still flies but now he has
a spike on his head. It'll hurt
if you jump on him.
He seems tougher this time.

Luckily for us, he also looks
pretty tuckered out.

Well, he should be tired.
The little guy swam to
Lavalava Island and back!

It seems better to attack
from a distance with an item
or something, rather than
attacking him directly.

Super Blooper
--------------------------------
This is a Super Blooper.
Whoa! It's huge!
Easily the biggest Blooper ever!

Max HP: 70, Attack Power: 5,
Defense Power: 0

Trust me, its size doesn't lie.
It's pretty powerful.
When it gets mad, it turns red
and its power goes way up.

And sometimes it spawns
Blooper Babies.
Buckle down, Mario!
We're in for a fight!

Blooper Baby
--------------------------------
This is a Blooper Baby.
Super Blooper spits 'em out
and they come to drain you.

Max HP: 6, Attack Power: 2,
Defense Power: 0

We need to beat 'em quickly so
they can't drain us dry.
They're so cute, though.


Spike Top
--------------------------------
This is a Spike Top.
Spike Tops have spikes on top.
Duh!

Max HP: 4, Attack Power: 3
Defense Power: 4

They're tough, just like Buzzy
Beetles, and fire attacks
don't affect 'em at all.

But their defense power drops
if you can flip 'em over.

White Magikoopa
--------------------------------
This is a White Magikoopa.
He's one of the magicians in
the Koopa clan.

White robes, huh? How does
he keep 'em clean?

Max HP: 11, Attack Power: 3,
Defense Power: 0

He's a healer. When he
magically heals one companion
it recovers 5 HP,

and when he heals all of his
companions at once, they all
recover 3 HP.

You'd better take care of this
guy but fast.

Lava Bubble
--------------------------------
This is a Lava Bubble, a fire
ball monster.
Lava Bubbles live near lava.

Max HP: 9, Attack Power: 4,
Defense Power: 0

They are obviously pretty hot,
so you'll get hurt if you try
to jump on 'em.

They sometimes attack your
friends (like me!), too.
The power of that attack is 2.

Because of their fiery nature,
they fear snow and water.

R Magikoopa
--------------------------------
This is a Red Magikoopa.
He's one of the magicians in
the Koopa clan.
Snappy red robes, huh?

Max HP: 11, Attack Power: 3,
Defense Power: 0

He can magically increase the
attack power of others.
Take care of him before he can
pump up his companions!

Lava Piranha
--------------------------------
This is a Lava Piranha.
Lava Piranhas are plants that
can somehow survive in lava.

Max HP: 40, Attack Power: 5,
Defense Power: 0

They blow out huge balls of
fire to attack.

That is one big flower! Wow!

Lava Bud
--------------------------------
This is a Lava Bud.

Lava Buds are little flowers
branching out from the main
stem of the Lava Piranha.
They love it in the lava.

Hey, if you were a fiery plant,
you'd love it in there, too.

Max HP: 8, Defense Power: 0

They blow small seeds or
other projectiles to attack.
They small Lava Buds'
attack power is 4.

Lava Bud (Flaming)
--------------------------------
Lava Buds are little flowers
branching out from the main
stem of the Lava Piranha.
They love it in the lava.

Hey, if you were a fiery plant,
you'd love it in there, too.

Max HP: 8, Defense Power: 0

They blow out Petit Piranhas.
The Lava Buds' stems
themselves won't attack you.

Petit Piranha.
--------------------------------
Petit Piranhas spew from
Lava Buds.

Max HP: 1, Attack Power: 6,
Defense Power: 0

These things can do some
serious damage, so watch it!

Lava Piranha (Flaming)
--------------------------------
This is a Lava Piranha.
Lava Piranhas are plants that
can somehow survive in lava.

Max HP: 40, Attack Power: 5,
Defense Power: 0

Since their bodies are on fire,
you'll take damage if you step
on 'em.
Don't worry if you're fireproof.

They'll try to burn you with
their fire breath.

They're creatures born of fire,
so water attacks will work
extremely well against them.

Kent C. Koopa
--------------------------------
This is Kent C. Koopa.
He seems pretty greedy for
such a large Koopa.

Max HP: 70, Attack Power: 10,
Defense Power: 6

He sometimes does a stamp
attack with his shell.
That attack has a power of 3.

His shell attack also damages
party members (like me!),
so be sure to defent!

As with all Koopas, your
chances will greatly improve
if you can flip him over.
His defense power will drop.

Watch it, though! He'll attack
as soon as he's back on his feet.

And by the way, is he not
THE HUGEST KOOPA EVER!?!
Somebody told me that he used
to live in Koopa Village...

Crazee Dayzee
--------------------------------
This is a Crazee Dayzee.
Crazee Dayzees look cute, but
you won't think they're so
cute after they attack you!

Max HP: 8, Attack Power: 4,
Defense Power: 0

They attack by singing a song.
If you fall under the song's
spell, you'll fall asleep.

If you get their HP low enough
they'll try to run away.  Beat
'em quickly so they can't flee.

Bzzap!
--------------------------------
This is a Bzzap!
Bzzaps! are monstrous bees.

Map HP: 3, Attack Power: 6,
Defense Power: 0

If they sting you, sometimes
you'll be poisoned.

They also occasionally call a
swarm of small bees to attack
you in a cloud.

Be careful of those little
attackers, because you'll
sometimes shrink when stung.

They don't have a lot of HP,
so take care of 'em as quick
as you can.

Monty Mole
--------------------------------
This is a Monty Mole.
You remember Monty Moles from
Mt. Rugged, don't you?

Max HP: 12, Attack Power: 3,
Defense Power: 0
They're vicious rock-throwers.

They may look intimidating
but they're not very strong.

Ruff Puff
--------------------------------
This is a Ruff Puff.
Ruff Puffs are nasty little
cloud henchmen of Huff N. Puff.

Max HP: 10, Attack Power: 4,
Defense Power: 0

Ruff Puffs float in the air,
so a Jump attack or something
similar may be best.

Of course, I'd be more than
happy to give 'em a Headbonk!

It's your call, Mario.

Amazy Dayzee
--------------------------------
This is an Amazy Dayzee.
Amazy Dayzees are so rare that
they're also called the
Legendary Crazee Dayzees.

Max HP: 20, Attack Power: 20,
Defense Power: 1

These guys almost always flee
at their first chance.

It would be nice to beat one,
but be careful! Their attacks
pack a powerful punch!

Spiny
--------------------------------
This is a Spiny.
Spinies have spikes on their
shells that are pretty sharp.

Max HP: 5, Attack Power: 4,
Defense Power: 3

They'll roll into Spiny Eggs
and slam into you.

It'll be much easier to fight
them if you can flip them over.
Their defense power falls to 0.

Lakitu
--------------------------------
This is a Lakitu.
lakitus are strange Koopas
that can ride clouds.

Max HP: 12, Attack Power: 3,
Defense Power: 0

They toss down Spiny Eggs,
and these somtimes turn
into crawling Spinies.

We'd better deal with them
quickly or else we'll be
surrounded by Spinies.

It seems like these Lakitus
have been hassling you for
your entire career, Mario.

Spike?
--------------------------------
He said his name is Spike.
He seems to be a Lakitu, but
he's the weirdest one I've seen.

Max HP: 50, Attack Power: 4,
Defense Power: 0
He throws Spiny Eggs.

Is it just me, or did he call
himself Spike, Michael and
Lakilester?  What an odd guy...

...I have to wonder just what
his real name is...

Y Magikoopa
--------------------------------
This is a Yellow Magikoopa.
He's one of the magicians in
the Koopa clan.

Yellow is the new black,
didn't you know?

Hax HP: 11, Attack Power: 3,
Defense Power: 0

He can use magic to give his
companions an electric charge.

While his cohorts are
electrified, don't attack
them directly or you'll be in
for a shocking surprise.

Huff N. Puff
--------------------------------
This is Huff N. Puff.
He's a giant clound monster.

Max HP: 60, Attack Power: 5,
Defense Power: 0

His thunder attack is very
dangerous.  If you don't defend,
you'll take massive damage.

When you attack Huff N. Puff,
little clouds called Tuff Puffs
come out.  Their number is based
on the amount of damage you do.

If you leave the Tuff Puffs,
Huff N. Puff will swallow
then up and restore his HP.

You need to use smart tactics
to beat this guy, Mario.

Tuff Puff
--------------------------------
These are the Tuff Puffs that
break off when you damage
Huff N. Puff.

Max HP: 1, Attack Power: 2,
Defense Power: 0

Tuff Puffs will fly over and
attack you directly.

You have to shake them off you
using the action command or
they'll keep on damaging you.

Huff N. Puff will swallow
the Tuff Puffs to restore
his HP, so think carefully
when attacking.

You can beat the Tuff Puffs
easily by attacking all enemies.

Jr Troopa (Fifth)
--------------------------------
It's Jr. Troopa!
I'm stunned!  Really!
This guy just will not quit!

Max HP: 50, Attack Power: 8,
Defense Power: 1

He's obviously been training.
It seems he can use magic now.

Sign... Let's get this over with.

Frost Piranha
--------------------------------
This is a Frost Piranha.
Forst Piranhas are frozen
Piranha Plants.

Max HP: 10, Attack Power: 4,
Defense Power: 0

They'll try to freeze you with
their icy breath.

You'll be at their mercy if
they freeze you, so you'd
better try to immobilize them
right away.

Ice attacks won't work--
the love ice!
Fire attacks, though...

Gulpit
--------------------------------
This is a Gulpit.
Whoa! Gulpits look pretty
burly, don't they?

Max HP: 12, Attack Power: 2,
Defense Power: 0

Gulpits attack by picking rocks
up in their mouths and then
spitting 'em back out.

The bigger the rock they spit,
the more damage you'll take.

Big rocks take 7 HP in damage,
and small ones take 5 HP.

They can't do much damage
without ammo, so you should
concentrate on the rocks first.

Monstar
--------------------------------
This monster.. Even I don't
know what it is!

I don't know why, but it looks
really terrifying.
...I get the funny feeling I
had a nightmare about it.

Max HP: 20, Defense Power: 0

I don't know it's attack power,
but it must be very powerful,
judjgn by it looks.

Duplighost
--------------------------------
This is a Duplighost.
Duplighosts disguise themselves
as members of our party.

Max HP: 15, Attack Power: 4,
Defense Power: 0

They love to attack in disguise.

It seems like they're generally
stronger fighters when they're
not disguised, though.

Goombario??
--------------------------------
It's a Duplighost disguised
as me.
Max HP: 15
It'll do Headbonk and Tattle.

That looks nothing like me.
Does it? No!
Seriously, though, does it?
Mario? Hello?

Look, I've been working out
like crazy trying to get in
shape for adventuring.  There's
just no way I'm that pudgy!

Mario
--------------------------------
It's Mario, silly!
He's here to save Princess
Peach, who was kidnapped by
Bowser. Remember?

He fights until the bitter end,
no matter what enemies attack.

White Clubba
--------------------------------
This is a White Clubba. They
live in cold climates.
Who knows why they moved here...

Max HP: 12, Attack Power: 5,
Defense Power: 0

They sometimes attack
consecutively.

They're pretty powerful. It's
tough to swing such big clubs!

Ice attacks won't work on them,
so break out fire if you have it.

Swoopula
--------------------------------
This is a Swoopula.
Swoopulas attack from the air
and cling to you to suck your HP.

Max HP: 8, Attack Power: 2,
Defense Power: 0

Hit A repeatedly to fight
it off or else it'll keep
sucking your HP.

You can't jump high enough
to attack them while they're
hanging from the ceiling.

An earthquake attack ought
to work, though.

Flying party members, like
Bow or Parakarry, can also
attack them with ease.

If they fall and begin to flap
around, you can attack them by
jumping as well.

Bombette???
--------------------------------
It's a Duplighost disguised
as Bombette.
Max HP: 15

Its disguise is pretty much
perfect.  Its attack power
is exactly the same as
Bombette's.

You should be careful even
though she looks cute.

Bow???
--------------------------------
It's a Duplighost disguised
as Bow.
Max HP: 15

Its disguise is pretty much
perfect.  Its attack power
is exactly the same as Bow's.

Look, you've seen her in action.
Do you really want to know what
a Smack attack feels like?

Parakarry???
--------------------------------
It's a Duplighost disguesed
as Parakarry.
Max HP: 15

He looks even more intelligent
as an enemy.

Its disguise is pretty much
perfect. Its attack power
is exactly the same as
Parakarry's.

Don't underestimate him, Mario.
He looks pretty serious.

G Magikoopa
--------------------------------
This is a Gray Magikoopa.
He's one of the magicians in
the Koopa clan.

Those gray robes aren't very
flashy, but they're kind of cool.

Max HP: 11, Attack Power: 3,
Defense Power: 0

He can use magic to make his
companions transparent.

We can't attack enemies
that are transparent.

Let's try to beat 'em before
that becomes an issue, what
do you say?

GRN Magikoopa
--------------------------------
This is a Green Magikoopa.
He's one of the magicians in
the Koopa clan.

I have to admit, I like those
green robes.  Very cool!

Max HP: 11, Attack Power: 3,
Defense Power: 0

He can magically increase the
defense power of others.
He looks pretty surly.

Kooper???
--------------------------------
It's a Duplighost disguised
as Kooper.
Max HP: 15

This imposter almost looks
better than the original! Ha!

Its disguise is pretty much
perfect.  Its attack power
is exactly the same as the
character it's imitating.

It's probably not very difficult
for this Duplighost to disguise
itself as Kooper.  After all, our
pal is pretty unusual looking.

It'll attack us with its shell,
just like the regular Kooper.

You'll have the best luck
beating it if you flip it.

Watt???
--------------------------------
It's a Duplighost disguised
as Watt.
Max HP: 15

It's disguise is pretty much
perfect.  Its attack power
is exactly the same as the
character it's imitating.

You know how Watt is shocking?
Same goes for this Duplighost.

Crystal King
--------------------------------
This is the Crystal King.
he's one of Bowser's main guys.
I don't know how he managed
to take over this palace, but...

Max HP: 70, Attack Power: 6
Defense Power: 2

He'll attack you by summoning
and launching Crystal Bits.

The power of each attack is 4.
The number of times he
attacks equals the number of
Crystal Bits he's deployed.

He'll also try to freeze you
whenever he can.

When his HP gets low, he may
try to divide and conquer.
The power of this attack is 8.

You can hurt him only by
attacking his real body.

If you don't know which one's
the main body, you should
attack all of them.
Pretty brilliant, eh?

Crystal Bit
--------------------------------
This is a Crystal Bit.
Basically, Crystal Bits are
just pieces of the Crystal King.
You can drop 'em with ease.

Their Max HP is 1 and they're
only dangerous when the
Crystal King spews 'em out.

Their defense power is 0.
These guys are pretty weak.

They'll keep coming, though,
until you've finally beaten
the Crystal King.

Ember
--------------------------------
This is an Ember.
Embers are fiery monster
forged from uncanny blue fire.

Max HP: 10, Attack Power: 4,
Defense Power: 0

They may look frosty, but
they're actually on fire, so
fire attacks won't work.

They divide themselves when
they're attacked.
Keep attacking 'em though.
You'll get 'em eventually.

They'll probably fight back.
Their attacks ususally deal out
3 damage points.

Water attacks will work well.
Let's beat 'em before they
get a chance to burn us.

Koopatrol
--------------------------------
This is a Koopatrol.
They're elite Koopa soldiers.
These are the highest-ranked
guards of Bowser's Castle.

Max HP: 8, Attack Power: 4,
Defense Power: 3

In case you hadn't noticed,
they're fitted with spikes.
Don't jump on 'em.

When their HP drops low,
they'll charge up power for
one last-ditch attack.

The power of this desperate
attack is 10.

They've also been known to
call in reinforcements when
they're in trouble.

Don't underestimate these
nasty Koopas, Mario.

Hammer Bros.
--------------------------------
These are the Hammer Bros.
You've seen these punks
before, haven't you?

Max HP: 12, Attack Power: 5,
Defense Power: 1

Be careful of that hammer!
If it hits you, you'll get
shrunk in a wink.

When the Hamer Bros. get
desperate, they'll hurl a ton
of hammers, so watch it.

These guys have been a pain for
ages, so let's give 'em an
old-fashioned whopping.

As always, they're not to be
underestimated.

B Magikoopa
--------------------------------
This is a Magikoopa.
Magikoopas are the elite
magicians of the Koopa clan.

Max HP: 11, Attack Power: 6,
Defense Power: 0

Tread carefully, Mario!
Their magical attacks pack a
serious punch.

They know many nasty spells.

We'd better beat them before
they can do anything crazy.

Bombshell Bill
--------------------------------
This is a Bombshell Bill.

Bombshell Bills have such
beautiful gold casings!
Of course, if you sit and
admire 'em, you'll get hit.

Max HP: 3, Attack Power: 6,
Defense Power: 0

Pay attention to their HP,
because their explosions get
bigger as their HP drops.

Let's take 'em out before
they get near us!

B. Bill Blaster
--------------------------------
This is a B. Bill Blaster.
B. Bill Blasters shoot a
constant stream of
Bombshell Bills.

Max HP: 10, Defense Power: 4
They won't attack you directy.

They're pretty resilient.

You have to keep attacking 'em
though, otherwise the air will
be filled with Bombshell Bills.
And nobody wants that.

Lakilester???
--------------------------------
It's a Duplighost disguised
as Lakilester.
Max HP: 15
It's hard to take him seriously.

Its dis
Lakilester's.

It's tough to dodge his
Spiny Flip, so pay attention.

Sushie???
--------------------------------
It's a Duplighost disguised
as Sushie.
Max HP: 15

Its face looks even grouchier
than the real thing!

It's disg...

Sushie's.

I'm glad we have Sushie on our
side. She's intimidating!
I wonder if this imposter is
meddlesome as well...

Dry Bones
--------------------------------
This is a Dry Bones.
Dry Bones are skeletal remains
from Koopa Troopas.

Max HP: 8, Attack Power: 4,
Defense Power: 2

Just when you think they're
beat, these guys rise back up
and attack again!

You're going to have to beat
them all at once.

Or you could use fire attacks.
If they become ashes, there's
no way they'll recover.

Bony Beetle
--------------------------------
It's a Bony Beetle.
They're bony Buzzy Beetles.
...Hence the name.

Max HP: 8, Attack Power: 3,
Defense Power: 4
It's tough to damage 'em.

When their spikes are out,
their attack power is 5.

When they retract their spikes,
take the opportunity to flip
'em over.  After that, beating
'em will be a breeze.

Jr Troopa (Sixth)
--------------------------------
It's Jr. Troopa again! My man!
The little guy still has some
egg shell left on his body! Aww!

Max HP: 60, Attack Power: 8,
Defense Power: 2

Whoa! He's been working out!
He looks as though he may be
able to change his shape, too.

You've got to love this guy's
effort, Mario. To follow us all
the way here? What dedication!

Come to think of it, how do
you think he got here, anyway?

Bowser
--------------------------------
It's the Evil King Bowser!
Finally, after all this time!

Max HP: 50, Defense Power: 1

He has a huge arsenal of
attacks, from blowing clouds
of fire to jumping on us.

Fire Attack: 8,
Stamp Attack/Nail Attack: 6

I'm sure he has other attacks
that I don't know.
Boy, does he look nasty!

He's strong enough as it is,
but I'm sure he can use that
Star Rod to increase his power
until he's nearly invincible.

Princess Peach needs us!
Let's take him, Mario!

Bowser (Part Two)
--------------------------------
It's the Evil King Bowser!
Uh... I think he got bigger.
That's not a good sign...

Max HP: 99, Defense Power: 2

He has a huge arsenal of
attacks, from blowing clouds
of fire to jumping on us.

Fire Attack: 10,
Stamp Attack/Nail Attack: 8

I'm sure he has other attacks
that I don't know.

Kammy Koopa's mysterious
device has somehow beefed up
his power even more.
That's hardly fair!
You should use that Star Beam
wheneer he uses the Star Rod
to increase his power.
Oh, you already knew that?

----------
14) Extras
----------
This is a couple of extra things that didn't really warrant sections of
their own but needed to be included.  Things like Li'l Oinks and the
Dry Dry Desert Map.

---------------
14i) Desert Map
---------------
This is a map of the Dry Dry Desert.  It's a full list of all 49
screens of the desert with all the items, enemies, whirlwinds and
blocks that you can find.  This map is best viewed using a fixed
width font.

Map Legend:
B  - Blocks
Bl - Blue Cactuses
D  - Dry Dry Ruins
E  - Enemies
I  - Items
K  - Kolorado's Camp
N  - Nomadimouse
O  - Oasis
S  - Stone Cactus
W  - Whirlwinds

       1   2   3   4   5   6   7
     +---+---+---+---+---+---+---+
 1   |EB |E  | D |E  |E  |EI |EB |
     +---+---+---+---+---+---+---+
 2   | B |E  |E  |E  | BW|E  |   |
     +---+---+---+---+---+---+---+
 3   |EB |   |EB |  W| B |EB |E  |
     +---+---+---+---+---+---+---+
 4 <-| K |E  |E  | SW| N |E  | I |->
     +---+---+---+---+---+---+---+
 5   |EB |  W| E | B |EI | I |EB |
     +---+---+---+---+---+---+---+
 6   |   |E  | B |E  |BlW|EBI| OI|
     +---+---+---+---+---+---+---+
 7   |E  | B |E  |E  | B |   |EB |
     +---+---+---+---+---+---+---+


1-1
Enemies: 2 Pokeys
Blocks: Coin, Fright Jar

1-2
Enemies: 2 Pokeys

1-3
Area: Dry Dry Ruins

1-4
Enemies: 4 Pokeys

1-5
Enemies: 2 Pokeys

1-6
Enemies: 10 Pokeys
Items: Fireflower

1-7
Enemies: 1 Bandit
Blocks: 1 10-Coin Block

2-1
Blocks: Thunder Rage

2-2
Enemies: 1 Bandit, 1 Pokey

2-3
Enemies: 3 Pokeys

2-4
Enemies: 1 Bandit, 2 Pokeys

2-5
Blocks: Honey Syrup, 1 Coin, 1 10-Coin
Whirlwind: 1-6

2-6
Enemies: 2 Pokeys

2-7
Nothing at all!

3-1
Enemies: 2 Bandits
Blocks: Mushroom, Super Mushroom, Ultra Shroom

3-2
Nothing at all!

3-3
Enemies: 1 Bandit, 1 Pokey
Blocks: 4 Coin, 1 Fireflower

3-4
Whirlwind: 2-5

3-5
Blocks: Runaway Pay

3-6
Enemies: 2 Bandits
Blocks: 2 10-Coin Blocks

3-7
Enemies: 1 Bandit, 1 Pokey

4-1
Area: Kolorado's Camp

4-2
Enemies: 1 Bandit

4-3
Enemies: 1 Bandit, 2 Pokeys

4-4
Area: Stone Cactus
Whirlwind: 3-5

4-5
Area: Nomadimouse

4-6
Enemies: 1 Bandit

4-7
Items: Letter

5-1
Enemies: 2 Bandits
Blocks: 1 10-Coin Block

5-2
Whirlwind: 4-3

5-3
Enemies: 2 Bandits

5-4
Blocks: 1 Coin

5-5
Enemies: 1 Bandit, 2 Pokes

5-6
Items: Spin Attack, Stop Watch

5-7
Enemies: 2 Bandit, 1 Pokey
Blocks: 1 Coin

6-1
Nothing at all!

6-2
Enemies: 1 Bandit, 1 Pokey

6-3
Blocks: 1 10-Coin Block

6-4
Enemies: 3 Pokeys

6-5
Area: Blue Cactuses
Whirlwind: 5-6

6-6
Enemies: 2 Pokeys
Blocks: 1 10-coin Block
Items: Tasty Tonic

6-7
Area: Oasis
Items: Lemon, Lime

7-1
Enemies: 1 Pokey

7-2
Blocks: Attack FX C

7-3
Enemies: 3 Pokeys

7-4
Enemies: 2 Pokeys

7-5
Blocks: 1 Coin

7-6
Nothing at all!

7-7
Enemies: 6 Bandits
Blocks 6 10-Coin Blocks

----------------
14ii) Li'l-Oinks
----------------
Li'l Oinks can be played with after you've beaten the Koopa Bros. and
saved the first of the Star Spirits.  They are found on the far south
screen of Toad Town.

To get Li'l Oinks takes 10 coins.  Just stand on the platform in front
of the building and jump and hit the bar above you.  The piggy on the
top of the building will move and an egg will roll down the chute,
landing on the platform nearby.  Jump on the platform and hit the egg
with a hammer to hatch the Li'l Oink.  The Li'l Oink will then jump
into the cage.  If there happens to be ten Li'l Oinks already than
the first one that was in the cage will drop an item and leave.  The
item depends on what Li'l Oink type it was.

If at any time you enter the Li'l Oink cage all the Li'l Oinks will
run away.  This includes entering for an item.  If you are fast it's
possible to get two items by quickly buying another Li'l Oink after
the first one is on the ground.

Overall Li'l Oinks take too much money to be a real item source
except for the Jammin Jellies and Ultra Shrooms, which can't be
bought at stores.

The following list contains all the Li'l Oink types, the items they
give off when they leave and the number I've counted so far with
a percentage.  Hopefully the percentages will even out better as I
purchase more of them.
--------------------------------
Li'l Oink Type            Item Given        # Seen    %
--------------            ----------        ------   ---
Tiger Li'l-Oink         : Thunder Rage    : 24/130 - 18%
Black Li'l-Oink         : Dried Shroom    : 22/130 - 17%
Silver Li'l-Oink        : Jammin' Jelly   : 17/130 - 13%
Shroom Li'l-Oink        : Life Shroom     : 15/130 - 11%
White Li'l-Oink         : Super Mushroom  : 13/130 - 10%
Pink Li'l-Oink          : Fire Flower     : 11/130 -  8%
Flower Li'l-Oink        : Maple Syrup     : 09/130 -  7%
Star Li'l-Oink          : Shooting Star   : 07/130 -  5%
Question Mark Li'l-Oink : Repel Gel       : 06/130 -  5%
Gold Li'l-Oink          : Ultra Shroom    : 06/130 -  5%

-----------
15) Secrets
-----------
Nothing to put here yet.  Or I could just put all the stuff that
everyone else knows already.  Nah, that can wait for a little later.

For now I'll just add something that I'm sure everyone knows but I
found out pretty easy when I was writing this.  At the Chapter
subscreens if you sit and wait you'll get the original Mario music.

----------
16) Thanks
----------
So far I'd like to thank Nintendo and Intelligent Systems for making
a fantastic and detailed game that's inspired me to finally write
a full Walkthrough.

I'd also like to thank the other people who have written excellent
faqs so far that I've read as I've used the layout ideas to help me
gain a little bit of sanity in this otherwise insane mix of
information. Never had to put a Copyright on anything before.

If you have questions/comments/mistakes or anything else to report
you can contact me at Gameguru42@hotmail.com
--------------
17) Copyrights
--------------
This FAQ is the property of Jason Berg and may not be posted anywhere
without the the Author's Consent.
This FAQ can only be found on:
www.gamefaqs.com

Copyright (c) 2001.  All Rights Reserved
