Paper Mario Walkthrough :
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Walkthrough - FAQEverything *but* the Walkthrough for Paper Mario - v.0.3 February 25th, 2001 By Quizmaster v.4.0 Hello lads and lasses and anyone else I may have missed! Yep, I'm writing yet another FAQ that skirts around completion of the actual game in question, instead choosing to take stock in details. In here I plan to note the locations of all the badges, Star Pieces, Quiz questions, and so forth, leaving the details of actually beating the darn game to the reader. And of course, I'll do it with a slightly cynical edge and perhaps a touch of funny. Finally, I'd like to give a special thank you to you, the reader. No, not you, you. Yeah, you. If it wasn't for you...well...um...I don't particularly know what would happen, but my guess is that it would be bad. OK, enough of this...it's FAQ time! (Note: I'm basically starting the game from scratch looking for all this stuff, so you get this FAQ piecemeal and the part you've probably already combed through first. Hooray!) ---------------------- I: Table of Contents - ---------------------- O: Pithy Introduction (if you don't like it, then you can pith off!) I: Table of Contents (hmmm...will mentioning the TOC here cause an infinite loop?) II: Star Pieces (Star light, Star Bright, where are the other 159 I seek tonight?) II and I/II: Chuck Quizmo! (You know, I rather like that name for some reason...) III: Badges (We don't nee...nah, it's probably been done 5 billion times now...) IV: Enemies (With Enemies like these, who needs friends?) V: Shops (Where you can circulate your hard earned coins into the local economies instead of your index funds...) VI: Tayce T. and the Recipes (It sounds pretty 70's band-ish...) VII: Postcards From the Edge (Wow, I made a column title punning off of some show I never watched! What's it like?) VIII: Super Blocks (Become a Super Block-head!) IX: Miscellany (All that stuff that doesn't relate to the game that you're contractually bound to read!) X: Parting Shot (see O: Pithy Introduction, above) ----------------- II: Star Pieces - ----------------- What are the Star Pieces good for, you didn't ask? Well, if you collect enough of them, you can trade them to Merylee (or however you spell it) for Badges! If the score sheet in Mario's flat is accurate, then there are a hundred and sixty about, which is just enough to get every last badge. Wwwwooowwweee. Now the somewhat innovative thing that I'm doing with this list here is listing the star pieces in the order that it's *possible* to recieve them. (And in the quite likely event that I miss a piece or two, then I urge the audience to chime in!) Goomba Village and the Environs... ----------------------------------- #1 - Near the beginning of the game, when you fall off the missing veranda. Get the hammer and go one screen right of where you fell. Climb the hill to the right, then go into the screen, and then left up the hills. The Star Piece is in plain sight. #2 - Bash the farthest right tree with the hammer one screen left of the fallen veranda, and you'll recieve the "Dolly". Give it to Gomaria and she'll reward you with a Star Piece! #3 - Bash the tree just to the left of the Goomba King's castle and guess what comes out? Toad Town - Land of the Free, home of the Whopper... ----------------------------------------------------- #4 - Bash the tree just to the left of Merlow's house. Voila! Shooting Star Summit - Super Duper! ------------------------------------ #5 - Go into the screen when you enter Shooting Star Summit from the bridge from Peach's Castle (Well, where the castle used to be, anyway. Is it just me, or was the castle really less than I expected? I mean, in Mario 64 it was pretty dang big, and here...well...it's not much bigger than your average mansion. Oops, that's right, I'm writing an FAQ here. *Ahem*)...and you'll find another Star Piece in plain sight! Koopa Village - Home of Shelley, Shellster, Shellina, Ed... ------------------------------------------------------------ #6 - After you save Koopa Village from the Fuzzies, go to the east side of town (with the Elder's House.) Atop some bricks on the right side of town, there's a Star Piece! (Push the blue block under the bricks to reach it.) Koopa Bros. Fortress - It's Fort-riffic! ----------------------------------------- #7 - Two screens east of the fork in the road at Pleasant Path, (in which you take the road that leads to the Koopa Bros. Fortress), bash the first tree you see with a hammer and marvel at what doth fall out. Pleasant Path - Because Agonizing Path of Death wouldn't fit... ---------------------------------------------------------------- #8 - Remember where you hit the switch to raise the bridge? Well, on the right side of the bridge, there are some ledges that lead out of the screen. Hop on them and head left, then use Kooper to claim your reward! Mount Rugged - Formerly Mount Carpeted... ------------------------------------------ #9 - Three screens east of the train station, where you first encounter the Clefts, climb up the mountain and work your way left. When you get to the holes in the mountain, throw yourself out of the screen when you get to the left hole. You'll land on a ledge with a bit of treasure, y'will. Dry Dry Desert - Clear Clear Desert. Wow. (Sorry, Ben Stein) ------------------------------------------------------------- #10 - Talk to Kolorado (he's on the first screen you enter in the desert) with Parakarry as your partner. Since you collected the letter for Kolorado earlier, Kolorado will tip you a Star Piece for it. #11 - Get the letter to Nomadimouse from the rooftops in Dry Dry Outpost, then travel three screens west of the aforementioned town. Use Parakarry to deliver the lettter, and you'll get another mail delivery Star Piece. Dry Dry Ruins - C'mon, your face isn't that bad! ------------------------------------------------- #12 - Drain the sand from the room where Goombario remarks "It's a bit sandy, huh?" (which is four east and one floor up from the entrance) and there will be a Star Piece in plain sight. Gee, these guys just aren't trying anymore! #13 - Bash the stone block that stands between you and the "Artifact" four screens east and one floor down from the entrance (and through the lower formerly locked door.) Give it to Kolorado, and he'll give you a mystery prize! (Oh, all right, another Star Piece.) Toad Town - Where Mr. Badger and Mr. Mole Live... -------------------------------------------------- #14 - Give Merlon in Toad Town the letter you picked up in Dry Dry Desery, and he'll tip you a Star Piece. That reminds me, I need to tip my letter carrier when he comes by next Christmas. Don't let me forget, OK? Boo's Mansion - Because Boo's Shack was taken! ----------------------------------------------- #15 - In the room where you, at long last, get the Super Boots, a Boo will inform you that there's a Star Piece hidden under a floor panel in the room. It's a few paces south of where he is. Do a spin jump to flip the floor panel and claim yer prize! #16 - This one's a bit tricky to get, because of the perspective. When you're atop the bookshelf in Boo's mansion, where Parakarry had to carry you across bookshelves to get Boo's portrait, one screen above and to the right of the shop in Boo's Mansion... You have to fall through the floor above, and go to the very end of the protruding bookcase. Jump a crate's length to the left and you'll fall atop two crates. Bash them both open to reveal a Star Piece! (If you don't land atop the crates, you'll have to go to the room above and fall again.) Toad Town Sewers - Home of mutated turtles! -------------------------------------------- #17 - After you fight the Electro BLOOPER!!!, go a screen left and then a screen right, by taking the platforms that rise and fall when you jump on them. In this room, climb up the constantly rising platforms and keep holding up when you get to the stone pillar in the back of the room. Switch to Parakarry to carry you across the gap to recieve another in-plain-sight Star Piece! Tubba Blubba's Place - No, it's not a bar... --------------------------------------------- #18 - From the entrance, go into the left door, then down the hallway to your left until you have a choice of a door on your left or above you. Take the above one, and there's a Star Piece for you, sitting on that table like nobody's business. #19 - This time, go right from the entrance, and then head up a flight of stairs, back to the left, across the hall that you originally entered into, left across one more room, and you'll get to a balcony above the dining room. You may well remember that there was a Star Piece on the dining room table that you couldn't reach...well, since you're on the second story now, take a flying leap! Toad Town - No, no, not Toady Town! ------------------------------------ #20 - Give Fice T. (the trooper at the guard shack right outside Forever Forest) the letter you picked up in Gusty Gulch and he'll tip you a Star Piece. Gee, what a guy! Even though it scared the living tar outta him, he still finds it in him to reward you. It's like tipping the guy from the mob who drives by at night to throw a brick at your window. Koopa Village - Hanging with Mr. Koopa... ------------------------------------------ #21, #22, #23 - Do five favors for the Koopa Koot and he'll reward you with three Star Pieces! He does this multiple times too...I'll have to make a section just for him, I will... Offhand, I remember that he asked you to retrieve a book from Kolorado, give him a Sleepy Sheep, retrive a dubious "Tape" from Goompa in Goomba Village, and fetch him some Koopa Tea. What was that fifth ruddy favor? Ah well. I'll keep track of them from now on. Favor #6 - Get Luigi's Autograph. Well, he's your brother, after all, so ask him for it. Favor #7 - Find Koopa Koot's Wallet. It's in Koopa Village somewhere, so keep hunting around for it until you find it. (Hint: It's in the bushes on the west side of town, right next to the path that leads to the east side.) Favor #8 - Get Koot a Tasty Tonic. Either buy one from a shop, or get Tayce T. to brew you up one. Favor #9 - Get Merluvlee's Autograph. Not too tough, just sally forth to Shooting Star Summit and ask her for it. Huh. Old man wants a lot of autographs for some reason. Is he plotting some sort of check fraud scheme? #Something-or-other - When you get Sushie, go back to the west side of Toad Town (the part with the Main Gate.) Swim from the right end of the fountain (near the three chatting girls) to the left end to claim a Star Piece there. ---------------------------- II and I/II: Chuck Quizmo! - ---------------------------- Chuck Quizmo is apparently some sort of slug with a top hat on, but I don't care because he gives out two of my favorite things - Quizzes and Star Pieces! (In about that order, too, unfortunately.) Anyhoo, he gives out a Star Piece for every correct answer you give him, which I will convientely list here, so that you can cease paying attention to the finer details of the game. (The last time I played through this game, he asked me eleven questions, but I have a feeling that he didn't ask all he had...) Where he could be - East Side of Koopa Village right below the Elder's House In Goomba Village, in the front yard West Side of Koopa Village, on the right side of the screen Near the Entrance of Dry Dry Outpost Questions: Who is Goombario's sister? Goomaria! What is the color of the block you can break with the first hammer you got? Yellow! What ability does Goombario usually use? Tattle! What color of pants was the Goomba king wearing? Red and white! Which of Mario's battle commands is on the far left? Strategies! How many windows does the Goomba House in Goomba Village Have? One! ------------- III: Badges - ------------- Badges are signs of power. To get the first Badge, first you need to find Gym Leader Brock and challenge him to a due...oh wait a sec, I got a little mixed up there. Badges allow you to defend yourself properly, alert you when things aren't right, give you something besides Jump and Hammer to do...they can alter just about any game mechanic, really. There's only one slight problem with the whole badge thing. Each Badge takes a certain number of points to put on, from 0 (which are usually wonderfully useful, as you can imagine. Oh yeah, you can't see me roll my eyes from here, that's right...) to 6 for rather nasty ones. And in your adventure you can get up to 30 Badge Points. However, there are 80 badges (once again, if the board in Mario's flat is to be believed.) Ouch. So, I'll list the badges here for now, and then provide some witty comentary when I have enough listed to make some useful combos. Power Jump - Badge Points - 1 What it does - Lets you perform a Power Jump (2 FP) Where you get it - You automatically recieve it after escorting Goompa back to his house after he falls off the veranda. Close Call - Badge Points - 1 What it does - Prevents enemies from attacking (sometimes) when Mario's in Danger (When Mario's HP is less than 5.) Where you get it - On the road from Goomba Village to Toad Town, there's a red question mark block on the first screen. Hit it to get the badge, OK? Hammer Throw - Badge Points - 2 What it does - Hits an enemy with the Hammer, no matter where it is. (Takes 2 FP.) Where you get it - One screen left of the main Toad Town gate, and one screen right of the Goomba King's fortress, bash the tree just left of the overhang on the right of the screen. A springboard will fall out - bounce on it to go on top of the overhang and open a chest with the badge in tow. Dizzy Attack - Badge Points - 2 What it does - Delivers an attack that leaves an enemy dizzy and unable to move. Where you get it - On the first screen of Pleasant Path, there's a red Question Block on the first screen (coming from Toad Town.) Punch it, baby! Attack FX B - Badge Points - 0 What it does - Changes the sounds the Mario makes when attacking. Where you get it - On Pleasant Path, just to the left of Koopa Village, there are three sets of brick blocks on the ground. Break them all, then a red Question Mark Block will appear. Break it to get the Badge! HP Plus - Badge Points - 3 What it does - Gives you 5 more to your Max HP. Where you get it - In the back woods of Koopa Village, jump on the tree stumps and use Kooper's shell toss to reach it. Power Bounce - Badge Points - 2 What it does - Lets you do a Power Bounce (3 FP) - which lets you jump on an enemy until you miss an action command. Where you get it - In the room with three cells in Koopa Bros. Fortress (two screens east of the entrance), in the middle cell. Either use Bombette to blow a hole in the wall or walk through the one already provided (on the right side of the cell near the back.) Refund - Badge Points - 1 What it does - Refunds some coins if you use an item in battle. Where you get it - Remember the room in the Koopa Bros. Fortress where you hit the Question block and fell in the prison cell? Yeah. Anyway, go there, but stay on the ground floor and go to the right. Smash Charge - Badge Points - 1 What it does - Increases the Attack Power of all Mario's Hammer attacks by 2. (Can be used concurrently, as well.) Where you get it - In the main foyer of the Koopa Bros. Fortress (the room you're in when you enter), climb up the staircase raised by the switch on the second floor, then take the ramp up to the fourth floor. The switch is guarded by a Bob-omb (oh no!) FP Plus - Badge Points - 3 What it does - Give you 5 more to your Max FP Where you get it - Go one screen west of the Koopa Bros. Fortress. Note the pipe on the other side of the cracked wall. Now wind up your portable Bob-omb-ette-equse-thing and then go through the pipe. Go a screen east and open the treasure chest! Shrink Stomp - Badge Points - 1 What it does - Lets you do a Shrink Stomp (2 FP) that possibly reduces an enemy's attack power by 1/2. Where you get it - Enter the Toad Town Sewers and head right, two screens past the entrance. You'll fight a Blooper (whose name made me burst out laughing uncontrollably for a while) and then if you win, find it in a chest past it. D-Down Pound - Badge Points - 2 What it does - Lets you do a D-Down Pound (2 FP) that possibly lowers an enemy's defensive power. Where to get it - At the Toad Town Badge Shoppe, for 75 coins. Damage Dodge - Badge Points - 3 What it does - Reduces your damage by one point if you perform an action command. Where to get it - On Mt. Rugged, go three screens east of the train station. Then climb the mountain, and then go west one screen. Slide down the slide, then go west another screen. Go to where there's a cave with two holes in the wall. You can walk through the left wall, up to a treasure chest with a special present! Quake Hammer - Badge Points - 1 What it does - Slightly damages all enemies on floor or ceiling (Attack Power - 2). Where to get it - On Mt. Rugged, two screens east of the station. You'll need Parakarry to get you across the gaps to this badge that lies in plain sight. Spike Shield - Badge Points - 2 What it does - Lets Mario jump on Spiked enemies without taking damage. Where to get it - In Dry Dry Ruins, two screens east of the entrance. Pokey Mummies will come out of the various sarcophaguseseses - The Spike Shield is located in the second one. Slow Go - Badge Points - 0 What it does - Slows Mario down - he can no longer run. (Yay.) Where to get it - In Dry Dry Ruins, in the room with the two sets of revolving stairways where you get the Super Hammer. Normally, you just fall into the chamber with the Super Hammer in it on the far left - this time, press and hold up, and you'll land on one of the ledges that stick out in the room. Work your way around to the far left on the ledge, then walk through the wall to get this...um...questionably useful prize. Deep Focus - Badge Points - 1 What it does - Lets you gain more Star Energy when using "Focus." Where to get it - After Chapter II ends, you'll end up with the "Princess Gear Solid" minigame. Walk from the secret passage in the princess's room to the room on the far east of the first floor hall. There you'll find a mysterious chest linked to another one somewhere in the game, with the Deep Focus Badge right next to it. Grab the Badge and place it in the chest. Then Mario can use it at the very end of the game! (Oh, all right, he can use it earlier if he retrieves it from the treasure chest at Merluvlee's flat, near Shooting Star Summit.) Power Rush - Badge Points - 1 What it does - Gives you +2 to your Attack Power when in Danger (when your HP is 5 or lower.) Where to get it - In the Princess Gear Solid Minigame, take the princess to the library. The badge is in a hallway patrolled by the third Koopartol. Remember to place it in the treasure chest after you collect it, though. Power Smash - Badge Points - 1 What it does - Lets Mario Hammer an enemy with lots of Attack Power. (Uses 2 FP.) Where to get it - In Toad Town Sewers, smash the stone block to the left of the entry point. Fight the Electro Blooper and then keep heading left until you get to a dead end guarded by two spiked Gloombas. Break the block below a springboard to reach a ledge with the badge in tow! Quick Change - Badge Points - 4 What it does - During battle, lets you change your party member and attack with it the same turn. Where to get it - Well, Merlot once had an odd dream that if someone ran around and around the red tree in Dry Dry Outpost, something good would happen. So if you do, you'll make someone real dizzy and they'll tell you that someone in a dream told them that if they spin jump three times in a house with a spinning roof, something good would happen. Oddly enough, if one does that in Merlot's house, the badge will suddenly magically appear! (Oh, all right, fall from the attic, big deal.) D-Down Jump - Badge Points - 2 What it does - Disables an enemy's defensive power, and causes some damage. Where to get it - In Tubba Blubba's place, head right through the entrance (after you unlock the door there) then climb the stairs, head left across the bridge in the main hall, then through the door. One Clubba is sleeping in front of a crack in the wall. Get him outta the way, then bomb the crack. Smash up all three boarded-up holes in the floor, fall through the top right one, and use Parakarry to get the badge. Whew! (and use the Springboard to get back where you were.) Runaway Pay - Badge Points - 2 What it does - Lets Mario earn Star Points even if he escapes from battle. Where to get it - Follow the path in Dry Dry Desert until you get to the screen with the Stone Catcus and the Whirlwind. Jump into the whirlwind and you'll be carried to a place with three palm trees in a triangle. Jump up in the middle of them to hit a secret red box with a special surprise! ------------------------------------------------ IV: Enemies, Bad guys, Used Car Salesmen, etc. - ------------------------------------------------ Ah yes, what would a Mario game be without enemies? That's right, very boring. I personally am glad that Paper Mario included an innovative "Enemy" feature. The basic FAQ staple stuff is all here (that is, stuff plagarized straight from the mouth of Goombario) as well as some pieced together details on Star Points. I think that the amount of Star Points an enemy gives is set and goes down by one depending on your level, but I'm not really sure, so I'm just going list crazy. Chapter I: ----------- Jr. Troopa - Max HP: 5 Attack Power: 1 Defense Power: 0 Attack Restrictions: None Star Points: 20 (Level 1) Natural Habitat: Goomba Village Playground Turn-ons: Egg Salad Right, apparently this guy wants you dead for some reason. Not since Lex Luthor has had it in for Superman because the big S caused him to go bald (I'm not kidding - that's why Lex holds the vendetta) has such a misguided, persistent dueler took up the fight. Anyway, even without your precious Action Command, you can grind him into a fine paste. For now. Bwahahahahahahaha! Goomba - Max HP: 2 Attack Power: 1 Defense Power: 0 Attack Restrictions: None Star Points: 2 (Level 1-2) Natural Habitat: Goomba Road Turn-ons: Overdeveloped head muscles "These guys are old school...they've been around since Super Mario Bros.!" Ah, Goombario. You're so crazy! They're not too much of a threat, so stay cool. Paragoombas - Max HP: 2 Attack Power: 1 Defense Power: 0 Attack Restrictions: Airborne until first strike, then none Star Points: 3 (Level 1), 2 (Level 2) Natural Habitat: Goomba Road Turn-ons: Female Goombas that jump on them and take their wings Just like a Goomba, except with wings. Heck, they even *become* Goombas when you get their wings off. Still, not too much of a problem, even for Level-1'ers. Spiked Goomba - Max HP: 2 Attack Power: 2 Defense Power: 0 Attack Restrictions: Cannot use Jump without Spike Shield Star Points: 3 (Level 1), 2 (Level 2-3), 1 (Level 4) Natural Habitat: Goomba Road, Koopa Bros. Fortress and environs Turn-ons: Lightly applied spike in the foot Well, use the hammer on these guys. Not too much else to say. Yup. The Goomba Brothers: Blue Goomba - Max HP: 6 Attack Power: 1 Defense Power: 0 Attack Restrictions: None Star Points: 10 (Level 1) Natural Habitat: Goomba Road Turn-ons: Body Paint Wow, slightly bigger Goombas in different hues! Ah, I love the "different color = twice as strong" RPG cliche. Hit him one for me, will ya? Red Goomba - Max HP: 7 Attack Power: 1 Defense Power: 0 Attack Restrictions: None Star Points: 10 (Level 1) Natural Habitat: Goomba Road Turn-ons: Body Paint (See above, really...) The Goomba Brothers 2: Electric Boogaloo (with The King (Goomba)) Blue Goomba - Max HP: 2 Attack Power: 1 Defense Power: 0 Attack Restrictions: None Star Points: 2 (Level 1) Natural Habitat: Goomba Road Turn-ons: Body Paint Wow! You can KO him with 2 hits now! Red Goomba - Max HP: 2 Attack Power: 1 Defense Power: 0 Attack Restrictions: None Star Points: 2 (Level 1) Natural Habitat: Goomba Road Turn-ons: Body Paint (See above, really...heh heh, I love recycling!) Goomba King - Max HP: 10 Attack Power: 1 Defense Power: 0 Attack Restrictions: None Star Points: 26 (Level 1) Natural Habitat: Goomba Road Turn-ons: Striped Leather Pants OK, now this sucker is a threat. Well, not really a threat, but a potential threat. Since you still don't have your bleeding Action Command yet, restore your health and then kick him in the teeth. Magikoopa (The very first one) - Max HP: 8 Attack Power: 3 Defense Power: 0 Attack Restrictions: Airborne, after first strike, none Star Points: 16 (Level 1) Natural Habitat: Right outside Shooting Star Summit Turn-ons: Glasses I love these guys, I really do. They're just sooo cute, and yet deadly! Just like the Powerpuff Girls and Wendy (wendycomic.com)! Just use your finally acquired Action command to end this fight. Koopa Troopa - Max HP: 4 Attack Power: 1 Defense Power: 1 (becomes 0 if flipped) Attack Restrictions: None Star Points: 2 (Level 2-3), 1 (Level 4) Natural Habitat: Pleasant Path Turn-ons: Tawdry Shell magazine These guys (and all other shelled guys) become much much easier to defeat if you jump on them and flip them onto their shell. So do so, dummy! (They'll stay flipped over for two turns, the lazy bums.) Fuzzy - Max HP: 3 Attack Power: 1 Defense Power: 0 Attack Restrictions: None Star Points: 2 (Level 2) Natural Habitat: Koopa Village Back Woods Turn-ons: Polyester Aak! Death to any and all Fuzzy-types! Just try to beat them up enough so that their health-sucking attack won't help them enough for the next round. (Boy, that was one long sentence.) Then whack them good! Fuzzy Mk. II - Max HP: 3 Attack Power: 1 Defense Power: 0 Attack Restrictions: None Star Points: 3 (Level 2) Natural Habitat: Koopa Village Back Woods Turn-ons: Polyester Not really too different from the last ones, except that these give you three star points for some reason. Huh. Paratroopa - Max HP: 4 Attack Power: 1 Defense Power: 1 (becomes 0 if flipped) Attack Restrictions: Airborne until first strike, then none Star Points: 2 (Level 2-3), 1 (Level 4) Natural Habitat: Koopa Bros. Fortress and surroundings Turn-ons: Turtle Wax Get your Action Command skillz up to snuff and you can de-wing and flip them with a single jump. Like the Troopas, they'll also stay prone for two turns when ya flip 'em. Bob-omb - Max HP: 3 Attack Power: 1 Defense Power: 0 Attack Restrictions: Star Points: 2 (Level 2-3) Natural Habitat: Koopa Bros. Fortress Turn-ons: Long Fuses Somebody set up us the bomb. (Sorry, couldn't resist.) Anyway, once you whack 'em, they'll explode when either of you attack next. Use a Hammer or Shell so that you don't take collaterral damage. (Wow! I used a fancy word!) Bullet Bill - Max HP: 2 Attack Power: 2 Defense Power: 0 Attack Restrictions: Star Points: 1 (Level 3) Natural Habitat: Koopa Bros. Fortress Turn-ons: Silver Bullets Well, someone's going to get 2 HP damage (or 1 if you're Nice) in this turn, you or them. (Hint: Try making it them.) Bill Blaster - Max HP: 4 Attack Power: 0 Defensive Power: 1 Attack Restrictions: None Star Points: 4 (Level 3) Natural Habitat: Koopa Bros. Fortress Turn-ons: Bi-monthly cannon cleaning OK, these guys are a little dangerous. You can't use your jump here - you've got to use some power attacks - say the hammer, or Bombette's Bomb. Just remember not to waste your turn on weak attacks and you'll be fine. Bowser??? (hint: No.) - Max HP: 10 Attack Power: 1 Defense Power: 1 Attack Restrictions: None Star Points: None (Level 3...how cheap!) Natural Habitat: Koopa Bros. Fortress Turn-ons: Needle and thread Oh dear, your first real boss dressed as your third or fourth fake boss! Just keep plugging away using normal attacks (don't waste your flower points here) until it bursts into flame...I mean, bursts open. The Koopa Bros. - ----------------- R NinjaKoopa - Max HP: 5 Attack Power: 1 Defense Power: 1 (Becomes 0 if flipped) Attack Restrictions: None Star Points: 9 (Level 3) Natural Habitat: Koopa Bros. Fortress Turn-ons: Tight Bandanas The next four are all the same boss, so I'll describe it here. OK, they stack up into a tower at first. What you need to do is use a shell or hammer or somesuch to shake the stack, then, in the same turn, jump on the stack to bowl it over. (Be sure to use the Action command to get all the Koopas on their backs.) Then keep jumping on the lot to keep them flipped over, and you've got it! B NinjaKoopa - Max HP: 5 Attack Power: 1 Defense Power: 1 (Becomes 0 if flipped) Attack Restrictions: None Star Points: 9 (Level 3) Natural Habitat: Koopa Bros. Fortress Turn-ons: Loose-fitting bandanas Pretty much what I've said before still stands, really. Y NinjaKoopa - Max HP: 5 Attack Power: 1 Defense Power: 1 (Becomes 0 if flipped) Attack Restrictions: None Star Points: 8 (Level 3) Natural Habitat: Koopa Bros. Fortress Turn-ons: April O' Neil Yup. G NinjaKoopa - Max HP: 5 Attack Power: 1 Defense Power: 1 (Becomes 0 if flipped) Attack Restrictions: None Star Points: 8 (Level 3) Natural Habitat: Koopa Bros. Fortress Turn-ons: His elevated Stature among the Koopa Bros. Oh wait! No, I mentioned that already, never mind. Jr. Troopa - The Sequel Max HP: 15 Attack Power: 2 Defense Power: 1 Star Points: 20 (Level 4) Natural Habitat: Pleasant Path Turn-ons: Deviled Eggs Oh great. Not again. Well, use your special attacks to beat this guy down. Get Bombette to use her "Bomb" (I just love how stupid those quote marks made me look) and take it to him. Toad Town Dojo - ----------------- Chan Max HP: 15 Attack Power: 2 Defense Power: 2 (Becomes 0 if flipped) Attack Restrictions: None Star Points: None Natural Habitat: Toad Town Dojo Turn-ons: Spiked Ponytails This guy's pretty easy - just take the standard Shell-guy strategy, (flip him over) and he'll never get a chance to land a punch. Beat him to get the First Degree Card. Lee Max HP: 20 Attack Power: (variable) 2-5 Defense Power: (variable) 1-2? Attack Restrictions: None Star Points: None Natural Habitat: Toad Town Dojo Turn-ons: Disguises This one's a little harder to beat, but here's a little secret. He takes the form of whoever you have as your side kick. So, switch out to Kooper, and you can use the flip-'em-over-and-keep-'em-that-way strategy for the rest of the match. Best him to get the Second Degree Card. The Master Max HP: 50 Attack Power: 6 Defense Power: 0 Attack Restrictions: None Star Points: None Natural Habitat: Toad Town Dojo Turn-ons: (Years of Meditation Training have eliminated all Turn-ons) OK, now you're fighting the Man. While it's somewhat clear that he's not quite giving his all in this fight, he can still whack a low-level guy handily with his Cur-lee manuver (Nyuk nyuk nyuk!) No real tricks here, he's just one strong guy. Yep. Well, you could go with the fairly effective Shrink Stomp-Damage Dodge Combo, essentally reducing his 6 HP attack to 1 HP... Blast him to get the somewhat predictable by now Third Degree Card. The Master - For Real Max HP: 75 Attack Power: 8 Defense Power: 0 Attack Restrictions: None Star Points: None Natural Habitat: Toad Town Dojo Turn-ons: (Years of Meditation Training have eliminated all Turn-ons) This fight isn't over yet! This time, however, he'll use kicks and punches to knock you flat on yer arse. The Shrink Stomp doesn't work nearly as well here as it did before, I'm afraid. Still haven't beat this guy in the second go-round of the game, so I'll let you know how to do it once I do... The Master - Vengenance Max HP: Attack Power: Defense Power: Attack Restrictions: None Star Points: Natural Habitat: Turn-ons: This fight *still* isn't over yet...and by now you're probably quivering and voiding your bowels in fear. Gloomba: Max HP: 7 Attack Power: 2 Defense Power: 0 Attack Restrictions: None Star Points: 4 (Level 4), 2 (Level 8) Natural Habitat: Toad Town Sewers Turn-ons: Filth Ah, the humble Gloomba in the sewers poses about as much challenge as the Red Goomba brother did. So, no real comments here. Spiked Gloomba: Max HP: 7 Attack Power: 3 Defense Power: 0 Attack Restrictions: Can't use Jump Attacks without Spike Shield Star Points: 4 (Level 4), 2 (Level 8) Natural Habitat: Toad Town Sewers Turn-ons: Spiked filth The spiked Gloombas are a bit tricker, but as long as you don't attack with Goombario as your sidekick, you'll be fine. Let |
