____ THE / __/_ _____ ___ ____ ____ ____ ______ _\ \/ // / _ \/ -_) __/ / __ \ / __ \/ ____/ /___/\_,_/ .__/\__/_/ / /_/ // /_/ / / __ / |/ /_/ _____(_)__ / __, // ____/ /_/ / / /|_/ / _ `/ __/ / _ \ /_/ |_/_/ \____/ /_/ /_/\_,_/_/ /_/\___/ Frequently Ask Questions version 1.1 i) Editorial Hello, and welcome to my Super Mario RPG FAQ. Some of you may be familiar with my previous Mega Man FAQs. Mega Man was very easy to write a FAQ for. Here's where to find a power up -- Here's what weapon to use on this guy, etc., etc. Super Mario RPG however is a lot more difficult, as is any RPG-ish type of game. I considered how much information should be listed as to provide constructive help, yet not be like Crazy Eddy and "practically give it away!" It's a difficult decision to make as a FAQ writer, but I figured by putting an answer sheet at the bottom of the page, I can reach those of you who just want SOME answers and those who want ALL the answers. So if you're looking for just some of the answers, be sure not to read the very last section which contains some of the more difficult answers to the game. I hope you will enjoy this FAQ. ii) What is this FAQ? This is a FAQ for the Super Nintendo game Super Mario RPG. It is intended to be more than just answers to frequently asked questions, but that will be it's major objective. There will be parts that are strategy guide oriented, and parts that are walk-through oriented. There are some parts of the game I am still trying to find out. Those parts are marked by a PL. If you have any answers to these questions OR if you have corrections or additional information, please email me at procyon@netcom.com iii) What is Super Mario RPG? Super Mario RPG is the (very misleading) title of a joint venture between Nintendo's own Shigeru Miyamoto (of Mario, Zelda, and Donkey Kong fame, just to mention a few) and the master minds of RPG games at Square. It is a (successful, in my humble opinion) attempt to bridge the world of action games like Super Mario Bros., with the world of Role Playing Games like Final Fantasy. It is NOT (emphasis on NOT) a true Role Playing Game. And don't expect anything like Super Mario World either. To fully enjoy this game, you must be willing to accept this and allow yourself to be entertained by the programmers creativity in this decisively new entry in the world of adventure games. iv) History of FAQ v1.1 - Added missing details such as what you get for Super Jumping 100 times, and winning "Look the other way" 100 times, plus minor format adjustments. v1.02 - Princess Toadstool information fixed Baby Yoshi on Yoshi Island info included v1.01 - minor details fixed v1.0 - First release PART I) How is Super Mario RPG played? As mentioned above, Super Mario RPG is not a true RPG like Final Fantasy or Dragon Warrior, but it does contain many similarities. Throughout the game, you control Mario in a beautifully and fully rendered world. You view the world in a "three-quarters" perspective (not quite overhead, not quite level with the ground) which produces a three dimensional affect. Like RPGs, you walk around and talk to people, buy and sell items, and affect certain objects on the screen. Unlike most RPG, Mario retains his ability to jump around the world, allowing you to jump on counters, beds, and even people. This feature greatly enhances the number of ways in which you must interact with the world around you. Like other RPGs, there are many hidden items and tricks in the game. Some must be found by pressing the A button at the right locations, and other must be found by jumping it the right places. The directions for this game will be given in the following formate. Assuming you are looking at the screen: West_ _North or Left |\ /| or Up \/ /\ |/__\| South or Down East or Right Similarly, battles take place much like typical RPGs do, but with some twists. Your party can only contain, at such a time when you have enough people, three fighters. Though you may get more people added to your party, only three can engage in combat. Switching members of your party can be done at anytime other than in the middle of fights. Mario must always be the first member of your party. You will never be allowed to switch him out. Combat proceeds in a turn taking fashion. When it is your turn to enter a command, you have as much time as you would like to take without fear of being attacked. Your options are as follows: A: Attack - Once you press this button, you must select the enemy who you will be attacking with another press of the A button. Once you start your attack, you must watch your players animation carefully, and correctly time a third press of the button for extra damage. The timing for such attacks is dependant on the weapon your character is using. More information will be provided in the character section. In addition to using the A button for added offensive power, you may use to A button for added defensive power. By timing the press of the A button in accordance to your enemies attack, you can reduce the amount of damage taken for the hit. Press the A button just before you character would ordinarily reel back from the hit. B: Dodge or Run away - When you press the B button, you have a choice in Dodging the attack or Running away. If you choose to Dodge, your character will remain in a defensive position until his next turn. During that time, any attack to that character will cause only a fraction of the normal amount of damage that attack would cause. If you choose to Run away, your character has a certain chance to get out of a fight. If one character runs away from a fight, all of your characters do. Bosses and other important battles may not be ran away from. Y: Special - Pressing the Y button activates that particular character's Special menu. The character may select any highlighted spell with the Y button, and cast it at the enemies (or at your party, depending on the spell). Different spells require varying amounts of flower points, and different additional button presses to augment the affect of the spell. Details on those buttons will be provided in the character section. It is important to note that your characters SHARE the flower points throughout the game. If one character uses 6 flower points for a spell, there will be 6 less flower points for everyone to use, until the oppertunity comes to raise them again. X: Item - When you press the X button, your item selection menu will pop up. you may scroll through your items by pressing up and down on the current window, or by pressing left and right to see other windows. You select an item with the X button, and if the item requires you to select a friend or foe to use it on, you select that person with the X button as well. The item will then be used. On occasion, you might be granted an extra use of that item when the message, "Get a freebie" appears. After you defeat an enemy, there is a chance that a flower will pop out and give you a bonus. The bonus depends on what words appear when you catch the flower. The possibilities are: HP Max - fills your HP completely Attack up - Doubles your attack power Defense up - Doubles your defense Once again - Gives you another turn. Lucky - Gives you a chance to double your earned Experience Points or Coins. The game is like three card monte, and it's random. PART II) Who are the players? -------------------------------- MARIO -------------------------------------- The main character, Mario is the "hero" throughout the game, and the "leader" of your party. You start with him, and you must always have him in your party. Mario's Weapons: Punch - Press the A button just before the first punch starts to get one or two more added on, depending on the glove. Hammer - Press the A button just before the first swing of the hammer begins to get additional hits. Turtle Shell - Press the A button just as you begin to kick the shell for more damage. Mario's Specials: Jump (3 FP) - Mario jumps on enemy. Press Y just before contact to get additional damage. Fire Orb (5 FP) - Mario blast enemy with little fireballs. Push Y rapidly to get more fireballs out. Super Jump (7 FP) - Like Jump, only now you can continuously press Y to get theoretically unlimited jumps in. The timing becomes much more difficult, the more jumps you get in. The correct timing is just before contact with enemy. Super Flame (9 FP) - Like Fire, only bigger fireballs (more damage) Ultra Jump (11 FP) - Like Super Jump, only Mario will jump not just on the enemy selected, but on all enemies present (randomly) Ultra Flame (14 FP) - Like Super Flame, only fireballs don't just hit enemy selected, but all enemies present (randomly) -------------------------------- MALLOW ------------------------------------- As in Marsh? Mallow is not a frog. You know it, the game even knows it, but Mallow appearantly doesn't know it when you find him. Mallow is the adopted "grandchild" of Frogfucius. Mallow is strong willed, determined, and friendly, although lacking some common sense and is easily upset. Mallow's true origins are revealed during the game. Mallow's weapons: Punch - Like Mario, Mallow wields his fists. Timing for A is the same. Just before the first punch gets going, press A for a second. Stick - Again, like Mario's hammer, press A right at the start of the first swing for a second whack. Cymbals - Completely original with the auditory attack, press A right when Mallow clashes the cymbals together to hit the enemy with the extra resonance. Mallow's specials: Thunderbolt (2 FP) - Lighting hits all enemies. Press the Y button a little before the animation ends for an additional shock. HP Rain (2 FP) - Cures one of your friends. Press Y just before the cloud stops raining for bonus healing. Psychopath (1 FP) - Give you information about the selected enemy's remaining HP and potential weaknesses it may have. Shocker (8 FP) - Electrocute one enemy. Press Y just before the animation is over for additional damage. Snowy (12 FP) - Drop a big snowman on the enemies. Rotating the control pad during the animation can increase damage potential. Star Rain (14 FP) - Drop stars on the enemies. Press Y just before it hits for continued bouncing (Like Mario's Jump) -------------------------------- GENO --------------------------------------- Using the body of a wodden doll, Geno is a "spirit" from Star Road whose job is to ensure the recapturing of the 7 star pieces so that wishes may be granted once more. By far one of the best "magic-users" in the game. You need to be more careful to time Geno's A attacks. Geno's weapons: Punch - As usual, press A just before the first punch goes off for more damage or punches. Gun - To get the bonus attack for shooting, you must press the A button before anything is fired. This is includes the Rocket Punch. There is usually animation of Geno sticking his arm out first. This is when you need to press A. No later. Geno's specials: Geno Beam (3 FP) - This releases a burst of energy at one enemy. Hold down the Y button until there are three stars at the bottom for the most damage. Don't hold the Y button past the three stars or you'll only do the first level of damage. Geno Boost (4 FP) - A great spell, this allows you to raise the Attack power, and with a properly timed push of the Y button, the defense power of one friend. In order to get the additional defense, you must push Y just as the arrow animation is about to end. Geno Whirl (8 FP) - A blast of energy nails one enemy. Press Y just before contact to get extra damage. Geno Blast (12 FP) - Like the Geno Beam, you must hold Y to store power. Unlike the Geno Beam, this one hits them all. Geno Flash (16 FP) - Like the Geno Blast only better. One of the strongest spells in the game. ------------------------------- BOWSER -------------------------------------- The bad @$$ king of Koopas eventually "employs" you to his Koopa Troopa army for his selfish attempt to reclaim his beloved palace. A terrific and powerful fighter. Some of the funniest attack animation as well. Bowser's specials are good for defeating skeleton turtles. Bowser's weapons: Claw - The same as any other punch. Press A just before the first slash. Chain - Bowser swings a Chomp and later a spiked ball at his enemies. Press A just after Bowser lets the chain lose for bonus damage upon contact. Glove - This particular weapon allows Bowser to chuck Mario at an enemy! Press A during Mario's first flight through the air to allow Bowser an additional throw. What a team up! Bowser's specials: Terrorize (6 FP) - Hurts and potentially scares all enemies. Rotate the control pad while the ghost is on the screen for a better affect. Destroys all skeleton turtle enemies (may miss them though) Poison Gas (10 FP) - Like terrorize, only stronger and potentially poisons all enemies. Crusher (12 FP) - Raises a spiked rock from underneath the ground of one enemy. Press Y just before contact for more damage. Bowser Crush (16 FP) - Causes a giant mecha-koopa to bounce across the enemy. Rapidly pressing Y increases damage potential. (Vaguely remenisent of Frog's frog spell in Chrono Trigger, don'cha think?) -------------------------------- TOADSTOOL ---------------------------------- The fair princess herself sneaks out from her castle after she's been rescued to aid Mario in his quest. She is the ultimate healer, but not much of a fighter. Good to use against enemies that do a lot of damage, but don't need a lot of fighting against to defeat. Toadstool's weapons: Gloves - Same as punch. Press A just before first slap. Parasol - Kind of like Mallow's Cymbals. If you press A just before the first strike conects, the parasol will open for more damage. War Fan - Again, same as Mario's Hammer, or the like. Press A just before the first hit for an additional hit. Toadstool's specials: Therapy (2 FP) - Heals one player. Pressing Y towards the end increases health recovery Group Hug (4 FP) - Heals whole group. Pressing Y towards the end increases health redovery Sleepy Time (4 FP) - Puts one enemy to sleep. Rotating the control pad increases chance of success. Come Back (2 FP) - Revives one friend back to %50 energy. Pressing Y towards the end increases health recovery. Mute (3 FP) - Like Sleepy Time, only it prevents an enemy from casting spells at you. Psych Bomb (15 FP) - Toadstools one true offensive spell. Keep tapping Y to drop more bombs on the enemy. PART III) The game -------------------------------- CHAPTER 1 ---------------------------------- Bowser's Keep: - The game starts off like you'd expect it to. Mario chases after Bowser in his clown-copter device from Super Mario World. Mario runs into the Keep. You will encounter several enemies before reaching Bowser. BOSS: Bowser - Bowser actually isn't your target. The princess will point out to you that you must strike the chain holding Bowser's chandelier. Mario's Pad: - After some animation you will fall through the pipe/chimney of your house with Toad waiting for you. Press jump (B) to get off the wall. - Touching the mushroom lamp will cause Mario to sleep, restoring you. - After talking to Toad, he will run through several initial lessons about the game and how to fight. - You will be allowed to return to Bowser's Keep, but you will be sent back home. Toad will be waiting inside for you, and he will ask you to go see the . Mushroom Way: - This is the path you must complete to get to the Kingdom. Toad often requires your assistance. You aren't required to rescue him, but he usually rewards you if you do. - The rotating flowers allow you to jump far in the direction you face at the time you press B. - Note that Spikeys are not harmed by Jump. BOSS: Hammer Bros. - No big threat. Use Jump to get rid of them faster. Mushroom Kingdom: - Here you'll find someone who's upset that a crocidile stole his wallet. - One floor below the shop owner, someone will teach you about hidden chests. - In the castle, you tell the chancellor about what happened and he gives you a map which may be accessed from the menu screen. He will also grant you access to the treasure vault. - When you exit the castle you will see Mallow unsuccessfully chase after Croco, who has stolen Frogfucius' coin. When Mallow cries, it rains. If you agree to help him get the coin back, he will join you. - You must chase Croco to Bandit's Way. Bandit's Way: - The yellow platforms you encounter will move into position by themselves. Some move while you stand on another tile. - When you get the star in the board with the blue dogs, be sure to run into as many as you can. You gain Experience points for hit them, and it is possible to go up in levels if you hit enough enemies. - In order to catch Croco, you must sneak up on him from behind three times. BOSS: Croco - Fire stuns him the first time you use it on him. Get back the wallet and Mallow's coin. Mushroom Kingdom: - When you return the place is over run with Shy Guys, who you can enter into combat with. - Returning the wallet to its owner nets you a Flower Tab. Talk to him once more and he'll give you a Frog Coin. - You will also get a Flower Tab for rescuing the family in the house on the left side of the Kingdom from the Shysters. - In the castle, you will be able to reenter the vault. - You receive a Flower Tab for helping Toad get back to the Princess' room. You can also revive and save in that room. BOSS: Mack - A Thunderbolt from Mallow should destroy all the Shysters and will stun Mack for a round. Keep Mallow Thunderbolting since it's ten times more effective than his attack, and it will eliminate Shyster reinforcements. Get the first star peice. Conclusion: - Mallow suggests visiting Frogfucius. - Before leaving, don't forget to return to the shop with the coin in Mallow's possesion. You will receive the Cricket Pie. -------------------------------- CHAPTER 2 ---------------------------------- Kero Sewers: - Here you learn to swim and go down pipes. - Pure Waters can be used to beat ghosts instantly. - Beating the trick treasure chest gets you a True Form Pin. - It's hard to see, but if you think you're stuck in the water, check the north and south ends of the area, and you can probably exit. - The object here is to drain the water so you may access the pipe in the southern most room. You will do so by finding and pressing the switch deep within the sewers. - Going down the once submerged pipe, you enter a room where you can save. - You will see a treasure chest high above you, but you can't access it until much later in the game, so ignore it for now. BOSS: Belome - The first enemy that can turn you into a Scarecrow. If this happens, all you can do is Defend or cast spells, and wait for it to wear off. Belome may actually EAT Mallow. Nail him to make him spit Mallow back out. Use Super Jumps and Thunderbolts. Midas River: - Beating Belome sends you to the Midas River course. You can reenter this stage at any time. - Here you fall down the falls, collect coins and enter caverns, possibly for bonus goods. - Be sure to return to get some green frog coins you are sure to miss the first time through. - Next is the Barrel Jumping contest. The best way to get the most coins is to follow a pattern of going in the lane close to you three times, and the far lane just once, then back. - Completing the course the first time gives you the NokNok shell weapon for Mario. - Once you finish the course, the guy below keeps track of how many coins you gathered. If you get enough, he gives you a frog coin. If you don't, or have some left over, he holds on to what you have so far for next time. Tadpole Pond: - After Frogfucius sheds light on the situation and Mallow finally finds out he's not really a frog, Mallow can trade the Cricket Pie bought back in the Mushroom Kindgom for the Froggie Stick. - Frogfucius will tell you to go to Rose Town next. - At the west end of the pond are two tadpoles. One runs the Frog Coin store. The other runs the Juice Bar. - To get better items at the Juice Bar, you need to get cards from Toadofsky, who rewards them to you when you help him complete part of his masterpiece. To do that, travel to the east part of the pond, and form the appropriate musical phrases with the clues you recieve. - The first phrase is So La Mi Re Do Re Do Re. The tadpoles form the notes, from left to right, Mi Re Do Ti La So Fa. Jump on the tadpole when it arrives at the right note. Rose Way: - Going west from the first board nets you a frog coin. - Use the platforms to access high chests and coins. - In the board with 5 chests and Shy Guys on everyone, the chest all contain coins, but it's more of a lure to get you into a fight. - Eventually, you'll stumble on Bowser trying to organize his army. Rose Town: - When you first reach Rose Town, it's in a sorry state. People are getting struck by arrows that freeze them, and the whole town in scared. - Jump on the blocks up the shop chimney to get the chest above the book shelf. - At the inn, you'll find a boy playing with some tow models of the characters, and eventually, you'll get knocked out. At this point a star spirit inhabits the doll's, Geno's, body and wanders off. - Help the man stuck outside his house by jumping on top of him to reach the house. Go inside and press the switch upstairs. Forest Maze: - This is a great place to come to if you want free mushrooms. They're litered throughout the forest, but some may be enemies. - You can jump on the Wrigglers to get money from them, but if you touch them on the ground they attack. - When you arrive at the area with lots of tree stumps, enter the far stump and jump on the sleeping Wriggler to access a hidden pathway. - Beyond the save box you'll come to the maze where you can always go left, forward, right, and back, which will always take you back to the save box. - To find out how to find the treasure hunters stash, read ANSWERS-1 below. - To find Geno, wander around until you locate him, and then follow him. BOSS: Bowyer - He looks like a bow, and talks like Yoda. Geno will jump in to fight him, and you join in. Bowyer sets Y, X, and A buttons on the ground. If an arrow hits one of those buttons, you will not be able to use the corresponding button on your controller. Beat him and you get a Flower Box, as well as the second star. When you win, Geno will join your party Rose Town: - Return to the house Geno came from to get the Finger Shot. - Much later in the game, when you visit Monstro town, you'll hear about a man who lives in Rose Town. He lives in the very back, but you won't be able to find him until you talk to the guy in Monstro town. If you find the seed and fertilizer, bring them to this guy. You won't get the fertilizer until much later in the game. For help finding it, read ANSWERS-5 below. Pipe Vault: - You are not required to complete this area, but as the name implies, it is a vault for some good items. - You must jump when the Thwomps land to avoid getting knocked backwards. - When you come to an area with brown blocks over head, jump just before the first one to make a hidden platform appear. - The second to last pipe in a long line of green pipes leads to a little game of skill. For the most rewards, never score above what the mole tells you to score, even if you know you can do better. - The little white snapper plants take coins away if you touch them. - If you complete this area you will be allowed in Yo'ster Island. Yo'ster Island: - Here you'll find lovable Yoshi, who's very fond of racing. - Talk to Yoshi so you can hitch a ride on his back and talk to the other dinos that are around. - One will give you Cookies if you promise to challenge Boshi to a race. Boshi's the blue one with the bad attitude. Challenge Boshi to a race. In order to run, you have to tap the A and B buttons in time with the music that plays while you race. It's tricky, and all I can say is try to pay very close attention to the music. - If you beat Boshi you will get three Yoshi cookies. Yoshi cookies can be used to win more Yoshi cookies by betting with them on more races, where you can either watch, or participate. - Yoshi cookies can be saved and used in battle as well. - If you run out of Yoshi cookies, one of the red dinos will always give you three more. - When you return later on, Raini and Raz will be taking their Honeymoon here. They can give you some tips about finding the Grate Guy Casino. For help on finding the casino, read ANSWERS-8 below. - Also, when you return, one of the dino eggs may have hatched. You can feed the baby dino cookies. As reported first by vincelee@aol.com (VinceLee), After a certain number of cookies, the baby dino becomes larger. At this point, feeding the dino a certain number of consecutive cookies rewards you with an item. Between 10 and 19 gives you a bracer or energizer, and above 20, you get a Frog Coin or Red Essence. The cookies must be given in a row, so you're inventory must be very empty for this to work... Conclusion: - Some one in Rose Town mentions they heard a big boom in the mountains. - Frogfucius suggests that your help is needed in Moleville. -------------------------------- CHAPTER 3 ---------------------------------- Moleville: - When you arrive here, the town is upset about two kids, Dyna and Mite, being stuck up in the mountain. You'll be asked to rescue the kids in the mine. - On the west side of the mountain, you'll find Bowser preparing his troops again. - Jumping on the spring board in the mine will cause you to blackout and Croco will come along and steal all your coins. You must chase him again to get them back. If you do and beat him, you'll get a bomb. - A mole inside the mine will use the bomb to get your further in the mine. BOSS: Punchinello - Go after him and have Mallow use Thunderbolt to get rid of some of the bombs. Get the third star. - When you beat Punchinello, you will be treated to the mine car challenge. - Upon returning to Moleville several things become available to you. - The guy who you met in the mines who said he was going to find a lot of has set up shop at the store. At first only the Lucky Jewel is available. Much later, the Mystery Egg is available. To find out what to do with it, read ANSWERS-7 below. And then the Frying Pan becomes avaiable for Toadstool's use. - The house on the far right allows you to trade items for different bombs. - In the house below the mines is a guy who is making fireworks. - Right outside his house is a child with a pretend store who will trade you fireworks for a shiny stone. - A child inside the shop will trade you the shiny stone for a Carbo Cookie. Bring the Carbo Cookie to the child sitting in the bucket outside to the left. She will run off to get what she wanted to trade you. Jump on her bucket and you will be transported to the Midas River, only you will be allowed to keep the coins you earned. - The next musical phrase for Toadofsky becomes available. Moles will be singing it in the mines, but you can also get it from the tadpole right outside the music pond. Booster Pass: - Some moles in Moleville suggest that the Princess might be in Booster's posession, but you need to get through Booster Pass to find out. - In the second stage, on the right is a nitch in the mountain. If you walk in and jump to the left, you may trigger something which closes off the holes that the green spikeys inhabit. Booster Tower: - You finally find Bowser by himself here, and the confirmation that Toadstool is indeed in the tower. He'll walk away, but if you walk up to the door and find out it's locked, he'll return when you walk away and open the door for you. Then he "lets" you join him and you can proceed inside. - When you reach the first part with train track, run to the left and up the side for a hidden Flower Tab. Other items can be found in "out of view" hallways. - When you walk through a room with bombs and curtains at the top, there are two exits. The top one leads to a room where you must jump down and correctly land on the see-saw so the Bomb on the other end launches you up to hit the chest. If you can, you will get the Masher, a weapon for Mario. - After you press a Green Switch, you'll enter a room with curtains hanging. Walk through them for a great surprise. - To find out what order to look a the pictures read ANSWERS-2 at the bottom. - The room litered with coins and some frog coins has booby traps on the black squares that get you into fights. Jumping around sometimes helps. - The key in that room opens the door which leads to the Zoom Shoes accessory. - When you next encounter Booster on the railroad, get behind the clear screen to avoid taking damage from the bombs. - During the hiding sequence, you must outwit the snifits to stay safely hidden. If you don't, you will fight Booster, which actually isn't very difficult, but you manage to stay hidden you will win the Amulet BOSS: Knife Guy and Grate Guy - Go after one, then the other. Not very difficult. Beat them and get a Flower Jar Booster Hill: - After you beat the two Guys, you will start your first Booster Hill challenge. - Time your jumps so you can land on the barrels rather than over them. Same for the snifits behind you. - This is a great oppertunity to earn more flower points. - Much later, this stage becomes part of the beetle catching challenge that is set up for you in Seaside Town. Marrymore: - Booster kicks Raini and Raz out of the chapel to start his wedding with the Princess. A Snifit baracades the door, but hints that it might be possible to use the back entrance. - The back entrance is around the right side. Just go behind the side and push south - The Suite hotel is nothing major, but you do get some items for using it. Going through the doors in the sweet to take a shower is amusing. - In the kitchen, jumping on the cake makes the chef quite upset. - The snifit will ask you to bang the door down with him. This is an important technique for helping Bowser open the next door. - Booster wants you to find Toadstool's four items. Talk to the snifits to get back the three things they picked up. The crown is on Booster's head. - If you recapture Toadstools items quickly, she'll kiss you. If you're a little late, Bowser will kiss you. If all the candles light up by the time you find the items, both Bowser and Booster will kiss you. BOSS: Bundt and Raspberry - To blow out Bundt's candles, any timed hit will do the trick. He gains one candle back per round. When you beat Raspberry, Booster will come back and eat it. Toadstool will join your party temporarily until you get back to the kindgom. Conclusion: - Raini and Raz will happily proceed with their wedding plans. In the chapel Toadofsky is playing the organ, you can act as the preacher, and one kid has to go really bad... - Outside the chapel, you can have your picture taken with the family. - You will be forced to head back to the Mushroom Kingdom to return the Princess. She will appear to leave you, but when you exit the castle, she will sneak out and rejoin you. - If you pressed the button in Booster Tower, a new path opens up in Booster Pass. If it off to the left in the stage where Lakitu tosses Spikeys at you. You will see a cave. Enter it and go all the way to the left. You will fight one Snifit, and gain a Flower, Frog Coin and KeroKero Cola - When visiting Frogfucius like Mallow suggests, he tells you a star has been sighted on Star Hill. MINI - GAME: - Also at this point, you can return the Mushroom Kingdom and go to the inn. There you will find a boy playing a portable game which you might be able to buy from him at 500 coins if you keep talking to him. You are not required to buy this, but it is fun. If he won't sell it to you at this point, play on and come back. - To get a higher score in this game, leave more shells on the screen so the chain reaction gets you a higher score. - Once you make it to The Gate, the background on the game will change to something more like the second stage in the beginning of Super Mario World. -------------------------------- CHAPTER 4 ---------------------------------- Star Hill: - Find all the flowers and touch them to make the gates open. - Talk to the stars with faces to hear some wishes. One of Mallow's is there and to Mallow's surprise, a wish from his parents. You may even find a wish from Luigi - You'll find the fourth star in the upper left corner of the third stage. Seaside Town: - When you get here, the townspeople seem possessed, but they still give you information, and one will sell you things. - The "town elder" asks you to find the star in the ocean. - A student of Frogfucius has grown up and taken residence in the attic of the town elder's house. He has many great items for sale, but you need Frog Coins to buy from him. The Exp. Booster is very valuable. Sea: - When you first get in, you'll find a vendor. You will see him throughout the Pirate ship stage as well. - Use the whirl pools to get underwater. Look for hidden pathways when you are in the water. When you see bubbles, they lift you back up. - Jump in the lookout mast of the sunken ship to gain access. Sunken Ship: - Through out the ship are a series of letters. One tells you that you'll need to know a password to advance. - Only spells will completely defeat the turtle skeletons. - To get the clues, You must enter the doors which have ghosts blocking the entrance. To find out the clues and the answer to the password, read ANSWERS-3 below - One hint is given to you by the pedler. He tells you it has to do with the sea. He will also tell you, after you make your password guess, if any of the letters you chose are in their correct places (but not which ones) BOSS1 - TENTACLES & SQUID: You have to beat 6 tentacles (with a little over 200 HP each) and then 2 more and the squid. - Avoid getting knocked off the higher ledges by the Bullet Bills. - An enemy hides in the niche below the two treasure chests, so be careful - The mirror image can be used to find a hidden treasure, and it can be fought against. - In the room with a wall of blocks on the left side, there is a door that is obscured from you vision. - Beating the false chest gets you the Safety Badge. - In the water, where you see a Blooper with baby Bloopers, walk behind the barrels to enter a room and get the Safety Ring. - In the same room, jump out of the water and swim the bottom left corner to pick up a frog coin. BOSS2 - JOHNNY: Go after Johnny. Use Mallow's Thunderbolt if he's in your party to knock off the other sharks. When Johnny gets hit enough times, he and Mario will fight one on one. Get the fifth star Seaside Town: - You have no choice but to give up the star no matter how many times you say no to the elder. - Yardovich runs off to the west side of town to the beach BOSS - YARDOVICH: Keep nailing him. To find out which Yardovich is the mirage, use and attack that hits both of them. The one you do more damage to is the fake on. Keep attack it until they merge again. - You will get the star back. Pick up the key, and read the note Johnny left for you. - The key opens the shed. When you open it, the towns people will return. New things can be found in the shops now. - In BEETLES ARE US, you can buy a beetle box which you use to catch beetles on Booster Hill for 50 coins. You can get money back depending on how well you do on Booster Hill. - In the Mushroom Boy's shop, you can give your (regular) mushrooms to him. There is a small chance it may be a "special" mushroom, which he will trade you items like Maple Syrup and even Flower Tabs among other items. Conclusion: - The town elder suggests that you might find a star in Monstro Town. You need to go to Lands End to get there. -------------------------------- CHAPTER 5 ---------------------------------- Lands End: - Use the timed cannons to lanuch up to higher platoforms. - On the second stage, jump just ahead of the pit that you get launched into and the launch yourself on top of it to reach the frog coin in the chest. - On the fourth stage where you use the rotating flowers to move up, reach the top to get to the Sky Bridge. Going through the Novice route will win you 5 coins. The Special route wins you 8, and the Expert route wins you a Frog Coin. You will have the oppertunities to double your winnings by repeating the trip, but it gets harder each time. - On the same stage as the above mentioned tip, there is a path on the right that leads to the floor of the Sky Bridge. In that stage you'll find a cave. Jump in and go through the cave, and you'll be sent to the chest in the Kero Sewers you were unable to access the first time you visited. In that chest you'll find the Cricket Jam - Give the Cricket Jam to Frogfucius for 10 Frog Coins. - You have to cross the Sky Bridge (at the cost of 5 coins) to reach the desert. The mouse you find there is a friendly inhabitant of Monstro town. He will give you advice. - Like the mouse suggests, when you are in a new stage, look for the whirlpool containing the ant. The first time through, you will have to fight them, but each time after, they will just guide you. - At one point, you will find a desert stage with an exit to the north. This leads to a sheer cliff that, at the moment, you won't be able to climb. - The final ant/whirlpool will take you to Belome's Temple. To find out how to earn as much Experience points as possible, read ANSWERS-10 below. Belome's Temple: - The guy who offers you a shortcut home for 100 takes you to the stage just before the cliff. - You must pay the fortune teller to be able to hit the faces in order to get your fortune and advance. If you hit the first face first, you tend to get edible items. If you hit the second face first, you will have to fight enemies. If you hit the third face first, you can get money or rare items. - The last fortune either says "I'm hungry" or "I'm sleeping". If it says I'm sleeping, you need to get the key from Monstro town to pass Belome in order to get his treasure. If it says "I'm hungry" you must go on to defeat Belome to gain access to Monstro town. BOSS - BELOME: Belome may swallow one of your guys to make a clone of him. Concentrate your attack on Belome. An anti-sleep accessory would come in handy. Beat him and the switch appears that will allow you into Monstro Town. Monstro Town: - MonsterMama says the star is upstairs, but it's just a singing star. To find out what it's telling you, see ANSWERS-4. When she realizes you don't mean that star, she'll get the help of the Sky Troopas for you so you can scale the cliff. - Talking to the mouse grants you access to the guy in the back of Rose Town - The chest tells you how many out of about fourty hidden chests you have found. This FAQ (at this point in time) does not cover the locations of the hidden chests. - The wolf who comments about your jumping capabilities challenges you to jump more than 30 times in a row. If you do, he'll give you the Attack Scarf - If you do 100 Super Jumps in a row, the wolf will give you a Super Jacket. - Talk to the thwomp and make him bang the floor a number of times to make the key on the ledge outside fall down. Take this key to Belome's Temple and get the fortune "I'm sleeping" and go down the elevator to get Belome's treasure stash. - One door is sealed. To find out how to open it, read ANSWERS-6 below. - The mushrooms that you buy from the triplets act like normal mushrooms, but you not be allowed to give one to yourself during battle. - The Three Musty Fears hide three flags and challenge you to find them. To find out the location of these flags, read ANSWERS-9 below. - In the upper level, you'll enter the dojo of Jinx. You will be challenged to fight a student turtle, and then three seperate fights against Jinx. Beat him and you'll win the Jinx Belt. Lands End: - Back at the cliff at Lands End, the Sky Troopas will arrange themselves so you can climb up. Do it under 12 seconds, and the sergeant will give you a Troopa Pin. Do it under 11 seconds, and you get Frog Coins Bean Valley: - Some pipes lead to other areas of the Valley, others go to dungeons - In the stage where there are five baby plants in five pipes, wait for the shyster to feed them so you can attack and enter the pipes. - When you see treasure chests that act like slot machines, you can get flowers and mushrooms. Winning stars doesn't seem to do anything. BOSS - Smilax: Smilax gets more and more heads. Just keep whacking them off. Beat him and you gain the seed (See ANSWERS-5 for what to do with it) You will also find a block where a vine grows out of to go to the sky. Conclusion: - You will be sent to the bean stalks in the sky. Climb the stalks to get to the top. - Talking the left vine on the first stage of vines leads to what seems like a set up of vines with an impossible jump. Get to the small middle vine and jump straight up to make a hidden platform appear. Continue up the left to find a Frog Coin and the Rare Scarf. From there, fall down the right hole for two flowers. - Fall from the whole there, or go up the right vine from the first vine stage to arrive at the warp to Nimbus Land. -------------------------------- CHAPTER 6 ---------------------------------- Nimbus Land: - When you arrive here, Valentina has the innocent cloud citizens of Nimbus Land dupped into think Dodo is their prince (Mallow isn't getting any smarter at this point, and still hasn't figured it out) - The town seems generally upset about the changes that have taken place to their palace. The palace guards won't let you in. - You find out that their are springs that can heal, but they are for royalty only. You can get in them. - At the inn, for 30 Coins more you can use the Dream Cushion and see your dreams. If you keep trying, eventually you will have a nightmare involving Toad. When you wake up, he'll be there and give you 2 Red Essences - In the upper right corner of Nimbus is Garro the sculpter. Look at what appears to be a sculpture of Mallow. After Mallow finally figures out he's the prince, Garro will come up with a plan to sneak you in the castle. - When Valentina commands Dodo to polish the statues, you must avoid getting pecked. If you are successful, you will get the Feather. - In one room in the castle are some imprisoned towns folk. Talk to one and he will give you the master key. - One door is guarded by a heavy Troopa. That leads to the giant egg that contains Birdo. You also need the master key to enter. BOSS1 - Birdo: First hit the egg enough times until it hatches. Then nail Birdo with everything. You'll get a second key, which opens the door in the back. - After some interludes with Bowser and Valentina, you need to chase her to get the key to Mallow's parents. But after chasing past Dodo, you'll fall back to the spring entrance. - Going back to Nimbus, you'll catch up with Valentina. BOSS2 - Valentina & Dodo: Dodo will first carry off you middle guy and fight him alone, so make sure it's someone strong like Bowser. When that fight is over, the other two must fight Valentina until the first gets back. Be carefule, if the first guy dies alone, it's Game Over! When Dodo returns, concentrate on Valentina. - The key will drop out of the sky. Mallow will pick it up and rescue his parents. They will mention that a star fell in a volcano. - Talk to some of the people in the castle. One has a Flower Jar. - In the upper right house, Croco is stealing items. Catch him to get the Signal Ring, a valueable tool. - One lady mentions that you can get to the volcano through the hot springs. - At some point in the game, a man will stay at the inn and will be holding a pamphlet about the casino (See ANSWERS-8 below) - You will now be given access to the hot springs because of Mallow's discovered royalty. In the spring room is a path to the volcano. Volcano: - At the start, there are little platforms that run from the bottom of the screen to the right. Jump across them for two flowers. - Falling in the lava does not damage you, but places you back where you entered a room from. - Use the star to get past the large enemy in the next room. - Jump into the lava to pick up the frog coin - To get the frog coin on top of the exit, walk through that exit, come back and fall in the lava to be thrown on top of the exit with the coin. - You'll meet Hinopio half way through. He has items and weapons to sell, as well as a place to rest up. BOSS1 - Czar Dragon: He looks a lot like Blarg from Super Mario World. Beat him and he turns into a Zombone. Beat that, and you'll be granted access further on at full health. - You'll see the 6th star, but it will be ripped away from you by the Axem Rangers. You'll have to chase them to the top of the volcano to get the star back. BOSS2 - Axem Rangers: Glad someone had enough courage to make fun of the power rangers finally. Go after them with spells that hit everyone. They'll drop out one by one with their own little whine. Once you beat the middle red ranger, he'll jump on the face like weapon. Nail that until it's destroyed. You'll get the 6th star back. Conclusion: - If you go back to talk to Mallow's parents, they'll let you use the bus, which you need to use to get to Bowser's Keep. - Don't forget to check back with the Treasure Hunter in Moleville for new stuff. -------------------------------- CHAPTER 7 ---------------------------------- Bowser's Keep: - Once you make it here, you can go full circle on the map. - If Bowser is in your party for some of the fights, there's a good chance he will scare away some of the enemies. Otherwise, his mood just confuses the enemies. - When your vision gets obscured, there is a chest in the upper left corner - Croco joins your side by offering to sell you items. - You will come to 6 doors. 2 lead to long series of fights, 2 lead to challenging puzzles where you can get lots of items, and 2 lead to little quiz type challenges. Author's note - It's best to take the fighting and puzzle routes to get items and Experience Points. - In the puzzle rounds, if you blow all your chances, you return to the doors to try again. - In the puzzle round that starts with the floating platforms, jump up to the top platform and run back to get Kerokero Cola. In the next room, you must jump on the balls and move backwards to the exit. You can pick up chests along the way, but don't hit the Bob-ombs. The last part lets you pick up chests by maneuvering a platform to go underneath them. - In the puzzle round that starts off with three turtles running around, jump up and down to see the invisible pathway. In the next room, jump from platform to platform and pick up the chests. The platforms stop moving while you jump. The last stage should be a fun nostalgic trip back into Mario's very beginnings. - Getting through the stages will award you the Sonic Cymbals, the Super Slap, the Star Gun, and the Drill Claw BOSS1 - Magikoopa: After he takes some abuse, he'll call out Bahamutt to fight for him. Knock about Bahamutt and finish Magikoopa off. - The left door leads to a room with your last chance to buy from Croco. He will have some good armor now. - The thwomps in the next room aren't a threat, they just freeze you in position. The bullets the fly by are the threat. BOSS2 - Boomer: After he takes enough damage, he will change color to a more powerful version. If you win, the chandelier will take you up to the final fight for the keep BOSS3 - Exor: The swords eyes protect Exor (the little head on top) from getting hurt, so you must hit the eyes first. You only need to beat one eye to break the protection, but they will come back, as well as the mouth. When one eye is out, go for Exor. Beat him and you will be sucked into the Gate The Gate: - Jump up and down on the bolts in the direction you want to travel in to move across (like in Super Mario Bros. 3) - Falling into the gap will cause you to bounce back up. In some cases, you may find items below. - Eventually you will find the Ultra Hammer for Mario. BOSS1 - Count Down: Go after the bells first, then take out the clock. - When creatures are rolling off the conveyer belts, beware of arrows that will stop you. If you're in the line of the conveyer belt, you will be attacked. - Some of the earlier bosses will be remade and mass produced. You will have to fight with them if you touch them. - When you see a block floating in the air, and fake Yardoviches falling on it, jump and the block and fall through the hole. BOSS2 - Cloaker & Domino: Go after one or the other, but don't mix up your attacks. Stay constant. The survivor will back up into a snake machine. Again, hit one or the other until it's defeated Factory: - Sorry, this is where I get off. You should have enough strength and experience under your belt to make it through the last part of the game. There has to be SOME mystery {=^) Have fun. PART IV) The items, weapons, armor, accesories -------------------------------- ITEMS -------------------------------------- Mushroom (4 C): Heals 30 HP Mid Mushroom (20 C): Heals 80 HP Max Mushroom: Heals all of your HP Rotten Mush/Wilt Shroom/Moldy Mush: Like Mushroom, but can't be used in battle, only on the menu. Bad Mushroom (30 C): Poisons one enemy Honey Syrup (10 C): refills 10 FP Maple Syrup (30 C): refills 30 FP Royal Syrup: Refills all of you FP. Pick Me Up (5 C): revives a friend whose HP was reduced to 0 Able Juice (4 C): restores friend to normal condition Freshen Up (50 C): restores party to normal condition Bracer (2 FC): Increases friend's defense for one fight Energizer (2 FC): Increases friend's attack for one fight Crystalline (5 FC): Increases all defense for one fight Power Blast (5 FC): Increases all attack for one fight Red Essence: Prevents attack to recipient for 3 turns. FroggieDrink (16 C): Everyone heals 30 HP Elixer (42 C + Alto Card): Everyone heals 80 HP Megalixer (90 C + Tenor Card): Everyone heals 150 HP Kerokero Cola (150 C in the suite at Marrymore or 200 C + Soprano Card): Everyone heals completely Yoshi-Ade: Increase offense and defense Yoshi Candy: heals 100 HP Yoshi Cookie: Yoshi comes out and grabs an item from the enemy. Muku Cookie (69 C): Partially heals whole party. Flower Tab: adds 1 to your total FP Flower Jar: adds 3 to your total FP Flower Box: adds 5 to your total FP Pure Water: Kills ghosts instantly Sleepy Bomb (1 FC): Puts enemies to sleep Fright Bomb (100 C or 100 points in Moleville): Casts fright on one enemy Fire Bomb (100 C or 100 points in Moleville): Casts fire on all enemies Ice Bomb (100 C or 100 points in Moleville): Casts ice on all enemies Rock Candy: Attacks all enemies Star Egg: 100 points of damage to all enemies Lucky Jewel (100 C): Forces the Lucky Bonus (like the Lucky flower) See Ya (10 FC): Lets you run away from battles EarlierTimes (15 FC): You can start a battle over Fireworks (500 C): Can be traded for a Shiny Stone Shiny Stone (Fireworks): See ANSWERS-6 Carbo Cookie (Shiny Stone): See Moleville entry. Mystery Egg (200 C): See ANSWERS-7 Goody Bag: Gives you one coin per use in Battle. Worth a lot if sold -------------------------------- WEAPONS ------------------------------------ Hammer - Mario: +10 Attack NokNok Shell - Mario: +20 Attack Punch Glove - Mario (36 C): +30 Attack Super Hammer - Mario (70 C): +40 Attack Masher - Mario: +50 Attack Troopa Shell - Mario (90 C): +50 Attack Mega Glove - Mario (102 C): +60 Attack Ultra Hammer - Mario: +70 Attack Lazy Shell - Mario: +90 Attack Froggie Stick - Mallow: +20 Attack Cymbals - Mallow (42 C): +30 Attack Whomp Glove - Mallow (72 C): +40 Attack Ribbit Stick - Mallow (86 C): +50 Attack Sticky Glove - Mallow (98 C): +60 Attack Sonic Cymbal - Mallow: +70 Atack Finger Shot - Geno (50 C): +12 Attack Hand Gun - Geno (75 C): +24 Attack Double Punch - Geno (88 C): +35 Attack Hand Cannon - Geno (105 C): +45 Attack Star Gun - Geno: +57 Attack Chomp Shell - Bowser (60 C): +9 Attack Chomp - Bowser: +10 Attack Hurly Glove - Bowser (92 C): +20 Attack Spiked Link - Bowser (94 C): +30 Attack Drill Claw - Bowser: +40 Attack Slap Glove - Toadstool (100 C): +40 Attack Parasol - Toadstool (90 C): +50 Attack War Fan - Toadstool (100 C): +60 Attack Super Slap - Toadstool: +70 Attack Frying Pan - Toadstool (300 C) : +90 Attack -------------------------------- ARMOR -------------------------------------- Shirt - Mario (7 C): +6 Defense, +6 Magic Defense Thick Shirt - Mario (14 C): +12 Defense, +8 Magic Defense Mega Shirt - Mario (22 C): +18 Defense, +10 Magic Defense Happy Shirt - Mario (38 C): +24 Defense, +12 Magic Defense Sailor Shirt - Mario (50 C): +30 Defense, +15 Magic Defense Fuzzy Shirt - Mario (70 C): +36 Defense, +18 Magic Defense Fire Shirt - Mario (90 C): +42 Defense, +21 Magic Defense Hero Shirt - Mario (100 C): +48 Defense, +24 Magic Defense Pants - Mallow (7 C): +6 Defense, +3 Magic Defense Think Pants - Mallow (14 C): +12 Defense, +6 Magic Defense Mega Pants - Mallow (22 C): +18 Defense, +9 Magic Defense Happy Pants - Mallow (38 C): +24 Defense, +12 Magic Defense Sailor Pants - Mallow (50 C): +30 Defense, +15 Magic Defense Fuzzy Pants - Mallow (70 C): +36 Defense, +18 Magic Defense Fire Pants - Mallow (90 C): +42 Defense, +21 Magic Defense Prince Pants - Mallow (100 C): +48 Defense, +24 Magic Defense Mega Cape - Geno (22 C): +6 Defense, +3 Magic Defense Happy Cape - Geno (38 C): +12 Defense, +6 Magic Defense Sailor Cape - Geno (50 C): +18 Defense, +9 Magic Defense Fuzzy Cape - Geno (70 C): +24 Defense, +12 Magic Defense Fire Cape - Geno (90 C): +30 Defense, +15 Magic Defense Star Cape - Geno (100 C): +36 Defense, +18 Magic Defense Happy Shell - Bowser (38 C): +6 Defense, +3 Magic Defense Courage Shell - Bowser (60 C): +12 Defense, +6 Magic Defense Fire Shell - Bowser (90 C): +18 Defense, +9 Magic Defense Heal Shell - Bowser (100 C): +24 Defense, +12 Magic Defense Polka Dress - Toadstool: +24 Defense, +12 Magic Defense Nautica Dress - Toadstool (50 C): +30 Defense, +15 Magic Defense Fuzzy Dress - Toadstool (70 C): +36 Defense, +18 Magic Defense Fire Dress - Toadstool (90 C): +42 Defense, +21 Magic Defense Royal Dress - Toadstool (100 C): +48 Defense, +24 Magic Defense Work Pants - ALL (22 C): +10 Attack, +15 Defense +10 Magic Attack, +5 Magic Defense Lazy Shell - ALL: -50 Attack, +127 Defense, -50 Magic Attack, +127 Magic Defense Super Jacket - ALL: +50 Attack, +50 Defense, +50 Magic Attack, +50 Magic Defense -------------------------------- ACCESORY ----------------------------------- Jump Shoes - Mario (30 C): +1 Defense, +5 Magic Attack, +1 Magic Defense Improves Jump Damage. Antidote Pin - ALL (28 C): +2 Defense, +2 Magic Defense Prevents poison Wake Up Pin - ALL (42 C): +3 Defense, +2 Magic Defense Prevents sleep and mute True Form Pin - ALL (60 C): +4 Defense, +4 Magic Defense Prevents shape changing Fearless Pin - ALL (130 C): +5 Defense, +5 Magic Defense Prevents fear attacks Zoom Shoes - ALL: +5 Defense, +5 Magic Defense, +10 Speed B'tub Ring - Princess (145 C): For it's purpose, read ANSWERS-7 Amulet - ALL: +7 attack, +7 Magic Attack, +7 Defense, +7 magic Defense Exp. Booster - ALL (22 FC): Doubles the Experience Points earned for the person who equips it. Coin Trick - Mario (36 FC): Doubles the coins you win Scrooge Ring - All (50 FC): Halves the required amount of FP needed for the person who quips it. Safety Badge - ALL: +5 Defense, +5 Magic Defense, prevents mute and poison Safety Ring - ALL: +5 Defense, +5 Magic Defense, prevents attacks that kill Attack Scarf - Mario: +30 Attack, +25 Magic Attack, +30 Defense, +25 Magic Defense Quartz Charm - ALL: Reputedly doubles your magic attack and defense, and raises your attack and defense by %50, prevents attacks that kill. Ghost Medal - ALL: Raises defense while attacking. Jinx Belt - ALL: +27 Attack, +27 Defense Troopa Pin - ALL: +20 Speed, prevents fear attacks Rare Scarf - ALL: +15 Defense, +15 Magic Defense Feather - ALL: +5 Defense, +5 Magic Defense, +20 Speed Signal Ring - ALL: Signals when you're in the vicinity of a hidden treasure. ******************************** WARNING ************************************ From here to the end I have listed the answers to some of the trickier problems you may want to figure out for yourself. If you do not wish to know these answers ahead of time, do NOT read any further. Each answer is referenced by the walk through at the appropriate time. ******************************** WARNING ************************************ ANSWERS-1: How do I get through the Forest Maze and find Geno? When you help the man get back into his house in Rose Town, he will tell you to go left, left, straight, right. These are not pathway directions, but turning directions. The proper was to go, from the start, is west, south, south, west. There you'll find his store of treasure. ANSWERS-2: In what order do I look at the pictures in Booster's Tower? When you first walk in the tower, you see the same pictures. If you look at them, they read "Booster the 1st", "Booster the 2nd" and so on. When you get to the locked door, the pictures are out fo order. They are in the order: 4 5 3 6 2 1. Looking at them in this order will win you the key to the door which will provide you with access to Chomp, which Bowser uses as a weapon. ANSWERS-3: What are the clues and the password in the sunken ship? clue 1: The flying koopa follows you in the sky. Get him to bump into the ball and knock it on the switch. "There is an 's' in the word" clue 2: Hit the blocks to stop the trampolines so they are positioned under the ball that will drop when the last box is hit. The first two should be to the right, and the last should be about center. "It is found on the bed of the ocean" clue 3: navigate the 3 dimensional maze. Press X even if you don't want to quit so you can see where you are. "It has two vowels." clue 4: Follow the moving coin and pick up every coin it leaves behind, but don't pick up the moving coin until it stops. "It has 4 consonants" clue 5: Hit the low box, then stand underneath each high one to knock the cannonballs into them. "At least... two consonants are side by side" clue 6: Jump on the discolored barrel. Jump on it and roll it back onto the left switch. Then jump on the right one. "The 'r' comes before the 'l'" SOLUTION: PEARLS ANSWERS-4: What's the last Musical phrase that the star is singing? The star in Monstro Town is singing the final phrase that Toadofsky is looking for. After you've entered in the song on Frogfucius' sign, and the Moleville mining song, the last phrase is: LA TI DO RE SO DO RE MI If you enter it in correctly, you will be allowed to freely compose the last part of the song. You will also get the Soprano Card for the Juice Bar. ANSWERS-5: Where is the fertilzer that the guy in Rose Town wants? When you talk to a rat in Monstro Town, he tells you about a guy in Rose Town. He lives in the very back. He wants the Seed and Fertilizer. The Seed you get from beating Smilax in Bean Valley. The Fertilizer is a lot harder to find. After you beat Valentina, walk along the right side of Nimbus until you begin to walk on an invisible path. There, you'll catch a shyster who gives you the fertilizer for his freedom. Take them back to the guy in Rose Town, and he'll grow a Bean Stalk that will take you to a place where you can get the Lazy Shell weapon and armor ANSWERS-6: What is the Shiny Stone, how do I open the sealed door in Monstro? When you first buy fireworks from the Mole who makes them, trade them with the kid with the pretend store right outside his house for the Shiny Stone. Use this stone to unseal the door in Monstro town. Inside you'll fight a tough Final Fantasy like boss with great FF2 music playing in the background of the fight. Use offensive magic that attacks everyone at once for best effects. Win and get the Quartz Charm. ANSWERS-7: What's the purpose of the B'tub Ring, and the Mystery Egg. When the treasure hunter in Moleville makes the Mystery Egg available, buy it and equip Toadstool with the B'tub Ring. With it equipped, have the Princess use the Mystery Egg in battle 10 times. It will turn in to Sheep Lure. Have anyone use the Sheep Lure to transform enemies into sheep a large number of times until it says "sheep herd full." At this point you will get the Sheep Attack. Use the Sheep Attack instead of running away. It will turn all enemies (except bosses) into sheep. You will get no Exp. points or Coins, but the battle will be automatically over. ANSWERS-8: Where is the Bright Card and the Grate Guy Casino? The Knife Guy hangs out in Booster's Tower after you defeat him. When you find him, he will ask you if you want to play follow the ball. Play with him and win 8 or 10 times, and he will give you the Bright Crad. The Pamphlet you might have found in Nimbus Inn says you need the Bright Card and three jumps to get in, and no Chomps. Raz in Yo'ster Island says the Bright Card can be used in Bean Valley. Go there and get to the stage where there are five baby plants and a shyster who feeds them so the grow. Beat the plants and go down the pipes until you find the pipe with a Chomp inside. Go to the lower left corner and jump three times. There you will find access to the Grate Guy Casino: - One guy lets you play slot machines. It costs 10 coins per game. If you win, you'll get a Frog Coin. - One guy plays Blackjack with you. If you lose, it costs one Frog Coin. If you win you'll get one Frog Coin. - Grate Guy plays "look the other way" with you. Win 100 games (not necessarily in a row) to get the Star Egg. It's a bomb that does 100 damage to all enemies in a group and can't be used up. ANSWERS-9: Where are the three flags the Three Musty Fears hid? "behind a wooden flower" - The welcome sign at Rose Town "under a green bed" - The bed in Mario's pad is green. "between 'O' and 'A'" - The word GOAL is spelled out on Yo'ster Island ANSWERS-10: How can I earn a lot of experience points very quickly? In Belome's Temple there's a series of actions you can repeat to get to the higher levels faster. When you first arrive, save at the save box, grab the star, and proceed to kill everything. Fall through the hole, and pay the guy behind the boxes for another star, and kill the enemies there. Now proceed to Belome as usual, and allow yourself to be killed. You will return to the save box with all of your earn Experience points, and you may repeat. Having the Exp. Booster really helps.