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Game Cheats » Nintendo DS Cheat Codes » Games Starting with the Letter M » Mario And Luigi: Partners In Time - Strategy Guide (Page 02)

Mario And Luigi: Partners In Time - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Mario And Luigi: Partners In Time - Strategy Guide (Page 02).

     ...well, no. If you proceed into the next area, Stuffwell will pop out 
again, and remind you how to jump with two people. Humor him, and then he'll 
tell you how to jump across a string of ledges simultaneously. At the very 
least, you can pick up some coins and recovery items for your trouble. Once 
you've nabbed all of the coins from the L and M blocks, a stairway into the 
next area will open up. As you proceed, you'll only be able to go so far 
before a mushroomed individual lands on your head. A swarm of UFOs fly by, 
and proceed to blast the hell out of the wintry village we see on our map. 
Dark, purple mushrooms are behind this? Huh? 

     Might as well get on over there. Cross the wooden ramps and navigate the 
little set-up of mushroom heads, taking out any Shrooblets in your way. 
Stuffwell interrupts you twice more during this trek, first to tell you about 
preemptive strikes and Luigi's own attacks (this is his first battle after 
all) and again to tell you about healing. Go AWAY already! The Bros. will 
reach level 3 once you've made it to the top. Head into Holli Jolli Village 
to witness an invasion taking place; craters fill the area as their shots 
blow everything apart. The residents themselves are stunned, then abducted. 
At the risk of anal probe, Mario and Luigi head in to investigate.

     The houses, from what you can see, are all empty, either abandoned or 
their residents taken hostage. A couple have blocks with coins or Mushrooms 
in them, as well as one or two outside. If you head inside the house in the 
upper-right corner, you'll hear a muffled voice. Walk towards the chimney, 
and he'll address you. Turns out he's the mayor of this town, and scrambled 
up the chimney once the Shroobs came and trashed the place. Jump underneath 
him to send him flying out of the chimney and onto the pavement outside. A 
fat little dude with a white beard and moustache, dressed in red, stuck in a 
chimney... now where have I seen that? Anyways. Before he can head back 
inside, the Shroobs return with a couple of UFOs, and a few of the little 
cretins surround our Santa-lookalike. He screams for help, so get out there 
and see what's up. No sooner than you step outside, he's being beamed up into 
one of the saucers! The Shroobs on the ground notice you, and after a little 
conversation you have no hopes of understanding ("What about these guys...?" 
"KILL THEM!" "KILL THEM!" "KILL THEM!") they attack you. GRRAAAAAH!

BOSS: SHROOBS
HP: 15 (each)
EXP: 0
Coins: 0

This isn't a true boss of sorts, but once again we have our good 'ol boss 
theme, so I'll treat it as one. As soon as the battle starts, one of the 
aliens pulls out a little transmitter, and soon a UFO flies in with a timer 
attached to it. As soon as it reaches 0, you'll be blown apart, so just 
entertain these guys until then. You only have enough time to kill one of 
the three before the countdown reaches 0, so this battle will be a lost 
cause no matter what; just stomp one of them and dodge their laser shots. To 
do this, just wait until they spin or put a gleam in their eye, indicating 
who they'll shoot at- spin for Luigi, gleam for Mario. Then they whip out 
the gun and shoot; the shots don't move quickly and are easily jumped over.
The timer reaches 0, and a huge shot from the UFO above takes you out. Cue 
the funny little laugh from our antagonists.. 

     We now cut to the skies, where Baby Bowser's Koopa Cruiser is being 
chased and shot at by the UFOs. You now hear the most annoying sound in the 
game, which is Baby Peach's crying. Toadsworth comes in to calm her down, and 
BB orders all of his minions to get to the control deck. You're not one of 
his toadies, but you have control of the babies now, so why not? Yet again, 
we are taught how to jump. Collect the coins and mushrooms around the crates, 
even netting yourself a Drop, which heals all characters opposed to one, and 
another 1-Up. Save if you wish, then enter the control room. BB's ship will 
take out the UFOs hassling it, and they'll pass over our presently fallen 
heroes, the adults. Peach won't shut up until BB does something about it, 
so again the cannon is fired, this time at the aliens standing over the Bros. 
The ship will land, and Baby Mario and Luigi are dispatched to go pick them 
up. Head over to where they lay, and you'll be approached by the remaining 
Shroobs you fought earlier. Back into the boss battle!

BOSS: SHROOBS
HP: 15 (each)
EXP: 21
Coins: 0

They're fought exactly the same way as before. Only now, you'll be given 
Bros. Items from Toadsworth to help you rack up some damage. That item is the 
Green Shell, which I have already explained how to use; Toadsworth will keep 
you supplied with them throughout the battle, so don't worry about wasting 
them. After they've been destroyed, Toadsworth will have you bring the adults 
onto Baby Bowser's ship. 

     In this next scene, we see Toadsworth alone, telling of the mass 
destruction the Shroobs have brought to the Mushroom Kingdom. We re-witness 
the attack on the castle, and find that they were rescued by Kamek on the 
Cruiser by BB's orders; that's how they came to be on his ship. We cut back 
to the present moment, where Toadsworth is explaining all of this to our now 
revived Mario and Luigi. We fly over Princess Peach's castle, to see it 
already covered in fungus, having been infested by the aliens. Their new 
stronghold, it seems... Mario tells them that Peach is being held captive 
there, but Toadsworth finds the idea, especially Mario and Luigi being the 
babies' older selves, absurd. The Koopa Cruiser's alarm sounds again, 
bringing a transmission straight from Shroob Castle. Flick on the monitor, 
and... we receive a kind string of crazy gibberish from an alien in a pink 
gown, deemed to be Princess Shroob. She must be the one that orchestrated all 
of this! After a taunt of sorts, the alarm sounds again, this time alerting 
the BB to a missile fired at them from the castle. Cue the crash 'n burn.

[6.4] Survivors

OOOOO Bowser's Castle OOO
OOOOOOOOOOOOOOOOOOOOOOOOO

OOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Mushroom (2)      OOO
       Green Shell (16)  OOO
       1-Up Mushroom (4) OOO
       Mushroom Drop     OOO
Coins: 196               OOO
Enemies: Goomba          OOO
         Boo             OOO
         Boom Guy        OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOO

ENEMY ATTACKS & STATS:

     Goomba- HP: 10 EXP: 3 Coins: 3 Drop: Mushroom, Super Mushroom
     Weak: None Resist: None
     As you would expect from such a simple enemy, these guys don't have 
     anything crafty up their sleeve. They'll charge in front of one of you, 
     stop for a second, then try to hit you; a jump after this little second 
     wait is all it takes to dodge and counterattack them. 
             
     Boo- HP: 15 Exp: 5 Coins: 4 Drop: Mushroom
     Weak: None Resist: None
     These guys are quick. Right before they disappear, they'll uncover an 
     eye, indicating which bro they plan to attack, and then reappear behind 
     them. Jump immediately and they'll pass underneath you. Nothing too 
     crazy; they're pretty easy to hit while doing this, too.
          
     Boom Guy- HP: 18 Exp: 8 Coins: 5 Drop: Green Shell
     Weak: None Resist: None
     ShyGuys with Bullet Bill cannons on their heads. These guys will 
     approach and stop in front of either brother, and either fire a BB 
     without interruption, or misfire, emitting a puff of smoke... ...followed
     by a Bullet Bill. Sometimes your jumps will knock the cannon off; in 
     which case, when the ShyGuy begins its turn, it will send out a call to  
     its allies; a prompt delivery of a new cannon will be followed by its 
     attack as normal; a "..." means it spends its turn doing nothing. How to 
     predict a misfire? When it stops in front of you, if it points towards 
     you, don't jump; wait for the smoke. When it holds onto the cannon with 
     both hands, jump immediately. 
               

     The Cruiser landed conveniently right inside Baby Bowser's castle, and 
it seems everyone else was thrown clear of the wreckage, leaving Mario and 
Luigi by themselves. Another astute observation from Stuffwell. Well, now 
we want to reunite with them, so time for some dungeon trekking with our 
Bros. Now we'll get to do some actual play instead of controlling someone for 
5 minutes, then having to watch people talk. 

     Head to the right from our save point, and we meet our first enemy with 
a completely scriptless battle- the Goomba. You'll get a ton of Green Shells 
from the block right at the entrance, but don't waste them on these guys. 
A total of 12, Jesus, 12 shells are in this first area alone, as well as two 
Mushrooms and even a 1-Up. 

     The next area shows you a long, zigzagging catwalk spanning the length 
of the room. Kill the Goombas and their Boo cohorts if you wish, grab the 
Mushrooms and blue coin (each is worth 20) and head up to the catwalk. It's 
pretty straightforward, and if you're used to the controls or have played 
SSS, navigating this thing without falling is simple. Just stop to change 
your directions to avoid botching a turn and falling. You can't go far into 
the next room before the duo stops.. and Luigi is conked on the head by a 
spiked ball. We look up and find.. 

     "BABIES!!!" Heheheh, I love it whenever Mario says that. Anyway, once you 
help the babies jump down, try to walk off and Stuffwell will tell you how to 
alternate between controlling the babies and adults, and then tell you how to 
carry them piggyback-style. With your new partners in tow, jump on the fat 
blue square further ahead. The combined weight of the four of you will push 
it down and open the doors; this is the only way to activate these when you 
come across them. In the next room, you'll find a ledge impossible for you to 
jump to, and no feasible way to climb up... that's where the babies come in. 
Pressing X or Y while in a piggyback will throw both babies overhead. This 
will let them explore a high area while the adults wait for them to find a 
switch to let them up, or... ...a block much like the one you see as soon as 
the babies are thrown onto the ledge. Anytime you're separated from the 
babies or vice versa, hitting the pipe-block will bring the other two right 
next to you. Do that here and compress the switch to continue onwards.

     More items in this next room. To get at the blocks behind the spikes, 
the babies will have to go solo. Nothing much to say for the items here; 
you've already seen them. You do get a nice stack of coins, though. The next 
room has you throwing babies up ledges again, and introduces you to a new 
block; the Purple Switch block. Hitting these ! blocks will cause some sort 
of change in the environment to take place, whether it be a bridge forming, 
or platform dropping to a height within reach. They're pretty much always 
necessary to hit to continue, and this is no exception. Once you enter the 
next area, you'll find Kamek searching for Baby Bowser. He'll notice you, and 
assuming you're up to no good, summon a Goomba and Boo to fight you. In this 
battle, you'll receive your first actual useful lesson; attacking while 
teamed up with a baby. Now your attacks can have a lot more force to them. 
Destroy the two of them, and Kamek summons another Goomba; now Stuffwell will 
tell you how to use your Green Shell with the babies. Good stuff. Killing the 
second Goomba brings on one more; now Stuffwell wants Luigi to use a Green 
Shell. Humor him, and then Kamek summons one final Boo. Stuffwell leaves at 
last, and we can now end this. 

     Continuing on through the room, you'll find a lone Green Shell, as well 
as a Boo, bringing with it a new bastard; Boom Guys. After dealing with the 
other enemies here, you'll come across a large blue pipe; deal with it the 
same way you would the blue squares. Only four people can activate it. Two 
more Green Shells in the next room; to proceed here, throw the babies onto 
the ledge and head through the small opening to reach a hidden room; hit the 
! block to create a bridge for you to cross. Same objective in the next room, 
though now there's more to it. After spawning the bridge and crossing it, 
you'll find a new switch block- a multicolored one that comes in pairs, 
requiring two people to activate it. Of course, Stuffwell is going to explain 
this, but you can tell him to F off, three times in fact, and he'll leave 
without giving a tutorial. Have Mario hit the block, and immediately have 
Luigi hit the second block afterwards, as it lights up. This will spawn a 
block that the babies can use to climb up to another set of ! blocks. The 
Goombas in this hidden room can be slain if you like, but they'll take a lot 
more jumps to defeat. Another 1-Up and 20 coins in here for ya. Hitting the 
switch blocks will lower a platform down on the adult's side. Reunite with 
them and make your way up the platforms. A Boom Guy will be firing at you 
from up there; being hit by one of the Bullet Bills will force you into 
battle, but won't give it a preemptive strike or knock you over or anything. 
At the end of the passage is a ledge you can throw the babies up to, in order 
to activate a third set of ! blocks, forming the last bridge you need to get 
out of there.

     You're almost done. In this next room, grab the coins, then head over to 
the left side of the room, where you'll find a fat red block and a ledge with 
an opening nearby. The sign basically says that hitting that block with the 
appropriate adult will spawn a block inside the hidden room behind it, which 
the babies can hit, filling the room with light for a period of time. When 
you actually send the babies in there, you'll see some pink platforms, and 
the rest shrouded in pitch darkness. So, hit the block as Mario, and hustle 
along the passage, stopping once it gets too dark. Whack the large block 
again with the brother corresponding to the color, and you can fill the room 
with light again. There are no branching pathways or treasures in here; just 
make it out on the other side. Hitting the treasure chest over the pedestal 
you come to get you not coins nor items, but.. a shiny fragment! This is a 
piece of the Cobalt Star that E. Gadd used to power his time machine. You 
definitely want to hold onto this. Not like you have a bloody choice. Saddle 
up with your older selves again and head into the next room. Take the pipe 
into the next room, save if you wish, and continue on until you reach the 
final door, which leads not to a boss, but another time hole. A little bit 
of squabbling with Toadsworth, and the three of you jump in. 


OOOOOOOOOOOOOO[7] The Vim Factory Siege! OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     You're back in present-day Peach's castle, and right by the hole you hop 
out of are two last chests. Nab yourself another 1-Up and a whopping 10 coins.

     Head back to where E. Gadd is standing, and you'll explain the situation 
to him. You'll also find that the alien, being held in some sort of stasis 
chamber, reacts quite violently when you pull out the Cobalt Star shard and 
it gets near him. Mental wizard that he is, E. Gadd deduces that there's some 
sort of link between the Shroobs and the Cobalt Star. An even brighter Toad 
suggests that you can find a way to destroy the aliens if you collect more of 
them. The shard then abruptly flies off, and glancing up at the map, you 
notice it uncover yet another time hole. Before you leave to check it out, 
though, E. Gadd gives you a Salvage badge, which slightly increases the odds 
of collecting an item dropped after battle. Of course, this means yet another 
educational intervention from Stuffwell. Get it over with, then head to the 
Shop icon on your map. Now would be a good time to use all those coins you 
found to buy two pairs of Patched Slacks for the adults and two pairs of 
Starchy Jeans for the little ones. There aren't any badges for sale that will 
really make a difference right now, nor can you afford to buy multiples of 
them for your party. Ignore them and head over to the time hole when you're 
ready. As you jump in, you'll witness a struggle between Toadsworths...

[7.1] Freaky Foliage

OOOOO Toadwood Forest OOO
OOOOOOOOOOOOOOOOOOOOOOOOO

OOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Mushroom (2)      OOO
       Bro Flower (15)   OOO
       Green Shell (7)   OOO
       Mushroom Drop     OOO
       Super Mushroom    OOO
       1-Up Mushroom (2) OOO
       1-Up Super        OOO
       Unarmed Jeans     OOO
       Wild Trousers     OOO
       Wallet Badge      OOO
Coins: 729               OOO
Enemies: Koopeleon       OOO
         Boo Guy         OOO
         Elasto-Piranha  OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOO

ENEMY ATTACKS & STATS: 

     Koopeleon- HP: 18 EXP: 6 Coins: 4 Drop: Green Shell
     Weak: None Resist: None
     These little guys will approach you, stop, and then make themselves 
     invisible. This will take a second or two, and once they finish, they'll 
     move in and try to bite you. Pretty slow-moving enemies, so they won't 
     give you a lot of problems. Hitting one while it's invisible will bring 
     its color back; otherwise it'll stay blended in. 
     
     Boo Guy- HP: 17 EXP: 8 Coins: 5 Drop: Mushroom, Super Mushroom
     Weak: Fire Resist: None
     Little ShyGuy ghosts. They'll hover over and stop between the two of you 
     and point with either hand, indicating who they're going to attack. Once 
     they do that, they'll split into two, and charge forward. The bro being 
     targeted should jump once the Boo Guy is in front of him, and he can be 
     damaged; the fake Guy will simply vanish. 

     Elasto-Piranha- HP: 27 EXP: 16 Coins: 6 Drop: Bro Flower, 1-Up Mushroom
     Weak: Ice Resist: Fire
     These pipe-dwelling plants rest at the bottom of tree trunks, an 
     unpleasant surprise if you were hoping to find coins. These guys ARE 
     unpleasant, too, because if you screw up an evasive jump, the babies 
     will be nearly killed by just one of its fireballs. Take care when it 
     stretches up and off the screen- the fireball will take longer to come 
     down, so don't jump right away! Otherwise, jump once you see the 
     fireball and you should be fine. If it emerges from the pipe with its 
     head pointed straight up, the fireball will be spit onto Mario. Nice EXP 
     for defeating these guys.
     
     
     Head to the right from the time hole, and right away you'll notice a few 
tree stumps- these are the first of many obstacles you'll come across as you 
play. They aren't obstructing you in any way, but they always house treasure 
blocks with coins (giant, 100-coin coins, at that), items, a switch you must 
press.. or enemies. Throw the babies into any holes you come across. In this 
case, they lead to a Mushroom Drop, 201 in coins, and a battle with some 
Koopeleons. Once you're finished here, head up and into the next area, and a 
very faint voice will speak to you. Get closer, and you'll find that it's a 
Toad named Toadiko, seemingly engulfed by the vines around a tree. It turns 
out that Toadiko was on the time machine with Peach; when he was abducted, 
the Shroobs brought him along with other captives to the forest, where they 
became ensnared by the plant life. The trees suck away their mushroom power, 
their life force; otherwise known as their "vim." The trees send the vim down 
through a network of roots into their factory, where it is mixed with 
chemicals and turned into fuel for their flying saucers. Toadiko is certain 
that Peach and a Cobalt Star shard can be found there... The conversation is 
ended abruptly as UFOs looming overhead spot the gang and fire upon them. The 
Bros. flee, but Toadiko is turned into a simple mushroom. The Bros. must now 
press onwards! The only other thing in this area is a stump with a Super 
Mushroom and a nice 100-coiner. Move on.

     Nab some Bro Flowers amidst a few enemies, then pillage the stumps for a 
few more Green Shells and a 100-coiner. The left stump has an enemy inside 
it, the Elasto-Piranha; while its attacks aren't difficult to dodge, they're 
way too strong for the babies at their current level and HP, so be especially 
careful. One hit will bring them down to critical status, if not kill them 
outright. Don't try out your new Bro Flowers on them, either; they'll do 
squat. Anyways, the pathway to the next area is on the right. Here you'll 
find your path leading to the factory obstructed by trees, but those will be 
dealt with very soon. Nab the 1-Up and exit via the lower-left, where several 
long tree trunks are arranged in a circle along with some mysterious clear, 
empty blocks. There's no way you can toss the babies into these, so head to 
the only trunk you CAN toss them into, in the lower-left corner. The adults 
can grab the coins on the right while the babies navigate the underground 
maze, making sure to hit every block with flame inside it. There are six 
total; there are also a few Elasto-Piranhas down here, so exterminate them 
if you'd like a boatload of EXP for the babies. Once done, you can hop back 
out and have the adults hit the blocks that now encase the flames, sending 
them into the large block in the center. Get all six, then hit the large 
block to send the fireball flying into the previous area, where it'll land on 
the trees and burn them to ashes, creating an opening for you to pass through.

     Once you've gone down through the pipe and emerged in the new area, save 
and head upwards. Notice the map up above is filled with spikes.. the left is 
entirely inaccessible at the moment, so don't even bother checking it out. 
Instead, scour the tree trunks for 100 coins and a pair of Unarmed Jeans. I 
wouldn't recommend equipping these, for the babies are going to be in a boss 
battle on their own very soon, and any hits they take will be fatal while 
wearing those. If you're confident in your dodging, though, then go ahead. 
I've found the enemies at this point and onwards start appearing in greater 
numbers, so you'll be getting a lot more EXP from here on. Anyways, to the 
north is the factory entrance, which is surrounded by a moat that we can't 
cross just yet. Upon further inspection, you'll find that the bridge to the 
entrance is submerged under water. Those shroob-like claws on either side 
look like they have something to do with it, don't they? You want to activate 
them, so leave to your right. Here we have a platform perched over the bed of 
spikes, but it won't move for you unless someone is controlling it, and that 
someone is either baby. Toss them into the tree trunk and you'll find a block 
with an arrow on it, changing directions every second or so. Have Mario and 
Luigi stand on the platform over the spikes, and get it moving by hitting the 
block once the arrow points to the right. The platform will move nonstop in 
the direction that was punched into the block until the baby hits it again, 
stopping it abruptly. Now, you can wait for the arrow to point to a new 
direction and hit it again. The idea is to bring the platform across the 
spikes and to the second pathway you come across, then stop it. The first 
path leads to an exit out of there and a Wallet Badge, which allows you to 
flee battle at less of a coin expense. You don't need it. Anyways, once in 
the next area, bring the babies over to your location and jump underneath the 
! block while holding one of the babies. At the peak of your jump, press the 
baby's jump button and they'll be able to reach the block. This causes four 
blocks to spread out over the brothers, starting with Baby Luigi. The idea is 
to hit the first with BL, then quickly press the button for the next in line 
as his block lights up. You only have a second before you lose it and it 
reverts back to transparency. Hit all four, and the Shroob mechanism will 
power up and get some current flowing to the claw by the entrance. Now we 
have one more to go. Get the Green Shells, Bro Flowers and 100-coiner here, 
and you can be on your way.

     As you enter through the north, right away you'll notice a ! block 
over some spikes. This'll be your next objective. Clear away the enemies on 
the way to the tree trunk, then throw the tykes in and get the adults onto 
the platform. This time there'll be a yellow ramp along the way, which the 
platform can pass under, but the Bros. cannot; simply jumping onto it and 
hopping back onto the platform as it comes out from the other side is all 
you need to do. Hitting the ! block spurts up a block that'll grant you 
access to the next area. Ride the platform back over, grab the kids, and 
leave. The next Shroob mechanism is here, and is activated the same way- 
piggyback jump, then a quick sequence of jumps. With electricity flowing from 
the second claw, the bridge is set into place, allowing you to enter the 
factory! Grab the coins, Mushroom and 1-Up here, then exit via the south. 
More fun with platforms! Into the trunk the babies are thrown. There are 
Green Shells, Bro Flowers and coins inside treasure blocks over the spikes, 
among other things, including a 1-Up Super, an item that revives the fallen 
one with full HP. There's also a pair of Wild Trousers for the adults, which 
are basically the same as Unarmed Jeans, only with an even bigger cut in 
defense. Meh. Once you've gotten everything, have the babies pilot the 
platform down to the lower-right corner. You're now back where your started; 
a pipe block to summon the babies is near the bridge to the factory.

     Head across the bridge, and the doors will slide open for you... what 
dangers await our heroes inside this freaky place?

[7.2] Who Drank all the Vim?!

OOOOO Vim Factory OOO
OOOOOOOOOOOOOOOOOOOOO

OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Mushroom (7)          OOO
       Green Shell (6)       OOO
       Bro Flower (3)        OOO
       Cannonballer (8)      OOO
       Mushroom Drop (2)     OOO
       Refreshing Herb (6)   OOO 
       1-Up Mushroom         OOO
       Unarmed Jeans         OOO
Coins: 17                    OOO
Enemies: Spiny Shroopa       OOO
         Dr. Shroob          OOO
         Lakitufo            OOO
         Hammer Bros. (Boss) OOO
         Swiggler (Boss)     OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

ENEMY ATTACKS & STATS:

     Spiny Shroopa- HP: 18 EXP: 2 Coins: 2 Drop: Green Shell
     Weak: None Resist: None
     These guys will take a few whacks with the hammer once you face them for 
     the first time, but they're not too gifted offensively. They'll hop in 
     front of either brother, and sit still for a good two seconds, and then 
     lunge. You should have your hammer ready as they're waiting to pounce, 
     then release as soon as they do. You'll get a feel for the timing very 
     quickly. Be warned that they sometimes will pause right after being 
     counterattacked, and make a second lunge; have your hammer ready again 
     in case they do. These guys also have the ability to poison you. Why 
     such crappy EXP and coins? You'll soon meet an enemy that'll spawn these 
     things over and over again. Can't give you TOO much per battle, can they?

     Dr. Shroob- HP: 29 EXP: 18 Coins: 10 Drop: Bro Flower, Mushroom Drop 
     Weak: Ice Resist: None
     These doctors will attack you at first just like the Shroobs you faced 
     earlier, but once they've taken their shot, they'll pull out one of two 
     mushrooms and hold onto it; attacking them once they've done this will 
     cause them to drop it. If a Dr. is holding a red mushroom, you definitely
     want him to lose it, or else he'll eat it come his turn and charge at 
     you. Shroobs holding a poisoned shroom are much less of a threat, as 
     they'll shrink and waddle towards you, making themselves easy pickings 
     for your hammer. Their shots are very slow and easy to jump; their 
     charging attacks are stopped with the hammer. 

     Lakitufo- HP: 26 EXP: 16 Coins: 7 Drop: Cannonballer
     Weak: None Resist: None
     These guys can be annoying if not dealt with. They always come with Spiny
     Shroopas as cohorts, and if you kill one, there's a good chance it'll 
     merely beam a fresh one down from its saucer. Otherwise, it attacks by 
     beaming down a spiny egg, which will bounce at you; be ready to swing 
     your hammer as soon as it materializes, since it will come at you very 
     quickly. These guys also twirl around back and forth between Mario and 
     Luigi, then swirl in front of either for a moment and hurl themselves 
     off of their saucer and at your position. Give them a moment after they 
     move in front of you, then jump. Lastly, the easiest attack to counter:
     Lakitu will hover over you and try to beam you up into his saucer. Have 
     your hammer charging, and wail him once you get close to the top. These 
     guys are total bastards; by all means get rid of them first. 
     
     
"AREA RESTRICTED. ALL NOOB INTRUDERS 2 B HAX0RED BY US L33T HAMMER BROZ.!"

"WE R TEH SHROOB ALLIES. WE R0X0R U AND THEN ROFL. THEN U AM CRY."

"WE RECEIVE ORDERS THRU ANTENNAS ON THESE L33T HELMETS. THEY R HOTNESS."

"WE MUST OBEY ALL ORDERS. WE LIKE 2 PWN N00BS 4 TEH MASTER SHROOBZORS."

"U = N00BS. BROZ. = L33T. PREPARE 4 TOTAL PWNAGE. W00T! W00T! W00T! W00T!"

     Heeeeeeeee... good 'ol netspeak. Enter the pipe and save, and as soon as 
you enter the next room, you'll be accosted by two Hammer Bros. that have 
apparently been brainwashed by the Shroobs into doing their bidding. After 
their taunts, a giant pair of nostrils will come down from the ceiling and 
suck the adults into each one. WTF? You'll see what that nose is a part of 
soon enough, but first you have to deal with our mindless turtle friends.

"N00BZ STILL R NOT PWNED. CONTINUE PWNERSHIP UNTIL ALL N00BZ R PWNED."

"TEH ESCAPE IS IMPOSSIBLE. WE R 2 L33T. WE OWNZ J00. 

"U WILL GET FLATZORED BY R L33T HAMMERS."

BOSS: HAMMER BROS.
HP: 100 (each)
EXP: 80
Coins: 70
Win: Mushroom Drop

These guys may have a huge amount of HP compared to the babies, but you'll be 
dealing counterattack damage to both of them every turn in addition to your 
standard attacks, so this battle won't take very long. You can't survive 
repeated hits from these guys, but the attacks are easy to avoid; as long as 
both of them are alive, they'll hit the other brother with their hammer to 
turn them into a ball of sorts, and then strike it again to send it flying 
towards you. Jump right after they hit it, and you should land on the HB just 
after it strikes where you would have been. Now, if the head of their hammer 
flies off before they hit their HB at you, do nothing, and it'll just fly 
overhead. You should have a plethora of Green Shells now, so how about using 
some? You can get some nice double-digit damage on these guys, as opposed to 
your pitifully weak jumps. Single one of the Hammer Bros. out until it's been 
defeated, and then get ready for a new attack- the hammers themselves. The 
remaining HB will jump when it's going to throw a hammer at BM, and the bulb 
on its helmet will glow when BL is the target. You don't have to study him 
for this, really- just jump when the hammer is about to make contact with the 
floor in front of you, and the attack will miss. He'll throw anywhere from 
two to five hammers at the babies in one turn. Since he'll already have taken 
a fair amount of damage every time you countered his duo attack, just use 
jumps to finish him off in a few turns.

     After the battle, the babies will have shattered the helmets, freeing 
them from their mental imprisonment. As gratitude, they'll give the babies 
their hammers. Nice. First, of course, they'll give you a tutorial on how to 
use them. At least they're actually teaching us something, unlike Stuffwell. 
Go through their little obstacle course until they're satisfied and let you 
on your way; they will show up again, however, once you get into a battle, to 
tell you how to use them against your enemies. 

     You'll notice your HP was fully replenished after the fight; this little 
benefit not always found in RPGs will occur every time you defeat one. Go and 
save, and then you'll be ready to start searching for our unfortunate elders. 
The left room is inaccessible at the moment, as is the upper right, so do the 
only thing you can and press the yellow switch. A little obstacle course 
awaits you, much like what the Hammer Bros. put you through. Elementary crap 
here. The next room, however, has a nice little puzzle for you. You must 
tunnel under the gate in the upper-right and climb onto the wall arranged 
with machinery, then carefully walk down so you can drop into the room and 
hit the red switch there with your hammer. A coin and some Green Shells are 
here for you as well. Activating the switch will make a red block protrude 
from the wall; now you'll want to bring the blue one out as well. Hop back up 
onto the wall of machines and turn to the left as soon as you reach the top. 
Make the jump to the other side without falling, and you can activate that 
switch as well. Tunnel your way out of there and hop up your new staircase.

     Now you'll be in some sort of air duct. Some ailment-recovery Refreshing 
Herbs are in the treasure block nearby; also here is an unavoidable battle 
with some spike-topped creatures, called Spiny Shroopas. The Hammer Bros. 
will intervene here, and tell the babies about attacking and counterattacking 
with the hammer. Use this newfound knowledge to kill off all the remaining 
Shroopas in the duct and grab the other items you find. Once out of the duct, 
drop down and tunnel through the passage on the left. In the next room, 
amidst some Shroopas are some coins, herbs and another pair of Unarmed Jeans 
for the babies. Back out of there once you're finished and take the path to 
the right, and you'll find... Mario and Luigi! Seems those nostrils belonged 
to that hideous looking tree. They have no Vim to be sucked out, so what 
exactly is it sucking? ..I've already stopped caring. To bust the Bros. out, 
shatter the bulbs connected to the tree with your hammer, and you'll be 
reunited for the umpteenth time. "BABIES!" The mechanical nostrils will 
return to the room, however, this time popping out a couple of Shroopas for 
you to dispatch. And this scripted battle comes with... another Hammer Bros. 
tutorial. Now you'll learn how to use hammers while battling in piggyback, 
and the HBs will be out of your hair from this point on. Yay. Your hammers 
will also perform much better, now that you have the adults assisting them. 
After the battle, toss the babies up onto the ledge in the upper-right and 
pound the switch. Leave; now you can compress the blue switch in the main 
room and continue onwards.

     We meet a new enemy in this room, called Dr. Shroob. Their fighting 
style is the same as other Shroobs we fought- gleam in the eye or spin, then 
a laser shot. But afterwards, these guys will pull out either a mushroom or 
poison shroom, and hold onto it; hitting them will make them drop the shroom, 
but if they begin their next turn with it in their possession, they'll eat it 
and either grow or shrink in size, then charge. Obviously, allowing them to 
become huge is a no-no. The way you deal with these guys will play a large 
part in a battle soon to come, with a twist. You'll also meet the Lakitufo, 
an adorable and extremely annoying enemy with a wide variety of attacks. Kill 
these guys first, if you find yourself in a battle with one.

     Anyways, this room is devoid of puzzles- just some enemies for you to 
face, and a new Bros. Item- the Cannonballers. These things kick major ass 
for this early point in the game; don't waste 'em on measly enemies. 
Eliminate the hostile forces here, and proceed. A pipe will take you down to 
the next level, leading to a large room with a huge glass structure filled 
with green fluid. The junk swimming around in there resembles mushrooms... 
This must be where the Vim is processed and mixed with chemicals. All there 
is to do is to tunnel the babies under the gate and whack the switch, opening 
the doors to the right; a third Lakitufo resides in here to give you more 
problems. Make it SUFFER! >=( In the next room, we have two sealed doors, yet 
another Lakitufo, and a large laser barrier of some sort preventing us from 
crossing to the other side. Once you've gotten the enemies out of the way, 
throw the babies up to the ledge over the doors and enter the hidden room 
there. Pound the red switch, and the laser barrier will shut off. Now the 
adults can proceed to a set of ! blocks and hit them, creating a bridge in 
the hidden room for the babies to cross over the electric floor. Now, as the 
babies, tunnel under the gate you come across and hit the switch, removing 
the second barrier for the adults. Tunnel back out and move both groups to 
the right, where you'll find the two sets of ! blocks. You know how this 
goes. The babies must initiate it. Doing so will push up a block so the 
babies can climb onto the ledge surrounding the hidden room; walk over to the 
right and head downwards, out through an opening. Now they're on the other 
side of the room, up on the overhang; make your way across, smashing the 
crates, finally coming to the red switches that must be whacked. Both rooms 
are accessible now. 

     Both of them lead to passages loaded with enemies; start on the left, as 
you'll be backtracking out of there anyway. The room this corridor connects 
to has a unique kind of coin block- hitting it will disband the four Bros. 
and spread them out into a square, placing a block with their designated 
button on it over their head. One of the blocks will light up; hit it for a 
single coin. The idea is to get many as you can, hitting the correct block as 
the time comes, keeping up with the speed until you take too long or make a 
couple errors. Taking the corridor on the right nets you four more 
Cannonballers, three Bro Flowers, and the first bean for the babies to tunnel 
down and retrieve. In the next room, throw the babies up into another hidden 
room and put the adults on the platform. This thing again. Stop it midway so 
the adults can hit a ! block to form a bridge for the babies to cross, then 
continue to the end. Along the way are blocks with a 1-Up, two Mushrooms, a 
measly three coins, and three Green Shells. Upon reaching the end, you'll see 
another set of ! blocks, which when activated will form another bridge for 
the babies. Now they can join up with you on the other side. Onwards!

     I definitely recommend you save here, because when you step on the 
switch and go through the door, you'll witness a little scene in which a 
creature drinks some of the green fluid we saw coursing through the factory 
tubes, then produces some energy, which it uses to power up a pair of flying 
saucers. Mario and Luigi make an exclamation, then turn to see... the babies 
knock over the creature's glass of fluid. Of course, it's now pissed. Ready 
to face its wrath?

BOSS: SWIGGLER
HP: 250
EXP: 196
Coins: 140

First things first, if you ever attack Swiggler while he's in his red and 
angry state, he'll counter with an earthquake that'll send two or more 
shockwaves across the ground at both of you; jump quickly in succession to 
avoid them all. Also, he takes very little damage, even from Cannonballers, 
in this state. Swiggler begins the battle with two Dr. Shroobs, which will 
remain with him permanently, and more will join the battle as the existing 
ones are destroyed. You'll notice Swiggler's drink; every time he drinks from 
it, he'll power up two UFOs, which will then fire their cannons at your 
party. When the Dr. Shroobs pull out their shrooms, any attack that hits them 
will cause them to drop it, and it'll bounce into Swiggler's glass and change 
the fluid. If a red mushroom is dropped into it, the fluid will become red, 
and his next drink will heal him for a substantial amount of HP. If a 
poison shroom is dropped in, he'll drink the gray fluid and be poisoned, thus 
ending his turn and making him susceptible to heavy damage without countering  
hits with a shockwave. As far as his attacks go, aside from making 
earthquakes and healing himself, he'll take a deep breath and spew a poison 
cloud at you; hit it with the hammer, then be ready to hit it again when it 
dissipates into a smaller cloud, or you'll be damaged and possibly poisoned. 
The Dr. Shroobs have no other attacks to add to the fray besides their 
existing moves, but never, ever hit one while it's holding a red mushroom. 
Once it's been poisoned, when its turn comes around it'll become pissed again 
and take another drink; you want to keep a constant supply of bad fluid 
coming, so it'll not only never heal itself, but also never attack or 
counter. You can't always guarantee a poison shroom coming up, though, so be 
prepared to deal with the UFO's cannon shots. Jump as soon as the shots are 
fired, and you should avoid them. As Swiggler's HP drops further downwards, 
he'll use his poison cloud attack 4-5 times in a row, so be ready for it. Now 
is an excellent time to use your Cannonballers; they'll shave off a large 
chunk of HP per turn, provided you never miss an action command. Three of them 
while he's in his green and weak state should do it.

     With Swiggler's destruction comes our next Cobalt Star shard! Kickass. 
...Well, kickass until Baby Bowser jumps in and starts spinning around the 
party in circles, which for reasons I cannot comprehend for the life of me, 
makes both shards fly out from our possession and into BB's. Um, okay. Either 
way, he now has our fragments, and now we've got to chase the little bugger 
and get them back from him. You'll automatically be taken back to the present 
Peach's Castle.


OOOOOOOOOOOOOO[8] Dino Wrangling OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     Head over to E. Gadd and explain your predicament. He'll tell you that 
time holes have been sprouting up all over the place recently, and point you 
towards one of them, saying it's been giving off strong Cobalt Star readings. 
Obviously that's where you're headed next, but first he wants you to check  
out the commotion in the castle garden. When you arrive, you'll find Baby 
Peach in her carriage, bawling her eyes out. The younger Toadsworth is 
standing atop the elder's head, and together they execute a spinning move 
they call the Toadsworth Twist. Look familiar? Yep. Mario and Luigi pester 
them, and so now you're going to be taught to do the move yourself. Much like 
the Hammer Bros. tutorial, complete their obstacle course as they instruct 
you to do so, and you can be on your way. Before you head to the time hole, 
though, go to the shop and buy two pairs of Branded Slacks and Preferred 
Pants. Now that your equipment is up to date, you can trudge to the second 
floor and into the library. Once inside, use the only platform you can reach 
to climb up onto the bookcases, and use your newly acquired spin to make it 
across to the treasure blocks above each case. The Training Badge is quite 
useless, but the rightmost block contains a Super Mushroom. When you're ready 
to warp, spin to the top of the screen from the bookcase conveniently marked 
with an arrow. Nab the 1-Up Super up there, then grab the babies and into the 
time hole!

OOOOO Yoshi's Island OOO
OOOOOOOOOOOOOOOOOOOOOOOO

OOOOOOOOOOOOOOOOOOOOOOOOO
Items: Shroom Badge   OOO
       Smash Egg (4) OOO
Coins: 120            OOO
Enemies: None         OOO
OOOOOOOOOOOOOOOOOOOOOOOOO

     Catchy tune, eh? No? Well screw you, I like the nostalgic stuff. This 
place seems largely deserted as we first enter, and the area is littered with 
huge footprints. The first "house" you see contains a Shroom Badge and a save 
point; enter the next house you come across, and you'll meet a new face; 
Kylie Koopa, ace reporter or some crap. She came to the island after hearing 
about a massive egg being found there, and has suspicions that it's linked to 
the Shroobs in some way. She'll ask that the babies hop onto the spring 
inside the hut, and in humoring her you'll find... Yoshis! They're all 
huddled over, shaking with fear. At the sound of the babies, one of them begs 
them not to say anything. Who are these guys hiding from..? Of course, that 
will be answered momentarily. Cue the lumbering footsteps. 

     The brothers come outside to the sound of a roar in Shroob-Gibberish, 
and watch as a huge creature resembling an enormous Yoshi, with red eyes and 
Shroob-like claws, rampages throughout the area and gulps down a bunch of 
Yoshis, and Kylie the ignoramus, to boot. Aw, raspberries! Say hello to Yoob, 
everybody!

    Well, Kylie gets herself spit up. A few more Yoshis are eaten, though, 
and Yoob even zings his tongue inside the hut the Bros. are hiding in, but 
comes out empty. The sound of his giant steps fade into the distance; he's 
had his fill and left. Once you leave the hut, you'll see Kylie, and she 
mentions something about an evil-looking Magikoopa looking around the place 
next door. Head inside, and you'll find Kamek mumbling to himself about his 
desperate need to find snacks, and pillaging a Yoshi Cookie. The Bros. march 
in to confront him about the stolen shards, and Kamek tells you off. Baby 
Bowser is on the cliff top, waiting for Kamek to return with some grub. 
Hopping on the spring will net you some Smash Eggs, my least favorite Bros. 
Item, and 20 coins. Back outside, we'll briefly see an encounter between 
Kamek and Yoob. Nothing important or very funny. He removes a door with his 
magic, though, making a path for us to continue. More Smash Eggs and a save 
point inside. The spring in the next area we come to leads to a cloud with a 
block suspended in the air, with a button atop it. Once Baby Mario hits it 
with his hammer, it'll drop to a level the adults can reach. It contains a 
nice 100-coiner. Not too shabby! When you finally come to a pipe, nab the two 
beans nearby and head down. Finally, we'll be doing some exploring instead of 
constantly walking into another conversation.

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