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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 06)

Mario And Luigi: Partners In Time - Strategy Guide (Page 06)

Below are the cheat codes, hints and help for Mario And Luigi: Partners In Time - Strategy Guide (Page 06).

     Love Bubble- HP: 95 EXP: 130 Coins: 10 Drop: Smash Egg, Max Mushroom
     Weak: Fire, Mix Resist: None
     These little turds have the ability to heal their allies, so get rid of 
     them first. Otherwise, their attacks are easy to spot and easier to 
     dodge- it may fly onto the top screen and poke one of its feet out; when 
     it does this, jump as soon as you hear the little whistle, for it will 
     dive-bomb your location extremely quickly. It will also fly between the 
     two Bros. and poke one of its feet out; if the bubble is low to the 
     ground, jump with the brother it targeted, then jump quickly again with 
     the other, as it will pass through you both in a circle. If it does this 
     but is flying much higher, jump ONLY with the brother it targeted, as it
     will make a low sweep, then immediately fly above the other. Lastly, it 
     will swirl around the two Bros., picking up speed, then eventually 
     crashing into one of them; simply swat it with the hammer as it passes in
     front, and the attack will stop. 

     Wonder Thwack- HP: 100 EXP: 30 Coins: 4 Drop: 1-Up Mushroom, 1-Up Super
     Weak: Fire, Mix (green), Ice (reds) Resist: Ice (green) Fire, Mix (red)
     The standard Thwack, only now glowing with energy. Their attacks remain 
     the same, only they are MUCH faster, and will summon much more of them 
     if they decide to do so. Be warned that their overhead attack cannot be 
     countered immediately once they stop; they'll be too high. Wait the 
     briefest of moments before swinging, and you'll wail them on their 
     descent. Keep in mind they'll still explode if you haven't finished the 
     battle after some time. Reds are weak to ice; greens are weak to fire.


     You'll notice a bunch of blue paths going every which-way, leading all 
over the place, eventually connecting to one of the rooms; you don't actually 
traverse these yourself. Rather when you enter a doorway you'll be whisked 
off to wherever that particular door lead. That said, save your progress, 
then head through the door right in front of you. You'll be greeted by a 
Piranha Planet; destroy it and continue through the next door. Upon entering, 
you'll find a Cobalt Star shard encased in glass over on the wall, with a 
blue pad in front of it; compress it, and it'll break free for your 
retrieval. At that moment, a Lakitu will fly in with Toadbert and Kylie, and 
the two of them bear big news. For one, Toadbert was holding a star shard all 
along and didn't realize it, but then tell you that restoring the star will 
still make defeat of the Shroobs impossible. Why? The rest of the Cobalt Star 
is brought out, and Toadbert screams for them not to come near him; he then 
flees the room in a hurry. What's gotten into him? Kylie runs after him, and 
the star tries communicating again; something about a stronger power being 
closeby. BACK TO ADVENTURE!

     Through the door and into the next room, there'll be a long row of red 
blocks to the right, gradually climbing higher; ignore these for the time 
being and head to the left, where you'll find some fans and a maze of tiny 
crevices; you know what to do here. Flatten the babies and send them in, 
working your way to the hidden passage blocked by a gate at the top. From the 
area you start at the bottom, head right, then left at the first fan, then 
right at the next fan, yet another right at the fan soon afterwards, then 
left at the following fan, then finally, a right at the fan after that one, 
and you'll be at the gate. Tunnel inside, and you'll find a switch to be 
whacked; activating it will spring a block from the wall, which you'll need 
as a stepping stone. There are three treasure blocks in this maze as well, 
one of which containing the Hit-Free Badge; this gives unlimited Bros. Items
to the wearer until he takes damage. If you like, equip in on whomever isn't 
wearing the Ulti-Free badge. Anyways, once you've activated the switch, you 
can climb the tower of pink blocks, using the spin and baby spin when 
necessary to bring everyone to the top. On the final ledge, be sure to head 
straight up, lest you want to fall all the way to the bottom and start over. 
Deal with the enemies up here, then head on through to a save point; I 
recommend using it. Compressing the pad at the top of this item-strewn 
passage will bring you to a room with the fallen bodies of Toadbert and 
Kylie; Toadbert hands you the horrible sketch he drew earlier and tells you 
to rub the dirt away, and it'll reveal "the truth." For the first time in 
this game, you get to use the stylus! Make sure you do as thorough a job as 
possible, because if even the tiniest fleck of dirt is left on the sketch, 
you won't be able to proceed to the next point. Stupid, I know. As you clean 
it off, you'll reveal a creature similar to the one we already saw, 
confronting Peach. But before Toadbert can explain the drawing to you, a huge 
alien bursts into the room, turning both Toadbert and Kylie into shrooms. 
Rather than shroomify us, however, he wants to give us an opportunity to kick 
his ass. Let's take it!

BOSS: ELDER SHROOBOID
HP: 950, then 1150
Weak: Ice
EXP: 1500
Coins: 400
Win: Ultra Drop

A few things up front:
-He can't be jumped on, due to the spikes, obviously, but he'll soon fall 
over, exposing himself to them.
-The HP up there is for his first stage, and then his second, when he 
increases in size.

This guy likes to attack with fireballs, spiked balls, and ball 'n chains. 
For the ball 'n chain, he'll first trap the two of you inside crystals, then 
come in swinging the thing; jump constantly as fast as possible to release 
yourself from the crystals, then be ready as he smacks the ball towards the 
brother that was indicated by the initial; then, be ready to jump again as he 
hurls himself towards the opposite brother soon afterwards. He'll blow some 
steam before smacking the thing, not to mention fall over, so let him finish; 
this is to give you enough time to break out of the crystals. He'll also 
approach one of the Bros. and pause for a few moments before twirling through 
him; constantly wail on him with the hammer until he backs off. This attack, 
as well as his spiked ball attacks will often make you dizzy, so be careful.
The spiked balls he throws will circle around you slowly, much like the Love 
Bubble's attack; hit it with your hammer to send it flying. For his 
fireballs, simply jump as they bounce towards you; the target is indicated by 
the claw he throws them with.

After a few turns of bombarding him with Ice Flowers, his weakness, he'll use 
the spiked ball attack and fall over afterwards; now is the time to bombard 
him with Copy Flowers. Don't ever hit him with any fire attacks. Once he's 
taken heavy damage, he'll stand up and double in size, as well as spit out a 
UFO, which produces a timer. If this timer ticks down to zero, you'll be shot 
to hell and die instantly, so you can't allow that to happen. How to avoid 
this? The spiked balls the Elder throws can be deflected with the hammer, 
where they'll fly onto the top screen; if they hit the UFO buzzing around up 
there, the timer will reset itself. One thing to remember: Luigi hits the 
ball straight up, while Mario will send it at an angle. Keep this in mind if 
trying to hit the UFO. Any drops he sustained from your Ice Flowers will be 
gone upon the increase, so unleash them against him once more until he falls 
over again; then, it's back to the Copy Flower treatment. His attacks don't 
change from this point, though they are now more powerful. Every time he uses 
the spiked ball attack, he'll fall afterwards, so look forward to it. 

     Once he's been destroyed, he'll drop the shard that he took from 
Toadbert, so you can now claim it as your own. The rest of the Cobalt Star 
will return to you, too, which means you can now enter Shroob Castle! Leave 
the shroomified ones where they lay; there's nothing you can do for them. 
Instead, proceed to the top of the room and simply walk towards the star 
door, and it will open; hop into the time hole before you. You'll end up in 
the sewers underneath the castle, so make your way back up to the surface, 
and you can begin your preparations for the final level.


OOOOOOOOOOOOOO[12] Endgame OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

OOOOO Princess Peach's Castle OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO


     First, go over to E. Gadd and have a quick word with him. He'll remind 
you that the time hole to Shroob Castle is on the third floor, and we'll be 
heading there in a little while. Now, not only are we going to try to get the 
best clothing in the game, but you'll soon find better clothing in the 
Shroob Castle, so don't bother spending your money on the Royal Trousers or 
Pants at the shop. I will, however, recommend you buy a Lucky Badge and equip 
it on one of the babies. You should have two, now. Some like to equip Mario 
and Luigi with the Drain and Cure badges at this point, but I'm going to hold 
onto my Ulti-Free and Hit-Frees, so if you think that's a better option at 
this point, then go ahead. As for Bros. Items, you won't need to invest in 
any more assuming you've got the Ulti-Free badge, but otherwise, you'd do 
well to buy a lot of Mix Flowers. 

     Now, I currently have 21 beans, and I need 39 more to buy the Treasure 
Badge from Fawful's shop in the sewers. What does it do, you ask? Any time 
you defeat enemies using Bros. Items, you "win the items they were using," 
which basically guarantees you item drops. Not only that, it significantly 
increases your odds of scoring the much rarer items drops. Any time you use 
this badge and kill off the enemies using a Bros. Item, the drops that are 
preceded by a trail of stars are items you won thanks to the badge. With 
this, you have a much better chance of winning the best piece of clothing 
for each of your party members, which are both rare drops from powerful 
enemies found on the last level. The best place to get more beans, as I 
mentioned earlier, is inside the volcano, Thwomp Caverns; remember where you 
played the gem-grabbing game, followed by the slot machine? That's where you 
want to go; at this point, "Extra-Burly Mode" will be available, and while 
the course is a little tougher and the slots move much faster, it's still 
easy to get the timing down for three stars, and win yourself 5 beans. You 
can do this for every gem you grab, so in the end you can score a ton of 'em. 
I'm going to be doing this myself, and these pieces of clothing make the 
otherwise "best" you can find look like badly torn, badly soiled panties, so 
it's in your best interest (and not really that much more time consuming) to 
take the time to get the beans, buy the badge, and battle the enemies until 
you win the clothing. Twice. ...For a little help remembering where to go, 
just take the time hole on the first floor, upper-left, take the pipe across 
the bridge at the base of the mountain up, climb to the crater and enter the 
volcano, and then just follow the first floor all the way to the right. 
You'll have to drop down the coin chasm with the babies, then pass a room 
full of Gold Koopeleons, and then there you are. If Extra-Burly is too tough, 
you can still play normal mode, though it's far more tedious. And lastly, 
when you use the Treasure Badge, make sure it's on the faster character, much 
like the Ulti-Free badge; it won't take effect unless the WEARER kills the 
enemies with a Bros. Item.

     Once you're ready, take the staircase on the left or right side of the 
first floor, then the second staircase on the left side of the second floor, 
and the time hole is in the center of all those Peach statues, indicated by 
the hand. As you emerge from the time hole, Stuffwell will pop out, saying 
the Cobalt Star is extremely agitated. Without a word from anyone else, the 
star destroys the barrier in front of the doors, and pulls them open. You get 
one more look at Luigi's cowardice, and then... into the castle!


[12.1] Assault on Shroob Castle!

OOOOO Shroob Castle OOO
OOOOOOOOOOOOOOOOOOOOOOO

OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Mushroom (13)       OOO
       Super Mushroom (14) OOO
       Ultra Mushroom (10) OOO
       Max Mushroom (5)    OOO
       Super Drop (2)      OOO
       Ultra Drop (7)      OOO
       1-Up Mushroom (4)   OOO
       1-Up Super (8)      OOO
       Refreshing Herb (9) OOO
       Red Pepper (11)     OOO
       Green Pepper (7)    OOO
       Green Shell (3)     OOO
       Bro Flower (6)      OOO
       Ice Flower (6)      OOO
       Red Shell (17)      OOO
       Cannonballer (3)    OOO
       Smash Egg (6)       OOO
       Pocket Chomp (10)   OOO
       Trampoline (6)      OOO
       Copy Flower (6)     OOO
       Mix Flower (11)     OOO
       Space Trousers (2)  OOO
       Rocket Jeans (2)    OOO
       Dire-Free Badge     OOO
       Lucky A Badge       OOO
Coins: 1987                OOO
Enemies: Tashrooba         OOO
         Snoozorb          OOO
         Soul Bubble       OOO
         Shroob Rex        OOO
         Shroobsworth      OOO
         Shroob Intern     OOO
         Lethal Bob-omb    OOO
         Ghoul Guy         OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

ENEMY ATTACKS & STATS:

     Tashrooba- HP: 125 EXP: 150 Coins: 10 Drop: Ultra Drop, Max Mushroom
     Weak: None Resist: None
     Faster, stronger, much more evil relative of the Tanoomba. Their shell 
     and Thwomp attacks are much faster and stronger, so react to the warning 
     signs immediately. In case you forgot: hop means the shell spins towards 
     Mario first, flip means Luigi; hopping straight up into the air means 
     it'll come down on Mario, while flipping means it'll go for Luigi.

     Snoozorb- HP: 150 EXP: 170 Coins: 15 Drop: Red Shell
     Weak: None Resist: None
     These guys will sleep soundly until you wake them up. They're defensive 
     tanks and pretty powerful, so try to destroy them in one blow. Before 
     any attack, it will blow steam from its head compartment; if the steam 
     flows to the left, it'll target Mario, and right, it'll target Luigi. It 
     may curl itself into a sphere and roll towards someone; hit it away with 
     your hammer, and be prepared to hit it again, as it may try to plow 
     through you twice more. That's the simple one; these guys have a meaner 
     laser attack, which can fire either above or directly at you, depending 
     on how it charges its energy. If the energy lines swirl around it, the 
     beam will be fired over your head, so don't move. If the lines are 
     straight, be ready to jump. There's no way of telling when it will 
     decide to sweep across the floor with the beam after it's fired, so be 
     ready to jump with the other character. Mix Flower these guys, as your 
     jumps will deal insufficient damage.

     Soul Bubble- HP: 100 EXP: 175 Coins: 15 Drop: 1-Up Mushroom, 1-Up Super
     Weak: None Resist: None
     Not only are these things so much faster than Love Bubbles, but if you 
     attack them and fail to kill them, they'll retaliate by healing or even
     resurrecting one of its dead allies, if you've destroyed anyone, yet. 
     While this opens the way for more EXP, these guys almost always bring 
     Shroob Rexes with them, and since you used your turn already, you won't 
     be able to do anything if the Rex decides to charge you. Unavoidable pain
     really sucks, so when you attack these things, make sure it's going to 
     do the job in a single blow. Generally you're best off Mix Flowering 
     these jerks along with their dino cohorts.

     Shroob Rex- HP: 200 EXP: 185 Coins: 12 Drop: Mix Flower, 100-Point Pants
     Weak: None Resist: None
     These enemies will never appear on the level layout itself, but they show
     up in many if not almost all battles with Soul Bubbles, Shroobsworths, 
     and Ghoul Guys, which are quite plentiful and DO show up on the map. Now, 
     Rexes have two different attacks- charging and spitting flaming rocks. 
     The charge is a simple stop in front of the target, then run through them
     offscreen, then make a return pass; but, when they come back around, they
     might charge through either of the Bros., so be sure to jump with both. 
     Give them a good two seconds between each charge, and also once they 
     stop in front of you in mid-flight. ***It is impossible to avoid a Rex if
     it is at its FULL height when it charges. Make sure their head is 
     scrunched down at least one level beforehand; Rexes can be squished at 
     least twice.*** Its flaming rock attack is far more easy to dodge; have 
     both hammers ready, as the rock will either roll towards one bro, then 
     travel towards the other one upon whacking it; or, the rock will split 
     into two and roll towards both, then crumble once hit. This attack not 
     only really hurts, but also burns, so take care not to get hit with it. 
     Lastly, Rex may fly between or near one the two Bros., then flip and do 
     a ground pound, sending out a shockwave at the two of you; jump as soon 
     as he lands, and you should avoid it (jumping with one bro first and then
     the other when he's making the quake from the top or bottom instead). I'm
     not sure if he'll produce more than one shockwave; if he does, I've never
     been on the receiving end of it. These SOBs will do a number on your 
     health if you don't get rid of them immediately, so use a mighty Mix 
     Flower and off them at the start.

     Shroobsworth- HP: 160 EXP: 0 Coins: Drop: None
     Weak: None Resist: None
     Right up there with Rex as an enemy that is best not allowed to ever get 
     an attack in. Shroobsworths carry a little guy on their backs, the Shroob 
     Intern, and work together to pull off some pretty powerful attacks. If 
     he throws the Intern onto the top screen, you'll be shot at by the 
     Intern; jump quickly with both to avoid it. Once Shroobsworth catches the
     Intern, it'll throw it up again for a 2nd-3rd shot. Now, if the Intern 
     goes offscreen, the Shroobsworth will hold its arm and cane out for a 
     couple seconds, then dash in and slash at both Bros. with it. It's easy 
     enough to catch him as he dashes and jump before he slashes with the 
     cane, so don't let him get a hit in. Lastly, the Intern will produce a 
     large meteorite, and either the Intern or Shroobsworth will hit it at 
     you; if the Intern hits it, it'll launch towards Mario; if Shroobsworth 
     hits it, it'll be launched at Luigi. Once you hit it, though, either one 
     of the pair will hit it back, and it'll go on for several turns picking 
     up speed until you get hit, or the duo does. While the Intern is riding 
     on his back, only Shroobsworth will take damage. Kill him, and the Intern
     will spin-swat him away, leaving...

     Shroob Intern- HP: 130 EXP: 180 Coins: 20 
     Drop: Copy Flower, Supreme Slacks
     Weak: None Resist: None
     The Intern will sit still for one turn after Shroobsworth has been slain,
     and if you fail to kill him then, he'll fully revive the Shroobsworth and
     you'll have to off the old dude again. Note you receive no EXP for 
     defeating the Shroobsworth; allowing him to be revived over and over will 
     NOT get you more experience or coins. Only the Intern coughs up any 
     spoils.

     Lethal Bob-omb- HP: 60 EXP: 70 Coins: 10 Drop: Refreshing Herb
     Weak: None Resist: Fire, Ice, Mix
     These little guys do one thing and one thing only: explode! No standard 
     charge attack; their fuses are already lit once the battle begins. That 
     said, the only thing to do if you haven't destroyed them all is to have 
     your hammer ready and IMMEDIATELY hit them away when they pass up and 
     down in front of you. If you don't get rid of them right away, you won't 
     be killed outright, but you're in for serious damage. Only the babies 
     will find themselves in battles with these, either in groups or as a 
     cohort to Ghoul Guy.

     Ghoul Guy- HP: 160 EXP: 100 Coins: 10 Drop: Max Mushroom, Red Pepper
     Weak: None Resist: None
     Remember the Boo Guy from Toadwood Forest? This is the upgrade. Again, 
     jump as soon as they split into two and are in front of the Bros.; the 
     target is determined by who the Ghoul Guy points at before attacking. 
     However, if these are in a battle with any enemies besides other Ghoul 
     Guys, they'll sacrifice themselves in order to raise the attack, defense 
     and speed of whomever they possess. You'll still get experience for the 
     Guy that sacrificed itself, but it's best to kill any other enemies 
     first, as a stat upgrade makes Shroobsworths really tough to take down. 
     In a battle where the Shroobsworths outnumber the Guys, get rid of the 
     Guys first... that is, if you aren't using a Mix Flower. Fry everyone 
     with this baby. =P


     Take a look at this first room as you enter; notice the huge statue in 
the center, the pipes on the left, and the gap to the right; you can't do 
anything about either the left or right at the moment, so the only thing to 
do is to check out the statue of Princess Shroob. As you walk up to it, 
notice the purple ! block in her pelvic region. We want to extract it from 
there, so toss the babies up to the ledge on the left and bring the adults 
under the huge shine block. One last maze in pitch-darkness for ya. The 
maze is fairly straightforward, and if you simply follow every path as it is, 
you'll find switch blocks needed to move other platforms into jumping range, 
as well as other pieces of treasure. Take note that midway through, you'll 
have to jump on a moving platform and ride it across, where the lights will 
likely be off.. take care, and if you have to turn the lights on while you're 
riding over the spikes, wait until the platform is on the right side before 
hitting the switch, so you can hop off and be able to see where you're going.
Also keep in mind that there are several places you'll need to jump, 
especially if you want to collect the items inside. Once you've reached the 
other side, you'll see a red switch; activating it will remove the block from 
Princess Shroob's uninviting crotch, allowing you to hit it. This forms a 
bridge of shrooms across the gap on the lower right; take it, and then fight 
your way through some Tashroobas and a Snoozorb until you reach a gate; 
tunnel under it with the babies and hammer the switch on the wall to drop it. 
Enter the pipe, bringing you to the largest and most infested floor in the 
castle.

     You'll find your first save point upon exiting the pipe. Notice the four 
devices in the far corners of the map, arranged to form an X once their beams 
are fired? Our goal is to set those beams off and get rid of the crystal 
shroom that's encasing the purple switch block atop the pedestal in our 
current room. To do that, it'll involve the multicolored switch sequences 
you've done before, meaning the adults will have to split from the babies; 
since this place is crawling with tough enemies, though, you'd be very wise 
to clean the place out first. I like to start from the left side and sweep 
down, then across the bottom to the right, and back up that side. I'll get 
every enemy that way (except for the Ghoul Guys floating along on the ledges)
and be all set to separate without getting into a battle. If you want to use 
the Ulti-Free badge paired with the Para Slacks to smoke everything as soon 
as the battle starts, that's fine, but if you're trying to get the Supreme 
Slacks and 100-Point pants, I suggest using the Treasure Badge on the Para 
Slacks wearer and using your Mix Flowers. Don't worry about running out, as 
the common encounter Rex drops a Mix Flower for every one you destroy. For 
Snoozorbs, use a Red Shell and it'll drop one after the battle, keeping your 
supply fresh. Anyways, clear this place out, and then I'll start on the 
switches. 

     Gotten rid of everything? Good. I'll start with the adults in the upper- 
left corner, with the babies opposite them, in the lower-right. You know the 
drill; either party can initiate, and a generous nine seconds to complete it. 
Once you've done that beam, send the adults down and the babies up, to the 
adjacent corner. You can use the pipe by the adults to summon the babies back 
once you've finished. With the crystal shattered, you can now hit that switch 
block. So, trek back to the room with the pipe and use the Baby Spin to get 
them up onto the pedestal; hitting the block will open the door up ahead, 
which leads to a pipe. Ignore the above room for now, as there's nothing you 
can do, and hop down the pipe.

     Now that you're on the second floor, head into the now-ravaged library, 
which is the wooded area in the bottom-center. Head through the large hole 
busted in the wall, and you'll be underneath some sort of canopy, covered in 
shrooms; walk through into the next room WITHOUT veering out from underneath 
the canopy; otherwise, UFOs will spot you and shoot you out of the area. So, 
once you've reached the darkened room with the huge staircases, dump the 
babies and hit the switch block, and get ready for another timed Bros. Ball 
course. This one isn't any harder than the one you performed in the present 
Peach's Castle, but there are various blocks on the sides that will get in 
your way. Simply weave around them, and quickly hit the block at the top once 
you arrive. Lowering the gate grants you access into the next room, which is 
where the Shroob Mothership has been parked. Wanna take a peek inside? Of 
course you do. Compress the blue switch, and the gang heads inside, only to 
find the ship just take off into space with them on it! Stuffwell pops out, 
and Luigi suggests they take control of the ship, and use it to blow the 
flying saucers patrolling the second floor into oblivion. And you'll do 
just that, once Stuffwell explains the controls. Basically, the higher the 
bar is for each brother, the higher the ship will rise once you hit the 
block. You can fire the laser at any point, even without having risen at all, 
but any time you take a shot, the ship will drop back down to its lowest 
height. The saucers you destroy here are a simple workout to familiarize 
yourself with the controls.. you'll face a much harder challenge with this 
thing later on, I assure you. Anyways, follow Stuffwell's instructions to a 
tee, and you'll send those saucers packing, allowing you to cross the bridge 
and into the left and right areas you initially couldn't. Now would be a 
good time to save, and then head back downstairs. 

I'll head to the left, first. If you take that route, then head up the steps, 
up the ramp, and take the pipe on the right, you'll be able to hit a switch 
block to form a bridge and allow easy access to this floor, should you wish 
to return. Back into the pipe, and then take the left pipe, which you just 
passed. You'll be on the third floor, now, and should head to the right, then 
down past the multicolored blocks and into the southern room. Here, you want 
to use the Baby Spin to send the babies onto the overhang above the doorways. 
Once up there, hit the lower switch with your hammer, which raises a block 
for the adults; now, control the adults and hop onto the block on the far 
right, then use your spin to cross across the gaps and to the switch block on 
the other side. Hit it, and you'll spurt up a step for the babies to use to 
reach that second red switch; whacking THAT will lower the block that the 
multicolored switch blocks hovered over in the previous room. Head back out 
there and toss the babies onto it; then, use them to initiate the sequence 
and hit all four of them, which will remove the bars on the gray door just up 
ahead. Proceed through there...

     And you'll be in front of some sort of control panel, with a large 
monitor showing the captive Princess Peach patrolling around in her 
holding cell, or wherever the Shroobs are keeping her. She can't hear us, but 
once Baby Mario starts whacking everything with his hammer, he somehow 
activates a communicator, enabling Peach to hear what Mario is saying. She 
tells you she's locked up at the top of the Princess Shroob statue, but 
before she can say much else, the monitor abruptly shuts off. Apparently, 
BM damaged the circuitry with his hammer, and it was functional for only a 
short time.. good going, little turd! However, there's a pipe in the left 
corner that we can take to continue on with things. BACK TO ADVENTURE!

     While you're travelling down through the pipe, a pesky Chomp swimming 
around in the sewer waters will ram it, sending you off course. Now you must 
patrol the sewers and somehow find a way out. Before you do, though, head to 
the left and hit the second switch block as you emerge from the pipe there; 
this will allow you to backtrack easily. Now, head to the right, and after 
dealing with the little hostilities there, and then head up against the wall 
in front of you. This is another fan obstacle course, so flatten the babies 
and send them in, and then float along each pillar of wind until the babies 
are on the farthest one to the left. Now you can spin the cog and send them 
higher. Now, bring them along across the fans until they're on the right, by 
a spring, then send them up. But first, if you didn't feel like getting the 
Treasure Badge for the aid in finding the best armor, you can grab a pair of 
Space Trousers for the adults in this room- once the babies have crossed to 
the right side, you can drop down off of the left side of the fan closest to 
the ledge you stopped on; once you drop down, hang to the right and you 
should land on a platform with two blocks: 80 coins and the Space Trousers. 
Repeat the whole thing to get back up to the spring once you've nabbed 'em. 

     At the top, hit the red switch with your hammer, and you'll lower the 
ledge to the right of you down so that the adults can climb up. Now, 
proceed to the left and through the doorway there, to be in another coin 
chamber, which you must send the babies through, using the Bros. spin. Once 
you reach the bottom, you can hit a switch block nearby to lower a drawbridge, 
allowing the adults to join you down there. They'll have to back out of the 
room they're in and jump down to do so. FYI, the treasure blocks in that 
package contain only coins and Red Shells, so don't bother with them 
unless you want to. With the adults and babies reunited and in the next area, 
you can lower the drawbridges across the beds of spikes on the left. To get 
the first one, you must fire the Bros. over with the cannon on the right; 
start by throwing the babies into the stump against the wall, then rolling 
into the Bros. Ball and into the cannon. Now, once they're in the cannon, the 
babies can walk to the end of the passage inside the stump and whack the 
switch with their hammer, which will fire the adults across two rows of 
spikes. A pipe to bring the babies over to you is in the left corner, but you 
might have to fight a battle or two to reach it. With the babies over there, 
now, use the Baby Spin while they're perched at the right edge of the spike 
bed, and send them over to the middle platform. Another 4-man switch block 
sequence here, to be initiated by the adults; you'll have to jump immediately 
with the baby that's under the third block, as the screen won't transfer over 
to you, nor is there a countdown. This lowers the two drawbridges; now you 
can compress the blue pad and enter the next section of the sewers. A pipe 
inside will bring you there.

     The first room you'll come to, on the right, has a boatload of items, 
one of which you definitely want to grab. The drawbridge at the lower part of 
the room is still up, so start by sending the babies to tunnel under the gate 
covering the pipes. These pipes are crawling with Lethal Bob-ombs, so be very 
careful if you get into battle with some. Also in these pipes is a pair of 
Rocket Jeans, for those that don't want to bother trying to win a pair of 
100-Point pants, and an absolute payload of coins. This castle is the first 
level to push you over the 1000-mark in terms of coins. Anyways, you want to 
make your way through the pipes to the lower right, where you'll find a lone 
gate; tunnel through it and you'll be across the moat, and on the other side 
of the drawbridge. The switch block to lower that bridge is on the left side, 
and now you can grab the goods, among them a Lucky Badge A. This badge kicks 
major ass, as it'll land you a TON of lucky hits. Perfect for one of the 
babies. With all this stuff grabbed, now you can move on to the next room, 
which has 4 new paths open to you; the one in the lower-right, leading 
downwards, brings you to a pair of treasure blocks; the northwest/east and 
southwest/east paths lead to rooms with pedestals, much like the one in the 
center of the room you're in now, which will soon have blocks over them; but 
how to make those blocks appear? Take the southeast pipeline, and walk down 
past the layer of spikes to a purple ! block, over a pedestal. Hitting it 
with a piggyback jump will lower the drawbridge; cross it, but before you 
can even jump towards the switch block there, the same Chomp will dive out of 
the water and snatch it from you! Bastard! It'll flee to one of the pipes on 
the top part of the top screen, and shortly afterwards, four blocks will 
appear over the four pedestals I mentioned earlier. Those blocks will let you 
fry that hungry piece of metal, and get your switch block back.

     What do the blocks do, exactly? Hitting any two blocks will fire a laser
in the direction the two of them point in when lined up. You'll notice that
this allows you to fire into any of the five pipes on that top screen. The 
Chomp is in the middle pipe right now, but I'm not sure if the pattern will 
always be the same per game file, so let me just tell you which blocks must 
be hit in order to fire a laser into that particular pipe, numbered from 1 to 
5, as seen from left to right:

#1: West and South blocks
#2: North and East blocks
#3: North and South blocks
#4: North and West blocks
#5: East and South blocks

Notice the heart gauge on the top screen; you must continuously blast the 
Chomp and deplete it in order to continue. For the fourth and final Chomp, 
there will be one in every pipe, and only one of them is real. Fire the 
lasers at the one that gnashes its teeth the fastest; that's your clue as to 
which is the bonafide Chomp. With it gone, it'll relinquish the switch block, 
so return to the southeast and piggyback jump to hit the block; this will 
lower the spikes. A pipe sits at the end of this path, so enter it to be 
brought back to the main floor of the castle. 

     You'll be heading off to the left, but if you want a second pair of 
Rocket Jeans for the other baby, turn the tots into pancakes and send them 
underneath the little crevice in the lower-right. At this point, I've 
already won two pairs of 100-Point pants for the babies, but I have yet to 
win myself some Supreme Slacks. Oh well, I haven't killed every Shroobsworth 
just yet, so there's still a couple opportunities. Anyways, once you've 
gotten your jeans, exit left, and you'll find another one of those crystals, 
this time encasing a pipe. Hit the purple ! block nearby and you'll not only 
lower the gate in the front, but open up a hole in the wall to tunnel 
underneath. We'll have to abandon the adults for a while, so leave 'em and 
head inside. Once you're in, head up the steps there, and out the opening at 
the top, and... you're on the overhang! This ledge wraps around almost the 
entire floor of this castle. What you need to do is to not only remove the 
gate blocking the adults from a pair of the multicolored switches, which are 
in the upper-left corner. In the upper-right is a room secluded from the rest 
of the castle, and has no openings; only the babies can enter it, as they 
must be walking the overhang in order to do so. They'll participate in the 
sequence from there. To make following my guide easier, I'll simply state 
the directions I take as I reach forks, or when entering a new area. If the 
babies ever fall, there's a pipe where the adults are standing that will 
summon them back, and you can climb back onto the ledge from there. The rooms 
are all separated by semicolons, by which I mean any time I enter a new room, 
the sentence before it will end with one.

     Start by heading all the way down and into the next screen. Ignore the 
crate on the right and head left and all the way down; now ignore the right 
side and head down and left; now, up and left, dealing with a Ghoul Guy 
along the way; up and left, smashing the crate, then going up through the 
doorway; head up and then drop into this room, hitting the switch on the 
wall with your hammer. Now the adults can enter the room and get at the 
laser. To climb back up, there's another gate along the wall, to the 
right of the switch. Once back in this room, head down, and then all the 
way down again. You'll be next to a slope on the right, and a Ghoul Guy on 
the left.

     Up that slope are some items; from the doorway, take a left and head 
down; down again into the next room; then right, dealing with another Ghoul
Guy, down, and right again; up a ways, smashing the crate in the way, then 
down and right; up a long ways, deal with not one but two Ghoul Guys, and up 
into the hidden room if you'd like another pair of Space Trousers.. 
Otherwise, continue all the way down and right; up and right, smashing the 
crate (and the GG) in the way, then up through the doorway; up, right, and up 
through the doorway (down for some Max Mushrooms); up and left, kill a Ghoul 
Guy and head up the left slope for some goodies, then up through the doorway; 
all the way up and through yet another doorway; and here we are. The second 
laser. Initiate the sequence with whomever you please, but not before sending 
the adults over to the other side, as they should still be standing by the 
gate we started with. Once you've completed the sequence and shattered the 
crystal over the pipe, you can now head down it, so reunite the two groups 
and trek back to the pipe. A pipe to summon either group over is right by the 
pipe you want to take, by the way. 

     That pipe will bring you back to the second floor, now on the right 
side; exit left, destroy the enemies here if you wish, then continue on to 
the left (it is here that I got my first pair of Supreme Slacks off of that 
damn Shroobsworth. Finally!), where you'll be in a secluded part of the 
library; hitting the purple ! block towards the bottom of the room will lower 
the ledge to the left, allowing you to cross from either side. To get the 
items up there, you'll have to Baby Spin the tots onto the bookcase, starting 
with them perched on the ledge partially raised from the ground. Once you've 
gotten everything you care to, exit to the right and then take the northern 
route up to the pipe. Hop in, and you'll be back on the third floor. 

     Before taking the upper path on the metallic platforms, head left and 
hit the switch there to remove one last gate. Then, begin your climb, 
grabbing an assload of Bros. Items along the way (to get the ones on the 
ledge high over the long slope, toss the babies so they're about even with 
the ledge while standing on the slope, then Baby Spin them.); you'll 
soon come to a blue pad that must be compressed. Inside the following room is 
a save point and one last pipe, leading back down to the entrance, completing 
the trio of shortcuts. Hop back in once you've hit the switch and enter the 
next room, ascending the trio of staircases; as you enter the next room, 
Stuffwell will interrupt you, once again with the Cobalt Star trying to get 
out of his storage; upon releasing it, it thanks you for everything you've 
done and tells you to continue searching for Peach. It flies off. Once you 
reach the end of the room, you'll find a save block and a blue door switch, 
but before you can move any further, Stuffwell will interrupt again, finally 
with something pretty important; you are about to enter a point of no return. 
Once you pass through the door, there's no going back, unless you want to 
reset the entire turn of events you are about to unfold. So, grab the item 
nearby, heal yourself with the block and save, then compress the switch... 

     You'll find Peach inside her holding cell, and after a little chat and 
introduction to the babies, she'll ask how you managed to even make it this 
far, and you'll tell her about the nearly completed Cobalt Star, and that 
it's here in the castle. Peach suddenly becomes anxious, and begins trying to 
tell Mario something urgent, when suddenly a storm of lasers begins pelting 
the statue from outside! You'll see the Shroob Mothership, buzzing back and 
forth, raining hell down on the castle. Princess Shroob is at the helm, 
barking something in her cute accent. You have to stop her from destroying 
the place, and there just so happens to be another flying saucer at the top 
of this statue. So, take the exit on the left, and save again to avoid having 
to repeat this conversation (Stuffwell will tell you he CAN reset the events 
and bring you back in time, but don't bother with this and just save), then 
compress the switch at the top and enter. You'll automatically take off in 
the saucer, and the Mothership will fly over to you... once you hit that 
block from a piggyback, you're going to start a little UFO battle, so read my 
advice, first:

     The Mothership will continuously bring more UFOs onto the battlefield, 
and you must avoid contact with them at all costs. Your lasers will do 
nothing to the Mothership itself; instead, you must shoot the UFOs it 
releases, so that they fly into the ship and damage it that way. The 
Mothership has set patterns in which it not only releases the saucers, but in 
the way they fly as well, and as you inflict more damage on the Mothership, 
the saucers will move that much faster. Two bits of general but very 
important advice: first off, your best position to be in is the middle 
height, NOT the highest. Also, if you can't hit the Mothership, you must be 
able to have the bottom level with your ship clear of UFOs; otherwise they'll 
hit you. The safest position is the very bottom, because you can shoot almost 
all the UFOs that will be in range, or be able to collide with your own 
saucer. So, bring the saucer up to middle/high height and wait for the 
Mothership to release its UFOs, and fire your laser when you'll be able to 
hit it. If you miss and drop back down, your next priority is to shoot down 
any saucer that will be able to collide with yours once it begins moving to 
the left. Once you've made it safe to dwell on the bottom, let the other 
saucers leave the screen before shooting back up again. Any time you hit the 
Mothership with a saucer, the others will fly offscreen, so don't worry about 
them. You have four units of life, so to speak, and the Mothership has four 
as well; you must deplete them before your own saucer explodes, and then the 
Mothership will crash into the side of the statue. Head back out, save AGAIN 
so you don't have to repeat this evil mini-game should you die, then enter 
the room with Peach... 


[12.2] Femme Fatale

     You'll find the barrier around Peach has since faded, apparently having 
been knocked out when the Mothership crashed into the side of the castle. You 
won't get to exchange much in the way of words, however, for the hatch to the 
Mothership will open; after some pestering, Mario will slowly walk underneath 
the entrance hatch.. ..and leap back in fear, for Princess Shroob finally 
confronts them! Her ship is badly damaged... Countless minions have been 
slain... Nearly everything the Shroobs have worked to accomplish has been 
mettled with in some way by the Bros. It's high time they were punished for 
their deeds, wouldn't you say?


BOSS: PRINCESS SHROOB
HP: 3000
EXP: 0
Coins: 0

Despite what several gamers and Nintendo Power might say, that is not an 
error; her HP is definitely 3000. But before you can hack away at that, you 
must first put her throne (temporarily, unfortunately) out of commission. To 
do this, you must repeatedly attack her shield, to the point the throne can 
no longer take it, and will crash to the floor. Until then, the throne 
attacks three different ways:

-Lasers
Two cannons will appear, and toggle up and down for a few seconds; when they 
stop, they'll fire a beam in the direction they point. You only have a second 
to react, so pay close attention and jump with whomever needs to, to avoid 
taking a hit. The beams will never sweep, so that isn't a problem. She'll 
fire them 5 times per attack.

-Energy Rings
The throne will leave the battlefield and return as a walker; once it hops 
over your party, it will fire rings down at you, which close in once they 
hit the ground. To make this as easy as possible, jump with both characters 
as the rings get close to the ground. They trip you, so take care. She'll 
fire off many of them before finishing with...

-Crush
Once her ring attack is finished, her walker will get ready to lower itself
on top of you. Both Bros. must ready their hammers and release them at the 
same time once she gets closer. Swing before she'll actually be right above 
you to ensure a counter. If she cackles, she'll pause mid-way, then come down 
fast. This attack tends to make you dizzy when it hits.

The best way to disable her shield is with a multi-hitting attack, 
particularly Copy Flowers, as they start off slow and with really easy timing.
Try to do this before she even has a chance to attack you with it. Once she's 
out of the walker, she'll attack one of four ways, but may use them several 
times in a row; If she produces a star, she'll send it towards you, and if 
you fail to jump on it (removing it), it will continue past and loop around 
for another pass. It'll increase in speed each time you dodge it until it 
hits either of you, or gets stomped out. Obviously, you want to get rid of it 
as soon as it's launched. Otherwise, she just launches balls of energy three 
different ways; a single shot in front of you, a single shot from above, or a 
spread shot between you. The first two are avoided by jumping and using the 
hammer, respectively (the overhead shots will be fired at Mario from her left 
hand and Luigi from her right); the spread shot is best dodged by jumping with
the brother it will hit first, then the other. If you land on top of the ball, 
you'll stomp it without taking damage, so that's all right. Nothing else to 
say about these attacks, though it bears mentioning that they can cause 
poisoning, and the star attack can reduce your stats.

You have three rounds to beat her up before her throne will be back in 
business, so it'd be best to kill her now. Copy Flowers are your best friend; 
use them relentlessly. Once you've inflicted over 1500 worth of damage, she'll
charge herself with energy and go into what I like to call Psycho ***** Mode. 
Basically, she'll now launch a good 20 attacks at you in a row, one after the 
other, always beginning with her star. If she gets back into her walker, 
she'll pull off a good 5 attacks with that, too. Her damage really adds up, so
end this as quickly as possible. If you know you won't be able to kill her in 
the last turn before she is able to move again, heal whomever needs it to have
the best chances of surviving her barrage. Her walker's attacks will give you 
far more problems as far as dodging goes, so you shouldn't get your ass handed
to you. You'll receive a full health replenishment once you've won.

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