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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 07)

Mario And Luigi: Partners In Time - Strategy Guide (Page 07)

Below are the cheat codes, hints and help for Mario And Luigi: Partners In Time - Strategy Guide (Page 07).


     I'll try to keep this last bit spoiler free, at least for those reading 
ahead, and just say that Baby Bowser screws it all up for us yet again. Though
I'm not sure I remember when he screwed it up the first time. We go into 
battle, with Peach offering her assistance when she can...


BOSS: ELDER PRINCESS SHROOB
HP: 3500
EXP: 0
Coins: 0

Once again, I assure you that this form has 3500 HP. Her attacks also have far
more variety than seen in the first battle; they basically all rely on the 
UFOs that fly onto the scene to be executed; the less she has, the less her 
repertoire can have. How do you decrease the number of UFOs? Peach will toss 
you a star once per round; use the cursor that appears to aim and take out as 
many as you can in one shot. Note that there is a tiny delay between when you 
press the button to fire and when the cursor stops, so take that into account.
Occasionally, Peach may toss you a mushroom and replenish some of your HP, 
instead.

I'll list her attacks by the number of flying saucers she requires to use it:

0 UFOs:
-Shoulder Ram
She'll get into a charging position and then quickly run at one of the Bros.; 
Have your hammer ready, quickly, and swing once she's near. Be warned, though,
that she may pause in front of you before charging again, or may jump back 
upon being struck, then charge again. 

1 UFO:
-Chain Chomp
She'll leave and return with a Chomp, and a UFO will fly down to it, and 
proceed to fly in circles around the Bros., leaving you in the path of the 
Chomp. Try and jump onto the Chomp as it first passes underneath you; it will 
make several trips, quickly, and you're likely to take a lot of damage as it 
comes back around from behind. Hopping on it once ceases the attack. Note that
this attack can inflict poisoning.

-Energy Drink
Much like what Swiggler drank, a UFO will bring her a glass of fluid. She 
gulps it down and recovers 120 HP, then graciously swats the saucer away. 
Nothing else to say about this one.

2 UFOs:
-Lasers & Quake
She'll hop onto two UFOs and take off to the top screen, then fire several 
shots at either bro, much like the other saucers do. Just jump them all as 
quickly as possible. Then, she'll retreat to the background and fire shots 
from there; if the saucers are flying low, about level with Mario, jump them 
as they come by, beginning with Mario and Luigi immediately after; if the 
saucers are flying higher than that, stay still and they'll pass overhead. 
Once she's finished, she'll leap off of the saucers and land back onto the 
stage, creating a shockwave a second later; jump it with both.

3 UFOs:
-Meteorite
Funny that the most costly attack is also the most simple to avoid. Her peons 
will bring her a huge Meteorite, and she'll slowly lumber towards one of the 
Bros. to flatten with it; as she comes within hammer-hitting range, simply 
wail on her as many times as you can, and she'll drop it. Very easy.

In my opinion, her shoulder ram is the most troublesome, as I hate any attack 
with spontaneous lag; her Chomp attack can be a real pain as well, if you 
don't get rid of it the second it begins chasing the UFO. Still, this should 
be an easy battle, as there are no shields to bust and no special 
circumstances to meet before pummeling her. As with the first Princess Shroob,
Copy Flowers are the way to go. Don't worry about how many UFOs are buzzing 
around the skies as much as perfecting the timing on your Bros. Items to 
inflict the most severe damage possible. If you land any blows over 1000, you 
did pretty good; if you can nail her for a good 2k and up, you're doing great.
As her health drops lower, she'll begin using more attacks during her turn, 
UFOs providing. Once you finish this lady off, she'll go straight into her 
ultimate form. You won't recieve a free healing after this one, either.


BOSS: ELDER PRINCESS SHROOB
HP: 3000(head), 496(Feet), 248(Tentacles, each), 200(Crown)
EXP: 0
Coins: 0

Yes, this form has less HP than her previous, but you also have so much more 
to deal with. First and most important to remember, is that as long as her 
crown is active, her head will only take 1 point in damage, no matter what 
you throw at it. And in order to get at the crown, you must first put her 
foot tentacles out of commission, if only for a short while. Her body parts 
all have at least one attack they can perform, and the crown does nothing but 
protect her. Her attacks are as follows:

Feet:
-Tentacle Cycle
Either two, or worse, four tentacles will extend out from underneath the 
Princess and begin rotating clockwise or counter-clockwise; you must jump 
over each of them individually as they sweep by. They gradually pick up 
speed. It pretty much comes down to how quickly you can alternate between 
jumps with the Bros. If she begins this attack with one of them dizzy or 
knocked down, that person is basically screwed.

Arm Tentacles:
-Stab
The point on one of the tentacles will glisten, then quickly squirm in and 
take a stab at one of the Bros. You must jump immediately if this is a 
tentacle closer to the Bros., as the window to react is very short. If a 
farther tentacle is going in, you have a sliver of more time to move. These 
things tend to poison you as a result. Her chin will be quivering rapidly 
while she's doing this attack, and until she ceases, you can expect more 
stabbing attempts; also, prior to every stab you'll notice a particular 
tentacle rear back. Use this as a means of prediction rather than waiting for 
the tentacle to glisten. 

-Grab
The tentacles will move in and try to grab hold of the Bros. Have your hammer 
ready, and whack them once they get close. If you happen to be grabbed, you'll
be thrown back to your position and possibly made dizzy.

Head:
-Crash 'n Burn
Anywhere from 4 to 6 UFOs will fly onto the top screen, and the Princess will 
launch a ball of energy at them, hitting each one and damaging it badly. Then,
they'll come plummeting down onto either Bro. UFOs in flames will land on 
Mario; those giving off sparks will land on Luigi. Pay attention to the order 
they fall, and most importantly which person they're targeting, and have your
hammer ready to hit them away. They'll go flying into the Princess for some 
nice damage, or if they hit you, possibly make you dizzy. Expect this move 
almost every single turn.

-Huge Energy Ball
She'll fire a ball of energy above her head, and a number of smaller shots 
will be launched into it; pay attention to which shots are greater in number; 
more reds mean it will come down onto Mario, and it will target Luigi if there
were more greens. Have your hammer ready to hit it away; then, have the other 
Bros. hammer ready to hit it once more. This will send it back at the 
Princess. Should you be hit with it, you'll see a nice explosion, and the 
victim will land on their ass and be in downed status until their turn comes 
up. 

-Poison Gas
Much like what Swiggler used against you, only these are not deflected with 
the hammer. Simply jump over these as she spits them out. She'll use this 
several times in a row, so be ready for them. Jumping onto the clouds 
themselves works, too. This move is easiest to avoid, and I hardly see it. 

-Time Hole
Again, a swarm of UFOs will enter the top screen, but rather than send them 
plummeting onto the Bros., the Princess will suck them all into a time hole. 
Then, once several turns have passed, they'll be fired back out at you; if 
you can remember the order in which the Princess shot them, and how the ship 
was damaged, you can avoid them as they come flying out by having your hammer 
ready to hit them. Remember, the order in which they were SHOT determines the 
order in which they're sent back through the hole, not how they were sucked 
in; they're all pulled into the void at the same time, anyway. 

The most efficient means of clearing everything out of the way and making the 
head susceptible to damage is the Mix Flower. Open right away with one, and 
if you've used it most effectively, this will wipe out all of the tentacles 
and stun the feet in one go. Now, the crown will drop within range of your 
attacks, so let loose with another Mix Flower, as it's the easiest thing to 
use that will also get you big damage. With the crown shut off temporarily, 
the head will finally be open to attack, so unleash any Copy Flowers, 
Trampolines, Cannonballers; anything you have that can hit the head, deal a 
lot of damage, and that you can time well, use it. The head will meanwhile be 
killing a lot of her minions off in an effort to knock you out of your senses;
watch the saucers closely to see who will be hit next, and send them flying 
back at her. Every few rounds, she'll begin reviving all of her parts and turn
the crown back on; they'll also use their respective attacks the moment 
they're resurrected. Any time she does this, even if it's only a single part, 
use another Mix Flower and nuke it back out of sight. If you're at level 30 
for this battle, which you should be if you fought every enemy you saw just 
once, then this won't be very aggravating. The only time problems really 
arise is when one of the Bros. is inflicted with an ailment that renders him 
immobile. Keep in mind that Refreshing Herbs still work even for dizziness and
being knocked to the ground. As with just about every boss in this game, as 
her health drops lower, the attacks will increase in number; five stabs as 
opposed to two, six UFOs shot down instead of a mere four, and so on.

If you must, use your Drop items to keep the group healed, and keep a 
relentless dosage of Copy Flowers and Mix Flowers flying, whichever is more 
practical at the time. I've seen many cases of people who claim this battle 
took them an hour to finish, and sometimes well over that; I frankly have no 
idea how in the hell that's possible, unless their levels are so bloody low 
that Mix Flowers do pathetic damage. With everyone at 30, I always dealt at 
least 500 a pop with mine. My setup:

Baby Mario: 100-Point Pants, Lucky Badge
Baby Luigi: 100-Point Pants, Lucky Badge
Mario: Supreme Slacks, Ulti-Free Badge
Luigi: Space Trousers, Lucky Badge A

As you can see, I only was able to win one pair of Supreme Slacks from 
Shroobsworth, and I wasn't going to reset all the monsters to have a second 
chance. As far as Bros. Items go, I never bought a single one from a shop. 
Ever. Though with the Treasure Badge on, I always kept my supply of Copy and 
Mix Flowers the same, as Worths and Rexes drop those respectively, and 
having the badge equipped guaranteed me at least one of them. 

Anyways, the attacks are all listed there, with the means to dodge them; it's 
all left up to your own skill from here. Keep the abuse coming, and she'll be 
a wilted little piece of fungus in no time!


[12.3] Back for More

     ...WHO is back for more? Beat the "real" final boss, and as you wrap the 
story up, you'll come across this extra little challenge thrown in there. 
Except it isn't much of a challenge, as you may only dodge and counter 
attacks; you won't be given any turns to attack yourself.

If their mouth glows while a large fireball is present, it'll be countered 
with the hammer. As with all of these attacks, it'll move slowly towards you 
at first, then speed up as the battle draws closer to an end.

If a volley of fireballs is spat along the ground in an arc, simply jump them 
as they get close. Quite simple.

Lastly, a very long charge generally means that a bunch of them will be 
launched into the air; pay attention to the shadows of the fireballs as they 
fly up; a shadow passing over Mario means it will target him, and a shadow 
passing over Luigi... well, you know.

...Aw, hell with the secrecy. It's Shrowser, possessed yet again, and this 
"fight" is a lame one at that. Just get it over with, and you can get on with 
the ending.

     
     Congratulations! You've beaten the game. Wasn't very long, was it? If 
only the damn guides took half as much time to write as the games take to 
beat. I have to respect the people that write up walkthroughs for the 40-
hour RPGs. Anyways, there are no other little sidequests to complete, so 
either run through the game a second time, or, well, off to the shelf it goes.


OOOOOOOOOOOOOO[13] Frequently Asked Questions OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

Some questions that appear often on the message boards, and their answers.


     -What is the best equipment in the game?
      As far as clothing goes, the 100-Point Pants for the babies, and the 
      Supreme Slacks for the adults. Both are rarely dropped items by enemies 
      inside the Shroob Castle. Shroob Rex and Shroobsworth, respectively. The
      Treasure Badge will increase your chances of winning them. As far as 
      badges go, nothing can top the Ulti-Free badge in terms of cheapness. 
      Though, it doesn't come cheap.

     -What is the best level to face the final boss?
      If you fought and destroyed every enemy you came across during the game,
      then you should be at about level 30, which is just fine. People have 
      reportedly beaten the game in the low 20s, though it takes them much 
      longer. Since every attack can be evaded in some way with no damage 
      taken, you could technically finish the game at level 1.
  
     -Where is the best place for leveling up?
      Shroob Castle. The enemies there all drop a ton of EXP, but if you want 
      to really rake it in, get into a battle with two Soul Bubbles and two 
      Shroob Rexes. Kill off the Rexes, then use an item like the Ice Flower 
      to hit the Bubbles with as many as it takes to have them hit only once 
      apiece. This provokes their healing/resurrection counterattack, and 
      they'll respawn the Rexes at critical HP. Rinse and repeat. To avoid 
      dealing too much damage to the bubbles, equip the Training Badge. Keep 
      in mind that the Rexes will still take their turns after being revived, 
      so kill them the same turn, lest you want to suffer one of their 
      charges, which will be guaranteed impossible to avoid (as you already 
      took your turn and have no time to scrunch them).

     -What is the highest level you can reach?
      100. Someone has already accomplished this feat and posted proof. If 
      you think it's a sham... well, are you willing to waste all that time 
      trying to disprove them? =P

     -Is Fawful in this game? If so, where is he?
      Indeedy, they gave the dubber of Fink-Rats a cameo. He runs a Badge Shop
      in the sewers underneath Peach's Castle in the present, accessible only 
      by the babies. His badges can only be purchased with beans, but he has 
      some pretty nice stuff for sale.

     -WTF NINTENDO!!!!11 TEH MAEZ IN DARKNEZ SI IMPOSIBEL!!!!111one ICANT BET 
      IT!!!111 HELP PLZ
      ...unbelievably, some people are really, really, unobservant. Before 
      every one of these mazes is a block the size of a truck, in plain sight,
      with a Shine Sprite emblazoned on it. It screams "HIT ME! I PRODUCE 
      LIGHT! YEAH, STOP FUMBLING AROUND LIKE A SHMUCK AND GIVE IT A TRY!" Yet 
      people have gone through every one of these things in the game, counting
      steps, trying to guess everything as best they can, and cursing the 
      developers every time they fall, when there's a solution RIGHT THERE. 
      Your hand is held throughout almost the whole game, too. Just, wow.
      I wonder if they struggle to dress themselves. 

     -What is the average play length?
      People say it's anywhere from 10-15; I think that's a little more 
      rushed, but maybe that's just me. I'd probably give it 15-18, if you 
      take the time to explore and enjoy everything.

     -Is there any replay value to this game?
      Sadly... no. Not really. Unless you enjoyed this game so much you want 
      to do it all over again, or play while setting challenges for yourself, 
      then this game has nothing left to offer. Bummer.


OOOOOOOOOOOOOO[14] Enemy Guide OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     While they're all listed in the walkthrough itself, in case you just 
wanted to look for a baddie that's giving you problems, here's a list compiled
of them. Please note that I have no way of absolutely guaranteeing their HP 
values, and when I cross-referenced my own best educated guesses with the 
official guide made by Nintendo, I noticed a lot of really bad errors. ...On 
Nintendo's part. Thankfully, I didn't spend money on that POS. Anyways, take 
the numbers listed as their HP as merely an accurate base; I tried to be as 
few off as possible. The bosses are far easier, as their HP all seem to be 
multiples of 50. EXP, Coins, and Item Drops are all exact.

***Bro Flowers and Mix Flowers are NOT considered the same element! There are 
a few enemies that resist Fire but not Mix, or are weak to Fire, but not Mix. 
There are also a few enemies that resist the Mix Flower, namely Dark Boo, 
Wonder Thwacks, and Lethal Bob-ombs. Nonetheless, if an enemy is weak to Fire 
attacks, then they're also weak to Mix Flowers. Because of the handful of 
exceptions, though, I have to include Fire and Mix as two different types.***


     Blazing Shroob- HP: 100 EXP: 90 Coins: 10 Drop: Copy Flower, Red Pepper
     Weak: Ice Resist: None
     Oooh, these guys are NASTY. Once you enter a battle with one of these, if
     you don't end it right then and there, a UFO will fly in and begin 
     attacking in addition to the Shroobs; you'll also bring forth a 
     counterattack every time you attack one of them, in which the UFO 
     shoots 3-5 shots down onto you; you can jump them, but the saucer fires 
     them off quite rapidly, so you'll need to have jumped immediately, and 
     continue jumping again as soon as you land. You have no room for error. 
     To get rid of the UFO, jump on the Shroob; you'll take damage, but 
     you'll also fly onto the top screen and send the annoying saucer packing.
     Anyways, their standard attacks involve lobbing fireballs at either  
     brother at a pretty fast rate, and charging into you at high speeds. The 
     former is avoided by jumping immediately as the Shroob tosses the 
     fireball; the latter is dodged by nailing him with the hammer as soon as 
     he approaches. It's much like the attack Kamek used during your battle 
     with him; he moves very quickly, so release the hammer a little early. 
     Lastly, your best way to kill these menaces is to use Ice Flowers, their 
     weakness. If there's only one of them, a Green Shell will suffice. Every 
     attack, including the UFO's shots, can inflict burns, so be careful. 
     Better yet, kill these bastards right off the bat with extreme prejudice.


     Bob-omb- HP: 35 EXP: 30 Coins: 5 Drop: Pocket Chomp
     Weak: None Resist: Fire, Ice, Mix
     These little guys have only two attacks: tackling and exploding. When 
     they run towards you, take a tiny hop, stop, then run again; jump a 
     second after they hop, and they'll run underneath you and be stomped on. 
     If they turn their bodies a little after stopping, though, they'll run 
     towards the other character; I rarely see this, but be ready for it. 
     Now, if they light their fuse before charging, they'll move more quickly 
     and simply explode when they get underneath you. This time, though, you 
     want to jump as they're moving into you, because unless you're at the 
     peak of your jump when they detonate, you'll be hurt. They have another 
     method of exploding on you- moving up and down in front of the Bros., 
     then running in and blowing up. You counter this by having your hammers 
     ready, and whacking it once it's passing in front of you. Don't hesitate,
     because it won't move that way for long.


     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.


     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. 


     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. 


     Bully- HP: 46 EXP: 17 Coins: 6 Drop: Ice Flower, Green Pepper
     Weak: Ice Resist: None
     These will be fought mainly while the babies are exploring on their own. 
     Their attack is a simple charge towards the babies, continuing off of the
     screen, and then charging again them from behind, back to their original
     position. The thing is, though, attacking them fills them with rage and 
     boosts both their speed and attack. Attack them twice, and they'll be 
     furious, hitting with great force and moving extremely fast. The best way
     to handle them is focusing on one and getting rid of it before it has a
     chance to move. If they do get into their pissed-off state, though, be
     ready to jump over them, and immediately jump again after you land, to
     avoid the second pass. Otherwise, wait a good second or so before jumping
     again, since they move rather slowly. 


     Coconutter- HP: 43 EXP: 20 Coins: 6 Drop: Green Shell, Ultra Mushroom
     Weak: None Resist: None
     These nuisances have the ability to summon rainstorms, which will heal 
     30 HP of damage to ALL enemies present. An upcoming storm is indicated by
     the use of their previous turn to merely raise their spear into the air, 
     forcing you to resort to your hammer rather than jumps. Their actual 
     attacks come from behind; they'll throw a spear into the air, out of 
     their side of the screen, and it'll impale one of the Bros. unless you 
     jump as soon as it's out of sight. They'll also appear from behind you
     and blow a dart into your backside; jump when you see the tube move 
     closer to you after it initially shows up, and the dart should miss. Oh,
     and the eye that gleams tells you which brother is being targeted for 
     the spear toss. 


     Dark Boo- HP: 63 EXP: 20 Coins: 6 Drop: Trampoline, 1-Up Mushroom
     Weak: None Resist: Fire, Ice, Mix
     These guys fight exactly the same way as the original Boo enemies found 
     earlier in the game, only they're now much faster. In addition, when they
     attack from behind, if you fail to avoid them, they'll steal one of your 
     items, whether it be healing, Bros. or so on. Jump as soon as they 
     appear. Not much else to say about them, though you'll get your item back
     if you kill, er, exorcise them once they have it.


     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. 


     Dry Bones- HP: 53 EXP: 32 Coins: 7 Drop: Super Mushroom, 1-Up Mushroom
     Weak: None Resist: None
     Their attacks work just like the hammers thrown by the Hammer Bros. you 
     fought earlier- jump as the bones are hitting the ground in front of you,
     and they should simply bounce underneath you. If it makes a hop before 
     throwing the bone, stand still, and the bone should sail over your head. 
     They'll throw anywhere from 2-3 bones; spinning their head around before 
     attacking means they'll go after Luigi. Chomping their jaws means they'll
     go after Mario. They won't throw at the same person twice in a row.


     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.


     Elite Boom Guy- HP: 80  EXP: 40 Coins: 8 Drop: Bro Flower, Blue Pepper
     Weak: Fire, Mix Resist: Ice
     Again, these are exactly the same as their weaker version in BB's castle,
     with the obvious increase in speed and attack. The signal for which kind 
     of shot they'll fire is also the same- both hands up for an immediate 
     shot; one hand pointing for a puff of smoke, then a bullet.


     Fly Guy- HP: 110 EXP: 150 Coins: 10 Drop: Red Shell, Red Pepper
     Weak: None Resist: None
     Another menace. These guys carry time bombs with them, and depending on 
     the number, being hit with one can be very painful. Fly Guys attack 
     two ways; from above, and where they hover. If the attack is from above, 
     the Guy will fly onto the top screen and drop the bomb; you must hit it 
     back with your hammer, and the Fly Guy itself will take damage; when it 
     attacks from the bottom screen, it will swing back and forth multiple 
     times before hurling the bomb at you; jump it immediately upon its 
     release. After every attack, the timers will tick down one number, or a 
     fresh bomb will be grabbed if theirs have already exploded. Obviously, 
     Fly Guys with a timer of "1" are far more dangerous than those with 2 or 
     3, so kill them first. Better yet, get rid of all of them at once with a 
     Mix Flower.


     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


     Gnarantula- HP: 30 EXP: 15 Coins: 5 Drop: Smash Egg, 1-Up Mushroom
     Weak: Fire (green), Ice (red) Resist: None
     Don't jump on these guys! You never know if they have spikes under those
     puffs. Some of them do, some don't. The best way to face them is just by 
     using your hammer. For attacks, they'll flutter towards you, and on the 
     second flutter, simply come down on top of you. Be ready with your hammer
     to wail them as they come overhead; you'll get a feel for the timing. 
     Once you expose their spikes or lack thereof, their jumps will be a 
     little quicker.


     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. 


     Gold Koopeleon- HP: 10 EXP: 84 Coins: 100 
     Drop: Ultra Mushroom, Golden Pants
     Weak: None Resist: None
     These guys would rather flee than fight, but a few will still take a shot
     at you before doing so. These guys use the standard approach, fade, then 
     charge, but they also may take a lash or two with their tongues. Both of 
     these kinda hurt, so do your best to avoid them; the standard charge is 
     simple but much faster, and the tongue is dodged by jumping immediately 
     once you see their cheeks throb. Their HP is so low, but your attacks 
     will only be dealing 1-2 apiece to them. If you actually manage to kill 
     one, you'll be nicely rewarded.


     Guardian Shroob- HP: 81 EXP: 90 Coins: 9 Drop: ?
     Weak: Ice Resist: None
     These guys are pretty annoying. They'll appear in large groups, and 
     either shoot at one of the Bros., using the telltale signs as always, OR 
     they'll signal one of their allies to team up with them; if they do, the 
     two of them will stop in front of one bro each, then raise their guns up 
     and fire them in unison. Problem is, there's often a delay in the time 
     they fire, so you may jump too early and be shot. Try to spot exactly 
     when they're about to lower the guns, then jump. The shots are fired 
     very quickly, so you have little time to react. I generally use a 
     Trampoline on these guys the first chance I get; that way I can kill all 
     of them before any can take a shot.


     Handfake- HP: 130 EXP: 155 Coins: 15 Drop: Mix Flower
     Weak: Fire, Mix Resist: None
     These guys can be total bastards, so get rid of them ASAP. Their attacks 
     all consist of holding up a cardboard cut-out of a particular Mario-
     related enemy, then performing some sort of attack with it. Goombas, 
     it'll throw it from behind; jump as soon as it leaves the screen and it 
     should roll underneath you. This one may be done multiple times. 
     Paratroopas will spin anywhere from 1-3 times preceding the attack, then 
     approach; once it stops in front of you, depending on how many spins, 
     it'll rear the cut-out back that number of times, then sweep downwards 
     with it. Jump as soon as it rears back for the final time. If it 
     produces a Bob-omb, it'll throw it in the air; upside-down, it's aimed 
     for Luigi, and straight up, it's aimed at Mario; hit it with the hammer, 
     and it'll fall again, either onto the same person or to the other, 
     depending on how it comes down from the top screen. Hit it back and 
     forth several times, and it'll be destroyed. And lastly is a HUGE 
     cut-out of Bowser, whose attack is a cut-out of a flame flying onto the 
     screen and then towards one of the Bros. extremely quickly. Jump 
     immediately with both Bros. as soon as it passes the Handfake. These 
     attacks all pack a surprising punch, so kill the Handfakes ASAP. Mix 
     Flowers are great, as they have a weakness to fire attacks. 


     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. 


     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.


     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.


     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. These things are weak to fire attacks.


     Pidgit- HP: 24 EXP: 18 Coins: 6 Drop: Smash Egg, Mushroom Drop
     Weak: None Resist: None
     Remember them? They'll fly into the top screen, then quickly swoop down 
     and make a pass at one of the Bros. If they hop before swooping, they'll 
     stop in mid-air and make some psychotic sort of laugh before going 
     through with the attack. Who will be attacked? If they pause while in 
     front of the group, they'll swoop at Luigi. If they pause behind you, 
     then they'll pass at Mario. They don't swoop towards you at blinding 
     speed or anything, so jumping and countering the move is pretty easy. 
     These guys sometimes carry a sack, and defeating them before they flee 
     will net you 18 extra coins. 


     Piranha Planet- HP: 140 EXP: 170 Coins: 20 Drop: Copy Flower, Ultra Drop
     Weak: None Resist: None
     These guys are not only cool-looking, but they're one of the meanest 
     enemies in the game, as their attacks are quite painful. For one, it may 
     teleport to the top screen, and then drop onto one of the Bros.; take 
     note of how it spins and ready that brother's hammer, then be prepared 
     to hit it back AGAIN, as it will fall back onto you twice more. Second, 
     it will draw a laser from either its top or bottom, then fire; sprouting 
     from the top, it'll shoot at Mario, and from the bottom, Luigi. However, 
     give it a good second or two after the gun is drawn, for there's a 
     pretty good delay between the time it pulls it out and when it fires. Be 
     warned that it may shoot a sweeping beam, as well; simply be ready to 
     jump with the opposite bro if necessary. Lastly, it will sprout 8, count 
     'em, 8 different Piranha heads from the various pipe-craters and spin, 
     launching all of them at either one, depending on their color; once the 
     first has been fired, they'll all be about one second apart; jump with 
     both of them simultaneously, so you need not worry about who's being
     targeted next.


     Pokey- HP: 55 EXP: 36 Coins: 10 Drop: Green Shell, 1-Up Super
     Weak: None Resist: None
     Unlike other Pokeys, these can be leapt onto and damaged. Their attacks 
     are pretty annoying at first, at least when you haven't learned the 
     timing or what they're capable of. If Pokey spins its lower segments
     around, you'll be targeted with a rapid-fire needle attack for 
     however many parts that remain; three needles per segment. They're 
     fired in quick succession, and avoided by jumping as soon as the first 
     needle is fired, then again as soon as you land until all shots have 
     missed. An easier attack to deal with is when it bounces all of its 
     parts towards you; they're fired one at a time and overhead, for you to 
     whack away with your hammer. Provided you don't fudge the hammer timing, 
     these are easy to deal with. Their last attack is impossible to avoid if 
     their bodies are complete- a simple charging towards you. You can knock 
     parts of their body away with the Green Shell, or the babies' hammers 
     when they're alone.


     RC Shroober- HP: 58 EXP: 26 Coins: 8 Drop: Cannonballer, Ultra Mushroom
     Weak: Ice Resist: None
     Shroobs that attack you not with lasers, but with remote-controlled toys 
     of sorts. Their attack depends on the number of antennae that sprout from
     its head; two, and it'll send a UFO over your head, trying to beam you up
     into it. Charge up the hammer and whack it as you get close. Their second
     attack, indicated by a single antenna, is a bit trickier; a small robot 
     will appear and rove quickly in circles around the Bros., making anywhere
     from 1-3 passes. When it begins to glow, it'll explode once it's finished
     making its pass. If the Shroober hops before summoning the robot, though,
     the bot will pause in place before zipping at you, so don't jump right 
     away. If they face the screen upon sprouting their antennae, the attack 
     will go for Mario, or Mario first in the case of the robot.


     Red Coconutter- HP: 85 EXP: 70 Coins: 7 Drop: Red Pepper, Ultra Mushroom
     Weak: Ice Resist: None
     These freaks battle exactly the same as their weaker versions, with only 
     one minor tweak to one of their attacks- they now fire their blow guns 
     multiple times from behind the Bros. Jump each time the tube moves 
     towards you, and the darts should miss. Kill these idiots first, as they 
     like to heal everyone with rain.


     Shroid: HP: 110 EXP: 140 Coins: 15 Drop: Ultra Drop
     Weak: None Resist: None
     Another pretty nasty enemy. The Shroids are tankish defensively, so it'll
     take more than one attack to destroy these guys. Their moves are unlike 
     what any other Shroob has used against you thus far, and are pretty 
     painful; it'll catch a spiked ball dropped from the top screen with an 
     initial on it, indicating the target, and then throw it; quickly have 
     your hammer ready and whack it back at him. Secondly, it'll encase both 
     Mario and Luigi inside crystals, then rove up and down with a large laser
     gun; jump repeatedly as fast as possible with both characters and break 
     out of the crystals, then be ready to jump the laser. You'll know it's 
     about to fire when the two rays of energy close around it; jump at this 
     point. Lastly, and most difficult to dodge, the Shroid will hold up one 
     or two flags, red and green in color; this is NOT indicating the target, 
     but instead telling you to JUMP with that particular character. Do so, 
     and it will hold up another set of flags; keep this up for 3-7 turns, 
     and the Shroid will back off. Fail, and the brother that erred will be 
     hit with any flags the Shroid was holding. Be warned that it does try to 
     fake you out by lowering a flag as soon as it's raised. The babies will 
     never have to fight these guys on their own.
     ***If you counter the Shroid's spiked ball and haven't destroyed it 
     completely before its next turn, you'll notice it's in a damage state. 
     Its attacks will now mislead you by targetting the opposite of what they 
     indicate- a spiked ball labelled with an M will now be thrown at Luigi. 
     Even more confusing is its flag attack- jump with Luigi when a red flag 
     is raised, and with Mario when the flag is green. If it holds both of 
     them up, just stay still. Kill them before they attack in this state!***


     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.


     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.

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