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Game Cheats » Nintendo GameCube Cheat Codes » Games Starting with the Letter P » Paper Mario RPG - Strategy Guide (Page 07)

Paper Mario RPG - Strategy Guide (Page 07)

Below are the cheat codes, hints and help for Paper Mario RPG - Strategy Guide (Page 07).

After you're done in this cool car, continue left.

This is a blue passenger car. Make a stop in cabin 008. It's the Bob-omb family 
from Glitzville! Check their nightstand for a Star Piece and leave the cabin. 
Talk to the conductor, who is standing in front of the left door in this car, 
to show him the sticky, threatening note you found. He promises to investigate 
it for you. Now, return to the dining car.

There are some people gathering around the kitchen area. You can see a rat, 
what looks like a Toad version of a pop star, the spacey waitress, Chef Shimi, 
and a penguin in detective gear. Talk to the penguin. Predictably enough, he's 
in the midst of some detective work, solving a mystery about a missing stew 
pot. He introduces himself as Pennington, the penguin with the abnormally large 
brain, and proclaims that the pot was stolen. After he tests his accusing 
skills out on the waitress, the pop star (Zip Toad) returns to his room. From 
his suspicious behavior, Pennington then accuses Zip of being the thief. After 
the waitress defends him, Pennington, with his brilliant detective mind, 
finally notices you. Your partner *BOOM* notices a clue: some stains on the 
floor. Follow them out the right-hand door and into cabin 003.

This couldn't be more predictable; the stains lead to Heff T., a... "bulky" 
Toad and the obvious culprit. He suspiciously denies stealing the pot and says 
you're only accusing him because he's the biggest eater. (You think?) He 
unsubtly hints that the Galley Pot is in his nightstand, and so it is. After 
you prove he's guilty, Pennington enters. After closing the case, he mentions 
your sticky-threatening note. He says he'll discuss it with you in his cabin, 
006. Now, return to the dining car.

Give the Galley Pot back to Shimi to get a Star Piece as a reward. Then keep 
going left and talk to Pennington in room 006.

Pennington says you show promise as a detective and makes you his assistant. 
After formally introduces himself, he says not to tell him your name. Using his 
brilliant deductive skills, he concludes that you're...Luigi! XD (How dare he 
mistake you for that failure!) He then tells you to investigate the Bob-omb 
family in cabin 008.

When you leave cabin 006, everything changes! IT'S A TRAIN ROBBERY!! WARNING! 
Oh, wait, it's just late afternoon. Cool, no? Now, go to cabin 006.

The two parents are fighting over what to get their son, Bub, for his birthday. 
When you talk to him, he promises to reward you if you get what he really 
wants. Go outside and talk to the conductor, who says Bub wants to be a train 
engineer when he grows up. How convenient.

Go all the way to the other end of the Excess Express and talk to the engineer. 
He happily gives you his autograph; return to Bub and give it to him. He thanks 
you for the present and give you a Shine Sprite in thanks. Now, return to cabin 
006 and get your next assignment from Pennington. (It changes to nighttime when 
you exit the cabin) He tells you the conductor wants to see you; go back and 
talk to him.

The conductor says he was one blanket short when passing them out and had to 
give his own, meaning someone on board doesn't have a ticket. Try returning to 
the only empty room on the train, room 004.

The next step is extremely non-obvious; use Vivian's field skill in here. After 
a few moments, a Toad ghost appears! Surface and talk to him; he's surprisingly 
friendly. He confesses to taking a blanket (why would he need one?) but denies 
writing the threat note. He agrees to return the blanket, in exchange 
for...YOUR LIFE! BWAHAHAHAHA!!! Just kidding. He goes on and says he died in 
this very cabin a long time ago, and his belongings were kept in the baggage 
car. He's too worried about someone reading his diary to R.I.P., and says he'll 
trade the blanket for it. He also warns you not to read it, or his threat 
earlier might not turn out to be a joke.

Once you tell the conductor what's going on, he lets you into the baggage car 
to get the diary.

In the baggage car, use Paper Mode to slip between 2 crates and retrieve the 
ghost's Ragged Diary. You can disobey him and read it if you want, but SAVE 
FIRST! You don't get far before the ghost scolds you for reading it and KILLS 
YOU! GAME. OVER. Anyway, after you're finished having diary fun, return it to 
get the blanket. (And decides to R.I.P. in this room) Go back to the conductor.

The conductor is thankful for his blanket and thanks you with a Mushroom. After 
this, it's time to call it a day. As you return to your cabin, you can talk to 
the waitress and Toodles in room 002 to learn they've lost some Shell Earrings 
and a Gold Ring, respectively. You can't help them tonight, so go to bed.

When you wake up the morning of day 2, go to Pennington's cabin again.

When you get to cabin 006, the rat businessman, Ratooey, is with Pennington. 
His briefcase, containing papers about his company's latest product, has been 
stolen. The product is Nitro Honey Syrup, a powerful new type capable of 
raising the dead! 0_0 Even worse, if mixed with gold and calcium, it could blow 
up the train! Pennington deduces that the criminal must still be on the train 
and mentions the items stolen from the waitress and Toodles: Shell Earrings 
(which contain calcium) and a Gold Ring! This must be the sticky threat in the 
note you found, and the thief must have written it! Go to cabin 001, which is 
strangely empty.

The piece of paper lying on the floor in here is one of Ratooey's contracts; 
maybe the missing occupant of the cabin is the thief/sticky threatener! Wasn't 
Zip Toad in here? Return the paper to Pennington and he confirms that it must 
be Zip, then tells you to find him. Return to your room next.

There's another paper in cabin 005. The cabin doesn't appear to have anyone 
else in it, so use Vivian's field skill again. Eventually, Zip slides out from 
under your bed! After you emerge from the shadows and he sees you, chase him 
around your room until you catch him. The time changes to late afternoon and 
Pennington and Ratooey enter. The penguin detective confirms that he's the 
criminal mastermind behind all this, and that he isn't really Zip Toad. After 
he returns Ratooey's briefcase, the intercom announces that the train has made 
a scheduled stop at Riverside Station.

We next see a cutscene of Pennington and the Zip Toad impersonator getting off 
the Express. Once they're off, he reveals that he's really Doopliss, and he's 
been working for the Shadow Sirens! Before Pennington can stop him, he flees.

Before getting off yourself, return the waitress and Toodles' missing items to 
get a Star Piece and 30 coins. Now, get off the train through the door in the 
green cabin.

RIVERSIDE STATION

Once you're outside, go to the right and talk to the conductor by the 
drawbridge. Someone (*coughdooplisscough*) has raised it, preventing the train 
from proceeding! When you agree to find the switch in the station and lower the 
bridge, he gives you the Station Key. Cross the tracks and climb the stairs, 
use the Save and Heart Blocks in you want, and enter the stationhouse. (You 
thought you could get through a chapter without doing a dungeon, didn't you? 
Wait...)

In the slightly dingy lobby of the station, ignore the Close Call P Badge on a 
high ledge and the old elevator, and take the door.

The right-hand door in this room is locked; use Tube Mode to roll under some 
latticework and hit a ! switch to the right. This creates some stairs leading 
up to another door; exit the enclosure and go through it.

The next room is filled with seemingly useless gears. Climb the stairs and jump 
across the long teeth of 4 vertical gears. Try to memorize the pattern in which 
they turn to avoid getting dropped from them. After you make it across, roll 
under a large cylinder, then jump onto a brown gear and a large blue one. From 
there get onto a brown cylinder and use Koops to get the Storage Key from the 
opposite cylinder when the barrier between rises. Also, drop down once you get 
the key and take the Star Piece behind the cylinder the Key was on. After that, 
return to the previous room.

Use the Storage key to unlock the right-hand door here.

You're now on some outdoor stairs behind the station and drawbridge. What a 
view! After you go down the short stairs right after the door, note the hole in 
the bottom step. Use Tube Mode to roll into it and get the HP Plus Badge. Exit 
and go right. You soon meet a Poison Pokey, the first enemy of the chapter. 
Defeating them shouldn't be too hard. You can stand on the brick block and jump 
for a Thunder Rage; go down the stairs next and get the Shine Sprite. There's 
another enemy on the lower level of the walkway, a Dark Puff, which also should 
be fairly easy. Go down some more stairs to a seeming dead end. Use Flurrie's 
field skill repeatedly on the papers on the left wall to eventually reveal a 
door.

The next room looks like a lobby with some stairs, but thee is a Tube Mode hole 
and a larger one in the corner. If you try falling down this hole, you go for a 
while, then hit a springboard and bounce back up. This room is TALL! Enter the 
other hole with Tube Mode and roll down to a level spot. Roll down the right-
hand tunnel and try to jump the gap you're about to hit, then fall into the 
hole on the other side. If you fall, climb the ramps and keep trying. Once 
you're down, roll left and jump the next gap to reach a bigger section 
containing a powerful P-Up, D-Down Badge! I'd recommend equipping it right 
away. Reenter Tube Mode and fall down the hole you just jumped, keeping to the 
left of it so you take the left path in a fork just below. Roll through some 
more tunnels until you drop into a garbage bin on the higher level of the 
bottom room. The box has a Dried Shroom in it if you want it; there is also a 
Spiky Parabuzzy in this room. (You'd better have the Spike Shield Badge 
equipped by now) After you beat it, go through the door.

You're in another storage room. There's a key on a high ledge, but it's 
unreachable. Go through the left door.

When you beat the Goombas (are you kidding?) in this room, the 3 boxes open to 
reveal 3 switches with numbers. Hit each one the number of times displayed on 
it to create some stairs behind. Climb them, use Koops to get another Shine 
Sprite, and go through the door.

Drop into the next room and open the huge chest. You got the Ultra Boots! As 
always, Toadette appears and teaches you about your new kicks. Besides having 
an even stronger jump attack and the ability to do a powerful new jumping move 
in combat, you can also use the Spring Jump in the field. Using it is much like 
using the Super Hammer's spin attack. Hold A, then once you're on the ground, 
twist the control stick to turn Mario into an accordion. Once he's fully coiled 
up, release A to send him flying straight up. (Make sure there's nothing above 
him for a few miles before trying it) You can also grab onto pipes using this 
move. Stand in the right-hand corner of boxes when the tutorial finishes and 
grab the pipe above you with a Spring Jump. Shimmy to the right on the pipe and 
hit A to let go, then use Paper Mode to slip through the grate.

You emerge back in the first storage room. Get onto the boxes to the right of 
the door, cross to the other set of boxes with Yoshi, and use a Spring Jump to 
get on the pipe and cross the fence. Next, stand under the ledge with the key 
and use a Spring Jump to dislodge it. You got the Elevator Key! Leave the 
enclosure with yet another Spring Jump and exit the room.

Drop from the ledge you're on and use the springboard in the corner to fly back 
up to the top of this tall, tall room.

Go back up the stairs, defeating any enemies in your way, and then through the 
previous room, to the front lobby.

Use the Spring Jump to get the Close Call P Badge on the ledge in the left 
corner of the lobby, then use the Elevator Key on, what else, the elevator.

The room the elevator descends to is swarming with weird black puffy creatures! 
What’s going on? (Maybe it wasn't Doopliss after all) Blow them away with 
Flurrie and use the lever they were covering to unfold some stairs to the ledge 
on the left side of the room. Hit the ! switch; outside, the drawbridge finally 
lowers! Yay! Now, exit the stationhouse and talk to the Toad by the bridge 
again. He thanks you and tells you the train will now be leaving soon. Get back 
on board to continue your 3 Days of Excess.

EXCESS EXPRESS

It changes to nighttime as soon as you get back on board, so go to your cabin 
and then to bed.

Strangely enough, when you wake up to day 3, everyone seems to be gone! Go to 
the locomotive and talk to the engineer, the only other person left on the 
train. He doesn't seem to have noticed the disappearances, but suddenly one of 
the dust bunnies from the Riverside Station appears on the window. Moments 
later, it's covered by them! The engineer panics and tells you to find out what 
happened to the other passengers. Go all the way back to the baggage car. (Make 
sure to save on the way there)

The whole car is filled with more dust bunnies, and they've trapped the 
passengers! Once you get rid of the creatures with Flurrie, they retreat and 
the conductor and waitress thank you. They tell you the creatures, along with 
the passengers, fled out the back of the train. Slip between the crates to 
where you found the Ragged Journal and Spring Jump onto the pipe. Shimmy over 
to a tall box that lets you exit out the back of the train.

You're now outside; climb onto the roof of the train. (Which is completely 
covered in more dust bunnies) Clear them out with the Super Hammer or Flurrie 
as you gradually make your way along the roof of the train. Once you get far 
enough, all the creatures merge into one huge monster! It's time for a boss 
fight!

BOSS: SMORG

Appearance: A giant five-armed monster made of tiny black clouds with eyes.
HP: 50
Attack: 5
Defense: 0
Location: Excess Express
Smorg is invulnerable as long as his top 3 arms (called miasmas) are around, 
and they each attack Mario separately for heavy damage. Use something like Gale 
Force or Fiery Jinx to take them all out and make Smorg vulnerable. It's pretty 
simple boss fighting after this; defeating the miasmas gives you 2 free turns 
of pummeling Smorg with your strongest attacks. Try using your new Spring Jump 
move to inflict heavy damage. When the miasmas regenerate a second time, they 
turn into a giant, hook-shaped miasma that does double-digit damage. It's 
extremely important to keep this thing down if you want to survive to beat him, 
so just quickly attack it like you did the Miasmas.

Once you defeat Smorg, you're back on board the train. Everyone thanks the 
famous "Luigi" for saving them; after that, you hear an announcement that 
you've finally arrived at your destination, Poshley Heights! Once you're ready, 
leave the train.

POSHLEY HEIGHTS

Before heading to Poshley Sanctum to pick up the Crystal Star, take the 
opportunity to explore this almost weirdly-perfect, western style town. Spin 
Jump right in front of the stairs leading to the train station to find a Star 
Piece. Next, go into the left house, which belongs to Goldbob and his family. 
Inside, slip through a crack behind the table with Paper Mode to find a HP 
Drain P Badge. Exit the house and go to the swimming pool to the left of it. 
(Which, as always, is somehow filled with man-eating piranhas) Get the Star 
Piece behind the lawn chair and go over to Toodles' pink house. Don't go in; 
walk into the hedge to the right of her house and through it to reach a Star 
Piece behind the fence. Now, go to the next area of the town.

There's a large cart here selling a mediocre cooking item for a downright 
ridiculous price.

>>>>>>>>>>>>>
SOUVENIR SHOP (Not the Glitzville one, the terrible one)
>>>>>>>>>>>>>
Fresh Pasta-50 Coins

Now, go to the penguin-owned house next to the entrance and get the Star Piece 
hidden behind the hedge. The huge building next to it is the luxurious hotel of 
Poshley Heights. You aren't made of money, (then again, you could be) so it's 
best to not pay 30 coins to stay there. Anyway, go on to the next area.

Poshley Sanctum dominates the final area. There's a Shine Sprite to the right 
of it, but it's too high to reach and there's no invisible block under it. Use 
the Spring Jump to hit it, then go to the door of the Sanctum. It's locked! And 
the manager is on a trip! Before you can worry too much, Pennington shows up. 
Instead of helping you find the manager, he says that he's the manager and this 
is his house! (Being a detective is only his hobby) He unlocks the front door 
so you can enter.

POSHLEY SANCTUM

Inside the cavernous sanctum, the Shadow Sirens and Doopliss have beaten you to 
the Crystal Star! They take the Star and disappear, leaving Doopliss to jump 
out a window, You're too late! Before you can go after the thieves, Pennington 
asks what's going on. When he learns you were looking for the Garnet Star, he 
tells you the stolen one was a fake. He keeps the real one in a different part 
of the Sanctum to prevent things like this, but how to find it is up to you.

First, Spring Jump to reach a long bar above you. Shimmy across it to the 
right-hand ledge and go back towards the front of the room. Stand on the star 
tile and Spring Jump to get onto another bar. You can't shimmy across it 
because there are flags in the way; simply go to the right and drop onto the 
next ledge. Go back and repeat this once more, then to the front, where there 
is a Plane Panel; use it to fly to a ledge on the other side of the room. 
Repeat the Spring Jump process to get to the highest ledge of this side and hit 
the ! switch in the back to create a pipe. Drop back down and enter the pipe to 
emerge in the painting in the background. This is too weird. Enter the door of 
the Poshley Sanctum in the painting to enter...

Poshley Sanctum!? What's going on!? This second, different colored Poshley 
Sanctum is filled with Dark Boos, which guard the real Garnet Star in the back. 
It's recommended that you beat them. (Preferably quickly; they are quite 
powerful) If you do, before getting the Garnet Star, use the Spring Jump to 
climb the ledges on the left side of the room. The second-highest ledge has a 
Shine Sprite; the highest has a chest containing the L Emblem! This Badge makes 
you look like Luigi; if you combine it with the W Emblem from Charlieton you 
look like Waluigi! Once you get those, go to the pedestal in the back and take 
the Garnet Star. You win! (And get the Showstopper Star Power!)

END OF CHAPTER 6

The scene doesn't switch to Peach quite yet. After saving, go back to the real 
(I think) Poshley Sanctum and talk to Pennington. He lets you keep the Garnet 
Star and says he'll put another fake on in here. After you leave Poshley 
Sanctum, the scene ends. (You never got to tell him your real name!)

???

Back in Grodus' throne room, old computer-head is learning that his minions got 
a fake Crystal Star. Mario now has every Crystal Star except the last one, 
which Grodus himself has. He comes up with a new plan as we switch to Peach.

As usual, head over to TEC's room when the door opens.

TEC says he's finally concluded on what to do. He has learned all of Grodus' 
plans and tells Peach to escape quickly. He tells Peach exactly where she is: 
the Moon. As Peach is about to type a final message to Mario, Grodus and some 
X-Nauts enter. You've been had! Grodus says he knows exactly what TEC has been, 
and erases TEC's hard drive to keep the computer from betraying him again. TEC 
barely manages to send the E-mail before he's deleted and Peach is taken away 
to prepare for Grodus' final plan...

ROGUEPORT

It's about time for Bowser to lighten things up. (Who knows how he survived the 
battle of Twilight Town) Kammy says she's found some underground tunnels not on 
any maps, and Bowser leaves to smash his way through them.

It's time for the final world of Super Bowser Bros. This one is a castle filled 
with fire, and is actually challenging. Luckily, Bowser has infinite lives, so 
it's impossible to lose. With practice you should be able to dodge the flames 
and X-Nauts. After you win, Bowser and Kammy emerge in some kind of weight 
room. The Gold Star is on the wall! Before they can take it, Rawk Hawk enters! 
XD He asks what they're doing in his secret training room and fights Bowser for 
his championship belt. Bowser easily defeats Rawk Hawk, but the Gold Star then 
falls and breaks. Of course, it's still a fake. Rawk Hawk says the Great 
Gonzales has the real one, but who is he!? So confusing!

ROGUEPORT

Back at Rogueport, Mario gets another E-mail from Peach. It says she's being 
held on the Moon, and begins to tell him Grodus' plan for the demon behind the 
door. Unfortunately, it cuts off before it can tell him anything. Next, return 
to Rogueport Square.

Now that you have the Spring Jump, you can finally get the giant treasure chest 
on the wooden tower here. Use a Spring Jump under the chest to dislodge it. 
Predictably enough, it contains the Ultra Hammer! This new Hammer is stronger, 
gives you a stronger spinning attack in battle, and lets you smash grey stone 
block out of battle. Next, it's time for more sidequests. (Luigi is at the 
train station ready to tell you the next part of his crazy adventure) First, go 
to Rogueport Sewers from West Rogueport.

ROGUEPORT SEWERS

You'll probably notice that the previously wimpy enemies of the Sewers have 
been replaced by Bowser's Koopa forces. As long as you have the Spike Shield 
Badge some attack power-raisers, they should be pretty easy. Drop off the ledge 
you fall onto and stand on the red X to the left of it. Do a Spring Jump and 
shimmy across the pipe, past the wall. Ignore the blue pipe on the ledge for 
now (but remember its location for later) and drop down to a secret area with a 
Flower Saver P Badge. Stand on the other red X and Spring Jump again to get 
back on the pipe. If you didn't already get the Shine Sprite from the Spania-
infested room in the sewers, you can return and use the Spring Jump to get it. 
Once you get it, leave and return to the room with the Boat Mode Dock.

Go back through the tunnel behind the stairs and out to the lower path. Take 
the door to the right.

This is another shortcut room much like the one to the right, except this one 
is sealed off with a giant stone block. Use a spinning attack with your new 
Ultra Hammer to smash it, then activate the shortcuts here in the same way as 
before. The left pipe you create leads to Poshley Heights; the right one goes 
to Keelhaul Key, just east of Shantytown. The chest on the higher ledge here 
contains an FP Plus Badge. Now, go back to the surface, then reenter the grate 
in West Rogueport and go to the underground plaza.

Take the opportunity to buy some Star Pieces while you're here and then ride 
the elevator in the center. Align yourself with the pipe just beyond it and do 
a Spring Jump to grab onto a pipe. Shimmy across to the roof of the Underground 
Shop. Jump over to Merluvlee's rooftop and then off onto the top of the pillar 
near Dazzle. You can Spring Jump up to hit another Shine Sprite. After getting 
it, drop off the pillar and go right.

Go all the way through this room to the one with the pipe to Petalburg.

Go to the vertical pipe at the back of this room and Spring Jump while standing 
on either side of it. If you're on the left, you can get onto a ledge that 
appears to be a dead end. The wall on the other side is cracked; bomb it from 
here to open a hole that lets you reach the Defend Plus P badge on the other 
side. Next, go back to the pipe and Spring Jump onto the right-hand side of it. 
You can now shimmy way, way across to a stone platform with a pipe. Take it to 
the background and enter the house here to find a Star Piece. After getting it, 
go back the way you came and return to the Thousand-Year Door to find the last 
Crystal Star.

If you were listening during Peach's scene you should already know where the 
last Crystal Star is: the Moon, and in the possession of the X-Nauts.

ROGUEPORT

Frankly confirms that the Crystal Star (yes, the final Crystal Star is actually 
the Crystal Star, if that makes any sense) is on the Moon. Obviously, he has no 
idea how to get there and says to give him time to do research. Go for a walk 
around town (maybe promote some partners or do Troubles) and then return to his 
house.

Frankly has discovered a way to get to the Moon: the inhabitants of Fahr 
Outpost have a giant cannon that could shoot you there! (They must be fans of 
Jules Verne there) Frankly says that you'll need the Ultra Hammer, which you 
should already have, to reach a pipe in Rogueport Sewers that leads to Fahr 
Outpost.

Remember the blue pipe you saw to the left of the door to Twilight Town in 
Rogueport Sewers? That's the pipe to Fahr Outpost. Drop through the grate in 
West Rogueport, cross the gap with Yoshi, and smash the grey block in the 
doorway to reach it. Enter the pipe to begin chapter 7.
---
h. Chapter 7: Mario Shoots the Moon (Chap7)

Enemies: Frost Piranha, Ice Puff, Moon Cleft, Z-Yux, Mini-Z-Yux, Elite X-Naut, 
X-Naut, X-Naut PhD, Yux, Mini-Yux, X-Yux, Mini-X-Yux, Magnus von Grapple V2

You emerge from the blue pipe in the obligatory ice level, with the obligatory 
cool music playing. Right off the bat, Spin Jump to the left of the pipe for a 
Star Piece. Next, have Ms. Mowz sniff around (or just search randomly) for a 
Double Dip P Badge in a hidden block in front of the rightmost tree here and 
jump to hit it, then go right to the next screen.

You'll find some ice enemies in the next area. They're tougher than any normal 
enemies you've seen before, but with you've been leveling up adequately and 
equipping lots of power-raising Badges (like Jumpman), they should be easy. 
Take them out quickly before they freeze you and try to get the first strike. 
(And prevent getting hit by a first strike with the Chill Out Badge-how ironic) 
Jump behind the leftmost tree in the front part of this area for a Shine Sprite 
and search the middle of 3 bushes for a Star Piece, then continue right.

There are more freezing enemies in the next area, and the red block contains an 
HP Plus P Badge. Look behind the broken wall in the foreground for a third Star 
Piece. After getting these goodies, go right along the path to the actual 
outpost.

This area is a large clearing with more broken walls. The house in the back is 
locked; get the Star Piece behind the broken wall here and go right.

This is the main area of Fahr Outpost. It has a house, cozy Inn (you get free 
Space Food for sleeping there), a shop, and some Russian Bob-omb residents.

>>>>>>>>>>>>>>>
NORTHWINDS MART (Fahr Outpost)
<<<<<<<<<<<<<<<
Ice Storm-6 Coins(!)
Maple Syrup-20 Coins
Ruin Powder-15 Coins(!)
Shooting Star-30 Coins(!)
Stop Watch-12 Coins(!)
Super Shroom-15 Coins

Don't worry; the tiny cannon the middle of the area is only a monument. Spin 
Jump to the left of it for a Star Piece, then get the final one behind some 
boxes in the far-right house. There's a second Shine Sprite to the right of the 
house. (Don't worry, that's the last thing to collect for this area) Next, 
speak with the mayor, the green Bob-omb standing near the cannon monument. He 
first denies the village has a cannon, then says he's trying to keep it secret 
to keep it from being used for war. When your partner *BOOM* tells him why you 
need to use the cannon, he understands but says you need permission from two of 
the cannon's biggest contributors, Goldbob and General White, before you can 
use the cannon. This shouldn't be too tough. Since you're fresh out of chapter 
6, you'll recall that Goldbob lives in Poshley Heights. After returning to 
Rogueport, you can either use the Excess Express again or the shortcut in 
Rogueport Sewers to reach Poshley Heights.

POSHLEY HEIGHTS

Goldbob's house is just to the left of the train station. When you talk to him, 
he says he'll get the cannon going again, but it will take money. When he asks 
you how much money you're willing to pay, say you'll give him every coin you 
have. (Don't worry, you won't actually have to pay) After confirming you want 
to give him all your coins quite a few times, he gives your coins back and says 
he was just seeing if you really wanted to use the cannon. After this, he gives 
you his permission to use the cannon. Now, for General White. He's a little 
harder to remember; you saw him in front of the rightmost house in Petalburg. 
Leave through the shortcut and go over to the room to the right, where you can 
take another shortcut to Petalburg.

PETALBURG

General White is gone! The Koopa near the west entrance to the village says he 
mentioned a southern island when he left. Go back to the shortcut room and take 
the pipe to Keelhaul Key.

KEELHAUL KEY

He isn't here, either! Talk to Pa-Patch to learn he went to Glitzville. Go back 
to Rogueport (Cortez's ship is the quickest way) and then take the blimp to 
Glitzville.

GLITZVILLE

This is ridiculous! General White has already left, but the manager of the 
juice bar says he went to the Great Tree. Go back to Rogueport Sewers and take 
the last shortcut pipe.

THE GREAT TREE

The crazy general has a serious case of wanderlust; he's AWOL here too. The 
Puni at the entrance says he went somewhere dark. Head over to Twilight Town.

TWILIGHT TOWN

This makes ever chapter you've visited trying to find this idiot! Even worse, 
he's not here either! You can't get any hints about where he went next, except 
that he looked tired. Maybe he went home or something. How will you use the 
cannon now? Return to Fahr Outpost to inform the mayor of your failure.

FAHR OUTPOST

As the mayor is wondering what they'll do, General White steps out of his house 
in the background! ARRRRGH!!!! Quick, don't let him get away again! When you go 
into the general's house, he's...sleeping. Can this guy get any more annoying? 
Jump on him a few dozen times and he FINALLY wakes up. When he sees who you 
are, ol' Whitey says he's been searching all over for you. When you ask about 
the cannon, he says he'll get things ready. Go outside and talk to the mayor; 
he leads you over to the left screen.

After they drop you through a hatch, General White and 2 other Bob-ombs go into 
the house in the back, which turns out to be a high-tech control room. After 
more preparations, the massive cannon emerges from the ground. The mayor orders 
several hundred Bob-ombs to stuff into a chamber beneath the barrel. After some 
final checks, the cannon fires and Mario goes flying to the Moon!

THE MOON

You actually made it; you're on the Moon! Wait, why aren't you blowing up? Or 
suffocating? And why can you hear? Looks like the laws of physics just went out 
the window. Things have changed slightly now that you're on the Moon. Since the 
gravity is lower, you can jump higher, but you run slower. (You can go at 
normal speed using Yoshi) There are also some new enemies. The main enemies are 
Moon Clefts, which have extremely high stats, including 5 defense! Either use 
piercing attacks on them, or flip them using Bobbery to negate their defense. 
Star Powers, including your newest one, Showstopper, are also good ideas.

Anyway, time to start exploring the Moon. There is a Save Block in the area you 
landed in, and a cracked rock can be blown up for a Stop Watch. The area of the 
moon you explore is in a huge circle. Both ways lead to your destination, so 
take either one. If you go right, you'll find a Volt Shroom in a cracked rock. 
The left path has cracked rock with Courage Shells and Ruin Power. Either way, 
you'll arrive at the same place after traversing 2 more screens.

In this area, you can see the X-Naut's base in the distance. There are also Z-
Yux in this area, stronger versions of the Yux from the Great Tree. You'll want 
to equip the Chill Out Badge if you didn't already, since they can fire lasers 
at you before you can even see them. The cracked rock in the foreground 
contains Power Punch, and there's a Star Piece behind the rock just beyond the 
huge crater. Next, bomb the other cracked rock to find a pipe leading to the 
background. Once you're there, go right and enter the X-Naut Fortress.

X-NAUT FORTRESS

Time for more cool music! The entry room of the high-tech base is a covered 
tunnel with conveyor belts leading up and down. (The gravity is somehow normal 
in here) Take them up and enter the next room.

This square room has Heart and Save Blocks, but before you can use them, two 
Elite X-Nauts fight you. They have very high HP and attack power, and 1 
defense, and can also use some stat-changing potions that do things like make 
them bigger. They still shouldn’t be too hard, and you can heal right after 
defeating them. Once you're ready, continue right.

This hallway is reminiscent of the ones you've explored as Peach except for the 
view; there's an identical elevator in the middle. Keep going right and through 
the next door first, though.

When you enter the room, some of the weird floor panels light up. Memorize the 
pattern and only walk on those tiles to reach the Elevator Key on the other 
side. If you step on a panel that didn't light up, you get electrocuted. The 
electric floor shuts off after you get the key, allowing you to take the Super 
Shroom on your way out.

Now that you have the key, take the elevator to the second sublevel. (Skip the 
first one for now)

Peach has already explored this long corridor. Go left and through the door at 
the end of the hallway. (The door just to the left of your elevator is the 
potion room, but there's nothing to do there now)

This is another electric floor room. The floor panels don't light up this time; 
use the diagram on the back wall to find out where to go. There's a Card Key on 
the other side of this room.

Next, go all the way to the right in this long hallway to a room you'll 
recognize: Grodus' throne room. Unlike when Peach was here, an X-Yux guards the 
throne room. These are the top of the line for Yux; they not only have high 
stats, they also create 2 Mini-X-Yux per turn! Use an attack that hits all 
enemies (like Multibounce or Fiery Jinx) to wipe out all the Mini-X-Yux, then 
hit the X-Yux itself with a powerful attack. You can also try to avoid it if 
you want. Enter the door behind the high-tech throne to Grodus' room.

Simply take the green Card Key from Grodus' desk here and return to the main 
hallway of sublevel 2.

Go past the first door and the other elevator (the one Peach used) to the third 
door from the right.

This room appears to be a Yux-growing lab. The squeaking noise you hear is an 
open vent swinging back and forth. Use the Spring Jump while standing under it 
to access the vents.

There are 2 other vents in the air duct you can slip through with Paper Mode 
here. First, go all the way left to find a Star Piece, then go back to the 
right and go through the first vent you see.

You land on a complicated computer. Don't drop down yet; first, use Koops to 
get the Cog from the other computer, which will be useful later. Next, check 
out the paraphernalia in this room. Hitting the little red button activates a 
field of light on ac platform, and when you step on it, you're teleported 
(complete with cheesy sound effects) to...

ROGUEPORT SEWERS

You're in the leftmost building of Rogueport sewers! What a cool shortcut! This 
teleporter must be how the X-Nauts got to Earth in the first place. (You'd 
think Mario could stop all the X-Nauts' plans by destroying it) Anyway, do 
anything you feel like back on Earth, then return to the Moon base.

X-NAUT FORTRESS

Back on the Moon, lave the teleporter room and go back to the Yux lab.

Reenter the vent from here, but this time drop through the rightmost vent.

You fall into one of the changing stalls in the room where Peach disguised as 
an X-Naut. When you open the curtain, it's CLASSIC MARIO ACTION TIME! (You 
thought they could get rid of it, but noooooo, it's back!) Your partners all 
become 8-bit too! w00t! Once you're done enjoying that (dropping into the stall 
is the only way to get retro), check the 2 notes on the table. The red one 
contains a code: 014029. Like it says, don't forget it! The other one has a 
simpler code: left, right, middle. With that information, go back to the left 
elevator and return to sublevel 1.

First, go right. The door here is code-locked; use the number code you just got 
to open it and go in.

I doubt anyone was expecting this. This room is a high-tech clone of the Thwomp 
quiz room from Shhwonk Fortress! Talk to the robotic Thwomp to start the quiz. 
It has the same rules as before, except that if you get 3 questions wrong, 
you'll have to fight 2 X-Yux...ouch. Here are the answers to it:

1. Elevator Key
2. Koopie Koo
3. 6
4. Hooktail's Belly
5. Prince Mush
6. A ring
7. Number seven (he's asking what number question it is...again 0_o)

After winning, you get an Elevator Key, just as the first question said. Leave 
this crazy room and go to the other end of the hallway.

This room has some complex machinery in it, and a platform with some cool 
prizes. First, insert the Cog you found into the open panel full of cogs. Next, 
hit the red buttons in the order on the note: left, right, middle. This 
activates the machine. It's a crane game! Use the nearby terminal to start. To 
operate the crane, first hold A to decide how far to the left the crane moves, 
then hold B to move it back. You only get one chance for each, so align it 
perfectly using the freaky-crazy beam of light it projects. If you're a 
skillful crane operator, you can get a Star Piece and Feeling Fine Badges for 
Mario and his partner. Now, leave the crane room and go back to sublevel 2.

Go right and use your new Elevator Key to use the other elevator. You can 
descend to sublevel 4, which is Peach's level, but there's nothing to do there 
and TEC's former room is locked. Descend to sublevel 3 instead.

This is another short hallway; go through the left door first.

This is the hardest electric floor room yet! You have to follow the pattern of 
lit floor panels as it winds across the room; if you step off it, you get 
shocked! The pattern is always 3 panels long, and you should always stay in the 
middle panel of it. (The pattern switches back at one point) It will take a lot 
of tries, but you should eventually be able to get the Card Key at the end. You 
can take the HP Drain on your way out if you want.

Next, go across the hallway to the opposite door.

This small room has 3 card-operated locks. Insert your 3 Card Keys into the 
slot and go through the unlocked door. (There might be a certain order the 
cards need to be in, but you can easily figure it out with guesswork)

This room is a huge factory with no apparent purpose whatsoever. Go right first 
and hit the switch on the other side of the fence with Bobbery, which activates 
the conveyor belt. Slip through some bars to it with Paper Mode, then use 
Vivian's field skill to get past the barrier. Jump onto the yellow thing the 
conveyor belt goes into and then onto the platform when it lowers. From that 
platform, get off onto a ledge, then to another moving platform and at all 
pipe. The pipe leads into the background.

Jump across the hanging platforms (don't worry about falling) and to the 
rotating cogs. If you want, you can follow some other hanging platforms from 
there back to an Ultra Shroom, which could be useful for your impending boss 
battle. Anyway, jump from the cogs to a vertically moving platform, and then to 
a metal platform. Cross a short gap, climb some steps, and enter the pipe to 
emerge in a different part of the foreground.

Carefully cross 2 moving platforms from the one you're on to a ! switch. When 
you hit it, some huge yellow steps are created leading from the ledge the pipe 
if on up to a locked door. Before you can enter it, you'll need the Card Key. 
Go back across the platforms and to the background.

From the pipe, cross some more hanging platforms (don't go onto the gears if 
you can't help it) and reach a platform with a very tall pipe. Use this one to 
return to the foreground next to a Plane Panel.

Use the Plane Panel to glide over to a ledge just beyond the first switch you 
hit in the room with a blue Card Key. Drop off this ledge and use the Save and 
Hearts blocks to prepare for the chapter boss, then enter the only accessible 
pipe to return to the conveyor belt. Go back the way you first came to the pipe 
at the base of the yellow stairs. Climb them, use the Card Key on the lock, and 
go though the final door.

Crump is waiting for you in this massive room. It's time for your final 
showdown. He summons the new, improved Magnus von Grapple; prepare to fight!

BOSS: MAGNUS VON GRAPPLE 2.0

Appearance: Magnus Von Grapple, with a black body, yellow X, and a "2" over it.
HP: 70
Attack: 6
Defense: 2
Location: X-Naut Fortress
Lord Crump defends the last Crystal Star in an upgraded version of Magnus Von 
Grapple. This new robot has all the attacks of the original, including the 
rocket fists. As always, destroy them ASAP when they detach. It also has a new 
machine gun attack that uses your audience for ammo! When the robot is heavily 
damaged, it flies out above the seats and sucks a great deal of them up, then 
fires them through its chest cannon at you! You'll need great timing to block 
this attack, and it will likely cause massive damage to you. Try using the 
Piercing Blow Badge to do maximum damage to the armored monstrosity, and also 
maybe use Fiery Jinx to destroy the rocket fists and do great damage to the 
robot. If you've been equipping all the power-raising Badges you have, this 
fight should still be easy.

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