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Mario and Goombario continue the journey on Pleasant Path. They battle a lot of Koopa Troopas and Goombas until they find a river with no bridge. Mario uses the hammer and reveals a switch. He presses it and a bridge pops up. Mario and Goombario cross it and continue their journey. They go to Koopa Village first.

The Fuzz(ies)

Mario and Goombario enter Koopa Village. A Koopa Troopa tells you the Fuzzies are attacking. Then a Fuzzie catches the shell of the Koopa Troopa. He chases the Fuzzie but you must get the shell back and give it to the Koopa Troopa. You must also help other Koopa Troopas get their shells back. Now the town is saved. You must also find the blue-shelled Koopa named Kooper. Kooper will ask you to get the shell back from the King Fuzzie. You must go into the house, but there the King Fuzzie will get away. Chase the King Fuzzie to his hideout. The King Fuzzie challenges you to find him in one of the trees three times. If you pick the wrong tree, the King Fuzzie's underlings will appear. If you pick the right tree, King Fuzzie will appear. You must find the King Fuzzie three times and successfully catch Kooper's shell. Kooper then joins your party. Then King Fuzzie and his three underlings will battle you. You must defeat them to continue your journey.

Fuzzy 4-Pack
  • HP: 3
  • Attack: 1
  • Defense: 0
  • Attacks:
    • Kissy-Kissy (1, recovers health according to damage)
So many enemies, whatever can you do? This is the time for you new partner, Kooper, to shine. Use Power Shell to damage every Fuzzy at once, leading every Fuzzy at 1 point of health if timed right. Even if they all heal, none of them can recover enough HP to survive a second Power Shell.

Another Hassle in the Other Castle

You have successfully found your way through Pleasant Path and found the fortress. The Black Ninjakoopa will spot you, and then run into the fortress. Go into the fortress and defeat the Koopa Troopa to receive a key. Unlock the door and go into the next room. You face Bob-ombs. Defeat them. Then Green Ninjakoopa appears. Green puts keys behind some gates and then runs away. You now face Koopa Troopas and Bob-ombs. Defeat them to unlock doors in the fortress. You then find Yellow Ninjakoopa. Yellow sets a trap and then runs away. You will fall into a prison cell. Here you meet Bombette. She tells you that she has a lot of power. Bombette joins the party and gets you out of the cell. Go through the fortress until you find the Koopa Bros. Red Ninjakoopa gets his brothers to fire Bullet Bills at you. Battle them to clear the fortress. "Yes, lets do what the narrator says, battle them to clear the fortress," said Mario.

Bill Blaster Barrage

Bill Blaster

  • HP: 4
  • Attack: 0
  • Defense: 1
  • Attacks:
    • Fire Bullet (creates Bullet Bill)

Bullet Bill

  • HP: 2
  • Attack: 2
  • Defense: 0
  • Attacks:
    • Impact (2, destroys self)
These guys' 1 Defense means Power Jump can't beat them in one hit. Any attack that deals 2 damage will get them in range, however. Kooper's Power Shell targets all enemies, so using it both weakens the Bill Blasters and takes care of the Bullet Bills they fire.
Koopa Bros.

Bowser...?

  • HP: 10
  • Attack: 1
  • Defense: 1
  • Attacks:
    • Fist Drop (1)

Resist the urge to use Power Jump here, since you might want to save the FP. Instead, use the Hammer and attack with a partner that isn't Goombario.

Red Ninjakoopa

  • HP: 5
  • Attack: 1
  • Defense: 1, 0 when flipped
  • Attacks:
    • Shell Toss (1)
    • Join Tower

Black Ninjakoopa

  • HP: 5
  • Attac5: 1, 0 when flipped
  • Defense: 1
  • Attacks:
    • Shell Toss (1)
    • Join Tower

Yellow Ninjakoopa

  • HP: 5
  • Attack: 1
  • Defense: 1, 0 when flipped
  • Attacks:
    • Shell Toss (1)
    • Join Tower

Green Ninjakoopa

  • HP: 5
  • Attack: 1
  • Defense: 1, 0 when flipped
  • Attacks:
    • Shell Toss (1)
    • Join Tower

Koopa Bros. - Tower

  • HP: Total remaining health of every Ninjakoopa
  • Attack: 1 for every Ninjakoopa in the tower
  • Defense: 1, 0 when unstable
  • Attacks:
    • Ninjakoopa Special (2-4)
These guys can be tough if you're not prepared for them. Individual Ninjakoopas can be knocked over just as easily as a regular Koopa Troopa, though they recover faster. You can attack all of them at once with Kooper's Power Shell, though it'll take two uses to get a Ninjakoopa in Power Jump range. The Koopa Tower can be very dangerous if not dealt with quickly, dealing a maximum of 4 damage with the Ninjakoopa Special tower spin. A partner attack and a hammer swing sends them tumbling down, however, leaving every member on their backs for a turn. If you have the FP to spare, Bombette's Bomb attack can knock the tower down immediately, giving Mario an extra chance to use a Power Jump. If you're feeeling really lazy, you can bring in a POW Block and a Fire Flower. The POW Block deals 2 damage to grounded enemies and flips shelled enemies over ("shelled enemies" including all 4 Koopa Bros.), and Fire Flower does 3 damage to all enemies on the battlefield (which is enough to defeat every Koopa Bro at once after a POW does 2 damage and flips them over).

PEACH: The Diary of a Koopa King

Walk to the painting in Peach's room, press it to reveal the fireplace as a secret passage! Use it and you'll find yourself in Bowser's room. His diary is on the table, revealing the location of the next Star Spirit. Read it (and experience the weirdest calender in history).

Back to Toad town

Head back to toad town. On the way you'll encounter Jr. Troopa for a second time.

Jr. Troopa
  • HP: 15
  • Attack: 2
  • Defense: 1
  • Attacks:
    • Hop (2)
Jr. Troopa's 1 point of defense means he's impervious to Mario's Jump and Goombario's Headbonk. Other regular attacks (Mario's Hammer, Kooper's Shell Toss, Bombette's Body Slam) can deal 1 damage to him timed. Power Jump is the most reliable option, dealing 3 damage when timed and prompting a quip from Jr. Troopa. Bombette's Bomb can do 4 damage if you're good at mashing A, but Power Jump is more FP-efficient (2-3 Damage for 2 FP Vs. 0-4 damage for 6 FP). At any rate, the worst Jr. Troopa can do in return is 2 damage with an attack that's easy to block.