Paper Mario for the Brain-Dead

Walkthrough

Prologue
Chapter One
Chapter Two
Chapter Three
Chapter Four
Chapter Five
Chapter Six
Chapter Seven
Chapter Eight

Chapter Two: The Mystery of Dry Dry Ruins

Peach's Castle (Peach sequence)
Pleasant Path (3)
Toad Town (3)
Town Town Tunnels
Toad Town (4)
Mt. Rugged
Dry Dry Desert
Dry Dry Outpost
Dry Dry Desert (2)
Dry Dry Ruins

Peach's Castle (Peach sequence)

After Peach and Twink stop fighting, you'll be able to control the princess. Inspect the picture on the wall just east of the fire place to reveal a red button. Press the button and a secret door will appear in the fire place. Apparently there is always a fire there, even in the summer, or else Peach would already have found the door. Anyway, walk through the door, then go west through the passage and press the red button on the west wall.

The wall will spin around and you'll end up in a new room. Inspect the book on the table to the west, and keep reading until Bowser shows up. The "worst guards ever" will take you back to your room, but not before you find out where the next Star Spirit is beind held: Dry Dry Ruins.

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Pleasant Path (3)
Enemies: Goomba, Koopa Troopa, Paragoomba, Paratroopa, Spiked Goomba
Boss: Jr. Troopa
Item: Maple Syrup
Badge: FP Plus

Eldstar, who you just rescued despite talking to him several times before, will teach you how to call on the Star Spirits in battle, and give you the Focus and Refresh techniques. He does a fine job of explaining how Star Energy works, so I'll leave the job to him. I, however, will teach you a cool strategy to use in battle.

Sometimes, you'll be against an enemy who can only cause you 1 HP if you block. You'd be surprised how late into the game this can happen if you're wearing all the defense Badges. When this happens, you can recover your HP and FP to the max, if you wish. First, clear the field until only one of the weak enemy remains. Next, have Mario use Refresh and Focus over and over again, until the party's stats are restored. While this is going on, have your partner attack the enemy until one more attack would kill it, at which point you should have your partner do nothing. When your stats are maxed out, kill that weakling and move on, at full health. This takes some time because you'll only earn 2 HP every three rounds (more if you are wearing the Deep Focus Badge), but it does work and can get you out of a jam without having to use items.

Walk west, away from Koopa Bros. empty Fortress and into the next area. (Or, you can head into the fortress and find the prison cell, where the Koopa Bros. are still trapped.) There is a brick wall just to the north that Bombette can destroy. Walk through the hole and go through the green warp pipe. In the new area, walk east until you find a treasure chest containing an FP Plus Badge. Ya might want to put that on. You can return to where you were before you warped by walking west and using the warp pipe or walking over the south edge.

Now walk west all the way down Pleasant Path. Just before you reach Toad Town, Jr. Troopa will make a fool of himself, then do it again by attacking you. Teach this kid the rules of fighting, since he clearly doesn't know them. With Loser Troopa defeated, you can now enter Toad Town. However, you may wish to return to Koopa Village, where Koopa Koot has three more favors to ask of you. In addition, you can earn a Maple Syrup. Enter the western-most house of the first area, inspect the radio until you find the Information Station, and then hurry! You have five minutes to return to Toad Town with a Koopa Leaf in tote. You can find one by searching the bushes just outside the house. Move directly to Toad Town, avoiding the enemies if you can. If you haven't defeated Jr. Troopa yet, you may have trouble making the delivery in time. When you reach Toad Town, make your way to the main gate and talk to the pink Toad that wasn't there before. Give her a Koopa Leaf, and the Maple Syrup is yours. It will save you some time if you do this while doing a favor for Koopa Koot as well, since you'll need to head back to Toad Town for all three.

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Toad Town (3)
Items: Dizzy Dial, Super Mushroom, Stone Cap, Tasty Tonic, Thunder Rage, Volt Shroom
Badges: D-Down Pound, First Attack, Multibounce, Speedy Spin

Good ol' Toad Town! If you are feeling strong (or stupid), you may be ready for The Master in the Dojo to the west. Otherwise, head south. Before you can leave the exit, you'll be stopped by Rowf's kid and pulled into his shop. Just for being so pushy, you should refuse to buy anything. However, if the fancy strikes, you can buy the D-Down Pound, First Attack, Multibounce, and Speedy Spin Badges. Rowf will only display three Badges at a time, so to make him display his other Badges you'll need to leave town. Any Badges you don't buy will continue to rotate through his inventory throughout the rest of the game.

Now head south. You can start cooking with Tayce T. for the first time by entering the yellow house to the west. If you go west a panel you can enter a second Toad Town shop, where you can buy a Stone Cap, Dizzy Dial, Thunder Rage, Tasty Tonic, Volt Shroom, or Super Mushroom. Further west you'll find the port. There's not much here now, but you can pick up some coins by going to the southwest corner, scooting in between  the wooden crates by sliding south against the west wall, jumping on the smallest crate, and then hopping around on the crates until you find a wooden 10-coin block atop the tallest one.

Return to Tayce T.'s area of Toad Town. Just to the south, between some fences, is a warp pipe to Toad Town Tunnels. There's some good training and a Badge down there, so you can take the warp if you like.

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Toad Town Tunnels
Enemies: Gloomba, Spiked Gloomba
Boss: Blooper
Item: Super Mushroom
Badge: Shrink Stomp
The visit to this area is optional.

Head east across the bridge and through the exit. The Gloomba and Spiked Gloomba (lying atop one of the wooden blocks) are tough enemies but you can beat them, especially if you let Kooper help out with his Power Shell. They should be worth a bunch of Star Points, so it might be worth training here. The Gloomba even affords you a chance to make use of the Refresh/Focus technique I discussed earlier, if you have the action command down (or, you can just use the Toad House nearby). Oh, and also the third wooden block from the left contains up to ten coins, and to the west, where there is a gap between two wooden blocks, you can find a hidden block containing a Super Mushroom.

Head east through the exit, cross a second bridge, and be prepared for the attacking Blooper which will jump out the water and hover unnaturally in the air. Fry him, then collect the Shrink Stomp Badge in the treasure chest just east of where he stopped you.

Head west and out through the warp pipe back to Toad Town when you're ready.

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Toad Town (4)
Item: Magical Seed

East of the warp pipe, you'll find a flower sticking out of the ground. Inspect it and you'll end up getting a Magical Seed, which you can deliver to Minh T. in the garden to the north at your leisure. Head south to one final area of Toad Town. Immediately you can head west and Hammer the tree at the end of the thin passage to reveal a warp pipe. It leads to the Playroom, where you can risk coins for more coins if you've earned the Silver Credit from Koopa Koot. Just south of the warp pipe is the Lil Oinks pen. When you have some extra coins, you can get rid of them by spending them here. Ten coins buy you a Lil Oink. When there are ten in the pen, the first of those ten to be placed inside will run off and drop an item. Most of the items are not worth the 100-coin minimum buying price, but Gold Lil Oinks drop Ultra Mushrooms, while Silver Lil Oinks drop Jammin' Jellies. Now these may be worth the price. Right now you probably don't have too many coins to spare, but don't forget this place for later.

Head south and you'll be informed of a sad, sad tale: a rock not that much bigger than yourself is blocking the train and no one can move it, and until that happens, the train can't take passengers to Mt. Rugged. Oh, boohoo. Fortunately, the offending rock looks a lot like the one you (should have) destroyed back at Koopa Bros. Fortress. Once again, Bombette can destroy the rock blocking the train. Speak to the Toad just south of the train's door, ask to board, and you're on your way to Mt. Rugged!

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Mt. Rugged
Enemies: Cleft, Monty Mole (1)
Boss: Buzzar
Items: Egg, Honey Syrup, Letter, Magical Seed, Mushroom, Sleepy Sheep, Whacka's Bump
Badges: Damage Dodge, Quake Hammer

Walk west from the train and examine the bushes to find an Egg. To return to Toad Town, you'll need to leave this area and come back. For now, just do the leaving part. Follow the winding trail to the north and exit to the east. In this new area, beat up Parakarry if you can, then go east again. Watch out for the Monty Moles' Field Mode attack in this new area, as it can get you from a distance. Continue east until the trail splits up and down. Walk down to find a ? Block containing a Sleepy Sheep. To the west on this lower path is a Yellow Block you can Hammer, and then a blue Whacka (for you Pokemon fans, it looks like a Diglet). Ignore his cute looks and Hammer away at him. He'll drop a Whacka's Bump and leave. You can get Whacka's Bumps by leaving and returning to Mr. Rugged. but only a limited number of times.

Head east, then west back up the stairs, and finally east along the upper path. When you see a gap between two ledges, with a Letter sitting on the left ledge, use Kooper to grab it. Continue east to the next area. Watch out for Cleft here, as he moves quickly. Since he's a spiked enemy, you'll need to use your Hammer, not your Jump. At this point you should be using Bombette because she's the only one who can break through Cleft's defense. Travel up the hill, and when you reach the top go west, despite what the sign says. When you see a hole in the rock face that can block your view of Mario at times, walk south and off the ledge, hopefully to fall on a wooden beam stuck on the mountain. Head west on the beam and pick up a Star Piece. Drop down to the ground, scale the hill again, and head west once more, this time through the west exit.

Inspect the turnstyle to the west to push it aside and make use of the long slide. When you land, take the west exit. In the new area, head west, stopping to hit the ? Block for a Mushroom. When you reach a cave divided into two visible entrances, walk north into the cave (through either hole), and then walk west until you reach a treasure chest containing a Damage Dodge Badge. This is an excellent Badge, and you should wear it if you can. It can make you immune to the Monty Moles... the Clefts too, if you can manage to block their fast attack. Head east down to ground level, then head west until you find a Spring. Use it to bounce up to an area with a ? Block on the east and west sides. The one to the west has only a coin inside, but to the east there's a Honey Syrup. West of that Honey Syrup is another slide. Use it, then head east to collect a second Letter. Jump down to the ground and take the east exit.

Use the slide to the east and take the east exit. You're at the base of the hill you've already climbed (at least) twice. Climb it once more, and when you reach the top go east for a change. In the new area, jump down and head east to find a third Letter. Now that you have all the Letters, you need to head back to Parakarry. Use the Spring to the west to return to where you once were, then take the west exit, head west down the hill and take another west exit, and then just walk straight until you find the mailman again. Give him all three Letters and he'll blackmail you into letting him join the party. Darn those disgruntled postal workers. When Parakarry joins you, it's your choice whether you continue using Bombette (assuming you have been, like I said you should), or switch to Parakarry. Their attack power is the same, but I prefer to use Bombette because it's a little easier to use the action command with her. However, since you have to use Parakarry's Field Mode Ability so much in this area, it may be easier just to use him.

Head east once more. Take two east exits, and continue east until you see a Hammer above you. A little bit past that is where you used Kooper to get the first Letter, but now you can use Parakarry's Field Mode Ability to jump the two gaps and pick up the Quake Hammer Badge. Head east and you'll come to the base of that hill, again! This time, climb the hill just far enough so that you can take the first path heading east. When you reach the end, use Parakarry to get to the high platform across the gap. Inspect the flower on that platform and you'll end up receiving your second Magical Seed. Return to the base of the hill and climb to the top. This time go... west! Keep going west until you get to the Spring you used before, but this time use Parakarry to fly over the gap and reach the Star Piece and coins on the other side.

Return east, and keep heading east up the hill until you return to the place where you jumped down to get the third Letter. Now you can use Parakarry to cross yet another gap, the last one in this area. Cross the long bridge and you'll end up being stopped by the large bird, Buzzar. When she asks who you are, say Luigi so that you can skip her for the time being. Head down the mountain and through the east exit, and make use of the Heart and Save Boxes in the next area. Now that you're at full strength I suggest you go back and take care of Buzzar for the Star Points, but it's up to you. When you're ready, take the east exit to reach Dry Dry Desert.

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Dry Dry Desert
Enemies: Bandit, Pokey
Items: Fire Flower, Fright Jar, Lemon, Letter, Lime, Honey Syrup, Mushroom, Stop Watch, Super Mushroom, Tasty Tonic, Ultra Mushroom
Badges: Attack FX C, Runaway Pay, Spin Attack

This is a very complicated area even though it's really only a 7 by 7 grid, with you starting on the left side of the middle row. If you wish to reach Dry Dry Outpost, you need only to walk east until you get there. However, doing so will cost you many a treasure that the desert holds, and important training as well. If you follow this guide exactly, you will be able to reap the desert for all it's worth.

In the starting area, you can talk to Kolorado and his assistants if you like. More important is that you deliver Kolorado's Letter, which you picked up in Mt. Rugged. To deliver it, speak to him while your active partner is Parakarry. Hand over the Letter and you'll get a Star Piece as a reward. Now take the east exit and start down the main path of the desert.

You'll meet up with your first desert enemies here. If you're not wearing the Damage Dodge Badge, I can't stress enough that you should put it on, as it will make you invincible here as long as you block. Kooper is the best here because he can attack Pokey, who has spikes on all sides, and his Power Shell can strike all the pesty Bandits, which is useful for recovering the money they steal from you as well as for defeating them. If a Bandit steals ten coins, you must attack him to recover them, or else he will run with it on his next turn.

This area has nothing of interest, so take the east exit. Again, nothing of interest, so head east once more. Watch out for the cyclone, which will blow you away and make you lost for a while if you walk into it. Take the east exit. Take one more east exit. In the area with lots of trees lining the roads, Hammer the Tree on the far east side to collect a Letter. If you use the east exit here, you'll end up in Dry Dry Outpost. However, I suggest you take the south exit. Hammer the ? Block in the middle of the area, then jump on top of it and jump again to find a hidden Life Shroom. Take the south exit to reach the desert oasis, a place of relaxation, recovery, and leveling up. Your first Super Block of the game is here; hit it and you can upgrade one of your party members, thus increasing their attack power and giving them a new Ability. I suggest you choose Kooper since you should be using him right now, but Goombario can also be a good choice because his attack power would become 4 (the others only 3) if you picked him. Elsewhere in the oasis, be sure to visit the Heart Box, and collect a Lime and a Lemon from the fat trees to the north. The Lemon, in particular, is important for later.

When you're all rested up, take the south exit to explore the rest of the desert. From here on, you're basically going to walk east and west throughout the desert. For now, walk west, as I think you'll have a tough time walking east. Before you walk west, though, be sure to hit each of the six 10-coin blocks that are in this area. Then you can head west for five panels, as there is nothing of interest along the way. In the fifth area, there will be a small rock you can jump on. Do so, then jump up, and you should find a hidden ? Block containing an Attack FX C Badge. Head west one more time and you'll reach the end of the southern row of the desert. Now you can head north one panel.

Take the east exit twice, then hit the wooden block in the middle of this area as it's actually a 10-coin block. Take the east exit two more times. You'll reach an area with another cyclone, and blue cacti. This time you want to walk into the cyclone. Do so, and you'll be blown across the desert to another area where you can pick up a Spin Attack Badge. Return to where you were by walking south once and west once. Or, just skip the west once, because you were done in that area anyway. In the next area there's a 10-coin block, as well as a Tasty Tonic behind a bush near the east exit. The exit leads back to the oasis, where you can heal up again if you need it. Take the north exit when you're ready.

Time to head west again! Take the west exit, and you'll be back in the area you were blown into earlier. Near the west exit there's a Stop Watch you can collect if you first use Kooper to break the block it's sitting on. Take the west exit four times, and watch out for the cyclone you'll see along the way. After that hike, you'll be in an area where the second wooden block from the north is a ten-coin block. Head west and you'll have completed another row of desert. Take the north exit to return to the start area, where you met Kolorado. You've just completed the southern half of the desert, as well as the dividing line. Before heading north, you may wish to take the west exit so that you can return to Mt. Rugged and use the Save Box there.

In the first north row, you'll see a yellow block without a ? on the ground. Hammer it once and a ? Block containing a Mushroom will appear. Hammer it nine more times and another ? Block containing a Super Mushroom will appear. And... hit it 90 more times than that and get an Ultra Mushroom! (Thanks to Ckday for pointing this out.) Walk east twice. In the third area of this row, the ? Block in the middle contains a Fire Flower. Walk east two more times, avoiding the cyclone on the way. In the northeast corner of this new area you'll find three trees in a small triangle. Stand between them and jump to find a hidden block containing a Runaway Pay Badge. Head east, and find the two wooden blocks in the middle that are actually 10-coin blocks. Head east once more, then head north as you've reached the end of this row.

Take the west exit twice. The third area will include another nasty cylone, but it also includes a Honey Syrup in the eastern ? Block and a 10-coin block a little further west. Head west until you hit the wall at the end of the row. Before heading north to the final row, find the Thunder Rage in the hidden block to the east.

The first area of the northern-most row has a Fright Jar in the western ? Block. Pick it up, then head east five times. When you've done that, you'll come to an area where you can find a Fire Flower hidden behind a bush near the northwest corner. Collect it, then head east once more to enter the last area of this desert. The block near the tree contains ten coins. Once you've earned your allowance, you can finally head to Dry Dry Outpost with a clear conscience. Head south three times, then east once, and you'll have made it. Well done!

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Dry Dry Outpost
Items: Dried Pasta, Dried Shroom, Dusty Hammer, Honey Syrup, Letter, Mushroom, Pulse Stone, Thunder Bolt

Head east until just past the Toad House in the second area of town (use it if you need), then head north through the little alley and hop over the boxes. You'll find Merlee, and I suggest you pay her fifty coins for her Special Course, which will help you out in battle. After all those 10-coin blocks, you're probably approaching your 999 coin limit anyway. Head back to the main area of town and continue east until you reach the green guy in a cloak. You'll need to give him an item if you want to ask him a question. Any item will do, but if you want to ask the only question that really matters, "How can I find Moustafa?", you'll need to give him the Lemon you (hopefully) picked up while at the desert oasis. If you didn't, walk back west to the desert, then walk south until you reach the oasis. If you do hand over the Lemon but don't pop the big question, you'll need to give him another one.

The information trader will tell you to go to the store and buy a Dried Shroom, then a Dusty Hammer. Return to the store (which was locked earlier), and buy those items. You'll need to sell/check something if you don't have two empty slots in your inventory. You can also buy a Thunder Bolt, Honey Syrup, Dried Pasta, or Mushroom while here. After you buy the two items, which I suggest you then sell afterwards for a net loss of two coins, exit the store and head east back to the cloaked guy. This time you'll be able to open the door he was standing in front of, then jump on some boxes and get yourself up to the roof. Head west until you find a door, stopping to pick up a Letter on the way.

Inside, you'll find that the guy you gave a Lemon to is actually Moustafa himself. Heh, if he was really a nice guy who likes Lemons so much, he should have just told you who he was earlier, but I guess he wanted to help his town's economy by making you buy junk. Oh, and his fake name, he tells you, is Sheek, which I find interesting because that's also a made up name used in this popular Zelda game I know of, except the second e should be an i. Anyway, he'll end up giving use the Pulse Stone so you can find Dry Dry Ruins. Take leave of the mouse, then head west out of town and back to Dry Dry Desert.

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Dry Dry Desert (2)
Enemies: Bandit, Pokey

Head west along the main road until you find a mouse sitting under a tree. This is Nomadimouse, who you should have a Letter for. Deliver it to him for a Star Piece. Now head north as far as you can, then move west again. You've come to an area with a lone rock in the middle, and your Pulse Stone should be going crazy. Inspect the rock and you'll end up unearthing Dry Dry Ruins. Oh yeah, and it will also instantly turn from day to night an interesting side effect. Use the Heart Box to the west if you need it, then enter the ruins.

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Dry Dry Ruins
Enemies: Buzzy Beetle, Pokey Mummy, Swooper
Bosses: Stone Chomps (three times), Tutankoopa with Chomp
Items: Artifact, Diamond Stone, Lunar Stone, Pyramid Stone, Super Hammer
Badges: Slow Go, Spike Shield

Unless you decide to heed the warning message, you should head east to the next area of the ruins. Here, when you approach a coffin, the lid will open and a Pokey Mummy will come out. The Mummies are spiked on all sides, so I suggest you use Kooper. The Mummies are also the first enemies that can poison you. To avoid being poisoned, either block their attacks, or get lucky. In the second coffin is a Spike Shield Badge. If you put it on you can jump on the Mummies' heads, but there's not much of a reason to do that rather than Hammer them. When you reach the east end of the room, walk down the stairs and take the east exit. In the new room, pick up the Key, then walk back to the other room and up the stairs to unlock the door. Enter, then step on the button at the east end of the room. Return to the room where you found the key and take the now accessable east exit.

You'll receive your second warning in this large room, but why would you heed this if you ignored the first? Climb as high as you can, and consider using Goombario as he can help Mario flip over the Buzzy Beetles. In Field Mode, use Parakarry to cross the gap at the top, then use Bombette to destroy the cracked east wall. Walk in and press the button by the east wall to drain the sand here. Before leaving the room, pick up the Star Piece in the southeast corner. Now leave, and drop down to the door just below the one you came out of. Enter it and pick up the Key that the sand now allows you to reach. Take the west exit, then take the stairs all the way down to the bottom and unlock the door in the west wall. Afterwards, you get to use it.

With two Keys used up, make your way to the west end of the room by using Parakarry to croos the gap, then use the west exit. Continue west and hit the ? Block that's there. You won't get an item; instead, three Pokey Mummies will appear. Unlike with the last set of Mummies, you may wish to use Parakarry because sometimes a Swooper will appear with the Mummies. Swoopers start on the ceiling, and Parakarry is the only one in the party who can hit ceiling enemies, including Mario unless you're using the Quake Hammer or Hammer Throw Badges. Redispose of the Mummies and a Key will fall to where the ? Block used to be. Pick it up and unlock the door in the west wall, then step inside.

Hmm... it seems there is something in this room that someone doesn't want you to find. Too bad! Climb the stairs here and step on the green button. When the stairs change direction, walk up the green stairs to the east and step on the next green button you find. Now you can walk west up that same flight of green stairs. Continue west until you find a red button. Press it, then drop down to the floor. You should be able to follow a flight of green stairs, and then a flight of red stairs, to the upper west corner of the room. When you reach the edge of the platform, jump against the north wall and try to land on the wood that's jutting out. Follow it around to the west wall, and at the southern base of it you'll be able to walk through the wall (or so it appears) to a dark chamber containing a chest with a Slow Go Badge. Walk back to the larger room and jump down to find a really big chest. Open it up to find the Super Hammer. This increases your Hammering power by 2 HP, but more importantly it allows you to break the Stone Block that's stopping you from returning to the area with the buttons. Destroy it and head east out of the room. From now on you should use your Hammer rather than your Jump when either will work, since your Hammer is stronger.

You're back in the room where you used Parakarry to get you over the gap. Use Parakarry again, this time in the opposite direction, and take the door in the east wall. Walk east until you find a flight up stairs, then climb up until you reach a button. Press the button, climb the stairs in the opposite direction, and you'll come to a Stone Block. Smash it and collect the Artifact on the other side. Drop down to the floor and take the east exit. Use the next east exit you see, and in the next room use your newly acquired Super Hammer to smash the Stone Block. A Stone Chomp will fall from the wall and start to chase you. When it meets up with you, it will be time for a boss battle- crush it. This is the only boss battle with the possibility of getting a First Strike.

After the battle, collect the Pyramid Stone in the northeast corner of the room. Take the west exit, then the lower west exit to return to the room where you used Parakarry's Field Mode Ability twice now. Walk down the stairs this time, then use Bombette to blow a hole in the west wall, and finally walk through it. Keep walking west off the platform and you'll fall to an area with a Spring and a Super Block. I suggest you use the Block on Parakarry, since he's the best against the boss of Dry Dry Ruins. After you decide, use Bombette once again against the west wall and you'll enter another room with a Stone Block. Destroy it, then defeat the second set of Stone Chomps. Collect the Diamond Stone in the northwest corner.

Now head west back to the east, and then through the east passage. This long hallway includes Swoopers and Buzzy Beetles that start the battle on the ceiling, so I suggest you use Parakarry for a while. When you see a Buzzy Beetle on the ceiling in Field Mode, step close by to it, then back up to avoid its landing on you. At the end of the hall take the east exit, then step on the button in the next room to make a set of stairs appear. Climb them to collect a fourth Key. Walk west back to the Spring, bounce up, and walk east through the first door you see. Continue to walk east despite the warning, pass five Chomp statues, and unlock the door in the east wall. You'll find yourself in a third room with a Stone Block. Smash it, collect the Lunar Stone in the northwest corner, and then defeat the Stone Chomps.

With the three Stones in your possession, return west to the room with the five Chomp statues. Place the Pyramid Stone in the west-most statue by inspecting it and selecting the Pyramid Stone. The Lunar Stone goes in the far-east statue, and the Diamond Stone goes in the center statue. When the Stones are in place, a new flight of stairs will appear. Take it down to a lower level and head east through the passage. Ignore your final warning just like all the others, and take one more east exit. With Mamar's freedom on the line, it's time to show ol' Tutankoopa some true force behind your threats.

After Tutankoopa gets chased away, you'll be able to rescue Mamar, the second Star Spirit, and complete Chapter Two. Well done! Of course, I helped.

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Go to the next chapter.

Introduction
Controls
Party
Enemies
Boss Guide
Items
Badges
Koopa Koot
Quizmo
**Walkthrough**

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