Prologue
Chapter
One
Chapter
Two
Chapter Three
Chapter
Four
Chapter
Five
Chapter
Six
Chapter
Seven
Chapter
Eight
Chapter Three: The "Invincible" Tubba Blubba
Peach's
Castle (Peach sequence 2)
Dry
Dry Desert (3)
Mt.
Rugged (2)
Toad
Town (5)
Town
Town Tunnels (2)
Toad
Town (6)
Forever
Forest
Boo's
Mansion
Gusty
Gulch
Tubba
Blubba's Castle
Gusty
Gulch (2)
Peach's
Castle (Peach sequence 2)
Badges: Deep
Focus, Power Rush
After another enthralling episode of the Bowser-Peach romance, have Peach escape from her room once more. In case you've forgotten since Chapter Two, you need to inspect the picture just east of the fireplace, then press the button behind it. When you get to the room where you read Bowser's diary last Chapter, use the door in the east wall. Watch out for the blind Koopatrols prowling the area, and make your way to the more northern door in the east wall. Enter and find the Deep Focus Badge sitting on the floor on the east side of the room. Inspect the large, mysterious chest, and place the Badge inside in a mysterious manner. Now, just where is the other mysterious chest? Hmm... more on that later.
Walk west out of this room and continue west to the southern door in the west wall. It leads to the library. Here, you must sneak to the west side of the room without falling into the field of vision of any of the Koopatrols. Fortunately, they have no peripheral vision. Near the west end of the room you'll find the Power Rush Badge between two bookcases, which you probably will need to duck into anyway to avoid the guard. You may want to head back to the mysterious chest so that you can place this one inside. When you're ready, head to the west end of the library, where you'll be able to overhear two guards talking about the "Invincible" Tubba Blubba. After saying some things that really aren't very helpful, the guards will overhear Peach and Twink talking to each other. Well, I guess they're not quite deaf. Peach will end up getting herself locked in her room again, where she'll remain for another whole Chapter.
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Mamar will thank you for rescuing her, blah blah blah. She'll also give you a new Star Power, Lullaby, which lets you put enemies to sleep. I really don't like it, but at least you get another unit of Star Energy. When Mamar leaves, head west as far as you can, then head south until you find Kolorado. Hopefully you found the Artifact back in the ruins, as Kolorado will give you a Star Piece in return for it. That's all there is to do in the desert at this point, so head west to Mt. Rugged.
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Nothing new here either. Just walk west for two exits, and walk down the hill in the third area. Keep walking west from there and you'll end up finding a Stone Block a little west of where Parakarry joined you earlier... it's in the same large area as the train. Smash the Stone Block and you'll gain access to a Super Block. At this point you should only have two party members to choose from, so pick one, then head south back to the train. Get onboard and ride the train back to Toad Town.
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Another short visit. This has gotta be my shortest description for an area yet. Walk north through one exit, then take the warp pipe to Toad Town Sewers.
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Toad
Town Tunnels (2)
Enemies: Buzzy
Beetle, Gloomba, Paragloomba,
Spiked
Gloomba
Boss: Electro
Blooper
Item: Snowman
Doll
Badge: Power
Smash
The visit to
this area is optional.
Head west and smash the Stone Block, then take the west exit. Walk into the room and you'll be attacked by Electro Blooper. Boil it. This will cause a Switch to appear, and pressing the Switch will in turn cause three warp pipes to appear. These warp pipes lead, from left to right, to Dry Dry Outpost, Koopa Village, and Goomba Village. These, and other pipes like them down in the tunnels, will become your best friends, as they will save you many a trek across the Mushroom Kingdom. With these pipes, for example, you can easily deliver Letters to Goompapa in Goomba Village and Mort T. in Koopa Village, check up on Koopa Koot, and hunt down Quizmo. If you find Quizmo enough times, you could end up with enough Star Pieces to buy the Power Plus Badge from Merlow before heading off in search of the third Star Spirit. If you find yourself back in Goomba Village, return to Jr. Troopa's Playground and smash the Stone Block so you can reach the hidden block atop it, which contains a Repel Gel.
If you return to the room with the warp pipes and take the west exit, there are a few more goodies in here. The middle of the three ? Blocks just to the north contains a Snowman Doll. Ride the rising platforms until you can reach the next ledge, then use the pipe in the west wall. In the next chamber, use the west entrance to enter a small room with a treasure chest. Open it to receive a Power Smash Badge. Head back east, then use the two platforms to reach the high ledge to the east. Wait until the two Spiked Gloombas fall to the floor, then jump on the first platform. It will start to sink. Wait a second or two, then jump to the second platform and then to the east ledge while you still can. Use the east exit. Board the rising platform in the new room, and then you'll be able to use Parakarry's Ability to hop two gaps and collect the Star Piece in the northeast corner. Finally, board the rising platform again, only don't get off this time. Unlike the first rising platform you saw earlier, this one can go through the hole in the ceiling above you. It takes you to a small room with a Super Block in it. If you've found the previous three Super Blocks, this one could take your party to its current max.
You're done in the tunnels for now, so head back to Toad Town.
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Toad
Town (6)
Items: Lyrics,
Melody
Badges: Attack
FX D, Dodge Master, Double
Dip, Sleep Stomp
There's only one thing you have to do before you can head off on new adventures, and that is to head east past Fice T. in the little guard shack thingy, and into Forever Forest. However, there are a few other things you may want to do. For starters, you should still have a Letter for Merlon, which you picked up while on Mt. Rugged. If you delivered the Letter to Goompapa, you should also have a Letter for Muss T., the only Toad between Toad Town and Shooting Star Summit. While out there, you may want to stop by Merlon's house (oh yeah, and Merluvlee also lives there). See, it seems that they have the second part of the mysterious chest Peach should have dropped two Badges into a while ago. It's on the west side of the front room, and if you inspect it you can add anything inside to your collection. While there, I also suggest buying the Power Plus Badge if you can afford it.
When you deliver the Letter to Muss T., you'll receive another one, this time addressed to Koover. He's the Koopa right in front of the Toad House in Koopa Village. He'll give you a Letter to Fishmael, the weird guy fishing at the port in Toad Town. Fishmael will send you off with another Letter for Koover, who will give you a Letter for Mr. E., a guy in a blue turban who you can find in front of the Toad House in Dry Dry Outpost. Mr. E. will you a Letter for Miss T., the western-most of the three girls in front of the Dojo in Toad Town. Miss T. will ask you to deliver a Letter to Mouser, the owner of the shop in Dry Dry Outpost. Mouser will ask you to bring a Letter to Franky... and you can't do that just yet because he's in Boo's Mansion. You haven't gone there yet.
In addition to delivering Letters, you can check back with Rowf to see what he has in stock. He should have added Dodge Master, Double Dip, and Sleep Stomp to his collection. For another Badge, visit Club 64 at the pier. When you receive the Lyrics, you can bring them to the Composer, who lives in the eastern house in the first area of Dry Dry Outpost. Bring his Melody back to Chanterelle at Club 64, and after she sings her song she'll give you an Attack FX D Badge.
You've now completed all the new things there is to do in Toad Town. It's time to head east into Forever Forest. After all, you wouldn't want that ghost to come after you.
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Forever
Forest
Enemies: Forest
Fuzzy, Piranha Plant
Item: Magical
Seed
Badges: FP
Plus, HP Plus
Inspect the turnstyle to walk into the first area of the forest. Forever Forest consists of several loops, each which four exits. If you take the correct exit you'll reach the next loop, but the wrong exit will take you back to the beginning. At each of the four exits will be a certain object; the exit that is different from the others is the one you must take. Along the way, your progress will be hindered by enemies. I suggest you use Kooper, and if you happen to be wearing the Zap Tap Badge you'll be invincible to the Forest Fuzzies.
In the first loop, the correct exit is across from you (two exits either east or west), as the flowers there will wiggle if you inspect them. In the second loop, after you scam the guard there into letting you through, the correct exit is again across from you, as red eyes will occassionally appear in the stump there. In the third loop you want the west exit, as there are four flowers there instead of three.
In the fourth loop you must take a detour. Between the first and second west exit, there is a path leading into the center of the loop. Inspect the flower here and you'll be able to collect your third Magical Seed. Return to the outer part of the loop and take the second east exit, as the tree here will laugh if you wait long enough.
The fifth loop has two exits. Take the east exit first, as it has many glowing mushrooms. You'll end up in a secret loop with an HP Plus Badge hidden in the middle, like the Magical Seed was. Head back to the fifth loop and take the exit that's now across from you (if you didn't take the secret, the exit would have been west), since there are more mushrooms there than at the other two exits. In the sixth loop you want the east exit, as the flowers spin instead of shrink. The seventh loop has two exits. To reach the secret exit take the exit across from you, where the rock will laugh if you inspect it. In the secret eighth loop, head west until you find a path leading into the center of the loop. There you can pick up the FP Plus Badge hidden in the center. To return to the seventh loop, walk back through the exit you came through. It's the one with the flowers.
Once back in the seventh loop, walk west one exit, where there will be a sign pointing you to Boo's Mansion. Take that exit and you'll be out of the woods.
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Boo's Mansion
Item: Apple,
Letter,
Life
Shroom, Maple Syrup, Mystery?,
Portrait,
Record,
Snowman
Doll, Stop Watch, Super
Boots, Super Shroom, Weight
Enter the mansion and start vacuuming the- whoops, wrong game! Er, take the stairs to the west, and when you reach the second floor, take the second door to the east. Don't worry too much about the large ghost that appears. Inside the room, inspect the middle of the three cabinets (the other two fall on you and zap 1 HP). Boos will fly out of the cabinet and challenge you to a game. They will toss around the Record, and then you must Hammer the one holding it. Guess right to earn the Record, but if you guess wrong, you must start the game again. (No, not the whole Paper Mario game, just the Boos' game, silly!)
Take the Record to the room just west of this one. Inside, place it on the record player near the northwest corner by inspecting it. Inspect it again, and you'll need to show some rhythm. A version of Mario 2's main theme will play, and you need to press A just enough to keep the pointer inside the box in the middle of the bar. If you fall to the left, press A faster; if you move to the right, stop pressing A for a little bit. If you keep the pointer in the middle, the Boo that had been blocking the treasure chest will float over. When he stops coming, press B to stop playing the music, then hurry to the treasure chest to claim the Weight.
Head downstairs and jump on the orange section of the couch. You'll bounce up to the chandelier, and your great weight (Mario's, not the item's) will pull it down, causing a cabinet to move aside and reveal a door in the process. Use the Weight (this time not Mario's) to keep the chandelier in place, otherwise the cabinet will slide back in front of the door. Use the now-revealed door, ignore the treasure chest because it's a trap, and take the stairs on the west side of the room. At the bottom, use the door in the south wall, and then take the door in the east wall of the next room.
I, uh, hope you didn't really want to leave, because the door you just entered through will disappear. Open the treasure chest in the northeast corner and some Boos will fly out. One of them is holding the Super Boots. They will play a game with you similar to the last one for the Record but a little trickier. Hammer the Boo holding the Super Boots to earn them as your prize. Yay, your Jump attack power has increased by 1 HP. Your Jump and Hammer power are now equal again... unless you're wearing a Power Plus Badge, in which case you should start using Jump whenever you can because it is 2 HP stronger than Hammer.
The Super Boots are great because they allow you to smash the boards in the middle of the floor by pressing A while in the air. Smashing the boards will reveal a hole leading out of the room, really very convenient. Before you leave though, you can find a Star Piece in this room by finding the hidden panel. To reveal a hidden panel, you must press A while in the air to pound the ground. If the panel is near you but not right under you, it will flip open and spit out a Star Piece. The hidden panel here is in the northwest corner. Also in this room, near the back wall, are three crates, two of them stacked. If you jump on the one crate and then to the stack, you can pound the ground twice to reveal a Maple Syrup. Now you can smash the boards and exit the room.
In the next room, walk west until you find a Switch. Hit it, then hit the new Switch that appears. To hit the third, giant Switch, you'll need to jump on top of the things just east of it, then walk on to the Switch and do a ground pound. This will cause stairs to appear. Take them, and when you reach the top, pound the second crate from the west wall to find a Super Shroom. Take the door in the north wall, climb the stairs, and take the south door to return to the foyer. Now use the door to the east. Inside, you can pound the two crates near the east wall to pick up an Apple from each. Also, if you use the third crate in the room to jump into the large gold vase, you'll hop out looking like it's Mario 1. This will ware off when you leave the room. Pound the boards in the back and drop down through the hole.
You'll be needing Parakarry here. Walk to the north wall, then use his Ability to cross the gap eastward. Pick up the Portrait, then cross back. If you walk to the south end of the bookcase and use Parakarry to take you west, you should be able to land on a stack of two crates. Pound them both to reveal a star piece. Use Bombette to blow a hole in the west wall, then walk through it. This room should look familiar. Walk up the stairs, then take the south door to return to the foyer.
Walk up the stairs and then walk all the way east to the picture frame. Inspect it and you'll be able to place the Portrait inside. If you do this without talking to the picture previously, it will comment on the fact that it never asked you to look for the Portrait. Inspect the picture again and you'll hop through and end up on the third floor. Take any of the doors up here and you'll reach the final room of the mansion, where you'll battle... well, ok, no battle.
You'll meet the Lady Bow, the one who called you here. Seems her kind are being eaten by Tubba Blubba, sniffle sob, and she wants you to beat him up. Normally I'd say you shouldn't bother, but it seems that it's the only way to rescue Skolar, who the Boos captured after he escaped from Tubba. Well, you'd think you could just beat up Bow and Bootler, but no such luck. Bow's defense for her demands is that you would have had to fight Tubba to save the Star Spirit anyway, but that's not really true because he escaped! Well, there's nothing to be done about it. Bow will force her way into your party- whether you like it or not, no less. You don't have to head towards Gusty Gulch right now, but I suggest you do it eventually as it's the only way to complete the game.
Head down to the first floor (reinspect the picture). If you delivered all the mail when you were back in Toad Town, you should have a Letter for Franky, the Boo closest the front door. Give it to him and he'll give you a Letter for Dane T. in Toad Town. If you wish, you can use the west door in the foyer to head down to the store in the basement, where you are now allowed to buy Super Shroom, Life Shroom, Maple Syrup, Snowman Doll, Stop Watch, and Mystery?.
When you're ready, head out the front door of the mansion and east to Gusty Gulch.
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Gusty Gulch
Enemies: Hyper
Cleft, Hyper Goomba, Hyper
Paragoomba
Item: Dizzy
Dial, Letter, Repel
Gel, Super Shroom
After Bow gets some Boos to open the gates, take the east exit down into Gusty Gulch. In the second panel you'll see a large windmill, but nothing special to be done. Against the Hyper Paragoombas here, I suggest you use Bow because she can use Outta Sight when they power up for a super attack. Take the east exit and you'll come to a little town, where of course all the Boos are talking about Tubba Blubba. I mean, what else would anyone talk about? Take the east exit, and continue east until you're stopped by two Boos. It'll be the last thing that one of them ever does, as he will soon after be eaten by the aforementioned Tubby- er, I mean, Tubba. After this terrible, terrible tragedy, head east and chase after him.
The next area includes a Dizzy Dial that you can reach with Kooper, and just east of that is a Repel Gel in the second ? Block from the west. A bit further on you should find a Letter hugging the south wall- it's for our good friend Fice T.! Soon after the east exit you'll find a gap that you can cross with Parakarry. East of that you'll find a Super Shroom in the ? Block, and just a tiny bit east of that, north of a big rock, is a hidden Star Piece. South and a very little bit east of that is a ten-coin block. After one more east exit, you'll be at the front door of Tubba Blubba's Castle. Let's go inside!
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Tubba
Blubba's Castle
Enemy: Clubba
Items: Maple
Syrup, Yakkey
Badges: D-Down
Jump, Mega Rush
The first area of Tubba Blubba's Castle is a wide room with doors on both sides. There are four guards near the ceiling. Pass near them and they will give chase. Getting caught will result in your getting tossed out of the castle, which is rather annoying. Use Bow's Field Mode Ability to get past them. Take the west door to enter a long hallway. You'll see your first of this castle's only enemy, Clubba. Bow is probably the best partner to use, but if you're not comfortable with using her Smack to perfection, Goombario is also just as good if you leveled him up. The first doorway you'll see here does you no good right now, but the second door in the north wall does. Inside, jump on the crates to the north, then jump to the chair and then the table to pick up a Star Piece.
Head back to the hallway and take the west door. Next use the door in the northwest corner. Follow the stairs downward and break the boards at the end of the hallway. Drop through the hole and open the nearby chest to pick up a Key. Walk south, drop down to a lower area, and then use the door in the left wall. You'll find a Super Block, which I suggest you use on Bow (espcially if you already found the first four Super Blocks). This will make her indisputedly the strongest party member for the duration of this area. Now head up the stairs and watch out for the guard. Take the door in the east wall and you will emerge in a room you should recognize. Now walk all the way east back to the first room of the castle, and take the locked door in the east wall, which you can now unlock.
Past the locked door, head east and take the stairs, being sure to avoid the two guards. After the west door, you'll find a Clubba sleeping against the north wall. Defeat him so that Bombette can destroy the section of the wall he's blocking. Inside, there are three sets of boards. Ground pound the two to the north, starting with the western one. When you fall in the hole under the eastern one, you'll be able to use Parakarry to fly west and pick up a D-Down Jump Badge. Use the Spring to return to the second floor, then walk south back to the hallway.
Now head west past a guard, and enter the door you see in the north wall. The floor in here is a spike trap, but the spikes keep moving up and down. When the spikes disappear, walk a few steps into their midst, then use Bow to become transparent. You'll be safe when the spikes return. When they sink down, walk a few more steps, then use Bow again. After a little while of this you'll reach the chest in the northeast corner, which contains another Key. Pick it up, then carefully make your way out of the room. Once back in the main hallway, take the large door in the west wall. In the next room, you can pick up a Star Piece by using Parakarry to float down through the hole in the middle of the floor from the west side. Return to the room you floated down from (first east as far as you can, then west after climbing the stairs), and push aside the clock in the northwest corner of the room, then go through the hole inside it. The room you'll find yourself in looks like a guest room. Inspect the drawers on the east side to make one pop out, them climb on top of them and use Parakarry to make it over to the bed. Once there, jump to the ledge on the west wall via the stacks of books, and then walk south and finally at the bottom of the screen go west through the wall. You'll reach a dark chamber with a chest containing the Mega Rush Badge. Now return east, then south, to the room where you pushed the clock.
From here, take the really big door in the west wall. Just past it you can pick up the Maple Syrup in the ? Block. Climb the stairs and exit through the east door. Walk a few paces and you'll see Tubba Blubba at the end of the hallway. He'll start to chase you, but you're brave, so boldly march towards him. When you're about to meet up with him, use Bow to become transparent and he should walk right through you. When he does, continue east to the end of the hall. In the event that you enter into battle against Tubba, you'll have to run away because, hey, he's the Invincible Tubba Blubba. Unfortunately, he is difficult to run from, so keep trying!
When you make it to the end of the hall, take the door to the north. In the long chamber you find yourself in, head all the way west (slowly if you don't want to wake up the Clubbas) and pick up the third Key of the castle. Exit the room and use the Key to unlock the door in the east wall. Now you can take two east exits, after which you'll make it to Tubba's bedroom. I don't know if he actually uses any of those books, but the bed, yeah. Head to the east end of the room, pausing, of course, for the cut scene which sees Tubba going sleepy. Open the chest in the northeast corner and you'll find Yakkey. Whether or not you say you're trying to find Tubba's secret, he'll say something nasty, then shout until Tubba Blubba wakes up.
Uh oh, you're in trouble! I shoulda told you to get the Duct Tape so you could keep Yakkey quiet. Ah well, it's too late for that now. Walk west until Tubba catches up to you. After Tubba stomps the floor and causes massive damage to his own castle, start running east, and don't let him catch you! Your destination is the front door of the castle, but if Tubba catches up to you before you make it out, you'll have to fight him, and you can't do that, so then you'll have to run from battle, and that's hard to do, so just don't get caught. If you do get caught and then run away, you'll automatically end up outside the castle.
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Gusty Gulch
Enemies: Hyper
Cleft, Hyper Goomba, Hyper
Paragoomba
Bosses: Tubba's
Heart, Tubba Blubba
However you manage to get outside the castle, some Boos will show up and hold the door shut so that Tubba Blubba can't get out. Although the danger music continues to play, there is no rush at this point. Head west through Gusty Gulch, stopping to battle whatever enemies you feel like, or get trapped into. Your destination is the windmill. When you find it, use Yakkey to unlock the door. Inside, pound the boards on top of the well, then drop inside. After this tiny room, you must travel east for three short hallways, ignoring the silly signs. After the hallways, you'll finally find the secret behind Tubba Blubba's invincibilty, the disembodied Tubba's Heart. Give him a heart attack!
When Tubba's Heart runs off, give chase and follow him all the way out of the windmill and back to Tubba Blubba, who has managed to escape from his castle since you went inside. With Blubba and Heart reunited, he is now the pathetic Not-Invincible Tubba Blubba. Beat him up like Bow asked you to and he'll release all the Boos he ate (apparently he has no digestive system) and run off crying. Bow, who decides she will stay with you- again, whether you like it or not- will release Skolar, the third Star Spirit. Congratulations, you have completed Chapter Three! The craziness that is Chapter Four awaits.
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