Prologue
Chapter
One
Chapter
Two
Chapter
Three
Chapter
Four
Chapter
Five
Chapter
Six
Chapter Seven
Chapter
Eight
Chapter Seven: A Star Spirit on Ice
Peach's
Castle (Peach sequence 6)
Flower
Fields (2)
Toad
Town (16)
Toad
Town Tunnels (5)
Shiver
City
Shiver
Snowfield
Starborn
Valley
Shiver
Snowfield (2)
Shiver
City (2)
Shiver
Snowfield (3)
Crystal
Palace
Peach's
Castle (Peach sequence 6)
Item: Shooting
Star
It's taken a whole chapter, but Peach has finally realized that she can use the Sneaky Parasol she earned from the quiz game to make herself look like the guards, even though the Hammer Brother at the game kinda said she could. Sneak out of the room, find a guard, and press B to zap them. Like magic, you'll look like that guard! Convenient. If you head into the library (southwest door) and then to the west end of the room, you can pick up a Shooting Star from a guard who is not looking for the book you think he is. You can go drop that in the mysterious treasure chest (northeast in the main hall), along with the Jammin Jelly you may have won last Chapter. Now you can head all the way upstairs and east until you meet a guard looking for his relief, a Clubba. The guard will give you a Key so you can find him.
Once you have the Key, head back west, then all the way south to the locked door which you can now unlock. You'll find the Clubba outside in a deep sleep. Even if you talk to him he won't wake up properly. Press A to change back to Peach, then zap the Clubba to take on his appearance, club included. Return to the guard who sent you to find, uh, yourself I guess, and replace him. After he leaves, take the door he was blocking and head east, take the stairs, and then head west until you're stopped. Kammy Koopa will appear! Quickly transform back to Peach, then zap Kammy, and then make sure that the two of you are never in the same place at the same time. Ok ok, so you can't do that. Kammy, who begins to compliment you and then decides that you smell too nice, transforms you back into Peach, ala Merlon. You'll be carted back to your room, but at least you'll have learned that there is something important on top of the castle. Yeah, like this helps.
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Like all the Star Spirits before him, Klevar has to give his spiel, but at least you'll get Time Out and another unit of Star Energy before he leaves. Old Wise Wisterwood will say something stupid, and then you can return to Toad Town through his door. How strange.
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There's not a lot to do in Toad Town this time. Visit Merlon and a Ninji will tell you that Merle of Starborn Valley is looking for you, then head back home. Take a trip to Toad Town Tunnels through the house in Tayce T.'s area of town.
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Toad
Town Tunnels (5)
Enemies: Dark
Koopa, Spike Top, Spiny
Items: Life
Shroom, Maple Syrup, Shooting
Star, Stop Watch, Ultra
Boots, Volt Shroom
Walk west past Rip Cheato and continue west until you reach a bed of spikes against the north wall. Use Lakilester to get across them, then hop into the warp pipe. Head west out of the pipe and look for a hidden block containing a Maple Syrup. Walk south, then east and find a hidden block containing a Stop Watch. Head south and then west to the end of the room. Near the exit is another hidden block, this one containing a Volt Shroom. Take two west exits, then hit the wooden block so you can reach a Spring. Use the Spring to bounce over the wall to the west. Open the huge treasure chest to receive the Ultra Boots.
Now that you have better footgear you can hit the high wooden block to make a second Spring drop down so you can get back across the wall now on your right. Take the east exit and look for a hidden block containing a Life Shroom between two ? Blocks. Take the east exit, return to the warp pipe, and use Lakilester to make it past the spike bed. You can collect a Shooting Star just before the east exit out of the room with the spikes. After the exit you'll come to a room where there is a row of hidden blocks in the center of the room. Find them all to make them solid, then jump across them to make it to the blue door. Take it, then enter the warp pipe in the next room. After you emerge, head west to find a Super Block, then turn around and go east to the pipe to Shiver City, and Chapter Seven.
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Shiver
City
Items: Dizzy
Dial, Iced Potato, Life
Shroom, Maple Syrup, Shooting
Star, Snowman Doll, Super
Shroom
Badge: Attack
FX E
Some strange things are going on in this town. Head north to the store if you want to buy a Dizzy Dial, Shooting Star, Snowman Doll, Maple Syrup, Life Shroom, or Super Shroom. If you sleep in the Toad House, an Iced Potato will appear on the table for no apparent reason. Take the west exit and find the hidden Star Piece panel just northeast of the mayor's house. Before you get there you may notice that one of the houses has no door. If you enter the house east of it you'll be able to climb upstairs and go through the window to get on top of the building. Jump across to the building with no door, then go through the window and climb down to a chest containing the Attack FX E Badge. Now enter the mayor's house and then the back room to find him... dead? OH NO!!!
The mayor's wife calls out for the detective, who shows up in a hurry. He quickly determines that the mayor is dead and picks "Mustache" as the top suspect. If you want to clear your name you'll need to find the real murderer, and I suggest you do because you won't be able to leave the city otherwise. Leave the mayor's house and take two east exits. When you come to a frozen lake do three ground pounds on top of the ice and then, after the ice breaks, use Sushie to swim down and collect a Key. You can use the Key to unlock the warehouse north of the pond. Climb up to the top and bounce to the roof using the Spring, then head west and jump down the chimney to find Herringway's secret room.
Since you've found him, Herringway will agree to accompany you back to the major's house. Return to the mayor's house and speak to the detective. The detective will try to squeeze a confession out of the mystery novelist, but it all comes to naught as Mayor Penguin, thought to be dead, suddenly stands up! It seems that he fell unconscious after knocking his head while getting a gift for Herringway out of his cubbard. See, I told you strange things were happening in this town. Now that the mystery's been cleared up, you can head all the way east out of town. I wouldn't stay here if I were you, you never know when the next strange thing will happen.
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Shiver
Snowfield
Enemies: Frost
Piranha, Gulpit
Bosses: Jr.
Troopa, Monstar
Item: Letter
Head east until you're stopped by Jr. Troopa, who has been looking for you "forever". Freeze him in his tracks, then take the east exit. Hammer the tree second from the west wall four times to receive a Letter for Mayor Penguin. There is also a hidden Star Piece panel near the south wall. Take the east exit and head east. On the way you can pick up a Letter for Merlow from behind a rock near the north wall. When you reach Monstar, choose to fight, then cream him and move east to Starborn Valley.
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Starborn
Valley
Item: Letter,
Scarf
Merle, son of Merlon, will lead you to his house. Along the way you can deliver the chain Letter to Fross T., the green Toad just east of the entrance, in exchange for a Letter to Goompapa. When you get to Merle's house he'll tell you the legend of the long-lost Crystal Palace. At the end of it he'll give you a Scarf, which is supposed to somehow help you find it. I have no idea how. The Scarf must be used along with another item, and since Mayor Penguin has it you should return to Shiver City.
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Shiver
Snowfield (2)
Enemies: Frost
Piranha, Gulpit
Just head west back to Shiver City. There's nothing here that wasn't here last time, save for Jr. Troopa's frozen body.
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Shiver
City (2)
Item: Bucket
Talk to Mayor Penguin and he'll give you the... Bucket. Great, you have a Scarf and a Bucket, lucky you, and congratrulations if you can get them to do anything other than sit there. Well, best head back to Shiver Region to check around.
Oh, and if you found the Letter for him in Shiver Region, Mayor Penguin will also give you a Star Piece as a reward.
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Shiver
Snowfield (3)
Enemies: Frost
Piranha, Gulpit, White
Clubba
Boss: Duplighosts
Items: Pebble,
Shooting
Star, Snowman Doll, Star
Stone, Thunder Rage, Ultra
Shroom
Badge: Mega
Jump
Head east past Jr. Troopa and back to the wide open area. Head to the north wall, where there is a row of snowmen. Put the Bucket on the only snowman that has none, and the Scarf on the one snowman lacking one. This will cause the snowmen to somehow move aside and reveal the entrace to Shiver Mountain. I still can't understand how this works, but now's not the time to ask questions. Enter the mountain behind the snowmen.
Head east until you end up falling in a pit. Ground pound the ice and then the green switch to cause the pit to catch up to the surrounding area. Continue east until you see a wooden block. Destroy it, then find the Ultra Shroom hidden in the ? Block above it. Take the east exit and head south to find a Pebble. Head north and then east until you see a Switch across a gap. Use Kooper to hit it, then get confused like everyone else as Kooper suddenly splits into two. You will need to Hammer the fake Kooper, which is the one west of you. This will cause a battle against two Duplighosts to start up. Defeat them, then continue east. On the way to the exit a flight of stairs leading west will take you to a Super Block. This could be your last Super Block, so if your entire party isn't at Ultra level you may want to check previous Chapters for other Super Blocks.
The room to the east contains a Shooting Star, a Snowman Doll, and a Thunder Rage, each in its own little alcove. Take one, two, or all of them if you wish. However, if you do a wall will appear to block your progress. To make the wall disappear, you'll need to place another item in the hole. The Pebble works great as one of the replacements. When you're done trading, move on to the east exit. Head east and drop down to the ground. Use Bombette to blow a hole in the east wall, then walk inside. Continue east, through the wall at the end of the passage, and you'll meet Madam Merlar. She'll put you to sleep, literally, but at least when it's all over you'll have a Star Stone to show for it.
Head west back to a flight of stairs, then climb them and place the Star Stone in the star-shaped hole to cause a long flight of stairs to appear out of a sheet of ice. Climb the stairs until you reach a path to the east. The red ? Block at the end of the path contains a Mega Jump Badge. Return to the stairs and climb until you reach a path to the east. Walk south off the ledge and you should land on a ledge further below containing a Star Piece. Now climb the stairs all the way to the top, then head east and enter the strangest area in any Mario game, Crystal Palace.
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Crystal
Palace
Enemies: Duplighost,
G.
Magikoopa, Gry. Magikoopa,
R.
Magikoopa,
Swoopula,
W.
Magikoopa, White Clubba,
Y.
Magikoopa
Bosses: Duplighosts,
White
Clubba(s) and ? Magikoopa,
Crystal
King with Crystal Bits
Items: Jammin'
Jelly, Maple Syrup, Shooting
Star, Super Shroom
Badges: P-Down,
D-Up, P-Up, D-Down, Triple
Dip
Crystal Palace is a complicated, confusing place, but never fear, this walkthrough will take you through it step by step, just like with everything else. Bow is the best party member to use here, and I suggest you wear All or Nothing and the two Power Plus Badges so you can take out a White Clubba in one turn. I also suggest that you switch the All or Nothing for the Zap Tap when you see Swoopula, the bat on the ceiling, as it will make you immune. Well, that's enough of an introduction. Let's get started!
In the first room, take the door in the south wall. Save if you want, then walk east across an x and into the next room. Walk east through this room to collect the Blue Key in the chest in the next one. Return to the front room and do a ground pound on the red button near the east wall. This will cause the red doors to end up as blue doors. Unlock the blue door and head through it. In the next room, use Bombette to blow a hole in the east wall, then walk through. The next room is where you'll get your first taste of weirdness, as you'll get behind what looked like a mirror. In the middle of the room, if you walk north, you'll end up in the northern half of the room even though it looks like a mirror image of the southern half. The wooden blocks near the east wall are both 10-coin blocks, and are not mirror images. Use Bombette to destroy the northwest wall and head through it. You'll be stopped by some Duplighosts; teach them how to copy the defeat of the previous two. Head through the blue door to the west and you'll end up on the flip side of the first room of the palace.
Head west out the second front door, and continue west until you reach a cave with a Star Piece sitting on the ground. Return to the palace and take the north door. The ? Block west of the door, which is the mirror image of the Save Block you saw earlier, contains a Super Shroom. To the east are some boards you can break with a ground pound. Do so, then take the east door. Continue east until you find a chest containing a P-Down, D-Up Badge. Return west to the Spring, then bounce back up and take the east door on the higher floor. Continue east until you find a Shooting Star. Now you can return west to the first room of the palace. You want to be on the southern side, however, so head east from there, then south through the space in the glass, and then back west.
Once back in the southern half of the first room, take the south door to return to the Save Box. Where there was once an x, there is now a hole. Drop down, then take the door in the east wall. Head east and use Bombette to blow a hole in the east wall. However, things will get a little messy this time as five Bombettes will show up. You'll need to guess which Bombette is real and Hammer the others. The Bombette who spoke first, the one just south of you, is the real one. If you Hammer her, you'll need to engage the copying Duplighosts in battle. After you sort things out, head through the hole you made and pick up the Red Key. Walk west back to the spring and bounce up to the first room of the palace.
Ground pound the blue button to the east to make the red button and doors return. Unlock the red door and head on through. Take the southeast door in the next room. This room contains three sets of White Clubbas, who each come with a colored Magikoopa. You'll need to defeat all three. After you defeat them, take the west exit, then loop around and take the northeast door to make it to the northern half of the room where the White Clubbas were. This area used to be blocked by statues, but they're gone now. Take the east exit and you'll reach a room with a red Switch. Use Bombette to destroy the east wall, even though there is no crack. On the other side of the wall is a chest containing a Triple Dip Badge. Return to the Switch and use Bombette to hit it. While she is getting ready to explode, hurry onto the disc in the center of the room. When Bombette explodes the disc will spin around so you can reach the south half of the room.
Take the east exit, and the next one as well. You'll come to a room with a little hole in the east wall. You need to kick Kooper through the hole, only to have some badly disguised Duplighosts return with him. They're not really badly disguised, but they look like the wrong character. Since they look and talk like Luigi, Kolorado, Goompapa, and Koopa Koot, you should have no trouble figuring out which Kooper is real. If, by some strange chance, you do Hammer the real Kooper, you'll have to battle the Duplighosts. Sort out the mess, then head east through the hole the Duplighosts made. In the next panel, head east to a room where there is a Switch in the northern half of the room. You need to use Kooper so that it looks as if his mirror image is hitting the Switch. This will cause a bridge to appear so you can cross over to the east exit.
Your progress east will be hampered by a lock, so head to the northern half of the room and take the west exit. You'll end up on the east side of the room where a mirror image had showed you to kick Kooper through a hole. Take the north door. Just west of you is a hidden block containing a Jammin' Jelly, and on the ground below that is a hidden Star Piece panel. Head to the east end of the room and push the statue to the west, then drop down through the hole. Head east to pick up the P-Up, D-Down Badge, then return west to the Spring and bounce back up. Take the south door, then head east to the locked doors, then south and finally west until you see a door in the south wall. Take it.
This room has a much larger statue than the room across the hall, and since you moved the small one this one has moved as well. Before you go check it out, find the hidden block containing a Maple Syrup near the west wall and the hidden Star Piece panel below it. Drop down the hole the statue used to be covering, then head east until you find the Palace Key. Head back to the Spring and bounce on up. Take the north door, then move east until you reach the locked doors. Use the Key to unlock them, then pass on through.
The last major room of the palace has no divide in the center, so you can easily change hemipheres. The south half of the room contains three Albino Dinos while the north half contains three statues representing them. You must push the statues so that all three Albino Dinos end up being pushed onto the three yellow squares. The statues can only be pushed in the direction they are facing, so if you need them to turn talk to the corresponding Albino Dino to change the direction that it, and its statue, are facing. When you get the Albino Dinos in place, stairs will appear so you can reach the door in the east wall. Take it, use the Save Box in the next room, and head out the east door to confront the Crystal King.
After you make things hot for the Crystal King you'll rescue Kalmar, the final Star Spirit. You've come a long way, but you may finally be ready to take on Bowser himself. Just one more Chapter to go!
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Go to the next chapter.
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