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Mario and Luigi: Bowser's Inside Story Walkthrough

Get the inside scoop on Mario and Luigi: Bowser's Inside Story with our full walkthrough.

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When Mario decided to become a plumber, somehow we doubt he had planned for this! In Mario and Luigi: Bowser's Inside Story, he'll be unclogging Bowser's pipes…from the inside. It's a dirty job, but someone's gotta do it (plus Mike Rowe wasn't available). Thankfully we've prepared a full guide that'll give you the ins and outs--so to speak--of Mario's latest adventure.

Here's what you'll find in GameSpot's Mario and Luigi: Bowser's Inside Story Guide:

  • Combat Tips: Check here for some quick combat tips.
  • Walkthrough: A step-by-step guide through the adventure, including boss tips and hidden item locations.

Combat Tips

The Mario and Luigi series has long been home to one of the more unique combat systems of modern RPGs. While it's still primarily turn based, it relies heavily on real-time commands for both attacking and defending.

Before Battle

Mario's on fire!
Mario's on fire!

So let's say you're out in the field and spot an enemy--what do you do? You have a couple of options:

  • Run Away: If you want to avoid combat entirely, you can simply run past them. However, we don't often recommend this (unless you have a good reason, such as being low on health) as battling enemies is the only way to gain experience (both literally and figuratively)--if you avoid most battles, you'll quickly find yourself much too weak to battle the game's myriad bosses.
  • Battle: Obviously the other option available to you is to do battle, which is easy enough to do--just run into them! But there are a few things you should know: if you attack the enemy directly on the field (such as by jumping or hammering them with the bros, or punching or breathing fire on them with Bowser) you'll actually open the battle with a bonus attack, automatically inflicting damage to all enemies--sweet! However, the reverse is also true: if the enemy manages to attack you out on the field, they'll be the ones with the bonus attack, so watch out!

Attacking

Timing your attacks properly is important!
Timing your attacks properly is important!

During battle, you have several attacks to choose from, some as the jump, hammer, or a special attack! Although the jump and hammer attacks are largely interchangeable, there are times when one or the other should be used. For instance, if your opponent has a giant spike on their head, it's probably not a good idea to use the jump attack. Similarly, if an enemy's floating above the ground, the hammer won't be able to reach them, so plan accordingly.

Now if you've played any of Mario's previous RPG adventures (such as Mario RPG, Paper Mario, or even the first couple Mario and Luigi's), then you're probably aware that a well-timed button press will increase the strength of your attack. For instance, if you tap the attack button the moment you land on an enemy during the jump attack, Mario will perform a second bounce inflicting more damage. When using the hammer, tap the button as soon as Mario has pulled all the way back. After doing so, you'll be graded on your timing, with either "Ok," "Good," "Great," or "Excellent"--the better your timing, the more damage you'll deal.

Defending

Defending's a bit different. Essentially, any time you're not attacking, you can either jump or swing your hammer at will (the exact action is automatically chosen depending on your opponent's attack)--both of which, if timed properly, can be used to avoid or deflect your opponent's attacks. However, this is complicated by the fact that you have to watch out for both of the bros. Thankfully, every enemy has a 'tell' that reveals which brother they're aiming for. Sometimes it's obvious, such as when the enemy simply moves in front of whichever bro they're targeting, but it's often more subtle, such as their projectile turning either red or green, dictating whether they're aiming for Mario or Luigi, respectively. Pay close attention to their attacks to discover their tells!

Countering Not only can you evade your opponents attacks, but time it right, and you can perform a counter! For example, let's say a Goomba's charging toward you--you can simply jump over him to evade the attack. However, if you time your jump right so you land right on top of him, you'll actually perform a counter and inflict some damage!

Badges

A good ways into the game, Mario and Luigi will gain the ability to equip badges--one each, to be exact. These little babies grant special powers to the bros, though their effectiveness is dependent on what badge the other brother has equipped. Luckily, badges can be swapped at virtually anytime, either via the pause menu, or even during battle!

Recommended Badges Luckily, you can equip what we believe to be the best badge combination practically the moment you gain the ability to use badges. For Luigi, we recommend equipping the "Excellent Badge" while Mario should don the "Bro Badge." This potent combo awards significant points for your meter anytime you can obtain an "Excellent!" during battle, allowing you to restore half of each bros' SP once full. It does require you to time your attacks perfectly though, in order to reap the rewards. If you're having trouble earning "excellents", try equipping Luigi with the "Good Badge," which has a similar (but significantly reduced) benefit for any attack that earns a "Good," "Great," or "Excellent!"

Leveling Up

As you earn experience points, you will begin to level-up. In short, this improves each of your stats a small amount, making you stronger, faster, and more resistant to attack (among other things). However, you also have the option to upgrade whichever one stat you would life even further in a game of chance. After choosing the stat you would like to upgrade, a tiny wheel (similar to the one from Price is Right) begins turning rapidly, displaying a series of numbers. Whichever number it stops on dictates how many points will be added to that stat.

Now the numbers can vary from 1-9, however, that doesn't mean they'll all be displayed. In fact, the more often you upgrade the same stat, the less varied the numbers will be--keep it up and pretty much you'll only be seeing 1s and 2s displayed, which is hardly worth your while. Because of this, it's important to diversify which stats you upgrade, such as HP one time, perhaps Power the next, etc. Luckily, you can select each stat and watch the wheel to see what numbers are being displayed--if they're all low in value, simply select a different stat to see what it offers. Of course, you still have to stop the wheel at the right time in order to reap the benefits of a high number. Thankfully, the numbers are on a 3-second or so cycle, so when you see the one you want, try to nab it the next time it comes around.

Intro (The Bros.)

After toad offers the in-game tutorial, proceed through the northern doorway into the castle gardens. Look for an item box in each corner of the room, before proceeding through a second passage ahead. There you'll find an item box on the left, as well as a Save Box on the right. Head through the passage on the right when ready, into the meeting room. Shortly after entering the meeting room, Bowser will storm in and cause some commotion. Since he's not taking kindly to Mario's portly face, he'll engage you in battle.

Boss Battle: Bowser

Thankfully, Toadsworth provides a fantastic tutorial of the game's battle system, so heed his advice. Basically, you only have one attack: the jump. After performing the attack, tap the button again just as Mario touches down on Bowser's noggin to perform a bonus, second attack. Bowser, in turn, also only has one move: fire breath. To evade it, simply jump just a moment after he exhales. Continue this pattern until he goes down for the count.

Bowser

Following the battle with Mario, Bowser finds himself lost deep within a forest. Head south to find a boulder blocking the path--but it's no match for Bowser's brute strength. Face the rock and tap "X" to punch through it, allowing you to continue onward. Continue down a second path to the southeast. You'll encounter some conspicuously placed trees blocking your path, which is where Bowser's second ability comes into play: fire breath. Hold "Y" to unleash unleash it, setting the trees aflame, clearing them of your path. Continue to another path to the southeast.

Oh look, a mysterious shop out in the middle of no where! Let's sample their goods! After Bowser snacks down on the Lucky Mushroom, he storms back to Peach's castle, inhaling everything in sight, including Mario and Luigi! How odd…

Trash Pit

Mario's trapped inside Bowser? Ewww. Well, he is a plumber…he's used to these crappy situations. At any rate, head right into the next room, where you'll find a pair of boxes (one on the center platform, another in a low alcove along the right wall) as well as something called an Emoglobin--a weird talking block that knows about Bowser's inner-workings. This one just so happens to double as a save-block, so take advantage of it while you can.

In the next room, you'll find your Star friend crying for help from its ceiling entanglement. Proceed right to find a pipe, which a second Emoglobin will introduce you to. Enter the pipe (by tapping down) to be launched into a high block, causing a second pipe to emerge on the other end of the room. Enter that one as well causing a third to appear, which will launch you into the Star friend, freeing him. However, an enemy will attack immediately after. The battle is simple: Stomp his head with a some jump attacks, and evade his dash attacks--if you time it right, you can counter! That is, if you jump about a second after he starts charging for his dash-attack, you can land on his head for some damage! After the battle, continue through the right passage by jumping up the ledges.

Take advantage of the Emoglobin Save Block then jump up the platforms to a ledge on the right (make sure to hit the nearby item blocks on either side of it). Drop down the shaft ahead, then enter the yellow pipe on the left.

Upon exiting the yellow pipe, you'll find a Health Emoglobin--these guys fully restore your HP and SP, which is pretty nice of them. Continue through the winding corridor, which leads to two item blocks, before exiting out the left side of the bottom-level.

Look, it's Luigi! Grab hold of his feet using a jump and don't let go until he's freed. Two Goombules will attack afterward, but now you have Luigi on your side! Your star friend will walk you through the process. After the battle, exit through a green pipe that emerges on the left.

After emerging from the green pipe, use the Emoglobin Save Block, then continue through the corridor, bashing the item-block just before the next screen. There you'll find an Emoglobin who'll take you the sacred art of bro jumping--that is, jumping up platforms with two in tow. It's pretty simple: "A" controls Mario, "B" Luigi. Since Mario's in the lead, tap "A" first, quickly followed by "B" to jump up a ledge together. Alternatively, for many platforms, simply tapping both buttons at the same time should suffice. Use your new-found ability to climb to the platforms above the Emoglobin for an item box,followed by the watery gaps to the right.

The next room contains a crafty elevator requiring the work of both brothers to work. Alternate jumping with the two brothers as each block lights up to continue its ascent without falling back to the ground. If you have trouble timing it, simply hammering away on both jump buttons simultaneously works as well.

Trash Pit Attack Pieces

On the next screen you'll find another Save block, as well as a wooden box just beyond with a hammer symbol marked on it. Ignore it for now and continue right to the next screen by climbing the platforms. Jump the watery gap and smack the multi-colored block just after. This yields something called a Trash Put Attack Piece #1, the first of 10. You'll find the remaining nine in the rooms ahead, and they're also all marked on your map, which you can view by tapping "select." At any rate, head right for another item box (Syrup Jars x3) and the next screen.

This next screen contains 8 of the remaining 9 pieces, so make sure you check all three levels to collect all the pieces--they're difficult to miss. Once you've grabbed all eight, a passageway in the top-left corner will open--inside you'll find the final piece, giving you the Green Shell special ability. Good timing too, as you'll need it for two enemies who'll attack immediately after, Thankfully, your star-friend walks you through the process of using Special Attacks.

After the battle, head left and hit the Exclamation Block, causing the ground to giveaway, resulting in the bros smashing through the hammer box. You'll acquire two hammers as a result, not only endowing you with a new attack during battles, but can also be used to break through obstacles in the main world. Try it out on the boxes to the right, by equipping the hammers with "R," then tapping Mario's jump-button to swing it.

Past the boxes, drop down the shaft and bust through another box on the right. You'll find a switch-type thing embedded in the right wall--smack it with the hammer, releasing a yellow ball that'll embed itself into the ground. Smash it open with a swift swing of your hammer, revealing a pair of Spike Blops. Thankfully, your star bud will show you how to use the hammers during battle. With the Blops defeated, enter the nearby pipe to launch to a high-platform, where you can continue right.

Hit the item block (coins) and then push past the Blops to another item box (Syrup Jars x3) and onto the next screen…

…your star friend will now inform you of the map screen, where you can select which part of Bowser's body you'll visit next. For now, we recommend heading to "Toad Square," as marked by the mushroom. Or if you feel you're ready to push deeper into Bowser's body, head for the "Funny Bone" (bottom-left of your current map).

Toad Square

They say when starting a business, location is important, so what were these toads were thinking?! At any rate, inside Toad Square you'll find stores such as the item and armor shops, an information center, and a healing store (an Inn, essentially) that restores your HP and SP. You likely have a small amount of coins, but we recommend purchasing a pair of Picnic Wears for each brother, to increase your defensive stats. You may also want to consider picking up some healing items if you're current inventory is low.

Stocked up and ready to roll? Make way for the Funny Bone!

Funny Bone

Head right to find one of Bowser's nerves sticking out of the wall (gross!). Give it a couple of good thwacks with your hammer to wake the slumbering giant.

Bowser

With Bowser awakened, head right through a cave opening. As you exit, your star buddy will inform you of the ability to switch between characters (and screens) by tapping their respective buttons. This isn't so much useful right now, but it will be soon. At any rate, take Bowser to the top-right section of the area (punching through any rocks in your way) and punch one of the dropping marvels, causing it to fly into the large yellow button on the left. This opens the nearby gate--head through.

Continue left, punching through the rocks, until you come across a burnable wall. Hmm, it seems Bowser's fire-attack isn't in working order. Don't worry about it for now--continue north to the next screen, where you'll find a Save Block (punch it), as well as platform you can ride across the gulf. Be quick to punch the boulders along the way so you're not pushed off, and also disembark quickly, as the platform will soon return to complete the roundtrip. Follow the path to the next screen, to the bottom-right, punching an item box (Hot drumsticks x3) along the way.

Boss Battle: Rambus

Oh look, it's your old pal, Fawful. After he rambles on, he'll sick Rambus on you. Thankfully, the rambling Fawful can't seem to shut up, and will actually provide you with tips on fighting his henchman--how nice! Despite this, Bowser will begin to feel odd after taking a direct attack, thus ending the battle.

Bowser

After the battle (or lack thereof), head right to the next screen. Look for a couple of item boxes you can punch, then head south to the next screen. Follow the path down a series of hills to the base. Just make sure to hit the item boxes along the way, including one hidden behind a boulder you can break through. Upon entering the next area, someone purporting to be your "conscious" will chime in and suggest you punch a nearby boulder. Doing so reveals a Chakroad--a portal that can transport you to a place you've already been. You'll find more scattered around the world hidden within objects that can be busted open. In this case, the Chakroad warps you between Cavi Cape Cave, where you were before, and Cavi Cape Exit, where you are now. After trying it out, return to Cavi Cape Exit and head right and into a cave.

Inside the cave, you'll find a split path. The one to the north leads nowhere for now, so take the one to the right, leading to Plack Beach.

Plack Beach

You'll find both an item box and a Save Block as you step onto the beach. Now follow it north where you'll find the Balance Raft--part of Squid Fit. Hop aboard then punch the wall to get this baby moving in the opposite direction. When you come to a rest, punch the wall to the south, then get ready to punch a wall to the right before you come to a rest--if you miss it, simply punch the northern wall to try again. If you time it exactly right, you can collect the coins forming the shape of an arrow. You should come to a rest on a shoreline, just north of your original starting point.

Head north to meet up with Broque Monsieur, who's got a block for a head! And he's stranded on some island! Bowser offers to help pull him to shore, but it seems his muscles are failing him, requiring the assistance of the Bros.

Arm Center

As the Bros, head for the Arm Center, on the far left of the map. Once there, you'll find that you can stimulate Bowser's arm muscle by deflecting the energy balls directly into it using the hammer. However, the energy balls change color periodically, indicating which one of the brothers needs to swat it back. If it's red, it's Mario's turn, green, Luigi. If you miss, you'll lose coins, so be careful! We suggest watching the ball's color first, then focusing on that brother (and button), striking it just before it connects. Repeat this a few times to give Bowser the strength to pull the island toward him, saving Broque Monsieur.

After Bowser pulls Broque Monsieur to safety, he'll award him the Vacuum block. This little puppy adds a new move to your battle repertoire, allowing Bowser to inhale smaller enemies, giving Mario and Luigi a stab at them. Mr. Blockhead will walk you through the particulars. He'll then give you a second item: the Retry Clock. This baby allows you to restart a battle if you lose all of your HP--it's very handy, but can only be used once!

Boss Battle: Broque Monsieur

Following the tutorial, Broque Monsieur will engage Bowser in battle (a Bowttle, if you will). During such, he'll whip out an Item Box, causing one of two things to happen: Either a Giant Mushroom appears, causing him to grow huge, or a Recovery Mushroom emerges and heads right for Bowser, restoring 30 HP! In the case that Broque Monsieur grows big, get ready to counter-punch when he runs your way, causing his block-head to land on the ground--continue pummeling it for some free coinage. Aside from that, just punch him whenever you get the chance--do not inhale him, as he'll simply climb back out.


After the battle, head north (the path to the west leads to nothing important). In the next area, bust open an item box along the northern wall (hot drumstick x3) before proceeding north along the adjacent path. Continue north through the area. On the next screen, save at the Save Block near the shore, then continue north to the next area, where a boss battle awaits.

Boss Battle: Sea Pipe Statue

Well isn't this an interesting-looking boss. The boss itself is the Blooper, but it's well-protected by its pipe-apparatus, shielding it from attack. To actually harm this guy, you'll have to inhale him, giving Mario and Luigi a chance to pummel him. Before long, he'll launch out of Bowser's stomach and embed himself like a sliver inside the pipe, allowing Bowser to get in a couple of punches, inflicting heavy damage. Repeat as necessary to finish him off.

As for Blooper's attacks, his primary move is to launch from its pipe at Bowser. The direction the pipe is facing dictates how he'll attack: if the pipe is facing toward Bowser, he'll launch right into him. However, if the pipe is aimed just above Bowser, the Blooper will cross the screen once before landing on Bowser--get ready to counter-punch when it comes back round. When you get the chance, inhale it as Bowser, then use either of Mario's and Luigi's jump or hammer attacks--their about equally effective. During this time, the Blooper will attack Mario and Luigi by either bopping toward them slowly, or launching right into them. In either case, you can tell who he's about to attack by who's aiming at--a well-timed hammer will counter. Also, he'll sometimes dig right into the ground and spin around, dealing damage to Bowser above--there's nothing you can do, short of making sure Bowser has life to spare.


After the battle, Bowser will get his drink on, causing something to happen to his body in the Pump Works area--head there as Mario and Luigi.

Pump Works

The area's filled with water! Thankfully, swimming is easy--it's just like jumping! To swim faster, make sure to tap both "A" and "B" in unison. Try it out in the first room by swimming into the tunnel just above and follow it right. Just before exiting the room, Bowser will stop gulping water. This results in the water level in his stomach to lower, causing the block-like sea creatures to drop, either closing or opening paths. You'll have to alternate switching between Bowser and the bros to manage the water level, allowing the bros to proceed throughout this area. For now, head right into the next room.

Trash Put Attack Piece #1

Save at the Save Block, grab the item box just beyond (mushrooms x3), as well as another in the top-right corner (retry clock), before exiting through the center yellow pipe. Hit the ? Box to cause a tower of them to appear, each marked either with an "M" or "L" for Mario and Luigi respectivley--remember that order and hit the block in the same pattern with each bro, causing the first Attack Piece to appear.

Trash Put Attack Piece #2

With the first Attack Piece in your possession, exit back through the pipe to the previous room and head right to the next area, where you'll find the second Attack Piece.

Trash Put Attack Piece #3, #4

After grabbing the second piece, head right to find a button blocked by one of those elongated sea creatures. Tap "X" to have Bowser step away from the water, draining the area and lowering the creature. Now hit the exposed switch with your mallet, causing a platform ahead to vanish. Go ahead and head right to to find another creature blocking the way--have Bowser start drinking again to swim underneath it, then have him stop so you can access another switch just above, causing a yellow pipe to emerge just back a short ways. Before heading there though, have Bowser begin drinking ahead so you can swim into a pipe to the upper-right. This leads to a long hallway containing several boxes (coins, mushroom, and a 1up), as well as a switch at the end--pound it to remove a block above, allowing you to swim up, then easily access the yellow pipe, just one screen to the right.

After taking the yellow pipe, head right a short ways to find a Save Block, then proceed into the next room. Once there, swim up to find two Attack Pieces.

Trash Put Attack Piece #5

Now drop back down and continue right, following the corridor up and around the next corner. Just after, swim into the corridor above to find the fifth Attack Piece.

Trash Put Attack Piece #6

Just after the fifth piece, continue into the room on the right and proceed past the cannon and out the other side (you'll be back here soon). Continue to swim until you reach a purple "!" box--hit it to remove a barrier, allowing you to continue right into the next room, where you'll find the sixth Attack Piece near the entrance.

Trash Put Attack Piece #7

With the sixth piece in tow, make sure to grab the item box (coins) in the top-right corner of the room, before exiting through the tunnel just below. Here, swim up to find an item box (syrup jar), then swim to the right wall and pound the button there, causing a floating ball to appear. Push it left (by swimming into it from the right), where a creature embedded in the ceiling will take notice and charge toward it, opening a path below. Swim down there and head right to find an item box--hit it to reveal more "M" and "L" blocks. Remember the pattern and hit them like before, using the appropriate bro for each one. Completing it awards you the seventh Attack Piece.

Trash Put Attack Piece #8

Now that you have the seventh piece, head right into the next area. When at the blocked path, have Bowser cease drinking to continue past, where you'll meet up with a trapped Toadsworth. After speaking with him, the bros discover a small tunnel to the left--much too shallow for them to fit…or so they think. As it turns out, whacking Mario with the hammer shrinks him, enabling him to climb inside! (kids, don't try this at home). As tiny Mario, hit the switch at the end of the crawlspace to free Toadsworth, exposing a second switch you can then hit, causing a hole to appear to your left. Drop inside. You'll find a Save Block in the bottom-left, but there's also an item box (nut) above that you can reach by having Bowser gulp down some more water (which you should do anyway). At any rate, proceed right through the tunnel at the bottom as tiny Mario. Hit the item box along the right wall (Picnic Wear) before pounding the switch above, revealing a path just left of the Save Block. Rejoin Luigi and continue left into the next room.

Inside, swim up to find an item box (coins) then continue along the ground-level, past the purple steps, to find the eighth Attack Piece.

Trash Put Attack Piece #9

Having collected the eighth piece, swim straight up, hit the item box (mushroom) on the right before proceeding into the next room on the left. Follow the floor to a switch on the left that reveals another floating ball when hit. Push it right, causing the nearby creature to go after it, opening a path on the right. Swim down there to find the ninth Attack Piece.

Trash Put Attack Piece #10

After collecting the ninth piece, return to the switch and smack it again for another ball, this time pushing it left. Another creature will dive down, opening a path to your left. Dive down and crawl through the crawlspace as tiny Mario to find another switch you can hit, opening a path in the room's upper-left corner. Return to Luigi and swim up there, into the next room to find the final Attack Piece. You'll now be awarded the Fire Flower Special Attack.

Continue left and hit the switch along the far wall, causing a blockage overhead to disappear, allowing a ball to float to the surface. Follow it up and hit it left into the next room. Continue hitting it left until it's just above the cannon, then move Bowser so he stops drinking from the fountain, causing the ball to drop right into the cannon. Now drop off the closest right ledge to find a small holy tiny-Mario can enter, giving him access to an item box (coins) as well as a switch, which fires the cannon when hit, sending the ball to the right.

Before following the ball right, it's best to head one room left first, to find a tall shaft you can now swim up. At the top is a small tunnel tiny-Mario can enter, leading to an item fox (fighter's wear). Once you collected its contents, head for the ball, now two rooms to the right. Once at the ball, push it left, causing another creature to pummel through the grounds, revealing an entrance to the left. Drop down and follow the path to collect the Stingler.

With the Stingler in your possession, head back three rooms to the left (in the second room, drop to the ground-floor first, to avoid hitting a dead-end). Once you reach the third room, you'll notice a lightly-colored purple structure in the background, with a Stingler-shaped hole. Press "Up" on the control-pad in front of it to insert the Stingler, granting you access to several new places on the map. Select the glowing Flame Pipe area to the right.

Flame Pipe

Inside the Flame Pipe, head right and jump up the platforms (some of them may look like background objects, but rest assured you can land on them) to a small tunnel on the left. Enter it as tiny-Mario and pound the button inside, opening a path on the opposite end you can now head through. Climb the platforms within up to the Flame Pipe, where a boss awaits.

Boss Battle: Scutlet

Scutlet's a pretty basic boss; he's weak to jump attacks, and most of his attacks can be countered the same way. His main attack is to lash his tongue out at one of the bros--you can tell who he's targeting by who he's looking at. Jump just before the tongue connects to counter. He'll also toss Starlow your way, but he has the same tell. His final attack has him taking to the air and gliding down on top of one of the brothers--it's best to simply have both brothers jump simultaneously just before he touches down.


With Scutlet defeated, Bowser will regain use of his awesome fire breath, allowing him to burn the trees blocking his path. Burn the trees to the right and continue to the next screen, where you'll find more trees begging for a burning. Just beyond, you'll meet up with Broque Monsieur, once again.

Boss Battle: Broggy

Defeating Broggy is a two-step process. First, you'll want to light him on fire with a flame attack (hold it down to collect more coins), turning him around, exposing the "X" on his backside. Now follow-up with a Bowser punch to inflict heavy damage. Repeat this pattern for the duration of the battle.

Attack wise, Broggy has a couple. His first is to jump onto you, off the left side of the screen, then leap at you again. You can block both by crouching, though the second one can be tricky since you can't see him. If, however, the dog charges at you, a simple punch will counter him.


After defeating Broggy, bust open a pair of boxes just below (coins and hot drumstick), then burn your way through a few more trees on the right, allowing you to continue north, where you'll find a Save Block, as well as the entrance into Dimble Wood.

Dimble Woods (part 1)

Upon entering the woods, bust open a couple of box along the left side (coins) (hot drumsticks x2) and head north. There you'll spot a picture of Wiggler (a caterpillar creature) on the wall--punch its head to cause parts of its body to light up in a specific pattern. Remember this (or don't, as that's what we're here for) and head right, where you'll find a similar looking statue. Punch its body segments in the same order (that is: 1, 3, 2, 4) to cause it to come to life and storm to the left, opening a path on the previous screen. Before you head back though, make sure to burn the tall grass and bust open a box on the right for some coins.

Back on the previous screen, head north up the now revealed path to meet with Broque Monsieur again, who seems to have set up his own shop in his short time here. Not only can you purchase some new gear from him--which we recommend--but he also informs you of a block-creature known as Blittens (like Kittens) when you try to walk away; there are 15 scattered around the world hidden inside various monsters. To find them, you'll have to inhale them during battle. And thankfully, you'll know the monster's concealing one if you see the vacuum block on the battle screen blinking. Find all 15 and you'll be able to take Monsieur's pet dog out for a walk whenever you life--nifty!

At any rate, continue north to the next screen, then left one. Punch your way through the block-path and proceed down the grass ramp at the end, into the woods. As you head left through the area, make sure to vacuum one of the Treedevil enemies during battle to obtain the first Blitten, then grab the item box behind the combustible trees to the lower-left before proceeding to the next screen. Climb the grassy ramp here where you'll find some kind of catapult contraption. Light it with your fire breath then hop aboard to have it launch you back several screens, taking down numerous statues along the way.

After coming to a stop--thanks to a wall--you'll find you can now explore the area more since the path-blocking statues have been obliterated. Head north, use the Save Block, then burn the nearby tree to reveal a portal. You can take it if you want to obtain a few items, as well as a couple of Blittens, noted in the boxes below, otherwise proceed north to the next screen.

Second Blitten + Bonus Items Take the portal back to the Cavi Cape Exit--head left one screen and engage a Chuboomba in battle and use your vacuum attack to obtain your second Blitten. After doing so, there's a couple of item boxes you can collect by burning the trees to the left, taking the bridge to the next screen, then dropping to the bottom of the area and looking for them along the south edge. After doing so, return to the portal and take it to Cavi Cape Cave. Once there, head north through the door, then burn your way through the bouncy membrane thing on the left. Continue outside to find a couple of boxes you can bust open for some goods (judge shell, red hot fangs). Now take the portal (now hidden inside a rock you can bust open) back to Dimble Wood.

Third Blitten + Bonus Items From the Save Point, head south a few screens to Plack Beach. Once there, backtrack along it, burning your way through any trees in your path, until you come across some Toothys (the white cactus like creatures). Engage one in battle and use your vacuume ability to obtain the third Blitten. Now continue your way back until you reach an expansive area, just one screen north of the one where you saved Broque Monsieur from the island. Burn your way through the trees in the top-right corner and follow the revealed path to a raft. Hop aboard and punch the wall to the north, followed by the one to the east to reach a sandy strip, leading to a block containing 50 coins! Now return back to the Save Block to resume your journey.

Continue north to the next screen, where you'll meet up with a bunch of caged goombas.

Dimble Woods (part 2)

After promising you'll save the Goombas, burn the grass for some coinage, then head north some more. You'll encounter another Wiggler statue, that looks like it could be used as a bridge! Interact with it to try and pick it up--only it's too heavy for Bowser current strength level, leaving it to the bros to help him out.

As the bros, navigate to the Arm Center, in the bottom-left corner of the map. There you'll find another cannon you can hit, causing a mini-game to start, almost identical to the one you played before. Simply hit the glowing ball back--with the bro of the respective color--to power up Bowser's arm, enabling him to toss the Wiggler statue into place as a bridge. After doing so, head across that bridge--just to the left--then follow the land strip down to the goombas and punch their cage three times to free them.

With the Goombas freed, they'll grant you access to a new special attack, Goomba Storm! Lucky timing too, as Fawful's about to sick a few of his minions on you, giving you a chance to try it out! Thankfully, the head of the Goomba squad will walk you through the procedure. Following the battle, backtrack across the Wiggler statue, then head north across a short brick bridge to the next area. Here you'll find a Trashure--a treasure chest like enemy--inhale it during battle for your fourth Blitten. Now burn through some trees in the top-left and bottom-right corners to find a couple of item boxes (hard ring and syrup jar). Now head north, look for a box on the right (coins) and continue up to the next area, where you'll find a Save Block.

After saving, proceed north one more screen to meet with some fellow troops who happen to have a giant cannon…but no ammunition. Looks like it's up to you to find some! Head right to the next area, then down to another. Cross the bridge here to spot another Wiggler emblem on the wall, which reveals another pattern when punched--remember it. Head right one screen to find its respective statue and punch it in the same order: from the head, this one being 4, 1, 3, 2 (from left to right). Like before, the statue will come to like and tear through a barrier on the previous screen, providing access to a bridge. Head across it to the next area. Head right from there and continue across to another to discover some crops and its Wiggler caretaker. After a quick discussion, bust open a block in the bottom-right corner (retry clock) before heading north, through the log.

Once through the log, save at the Save Block and continue through a second log, just above. Approach the huge veggie ahead to attempt and pick it up. Of course, Bowser won't be able to manage without some help from the famous plumbers. Take them back to the arm center, in the bottom-right corner of the map, and do your usual thing. Except it's a bit different this time, as you'll now have to hit multiple balls back in sequence. It's not too difficult, but make sure you pay attention to the order and timing in which they launch from the cannon and try to duplicate that when you have to rebound them back--it's almost like a rhythm game. When done, Bowser will have successfully pulled the vegetable, but now he'll have to eat all of it…which also requires the help of the bros.

To assist Bowser in the devouring of the vegetable, take the bros to the Gut Check, the southern-most section of Bowser. Once there, head left to reach his stomach, where you'll engage in a quick practice section of how to digest food--by tapping on it with the stylus of course! However, periodically, you'll hear a 'chime' sound, indicating Bowser has just eaten a special piece containing a fast-digesting enzyme. Keep an eye on the food that drops just after that chime and break it apart to find it--tapping that enzyme causes all of the remaining good to decreased in size, reducing the amount of taps required by one. The faster you find it, the more effective it is. If it's red, that means it'll digest everything on screen, if it's yellow, it'll digest 2/3 of everything, but if it's blue, it'll only 1/3. As such, it's important to find these as fast as possible. After your practice session, head back to the Gut Check to engage in the actual challenge, where you only have a minute to help Bowser stomach the entire meal!

With the carrot digested, Wiggler offers a choice: Walk away to save your game, or obtain the Banzai Bill now. Take him up on the former option, and backtrack to a Save Block first, as he'll engage you in battle the moment you choose the second option. Of course, you'll want to choose the second option as soon as you do save.

Boss Battle: Wiggler

Wigger might be the trickiest battle yet. Basically, he has two forms, his usual yellow self, and his red, angry version. His weak-spot is his noggin, but only when its yellow, and it only turns yellow if you turn the rest of his body yellow first. To do so, simply attack the red segments of his body, one at a time, to turn them yellow. Now keep in mind that the only attack of Bowser's that can directly attack the body is his punch--the fire breath is worthless. However, occasionally a pair of shy guy holding a large vegetable will appear overhead the Wiggler--inhale them to cause them to drop the vegetable, which will bounce across most of Wiggler's body, turning each piece yellow along the way. This can help speed up the process significantly--except Mario and Luigi will then have to battle the inhaled enemies. Thankfully, they're easy--well-timed hammer attacks can counter their only move. Just don't be fooled into thinking both always attack in unison, as sometimes they'll come at the bros with a slight delay.

Once you've turned Wiggler's body yellow, his head will turn yellow as well, making him vulnerable for two turns. Make sure you target his noggin and give him all you've got. Punch attacks are pretty effective, though the Goomba Storm attack deals massive damage--if you have the SP to spare.

Attack wise, the wiggler will often charge several times in a row, before rearing up on his hind ledges to try and squish you. For the charges (up to three), simply punch before he connects to send him rearing back after each one. However, after the final one, get ready to crouch to deflect his sumo attack--you can tell its coming when he leans back. He'll also occasionally pull vegetables and shy guys from the ground and lob them your way. Simply punch the vegetables just after they touch ground to take care of them--as for the shy guys, wait a moment for them to start flying toward you, then punch 'em. Also, if Wiggler begins circling around you, punch his head as it passes by to deter him.

Dimble Woods (part 3)

Nerve Center

Following the battle, Wiggler will finally concede the Banzai Bill. Start heading back toward the cannon…or at least until Bowser starts experiencing some extreme indigestion. Take control of Mario and Luigi and direct them to the Nerve Cluster, in the middle-left of the map.

Boss Battle: Durmite

This battle's blissfully simple compared to the last one. Durmite is weak to both the jump or hammer, through the Green Shell attack is particularly brutal. Throughout the battle, Durmite may be joined by some Biffidus--they're weak, so use a jump attack (or counter) to take them down. However, during this time, Durmite may start sucking on a straw-like object--ignore any remaining enemies and focus on destroying the straw by attacking it directly, otherwise Durmite will regain 40 HP after a few turns.

Durmite has a few attacks. First, if you see it squish together and turn red, it's about to charge--counter with your hammer. Secondly, it'll sometimes lash its tongue out at drag it along the ground, in an attempt to grab either brother. Watch for the direction its heading, then jump to evade it--be aware it may swing back and forth a few times. Finally, it may suck up any remaining Biffidus and launch them your way--jump over them.


Dimble Woods

After defeating Durmite, continue right--after a couple of frightening encounters, you'll regroup with Toadbert. Following some story, Bowser's punching power will seemingly be enhanced! Try it out on the boulders to the left by punching while walking--Bowser will careen right through them! Now continue along the exposed path to the next screen. Proceed left to the next area, where you'll encounter some storm pillars--use your new punch to blow through, then head left to the next screen, back to where the cannon was. After loading up the Banzai Bill, light the fuse when instructed to send it on a crash course for Bowser's Castle…except it seems Bowser Castle is now coming your way!

Ouch! How did Bowser not see that coming? With him out of commission, it's up to the bros to help him out--to the Rump Command!

Rump Command

Save your game at the Globin block then continue onto the boat ahead. This will start the adrenaline mini-game. It's pretty basic--have Mario shoot the red orbs, Luigi the green ones. When a blue one appears, fire both at it (you can just hold both buttons down in this case). If you mis-fire an orb, it'll careen toward you, causing damage if you don't get out of the way! As you shoot the balls, the adrenaline meter will begin to fill at the top of the screen--fill it completely, and Bowser will be able to escape the castle's girth, putting you in control of giant Bowser!

Boss Battle: Bowser Castle

As Giant Bowser, you have three main attacks: Punch, Fire Breath, and Fire Balls. In general, you'll want to punch the castle (by sliding the stylus from the far left to the far right) during each turn, except when it's surrounded by enemy troops--in which case you should use Fire Breath instead, to take them all down. Periodically, the castle will fly toward you--wait for it to approach before punching! Also, if the enemy sends some aerial troops your way, you can take them down by launching fireballs at them, by tapping the screen at the height of which you want to launch the ball. It's easiest to do this by keeping your eyes on the right screen, and tapping on the left at roughly the same level the enemy is on the right. Try not to fire too frequently, otherwise Bowser's fire balls will shrink in size and inflict less damage, so aim carefully.


With your victory, head north to Bumpsy Plains.

Bumpsy Plains

Use Bowser's walk-punch to clear through the boulders, then save at the Save Block ahead, before proceeding up to the next screen. Once there, engage the Flifit (walking plant) in battle, and use your vacuum attack to find the fifth Blitty. Now head to the path heading down, in the southeast corner. Continue to a raft, to the bottom right, and punch the walls to the left, down, and left to reach an island containing a box you can bust (safety ring). Head back to the mainland and head north. Climb the grassy ramp there, where you'll find a sign informing you of the new fad, Slide Fit. Essentially, you can use your walk-punch to clear short gaps--try it out on a couple to the right to cross to the other side. Once there, head up to find a box (coins) on the left, before proceeding into the area above. There, you'll find a grassy ramp in both the top-left and bottom-right corners. Climb either one and use the walk-punch to clear a gap or two and enter the doorway in the top-right corner, leading to Bowser Path.

Bowser Path

Inside, save at the Save Block, before checking out another odd block on the right. This one's a Store Block and allows you to buy goods from afar! Stock up if you need to, then head north across the bridge to the next area. Take a right for now, bust up a block at the top of the ramp (coins) then walk-punch over a series of gaps on the right to the next screen.

Continue right, stopping to battle the Chain Chawful so you can inhale its Blitten (this should be number six!). Continue across a series of rollers, and slide-punch over the bottom-right gap to find a box (power band). Walk-punch back across, then take the ramp in the top-right corner to the next section, where you'll encounter some caged Shy Guys. Take the lower path and free 'em with a set of triple punches, granting you access to the Shy Guy Squad special power during battle. Now head back up and use the walk-punch to clear the gaps on the right to the next area.

Before crossing the bridge, you may want to head right to check out Bowser's Castle--pretty cool, huh? Alright, cross that thar bridge and head right a couple screens to discover Bowser's castle has just flown the coop--oh noes! Well, save at the Save Block and continue right a couple of screens, then down across the bridge and to the left, where you'll spot your castle once again. After some dialog, Bowser will find himself desperately trying to hold up a huge cannon brother--it's time for the Mario Brothers to help! Take them to the Arm Center!

Arm Center

Alright, you know what to do. Like before, make sure you pay attention to the order and timing in which they launch from the cannon and try to duplicate that when you have to rebound them back--it's almost like a rhythm game. When done, Bowser will toss the cannon ball back at his castle, forcing it to drop to the ground.

Bowser Path

Back in control of Bowser, head back a few screens to find your bruised castle and head inside.

Bowser Castle

Oh man, looks like all Bowser's minions have been brain-washed! Go ahead and explore the room to either side--when you return to the lobby, the main door will open, granting access to more of the castle. Head inside, save at the Save Block on the left, smash a couple of blocks (fiery drumsticks, supersyrup jar) down the two short path just above, then proceed into the auditorium via the door ahead (ignore the paths on either side for now).

Inside the theater, search around for a sear--good luck finding one! After checking the front row, you'll be offered a special seat as you try and exit. Turns out this special seat leads you face first into a boss battle!

Boss Battle: Midbus

Midbus (which we're guessing is a play on "mid boss") is really a push-over. When it comes to dealing him a deck of pain, the Shy Guy Squad attack is by far the most effective, though the Goomba attack isn't too shabby either. If you run out of SP, resort to Bowser's punch attack.

There is one unique element to this battle: Whenever Midbus pulls off a sweet move, the audience will cheer him on and toss some food on the stage. If you don't inhale this on your next turn, he will, restoring his health of up to 50 HP (it'll restore yours too if you do inhale it). While we do recommend inhaling the meat whenever it appears (as it also increases your power), you can ignore the rest of the food (such as the cake and doughnut) as your attacks (particularly your Special Ones) should inflict more than enough damage to negate any health he may recover. Oh, one more thing: if you time your moves perfectly (as indicated by the "Excellent"), the audience will shower you in coins--cool!

Midbus has several attacks, though they're mostly easy to avoid. He'll often wield a chain-link ball and spin around rapidly--simply hold crouch to evade it. Following this, he'll toss the ball at you either dead-on, or in an arc--punch in the former, or crouch for the latter. If you see Midbus grow, get ready to punch him repeatedly when he gets close until he backs away.


Following the battle, the Boos will insist you eat in celebration. After finishing off the dishes bordering the room, they'll insist on cramming your face full of even more! After packing on the pounds, Bowser will require assistance from the inside. Take the Bros to the Flab Zone, in the bottom-right corner!

Flab Zone (Part 1)

As Mario and Luigi, jump up the platforms and head left first to find an item box (retry clock), before heading the opposite way for a Save Block and continue to the next screen.

Trash Put Attack Piece #1

Oh look, more Attack Pieces to find! Hit the block by the entrance into this room for the first one--you can't miss it.

Trash Put Attack Piece #2-5

Continue right across the bouncy surface to the next screen--to reach the item boxes above (coins, super mushroom) along the way, tap jump as you touch down to spring into them. You'll soon encounter Princess Peach, who'll be whisked away by some baddies. Chase after her! You'll soon come across a white, murky lake that Luigi falls into. Thankfully, a helpful creature will not only save Luigi, but will also reward you with a pair of badges for your honesty. These badges--the first of many--can be used during battle for special benefits, but Starlow will give you a quick run-down.

After the badge tutorial, cross over the lake via the platforms to the next screen and take the green pipe in the upper-right. Bounce off the floor to the platforms above to find a couple of item boxes (super mushroom, coins), then proceed right to find another just above the ground. This one's a bit different though, as it causes a counter to appear on the screen. Here's what you have to do: hit the block as it moves back and forth with the brother of the matching color--it's pretty simple. Doing so will net you four Attack Pieces. Now enter the green pipe, to the right.

Trash Put Attack Piece #6-9

Drop down to the bouncy surface and jump into the seemingly empty air above--a hidden block! There's more too, as they span the entire stretch, creating a bridge. Cross it to reach three item boxes (super nut, pow boots, coins). Now drop down and head right to find a Blue Globin--this guy offers a quiz. Answer all of his questions correctly and you'll net 50 coins as well as a tip on where to head next (though we'll tell you too), but if you falter, you'll face a battle instead. Whether you accept or not, continue through the nearby purple pipe, on the right.

Through the red pipe, save at the Save Block and hit the item box beyond to start another one of those counting-games. Complete it to earn four more Attack Pieces. Now proceed down the red pipe in the back of the room.

Trash Put Attack Piece #10

After going through the red pipe, bounce along the upper platforms to find a couple of item boxes (coins, syrup jar), then continue through the green pipe on the left. There's another Blue Globin here--engage him if you wish (you'll earn another tip and 100 coins if successful), then bounce up to the platforms, hit the item box (supersyrup jar), then proceed through the upper red pipe, on the right.

You've been here before--take the red pipe in the lower right corner (just past the blue Globin), save at the Save Block again, then continue down the green pipe in the back. Head left to find some stream bursting from a fissure in the ground--pound it with the hammer to earn the Spin Jump. Try it out inside the whirlwind to cross a series of gaps on the left. At the end, you'll find the final Attack Piece, earning you the Jump Helmet special attack. Continue through the green pipe on the left.

Flab Zone (Part 2)

After the green pipe, jump onto the platforms to snag a couple of item boxes (coins, 1up mushroom) then fall to the bouncy surface below. Try bouncing up into the area between the block-platform and the whirlwind to find some hidden blocks, forming a platform you can leap to. Use the Spin Jump from there to reach a whirlwind on the left, which will push you to a far red pipe that you should go down.

You'll spot a small tunnel on the right that tiny Mario can enter (remember, pound him with Luigi's hammer)--jump up the platforms within and hit some invisible blocks at the top, forming a path to a red switch. When hit, it'll remove a path just left of Luigi; regroup with him and bounce off the now revealed surface to jump super-high, up to another blue Globin. Winning his quiz nets you another tip, as well as 200 coins. Now descend the red pipe, to the right. Cross the room, hitting the trio of boxes along the way (coins, supersyrup), then use the spin-jump from the far right ledge to reach a pair of pipes--take the green one.

After taking the green pipe, hit the two item boxes (supersyrup jar, super mushroom x2), then save at the Save Block. Now continue right one screen to rediscover Princess Peach, but she's still rapped within the bubbles! Use your new spin attack to wipe them off, freeing her. Except the balls will come back with a vengeance for a boss fight!

Boss Battle: Alpha Kretin

This multi-orbed boss can be a tough nut to crack at first. You may have noticed the orbs are of varying colors--red and green means those orbs are vulnerable only to the brother of the same color, that is, Mario and Luigi respectively. If you try attacking with the wrong bro, the orb won't take any damage. Similarly, blue orbs are always shielded from attack, so you'll have to wait for them to change color first. Luckily, each orb's pretty weak, so a standard jump attack should be enough to put each one out of commission. During this portion of the battle, the boss only has one attack, and that is to fire a barrage of energy balls at you--one for each active orb it has remaining. Simply look for which bro each orb is heading for and counter with the hammer (if you have a good memory, try to remember the patten in which the boss's orbs light up, before the attack, as this is the same order that he'll fire the orbs in).

Once you've turned all of its orbs blue, the boss will separate and try a new tactic. This time the six orbs will surround you, and they'll create a line of electricity two at a time. The starting point is easy to spot--it's the glowing orb--but watch carefully for a second orb to jump, indicating where the line of electricity is about to go. Timing your jump can be tough--wait for the orb to absorb energy (when the little lines around it vanish) and jump immediately after. Following this, the orbs will all return to the right side. One will jump briefly--remember him--them begin to swap place with the others. Keep an eye on that initial one, as he's the only one that's vulnerable when they come to a rest. Attack him with whatever you've got--your Special Attacks are most effective, particularly the Jump Helmet, followed by the Green Shell.

Following this, the boss may cycle back to his first form--simply repeat the same tactics until he concedes defeat.


Following the battle, continue right to find an item box (coins), then continue into the next area, where some story stuff will take place, resulting in you regaining control of Bowser.

Tunnel

With Bowser back in shape, save your game at the Save Block, stock up on goods if you need to, then head right to the next screen (ignore the pipe, as it leads to a dead end). Here you'll find a bomb! Spit fire on it to light the fuse, causing it to explode, opening the path! Continue onward and drop down the gap, then head left to find another bomb. Detonate it too and continue left to the next area. Destroy the pair of blocks at the top of the room (coins, special fangs), then engage the Choomba in battle and use the vacuum attack to find another Blitten (should be your seventh)! Look for another box in the bottom-left corner (coins), before exiting the room to the bottom-right.

Bust open some more blocks to the right (coins, supersyrup jar) and continue in the same direction to the next screen and bust open the boxes to find a portal--but don't take it! Instead return to the previous room and head south--look for a box on the right (coins), then continue through the exit on the right. Head to the far side of the room to find a block (coins), as well as a red button just above--punch it to cause a bomb to appear. Walk-punch that bomb from the right to push it toward the left wall, where you can detonate it revealing a secret entrance. Now you may have noticed two more cracks in the wall--you can collapse them in the same way, except you'll have to light the bomb's fuse just a second or two before punching it, so it explodes by the crack as it slides by.

With the three holes exposed, take the time to explore the far left and right ones first to find several boxes (rock shell, coins, cheap ring), then proceed through the center hole to continue. Bust open the box on the left (coins), then walk-punch your way through a few boulders. You may want to take a moment to detonate the bomb in the upper-left--although the pipe it reveals leads back to the entrance, you can save your game (and stock up on goods) before returning. Now climb the ramp in the center of the room and walk-punch off the southern tip to bust through the rocks and land on the platform--do the same to cross a few more platforms on the right, then head up to the next area.

Hey some Monty Moles! Or is that Monty Bros? Well, whatever, Bowser needs help and it's up to the bros again--take them to the Leg Outpost, is the bottom-right corner!

Leg Outpost

Okay, here's the deal: Bowser only has a minute and a half to make it to Toad Town before the battery dies. Should that happen, he'll have to pay 50 coins to try again. To avoid this, you'll have to alternate jumps as Mario and Luigi, stomping down on Bowser's arm muscles, to help him push the drill along. It's pretty basic, just make sure to hold the jump button for a second after each brother lands to push the muscle down before rebounding. Oh, and when the brothers separate, make sure to press each one's jump button!

Toad Town Caves

As Bowser, head north one screen…only to watch as he passes out! Darn it Bowser! Alright, back to the bros--take them to the Pipe Yard in the upper-left corner.

Pipe Yard

After meeting with the toad in the Pipe Yard, hop down the purple pipe on the left, leading back to…Toad Town? Interesting!

Toad Town Caves (Mario and Luigi)

It's nice to finally be out of that smelly Bowser, huh? Well, save at the Save Block take the upper-left path (jump to get onto it) to the next screen. Skip past the pipes and continue out the left side of the room. Now climb down the long staircase and head through the entranceway to the north to find Bowser. Hmm, seems there's nothing you can do for now, so reclimb the staircase to the previous room and head up the northern passage.

Proceed along the walkway, making sure to grab the item boxes (super nut, coins) on the right side of the middle platform, to the next room. There, you'll discover the toad has lost his wrench, and you need to find it! Head back two rooms (to the one with a pair of large yellow pipes) and enter the yellow pipe on the far right.

Toad Town (Mario and Luigi)

Climb up the ledges to the south and head left to the next screen. You'll find some hot air rising from a fissure in the ground--perform the spin move there to take to the air, then veer into the whirlwinds to reach a high pipe, on the left.

Hidden Items Before riding the hot air, look for a secret route behind the trees on the left, leading to a couple of boxes--the first contains coins. To reach the second, drop onto the platform closest to the camera and follow the path to a second item box (thrift charm).

Once through the pipe, ride the hot air from cloud to cloud to another pipe, on the right. Hit the large blue block here to release a whole ton of blue shells…much to the chagrin of some paratroopas. They'll engage you in a quick game--simply pound Mario's shell to knock him into them. The Paratroopas will award you with 10 Toad Town Attack Pieces, netting you the Yoo Who Cannon attack.

Now that you have access to Shell Blocks, backtrack to the pipe and re-enter Toad Town Caves.

Toad Town Caves (Mario and Luigi)

After taking the yellow pipe back to the caves, return to the toad who lost his wrench via the northern past on the left side of the room (with the yellow pipes). Once there, grab a Blue Shell from the box, then have Luigi whack Mario while facing the switch to activate it, rotating a nearby bridge. Cross the bridge and hit the pink block on the left, the first of three. Find all of them to open the door--the others are nearby. Now re-grab the blue shell from the box and head to the trio of switches in the top-right corner. You'll want to hit them so that the upper-right switch is vertical, while the other two are horizontal. Now head back to Toad and take the newly formed bridge left to the next area.

Head left to find another Blue Shell box--grab it so you can smack Mario into another pink box on the right--one more to go! Now use the shell once more to grab one of two item boxes on the left (coins) before taking the upper-right path. Grab the Blue Shell and hit the nearby switch, allowing you to cross the bridge back to the trio of switches--hit each of them once more to form another bridge you can access from the platform you just came from. This leads to the final pink block, which unlocks the door north--head through it.

Once through the yellow, mushroom-shaped door, save at the Save Block and approach the pair of toads…who turn out not to be toads at all! Defeat them and continue onward! After some story stuff, head down to find a split path--head right first to find a box (coins), then head the opposite direction to another split path! Head left into the adjacent room first to find two boxes you can spin-jump to on the right from the nearby platform (star candy, coins), then return to the previous room and head up, across the bridge to the next room. The exit is to the top-left, but be sure to grab a couple of chests--one on the center island (coins), and the other on the platform to the right (coins).

This here room contains six item boxes (coins, supersyrup jar, coin socks), though you'll have to use the spin attack from one of the raised platforms to reach them--remember, you can change direction mid-flight, which is crucial for reaching some of them. And don't forget about the two on the far left walkway! Once done, exit out the right side into the next area. Climb the ramp on the right first for some item boxes (coins), then head through the yellow pipe above.

Toad Town (Mario and Luigi)

Hey, it's Toad Town! Yay! Head north for now (the other paths are blocked off) and save your game at the Save Block on the next screen. From there, head right to find an item box (star candy) on the next screen you can spin-jump to from the high platform. Since you can't yet ride the raft, head back to the previous area, then north across the bridge…or try to at least, as Fawful will block the path with a series of walls. Darn him! Oh well, head south back to the town square--it seems the mall has just opened, so head there via the route to the left!

Explore the homes and talk to the residents if you wish--just be sure to hit-up the home in the northwest corner for some item boxes (coins). When finished, head south to the mall. Once there, you'll find many shops to explore, though some are off-limits to customers of your stature for now (never mind that you're trying to save the world and all that jazz). Because a boss battle lurks soon, you should avoid the Toadley Clinic until you're properly equipped! We strongly recommend stocking up on goods and checking out the badge shop (may we suggest the "Excellent!" and "Bro" Badges?).

In addition to shopping, there are a couple of other activities around town you can engage in:

  • Play Hide and Seek: To play Hide and Seek, speak with the blue toad outside the badge shop. Look for him in these locations: Behind the Toad with the Blorbs next to the staircase on the east side of the badge shop/clinic area. Inside the Scratch Card shop--next to the badge shop. Behind the yellow pipe in the bottom-left corner of the west mall side. Inside the changing room of Toadles Boutique, on the center level of the mall's west side. Finally, check for him in the very first hiding spot again--behind the Toad with the blorbs. He'll reward you with the Small Shell.
  • Engage in Mushroom Ball Derby: Speak with the yellow toad, near the mall's entrance, to engage in Mushroom Ball Derby. As you explore the town, you may notice a "?" appear above your head. This means a Ball lies nearby--try jumping or digging ( a skill you don't yet have) to find them.

Bonus Items Head through the yellow pipe in the bottom-left corner of the mall's west side to re-enter Toad Town Caves. Once through, you'll spot a hole in the wall right by the pipe's exit--shrink Mario with the hammer and head through, then up to find a pair of item boxes (max mushroom, budget charm).

Once you've stocked up and ready to move on, enter the Toadley Clinic on the north side of the mall's east side, where you'll encounter Bowser for a boss fight.

Boss Battle: Bowser

Bowser's a formidable opponent, but the battle is pretty straight-forward. The biggest problem is that Bowser has a lot of HP, so you'll want to use your most powerful attack whenever you can: the Jump Helmet--if you nail each jump, it should inflict north of 100 damage. Barring that, the Green Shell attack can also be effective. And if you equipped the "Excellent!" and "Bro" badges like we suggested earlier, running out of SP shouldn't be a problem (as long as you're good at earning "Excellents"). But should you run out of SP, then you'll have to resort to either your jump or hammer attacks, which will take considerably longer.

Bowser has several attacks, all of which you should be familiar with seeing as you've played as him for most of the game! His primary attack is a punch that can be dodged with a jump after he winds up; however, if you see him exhale some steam just before the wind-up, that means he's going for the fake-out--do not jump and simply stand still, as he'll leap right over you instead. Secondly, Bowser may summon the Goomba Storm--hop over the individual goombas (but avoid landing on them, as the slight delay may not give you enough time to dodge the next Goomba. Now any Goombas that Bowser ignited on fire will soon rain in from above--watch for who they're falling toward on the top-screen and bop 'em with your hammer. Finally, Bowser may call upon the help of the Shy Guy Squad--simply smack Bowser's ball-form with the hammer, alternating between the bros, similar to the Green Shell attack.

Oh, and throughout the battle, Bowser may inhale in preparation of his fire breath attack. This can't be avoided with a simple jump, and in all likelihood will take both bros down. Thankfully, Starlow will hover just above, giving you a chance to escape--have both bros jump into him as he passes by overhead and grab on by keeping the jump buttons held down. Hang on tight until Bowser's fire subsides, before dropping back to the ground.


Following the Bowser Brawl, the bros will wind-up outside where they'll discover a pipe leading back to Bowser's insides. Before taking it though, we suggest heading east a couple of screens to find a pair of item boxes (coins, ultra nut), by the raft. Now proceed down the aforementioned pipe.

Pipe Yard (Mario and Luigi)

There he is, the first Sage! Follow him to the Energy Hold section of Bowser's body. After a short sequence, you'll take control of Bowser.

Blubble Lake (Bowser) (Part 1)

It's almost weird to be controlling Bowser again, huh? Anyway, save your game at the Save Block, stock up on items at the shop block, then take the lower left route.

Broque Madame's Home The path to the west, between the purple columns, leads to Broque Madame's house. Here you'll find several optional mini-games that involve massaging Madame's back with various attacks. Earning high scores, and thus ranks, earns you special rewards. You may want to check it out.

On the next screen, engage one of the Beehoss in battle and use your vacuum attack to obtain the ninth Blitten. Now head to the lower-right for a box (coins), then continue down the path. Cross the bridge, punch the box (fiery drumstick), then continue onward to spot your Koopa Troops…all kooped up in a cage. Head north across a second bridge to the next screen. Head up the ramp to the left first, leading back to a raised bridge on the previous screen--burn the ropes to drop it, then return to the screen you just came from. Now look for a box along the north wall (coins), then take the nearby ramp in the top-right corner. Look, another raised-bridge this--walk-punch it to drop it, creating an route back to the initial screen of this area, but don't worry about it for now--head back to the previous screen. Once there, head to the bottom-right corner to discover a black ball attached to a swing-arm--punch it to knock yourself into the lake.

Inside Blubble Lake (Bowser)

Although Bowser can't use his fire breath underwater, he can swim around by tapping "Y"--the faster you tap it, the higher he can swim. Oh, and if you want to exit the lake at any point, simply catch a ride on any of the pink clamshells for an instant jaunt to the surface. For now, head right to the next screen and battle one of the Crawful's there--use your vacuum attack to obtain your 10th Blitten. Now head south for a couple of blocks (hot drumstick x4, coins), then look for one more in the north east corner (coins) before proceed along the top-right path (the one to the lower-right simply has a clamshell that can return you to the surface.) Bust-open a box to the top-right (super syrup jar), then ride the clamshell on the other side up to the surface.

Back on land, you'll discover a ship! Ignore it for now and hop aboard the raft and punch the walls to the left and down, then left again (while moving!), then the one to the right. Bust the block (rampage shell) on this sandy strip, then climb back onto the raft and punch the walls to the left, down, and right to reach another sandy area. Climb the ramp to sniff some flowers, which puts you in control of Mario and Luigi again--take them to the Nose Deck.

Nose Deck (Mario and Luigi)

As Mario and Luigi, catch a ride on the air current into Bowser's nasal passage. Here you'll play a quick game where you need to knock the pollen particles into Bowser's nasal walls. To do so, simply slide the stylus in a line across Mario and Luigi toward where you want them to go. When you knock into a particle, it'll go flying in the same direction toward the wall--when it hits, that section will change color. Do this for the remaining sections of the walls--once a section has been hit, it can't change color again, so don't worry about hitting particles into it again.

Once complete, a large pulsing bulge will appear. Ram Mario and Luigi into it to start Bowser's sneeze reflex--do this a few more times, while avoiding the blue, spiky particles, to cause Bowser to sneeze, pushing the boat across the map. You'll now regain control of Bowser.

Blubble Lake (Bowser)

As Bowser, return to the raft and punch left, up, and left again to get back to solid ground. Bust open the box on the right (coins) before saving at the Save Block above. Now climb up the grassy ramp to find the boat, as well as some more flowers, putting you back in control of the bros again--take 'em to the Nose Deck again.

Nose Deck (Mario and Luigi)

Back in the Nose Deck, do the same thing as before--only now it's a bit more difficult.

Blubble Lake (Bowser)

After Bowser crashes the ship, head down and punch the Koopas' cage to free them, earning you the Koopa Corps attack. Now head down across the bridge to the next screen and bust a box along the southern edge (coins), then return to the previous screen. Head down the grassy ramp on the right and hop aboard another raft by punching to the left.

Following the raft ride, dismount and explore the area for a couple of boxes (coins) before hopping onto a second raft in the bottom-right. Work your way through the water until you reach a sandy strip with a second raft--ignore it and climb the ramp to the next screen. Punch a box (coins) here before heading south to find another containing a (retry clock) as well as a Save Block. Now continue right to the next area and approach the sunken propeller--Bowser will sniff some more flowers--you guessed it--putting you back in control of the brothers.

Nose Deck (Mario and Luigi)

Head to the Nose Deck and repeat the same procedure. After doing so, Bowser will be squished by a giant robot--to Rump Command! Like before, shoot the red balls with Mario, green with Luigi, and blue ones with both. Just be careful not to take 3 direct hits, otherwise you'll have to retry!

Boss Battle: Tower of Yikk

The Tower of Yikk's torso is armored, so you won't be able to deal him any direct damage at first. Your goal, for now, is to punch him whenever you get the chance, pushing him into the water at the far edge. Once you push him to the ledge, Bowser will get close, giving you a chance to pummel his chest with a rapid series of punches by tapping the touchscreen in the highlighted area. After pummeling him, he'll bob around in the water for a couple of turns, making his head vulnerable--punch it to deal some actual damage. Although he'll eventually use his rockets to escape, simply repeat the process until he's defeated.

The tower has several attacks. For one, he'll often send a small arm of Fly Guys your way--lob fireballs at them before they get close. However, if you spot one carrying a mushroom, let him live! It'll restore your health. Now if he tosses a large bomb your way, punch it to deflect it, but be ready to volley it back a few times. If you can keep lobbing it back to him, it'll eventually explode and knock him back. Finally, the tower may summon tiny workers to repair him--douse them in flames before they can fix the damage.

Tower of Yikk (Bowser)

Following the tower's defeat, you can head inside it via the entrance on the right. Inside, save at the Save Block and stock up on goods via the store block. Now hop aboard the elevator and ride it to the floor above. After riding the lift, head up the center path to the next screen and approach the desk in the back, where you'll discover the ghost of Yikk. Do as he instructs and stand before the boo-ray machine. This will now put you in control of the bros again--take them to the Energy Hold.

Energy Hold (Mario and Luigi) (Part 1)

Well would you look at that? The light from the boo-ray causes the barrier to vanish! Head on through by using the spin jump to twirl across the gaps! Save at the Save Block and speak with the Globin to learn of the light's mysteries--mainly that certain objects may appear or disappear in the light. Thankfully, you can tap "X" at any time to have Bowser punch, disabling or re-enabling the light.

Proceed right from the Save Block to discover some platforms that only appear when the light is shined on them--we'll refer to these as light-platforms. Jump up them to reach what appears to be a dead-end. But fear not, for disabling the light (with "X") makes some more platforms appear, henceforth known as dark-platforms. Climb up them and smack the "!" at the top to open a passageway on the right and drop down the shaft. Hit the "!" here to open the gate leading to the Save Block you just used and continue right to the next screen.

Jump the first liquidly gap and jump up some light-blocks to a solid platform, then continue your trek via the dark-blocks. You'll soon reach a split path--following the dark-blocks to the left (using the spin jump to cross the gaps) leads to an item box (super nut). Take the right route afterward and continue past the pipes to the next room. Take the red pipe in the back of the room to launch to the ceiling--hit the item block there (refreshing herb x2), then drop down the gap to find an "M" block. Smacking it (with Mario) causes coins to appear briefly--jump and drop into them before they disappear, before taking the red pipe back to the walkway above and jumping the gap to a second pipe you should now take.

Energy Hold Attack Piece #1

Alright, so this room acts as the gateway to various other section of the Energy Hold, so you'll be back often. For now, drop to the bottom to find a Save Block then head to the opposite side to find the first Attack Piece. Head up to the top-left corner now for another item box (coins).

Pipe #1 (mid-right)

Okay, so within this 'gateway' room lies 5 green pipes. Take the one on the far right, closest to the Save Block. There you'll find some ghost-blocks on the right--these move up and down when the light's off, but freeze in place when it's on. As such, you'll have to make sure they're in a position that they can be leapt from to reach the high ledge, leading to the next screen.

This large room contains several ghost-blocks you'll have to climb. If you enter the room with the light on, you should be able to jump from a ghost-block currently on the floor to a ledge above. Work your way up the center of the room (using the spin-jump to clear any chasms), then move the two ghost blocks on the left, creating a pair of platforms you can use to cross over to solid-land, where you'll find a pipe. Climb up the pair of ledges on the left and spin-jump from the top to the whirlwind, to the far platform. Ignore the shell block for a sec to jmp the gap just after for an item-box (1up deluxe). Return to the shell block for a shell, then drop down the gap to the right. After landing on the small platform--don't move. Instead, deactivate the light to cause a ghost-block to rise on the right. Once it stops, make it solid, then step onto it and bash Mario with Luigi's hammer to hit the far switch, exposing the whirlwind. Ditch the shell and drop down a couple of platforms so you can spin jump into the exposed whirlwind, allowing you to continue right to the next area.

See that block with the star-shaped symbol on it? Hit it to turn 1/5 of its lights. Now head right, hit the "!" block, then climb up a trio of light-blocks to find an item-box (super mushroom). Now drop down and hop into the green pipe just below, returning you to the gateway room.

Upon re-entering the gateway, an Oddly Shaped Star Panel will appear to the left--grab it! It's the first of five.

Pipe #2 (mid-left)

Now take the far-left raised pipe, almost directly opposite the one you just came from. Head right to find a Globin who informs you about the refractive wall nearby. So here's how it works: when the lights are on, the bros are invisible behind it, but the platforms can be seen. When the lights are cut, the opposite is true (bros can be seen, but the platforms cannot). Switch between the two views so you can navigate through, though the lit view is generally more useful--just be sure to hit a series of item boxes (coins, 1up deluxe) along the top. When you reach the far right side, use the spin-jump to clear the gap to get behind a second reflective wall.

Behind the second reflective wall, work your way down for an item box (hero wear), then back up to take a path in the upper-right corner, where you'll find one of those multi-hit boxes that awards four Attack Pieces.

After grabbing the four attack pieces, drop off the right side, grab the item box (coins) on the left), then exit to the right. There you'll find another star-shaped block--hit it to light a second segment. Continue to the right, hit the "!" block, then climb up the light-blocks to an item box (coins) before taking the green pipe below, leading back to the gateway room.

Pipe #3 (top-center)

Back in the gateway, grab the newly formed star fragment, then enter the highest pipe in the center, just above the star-icon. Now head right to the next area and use your star-fragment on the gate (by pressing up in front of it) to enter inside. Climb the hill on the right up to a screw-like barrier and perform a spin attack next to it to drill it into the ground. Starlow will now give you a quick-rundown on your new drill maneuver that allows you to go subterranean. Try it out on the seemingly dead-end ahead to burrow underground and continue through the tiny passageway.

Beans! Now that you're able to drill underground, you can now collect hidden beans scattered around the kingdom. Look for tiny spots on the ground marked with a either an "x" (in the overworld) or shiny spots when inside Bowser--drill underground there for a bean.

After emerging in the small room, drill into the red nerve on the right to cause some platforms to appear. Climb them up to an item box (super mushrooms x2) then continue left to another nerve you can drill, opening a gap you can drop into. After dropping, drill underneath another low barrier and continue through the door. Continue right to the next screen, drill underneath the platform, where you'll meet-up with a Globin who informs you of hidden bean spots. See the four shiny spots just ahead? Drill at each one to grab four beans (heart beans x4, special bean)! Now drill underneath another low-barrier ahead to pound the switch just behind it, which causes three platforms to appear just back a short ways. Jump up them to the walkway above--look for five hidden beans here (heart beat x4, special bean), then continue right to the next room.

Hey, it's another star-block! Hit it to light a 4rd segment of the star. Now continue right and activate the "!" to cause a platform to emerge, then clamber up the three light-blocks to an item box (coins) before dropping down and entering the green pipe just below.

Back in the gateway, grab the newly formed Star Panel and proceed down the bottom-left pipe.

Pipe #4 (bottom-left)

After emerging from the pipe, drill underground to pass by the low barrier on the right and continue to the far end first for an item box (coins). Now turn off the lights to make a ghost-block appear, which you can use to leap to the walkway above. Here you'll find a series of ghost blocks that must be hit in a parituclar order--that order can be discovered by turning the lights back on, where you'll see each block marked a number--unless you have a really good memory, we suggest writing this order down. Now turn off the lights back off and hit them in that order, starting with 1 and ending at 6, causing a platform to appear. Beware that the order changes anytime you mess up or turn on the lights.

With the ghost-platform created, climb up to the two ghost-blocks on the left to reach it, then ride it as far right as you can, then use the spin attack to float across the gap to the right and continue to the next screen. Here you'll find a vacant slot just big enough for your Star Panel fragment--insert it by tapping up to cause a door to appear. Once inside, hit the three item boxes (coins, star candy, special boots). You'll also find three beans you can dig up just underneath them (heart bean x2, special bean). Now head back through the door and continue right to find another star-block. Activate it, then head right to the next screen and hit the "!" block there to cause another platform to emerge. Now climb the three nearby light-blocks for an item box (super mushroom) before dropping to the green pipe below, returning you to the gateway room.

Back in the gateway, grab the four-piece star panel and then enter the bottom-right pipe.

Pipe #5 (bottom-right)

Like before, dig underground to pass underneath the low barrier on the right, into the next room. Enter the small passage on the right as tiny Mario and jump up the right side of the platforms to find an Attack Piece block. Hit it to make four Attack Pieces appear amongst the platforms--you'll have to loop around (by jumping to the top and dropping down the right shaft) to collect them all. Also, be sure to grab the two item boxes at the top (coins, supersyrup jar). Once you've collected everything, you'll spot another tunnel about half-way up the platforming section, on the left. It can be tricky to get to, because of how high Mario jumps--from the base, leap twice, then drop through a gap, down one level, then leap once more to reach it. Once through, hit the button there to cause a pipe to emerge near Luigi--head back to him and enter the pipe (with the lights on) to land on a light-block above. Head left first to find another one of those Mario/Luigi blocks--hit each one properly for the final Attack Piece, earning you the Super Bouncers special attack. Now use the spin attack to cross over to a light-block on the right, then again to reach the next room.

Hit the final Star Panel block here, then exit right and hit the "!" block. Like usual, climb the trio of light-blocks on the right for an item box (nurse socks) before dropping and entering the green pipe below, leading back to the gateway.

Bonus Beans! From the gateway, there's a few more beans you can now obtain. Re-ente the far left pipe, jump up the left platform and backtrack several rooms until you reach the reflective walls (that change in transparency depending on whether the light's on or off). Work your way to the top-right path and enter the room there to find five buried beans (heart bean x4, special bean). Now return to the gateway room.


Back in the gateway, grab the latest Star Panel and work your way up the the star-panel shaped hole above (to reach it, climb the platforms on either side and spin-attack across the gap). Insert the piece (by tapping up) and continue through the revealed doorway.

Energy Hold (Mario and Luigi) (Part 2)

Once through the Star-Panel door, grab the item box on the left (super nut), then head right for another (supersyrup jar). Continue right--if you're blocked by a boo-block wall, turn off the lights. You'll soon watch a short sequence with Luigi trying to capture the spirit again, but no dice. Continue right, using the drill move to proceed underneath the barrier to the next room. Alright, so there are a ton of pipes in this room, but only two of which that lead to items. The first one you should go down is the fourth one from the left--it's orange. Hit the Luigi-block here and grab the coins that appear quickly. Now return to the surface and head right 7 pipes to the raised red one--enter it to find two item boxes (coins, supersyrup jar), then hop back through. Now climb two light-blocks on the right side of the room then spin-attack into the whirlwind on the left--the first of many. Follow them back and forth (as well as up) across the room until you reach a split-path--head left first for an item box (coins), then right to solid ground. Turn off the light to make some ghost-blocks appear to the left, which leads to two more item boxes (coins, star candy), before heading right to the next screen.

Look, it's another one of those reflective walls! Maneuver through them to a passage in the bottom-right--but make sure to grab the two item boxes (coins, super nut), one to the bottom left, the other in the top-right corner (use a spin jump to reach it). On the next screen, jump up the platform for a pair of item boxes (coins), then drop to the bottom and head left. Hmm, another reflective wall--spin-attack from the platforms for an item box (coins) to the upper-left, then drop to another below (delicious gloves), before heading right to the next room.

Jump the gap for an item box (Super Nut x2), then drop down to find two blocks with an arrow pointing up on them. Drill beneath them and jump into them from below, causing both to hit a nerve, opening a path above. Before heading through, hit the item box on the right (retry clock). Turn off the lights to get rid of the Boo wall and continue on to meet up with the sage for the final time.

Boss Battle: Durmite

Durmite has two forms: her first first is small and weak--she's highly vulnerable and takes a lot of damage. Her second form is much larger, granting her several powerful attacks, and is more resistant to damage. A meter in the upper-right corner dictates when she switches forms. As Durmite takes damage, the meter's arrow will begin to move toward the right--the more damage she takes the faster it moves. Once it reaches the right side, she'll transform into a her more powerful form. Although her head is still vulnerable, it won't take nearly the amount of damage she did before. However, she now has a second weak-spot: her heart shaped tail. Although attacking it doesn't deal any direct damage, she'll eventually revert back to her smaller form after several attacks (as indicated by the meter's arrow moving left). It's important to note that when attacking her tail, the actual amount of damage doesn't matter--it's instead based on how many attacks you've inflicted. As such, it's best to avoid using special attacks and instead stick to simple jumps--she'll revert soon enough.

When Durmite's in her small form, she only has one attack, and that is to swing on a web-vine into both Mario and Luigi--his shadow reveals who he's going for, which gives you plenty of time to prepare a counter hammer strike. She's also incredibly vulnerable in this form, with the Jump Helmet attack inflicting upwards of 300+ damage! But here's the catch! If you inflict that much damage from the get-go, she'll change forms instantly, which can be troublesome. Instead, you should attack for a while using your standard, weak attacks until just before she transforms (when the meter's arrow is almost all the way to the right)--at that point, you should use a special attack (the Jump Helmet is extremely effective) to inflict massive damage.

Once Durmite transforms, she gains three new moves (but loses the swinging one). The first is a star-beam that'll she'll swing back and forth--jump over it. But beware that she'll also randomly switch the brother's positions, forcing you to hit the jump buttons in the opposite order you normally world. Her second attack is a heart-crystal that drops from above. Pay attention, as it briefly flashes the face of the character it'll drop on--a few counter strikes with the hammer will destroy it. Finally, she'll occasionally shrink one of the bros and chase them around--wait for the brother to run a short distance away (but don't wait too long, otherwise he'll trip), then prepare your hammer counter-attack and release it once she gets really close. Repeat two or three more times to completely counter this move. As we mentioned before, she has two weak points: her head and her tail, though the tail doesn't take any actual damage. Instead, it slowly reverts her back to her original, smaller form. However, because the strength of the attack doesn't actually increase the rate at which she transforms, it's best to use your basic jump attack (as the hammer misses). Once she's back in her smaller form, repeat our strategy above--that is, use weak attacks, then finish off with a strong one before she transforms--until she's down for the count.


After your victory, she'll award you with the first Star Cure--the first of three. Now climb the platforms on the right and exit through the door. A new area will now become available: Joint Tower--take the bros there.

Joint Tower (Mario and Luigi)

Hop into the red pipe to launch up to a high walkway. Head right, where you'll soon meet a Toad who informs you of some pressure points that can activate Bowser's Body Slam move…but to activate them, you'll have to spin-attack the bone-structure on the right. After doing so, drill into the three glowing pressure points in the ground to activate Bowser's Body Slam move!

Tower of Yikk (Mario and Luigi)

As Bowser, try out your new Body Slam move on the large pink "!" switch, to the right. Doing so will slam it down, revealing the exit, which Bowser will automatically head through. Now before exiting via the elevator at the south end of this room, explore the two branching paths and activate the switches there to form a pair of bridges leading to some item boxes (coins, star candy, drumstick ring). After riding the elevator, consider stocking up on goods and saving your game at the nearby blocks before exiting the tower.

Blubble Lake (Bowser)

Bonus Item! After exiting the tower, head left one screen, follow the bridge north to the next screen where you should take the top-left leading to the beach. Follow the shoreline to the lower raft and ride it to another beach, where you'll find an platform embedded in the ground, marked with a picture of Bowser's shell. Body Slam it to cause several items to circle around you--you can only grab one, so perform another Body Slam when the item you want is in front of Bowser. Now backtrack to the tower to continue the walkthrough.

From the base of the tower, look for another large "!" switch that you can pound on the right, causing a bridge to appear. Cross it and head right, where you'll learn of the second Star Cure's location: Bowser's Castle. Head north toward Toad's Town, and bust open a pair of boxes on the left (supersyrup jar x2, coins) before heading up to the next screen. From there, head left and walk-punch through a series of large blocks. You'll soon come across a yellow platform--stand atop it and light the fuse with your fiery breath to quickly fling yourself to this area's entrance--you can now use this route as a quick way back. In fact, you should do that now! Follow the path back from where you just came--when you've gone as far right as you can, proceed as far down as you can too.

Once there, head right into a new area--body slam the pink "!" in the top-corner corner (on ground-level), causing a boulder to land on one of two platforms, causing it to drop and the other to rise. Climb the ramp up to the raised one and body slam it to fling Bowser to the upper level. Now go right to the next area. See the pile of dark gray boulders? Body slam them to break through, down to ground-level. Follow the path to another "!" switch and body slam it, causing a piece of land to rise, connecting this platform to an earlier section. But seeing as there's not much left to do there, head right instead. Bust open the box to reveal a portal--if you want some bonus items, check the box below. Otherwise ignore the portal and continue right.

Bonus Items! If you want to grab some bonus items, take the portal to Plack Beach (or work your way there from Cavi Cape Exit). Backtrack to the water fountain and let Bowser indulge in some drinking. Now have Mario and Luigi travel back to Pump Works--look for a gap you can now burrow under in the first room. Explore the subsequent rooms to find a host of items. When done, have Bowser navigate back to Blubble Lake, via the Lake-Plain Border portal.

On the screen east of the portal, climb the ramps to the north and body slam the cracked ground at the top (revealed after burning away the bushes). You'll land in a secret room--head past the yellow pipe for a box (star candy), then exit via that same pipe. After exiting, head to the right side of the platform and walk-punch across the gap to find a second box (minion band). Now drop off and head south, leading back to the previous area. Take the route in the bottom-right corner to the next screen, where you should climb the ramp to the north and walk-punch across the gaps, before taking the route to the north. Climb the ramp in the upper-left corner and walk-punch across a few more gaps to the Bowser Path entrance--head inside.

Bowser Path (Bowser)

You may want to save your game and shop at the blocks here, before heading north to the next area. Continue up to a staircase and Body Slam the shoddy wooden cover at the top to drop to a lower level. Now head right, through the green pipe, to reach Bowser's Castle.

Bowser Castle (Bowser) (part 1)

After exiting the pipe, punch the raised bridge to lower it, then head across and follow the red carpet to the next room. From there, head north to the next screen and cross over the bridge to the theater's entrance--don't head inside, instead make a left to the next area where you'll find a "!" switch you can body slam. Doing so opens a door you can proceed through. The switch just beyond simply reopens the same door, so ignore it. Instead, proceed north into the next room, climb the ramps and bust open a boulder in the top-right corner for a portal (don't bother using it though). Now bust open some boxes on the left (tnt drumstick, supersyrup jar) before taking the upper-left path. On the next screen, engage in Jailgoon in battle and use the vacuum attack to obtain another Blitten. Now continue along the left path, to the next room.

Look, a split path! The lower path leads to an item box inside the left room of the next screen. Otherwise, take the upper ramp to the top where you'll find two more paths--take the left one first, which leads to a box (star candy), then head up from there. You may remember this room--it's where Bowser became a glutton and pigged out. Well, you can do it again, which allows Mario and Luigi to access the Flab Zone again, if need be, but there's no real need to. As such, we suggest exiting back to the top of the ramp and taking the other path now, just above.

Save your game at the Save Block, bust open a box in the top-right corner (retry clock), then follow the red carpet to the right. Look for two boxes (coins, flashy fangs) along the northern wall of the throne room, then take the lower path. On the baloney, head left and check out the Fawful statue--while Bowser tries to push the statue, have Mario and Luigi head to the Leg Outpost, in the bottom-right corner.

Leg Outpost (Mario and Luigi)

You've played this game before. Remember, tap the jump-button of the corresponding brother as they touch down, and keep holding it down for a moment so they push the muscle down further. Now the brothers will flip around sporadically, so keep a careful eye on which one assumes the lower position so you know which button to press. And be ready to press both buttons if they separate and each land on a muscle. Be aware that if you're not quick enough, Bowser will be pushed off the ledge and will have to re-climb back up to the balcony--exit the room you drop into to the left to get started.

Bowser Castle (Bowser)

After successfully pushing the statue, Bowser will fall to a new area. Save at the Save Block and head down. This next room contains numerous green trap-doors--performing a body slam on any of them will see that you fall through them to whatever lies below. Try it out on the second one, then head left to find a box (coins). Do it again on the right door to drop to the lowest level, then enter the green pipe on the left, returning you to the top floor. Now body slam the nearest trap door, which will drop you two levels. Head left from there to a room full of lava.

Emergency Exit! If you want to quickly return to the castle's exit, there is an easy to do so. From the room with the green trap doors, drop off the top, right ledge--continue right upon landing to the next screen where you'll find a pipe that returns you to the castle's entrance. But there really isn't much need to use it.

As you navigate this lava-filled room, be careful not to fall into it, as it'll return you to a nearby platform. At any rate, engage the Sniffle Thwomp in battle and use the vacuum move to obtain another Blitten. Afterward, walk-punch off the south side of the conveyor-belt to reach a secret island with a couple of boxes (coins, supersyrup jar), then walk-punch back and continue left to the next area, where you'll find some caged bob-oms. Punch their cage to free them, giving you the Bob-omb Blitz move, then follow the path south to the next screen. Continue to another path in the lower-left.

There are some bob-ombs patrolling the path, and if they touch you, you'll be sent back to the entrance. Thankfully, it just takes a mere jump (using your body slam move) to evade them. After jumping past the first bunch, follow the convey-belt left for a box (tnt drumstick), then proceed onward, past another few sets of bob-ombs, to a bridge in the upper-left. Head left for a couple of boxes (supersyrup jar, coins), then follow the path below, hopping over a few more bob-ombs, making a left at the bottom platform to the next screen.

Look, a Save Block and a store block! Stock up and move out, to the left. Ignore the room above for now and bust open some boxes on the left (coins), before exiting out the path on the same side. Break another box ahead (coins), then two more along the northern wall (supersyrup jar, coins), then follow the path to the lower-left. Here you'll spot a green platform, with a signboard nearby explaining the basics. In short, a body slam sets the platform in motion--body slamming it again at the peak of its height will get it moving even faster, allowing you to reach higher platforms scattered about the track. If you're having trouble with it, try just tapping the "Y" button as fast as you can, as that seems to work too. Anyway, while you want to work your way up to the top-left platform for the path to the next screen, explore the others for various blocks containing items (coins, tnt drumstick).

After taking the top-left path, climb a ramp on the left side of the room for an item box (coins), then take the nearby northern path. Punch the raised bridge to drop it, creating a shortcut to a previous section of the castle. Ignore it, however, and head back to the previous room, this time taking the northern path in the center of the room. Save your game at the Save Block.

Bowser Castle (Bowser) (part 2)

After exiting the pipe, punch the raised bridge to lower it, then head across and follow the red carpet to the next room. From there, head north to the next screen and cross over the bridge to the theater's entrance--don't head inside, instead make a left to the next area where you'll find a "!" switch you can body slam. Doing so opens a door you can proceed through. The switch just beyond simply reopens the same door, so ignore it. Instead, proceed north into the next room, climb the ramps and bust open a boulder in the top-right corner for a portal (don't bother using it though). Now bust open some boxes on the left (tnt drumstick, supersyrup jar) before taking the upper-left path. On the next screen, engage in Jailgoon in battle and use the vacuum attack to obtain another Blitten. Now continue along the left path, to the next room.

Look, a split path! The lower path leads to an item box inside the left room of the next screen. Otherwise, take the upper ramp to the top where you'll find two more paths--take the left one first, which leads to a box (star candy), then head up from there. You may remember this room--it's where Bowser became a glutton and pigged out. Well, you can do it again, which allows Mario and Luigi to access the Flab Zone again, if need be, but there's no real need to. As such, we suggest exiting back to the top of the ramp and taking the other path now, just above.

Save your game at the Save Block, bust open a box in the top-right corner (retry clock), then follow the red carpet to the right. Look for two boxes (coins, flashy fangs) along the northern wall of the throne room, then take the lower path. On the baloney, head left and check out the Fawful statue--while Bowser tries to push the statue, have Mario and Luigi head to the Leg Outpost, in the bottom-right corner.

Leg Outpost (Mario and Luigi)

You've played this game before. Remember, tap the jump-button of the corresponding brother as they touch down, and keep holding it down for a moment so they push the muscle down further. Now the brothers will flip around sporadically, so keep a careful eye on which one assumes the lower position so you know which button to press. And be ready to press both buttons if they separate and each land on a muscle. Be aware that if you're not quick enough, Bowser will be pushed off the ledge and will have to re-climb back up to the balcony--exit the room you drop into to the left to get started.

Bowser Castle (Bowser)

After successfully pushing the statue, Bowser will fall to a new area. Save at the Save Block and head down. This next room contains numerous green trap-doors--performing a body slam on any of them will see that you fall through them to whatever lies below. Try it out on the second one, then head left to find a box (coins). Do it again on the right door to drop to the lowest level, then enter the green pipe on the left, returning you to the top floor. Now body slam the nearest trap door, which will drop you two levels. Head left from there to a room full of lava.

Emergency Exit! If you want to quickly return to the castle's exit, there is an easy to do so. From the room with the green trap doors, drop off the top, right ledge--continue right upon landing to the next screen where you'll find a pipe that returns you to the castle's entrance. But there really isn't much need to use it.

As you navigate this lava-filled room, be careful not to fall into it, as it'll return you to a nearby platform. At any rate, engage the Sniffle Thwomp in battle and use the vacuum move to obtain another Blitten. Afterward, walk-punch off the south side of the conveyor-belt to reach a secret island with a couple of boxes (coins, supersyrup jar), then walk-punch back and continue left to the next area, where you'll find some caged bob-oms. Punch their cage to free them, giving you the Bob-omb Blitz move, then follow the path south to the next screen. Continue to another path in the lower-left.

There are some bob-ombs patrolling the path, and if they touch you, you'll be sent back to the entrance. Thankfully, it just takes a mere jump (using your body slam move) to evade them. After jumping past the first bunch, follow the convey-belt left for a box (tnt drumstick), then proceed onward, past another few sets of bob-ombs, to a bridge in the upper-left. Head left for a couple of boxes (supersyrup jar, coins), then follow the path below, hopping over a few more bob-ombs, making a left at the bottom platform to the next screen.

Look, a Save Block and a store block! Stock up and move out, to the left. Ignore the room above for now and bust open some boxes on the left (coins), before exiting out the path on the same side. Break another box ahead (coins), then two more along the northern wall (supersyrup jar, coins), then follow the path to the lower-left. Here you'll spot a green platform, with a signboard nearby explaining the basics. In short, a body slam sets the platform in motion--body slamming it again at the peak of its height will get it moving even faster, allowing you to reach higher platforms scattered about the track. If you're having trouble with it, try just tapping the "Y" button as fast as you can, as that seems to work too. Anyway, while you want to work your way up to the top-left platform for the path to the next screen, explore the others for various blocks containing items (coins, tnt drumstick).

After taking the top-left path, climb a ramp on the left side of the room for an item box (coins), then take the nearby northern path. Punch the raised bridge to drop it, creating a shortcut to a previous section of the castle. Ignore it, however, and head back to the previous room, this time taking the northern path in the center of the room. Save your game at the Save Block and head up to the next screen. Body slam the "!" switch there to cause half of the twelve lights below to light up--remember these. If you forget, or the pattern is too difficult to remember, simply exit back one screen then return and hit the switch again for a new (perhaps easier to remember) patten. Now head to find six large balls, bordering some slots in the ground. Your goal is to knock the balls into the slots, mimicking the lit pattern you just saw. Although you can't really see there, there are actually six cups on each side--to knock a ball into the closer one, simply punch. To knock it into the further one, use a walk-punch. Now proceed north through the open door into Bowser's secret chamber, where some stuff will go down.

After Bowser's trampled by the train, have the Mario Brothers head to Rump Command.

Rump Command (Mario and Luigi)

Board the boat to engage in the same mini-game as before--you should be well familiar with it. If you've somehow forgotten, shoot the red balls with Mario, green with Luigi, and blue ones with both. Just don't get hit three times, otherwise you'll be forced to restart.

Boss Battle: Fawful Express

It's time for this train to stop tooting its horn. So here's the deal: if the train reaches the Bridge Station, it's game over, so you need to attack it fiercely in order to take it down in time. Whenever you battle the train itself, you'll need to stick to your fire breath attack, as the train's too low to be punched. Also, make sure you blow into the microphone hard and for several seconds to inflict maximum damage (as indicated by the "Excellent!"). The train will counter, however, by unleashing hordes of minions around your feet--quickly eye where they are on the ground, then tap the circle on their same level just as they pass by to squash them. If you're lucky, they may unleash a mushroom as well--stomp it to restore some health.

Subsequently, the train will make a few pit-stops along the way. If it parks inside a mountain that impedes your progress, it'll unleash a missile aimed right for Bowser! Tap on the mountain repeatedly (and quickly!) to bust through it before the missile reaches you ( we suggest tapping on it before the game even allows you to, just to ensure that you don't waste any time). Following that, the train will make a stop at a grassy hill, which comes to life! Light that sucker on fire to inflict continuous damage, then follow-up with some punches. However, the hill will then summon two types of clouds: dark gray ones that will attack you, and white ones which will rain in an attempt to put out the fire. Use Bowser's fire breath to take down both types (though you should focus on the dark gray ones first), just remember not to tap too quickly, lest Bowser will run out of steam. Finally, the hill may charge right into you--quickly slide the stylus left to right rapidly to shove it back.

Further up, the train will stop at a couple of depots and unleash four flying baddies, who'll fly at you one at a time. What you want to do here is wait for the remaining three baddies to form a line before counter-punching--this will cause the first baddie to fly into the rest, dropping them onto the train causing damage.


Following the train's defeat, Bowser will attempt to open the safe containing the Star Cure…only he's forgotten the combination! Sounds like it's a job for the plumbers! Take them to the Memory Banks!

Memory Banks (Mario and Luigi)

Once inside the memory banks, cross through the first room then take the elevator down to the Save Globin. After saving, head right to find the memory storage area, as well as a boss fight.

Boss Battle: Bowser Memory M & L

Both Memory M and Memory L (henceforth known as "M" and "L") possess some powerful attacks that can easily catch you off guard. But before we get to those, let's go over how to defeat them. First off, they're vulnerable to every type of attack, but are particularly suspectible to special attacks, such as the Jump Helmet or Super Bouncer. But there is one thing you should keep in mind: if you defeat one of the bros before the other, the one left will revive the other, with about 70 HP. It's not a huge deal if this happens, but you should try to attack the brothers evenly, so that they both fall around the same time (or at least aren't revived more than once). As such, we suggest using an attack that can hit both at the same time, such as the Super Bouncer--if it deals more damage to one of the bros, try using a singular special attack on the other (such as the Jump Helmet) to compensate.

Of course, trying to attack both bros evenly is complicated by a couple of things. For one, L will often take off for a turn or so, leaving only Mario left. Make sure to compensate for this by attacking him more so when he returns (unless you had already dealt more damage to him than M). Furthermore, L will sometimes toss a hammer, likely stunning whoever it hits--if this happens, that bro won't be able to attack for a turn or two (which prevents use of Special Attacks).

Speaking of attacks, each bro has a different fighting style. M has two attacks: If he collects a star, he'll charge repeatedly at the bros, either running straight at them, or jumping over them. Keep an eye out for a coin that sometimes appears--if it's above either Mario or Luigi, that means M's gonna jump for it, meaning you should stand still. If no coin appears, that means you need to jump, as he's heading right for you. Finally, if a coin appears in front of the bros, that means he's targeting the other one--get ready to jump with him. M's second attack is to turn into Super M and pound a few bricks that appear over his head. The color of the brick indicates which brother it'll land on--time a hammer strike to deflect them.

L's attacks are a bit trickier. As mentioned, he'll occasionally toss a hammer at either bro--deflect it with your own hammer to prevent being stunned. His other, and more annoying attack, is where he'll be chased by a Boo, dashing back and forth between the brothers. But there's is a method to the madness: Luigi also jumps over you, while the Boo doesn't. What this means is that you only need to jump to evade Boo, otherwise you should stay put. Even better, if you can land on Boo directly, it'll end the attack early!


Following the battle, Mario and Luigi will have to solve a puzzle in order to retrieve the combination. Although it looks tricky, it's actually pretty easy. It's best to locate the corner pieces first and set them in place, followed by the bordering pieces (the ones with one straight side). Once you have the border set in place, placing the rest are pretty easy. Remember, each corner has its own distinct color, which helps narrow it down. Once you've got a few more in place, you should be able to start piecing together the pieces with numbers on them. Plus you can use those same numbers to help identify which way you should rotate the piece. If you get desperate, try placing the piece in every possible position. If nothing sticks, rotate it a position and try again--you'll get it eventually.

With the puzzle solved, Bowser will wind up trapped within a safe. Time for the bros to help again--take 'em to Gut Check.

Gut Check (Mario and Luigi)

Inside the Gut Check, head left to obtain the second Star Cure. Now it's time to check in with the Dr. Toadley back in Toad Town to find out the location of the final Star Cure. To get back to Toad Town, exit back to the map and head to the Pipe Yard, in the upper-left corner. Once there, take the yellow pipe to Toad Town.

Toad Town (Mario and Luigi)

Upon entering Toad Town, head for the Toadley Clinic, just to the left. Inside, visit the Doctor through the right doorway and exhale into the microphone when instructed to pass his little test. He'll inform you that you need to head to Plack Beach, only when you try to exit the clinic, you'll find that a bird is flying around amok and must be caught. To capture him, approach the red exhaust pipe on the right side of the room to turn Mario into a balloon--this allows Luigi to jump super-high! Leap onto the platform just below the bird, have Mario exhale to return to normal, then leap into the bird to capture it. After doing so, the bird will make itself home inside Mario's overalls--looks like you've got a new pet! Luckily this lil guy will help show you around.

Bonus Special Attacks! Inside the Toadley clinic, the young toad on the couch will tell you of Attack Pieces located in Plack Beach (inside a strange house) and Bowser Castle (purple monster in the shape of a mushroom. They're not essential to finishing the game, but you may want to check those locations out to earn some bonus special moves.

Bonus Items! Since you now have the drill move, you may want to finish up collecting the Mushroom Balls for some free items before leaving. Remember, look for the "?" to appear above your head, then either jump or drill that area. They are all located outside, and only in the west and east portions of Toad Town, so it doesn't take too long to find them. Also, since you're likely now a Shine Rank, you can finally shop at Toadles Boutique, located in the center of Toad Town's west side.

Finished up in town? Good--take the top-right path from the east side of Toad Town.

Bonus Beans Alright, so there's quite a few beans nearby that you can now collect. On the first screen east of toad town, head right one screen and look for two "X" marks you can drill into, one on the platform to the upper-left, the other in the grass to the lower-right. Now return to the previous screen and head north, to the fountain. You'll find two more beans here --one in the bottom-left, the other on the platform in the upper-left (beneath the toad--talk with him to get him to move aside). Now head west, to the residential area and look for a bean you can dig up just south of where you entered, as well as a special bean north of the waterfall, next to the red house. Now head west another screen and drill underground to pass through the bars embedded in the wall. Dig up the two beans nearby (special and heart beans) then take the yellow pipe above to Toad Town Caves.

In the caves, head right first for a Save Block as well as a pair of beans you can dig up (special and heart beans), then return to the previous room, climb up the ramp on the left, then take the northern path (and not the one on the left!) Follow the thin pathway, collecting three hidden beans along the way, and exit out the top. Continue north a couple more rooms, to the one just past a Save Block. In the room just past the save block, proceed across the dark blue bridge on the left to the room beyond. Explore the top-right platform here to find four beans that can be dug up, before taking the path in the top-left. Head east one more room and take the yellow pipe there, leading to Toad Town.

From the screen just one-east of Toad Town, head south to Blubble Lake.

Blubble Lake (Mario and Luigi)

Upon entering Blubble Lake, your bird friend will instruct you to head south Plack Beach. Since you haven't yet explored this area (or others nearby) as Mario and Luigi, you may want to take some time to do so for a ton of item boxes and hidden beans. Otherwise, take the ramp to the south to the next area, then take the bottom-left route one more screen. Once there, take the bridge in the bottom-left corner.

There's a well-hidden box you can reach on this screen--consult the box below for it. Otherwise take the bridge in the bottom-right corner.

Bonus "?" Box (Brawny Wear) On this screen, you'll find a large tree in the bottom-right corner--whack it with your hammer to knock down something hanging from its branches, creating a bridge to the switch in the water. Before crossing, head up to grab a shell from the blue box, then use it on the now accessible switch, creating a bridge nearby. Retain the shell and hit one more switch, just a few meters north, creating a second bridge. Cross over both to reach the well-hidden chest.

After crossing the bridge, hit the item box (coins) then climb the platforms in the top-right corner, dig up a bean (heart bean), then head south. leading to Cavi Cape.

Cavi Cape (Mario and Luigi)

Beans Galore Although you've been here before, you weren't able to dig up beans then. As such, you may want to explore the entirety of Cavi Cape for a ton of beans!

Once in Cavi Cape, head down one screen, then take the bottom-right exit to Plack Beach.

Plack Beach (Mario and Luigi)

Again, there's a ton of boxes and beans scattered around here you can now collect--far too many for us to list. At any rate, just keep heading north until the little birdie tells you the cliff is to the west. From that screen, you should save at the Save Block before heading west, toward the Cliff.

Spin Pipes Special Attack Actually, before heading west for the cliff, check out the house on the east side of the screen. There, an old koopa will challenge you to a puzzle (like the one you solved in Bowser's memory bank)--solve it and he'll reward you with the Spin Pipes special attack! After doing so, he'll inform you of more puzzle pieces scattered around the beach area--find 'em and solve 'em for more beans than you'll know what to do with!

After heading west, grab the two item boxes (super nut, coins) just above, then exit out the west side (where you'll find another coin box as well). Jump up the platforms here to the to the pipe blowing air and have Mario turn into balloon Mario--use him to cross a couple of long gaps, then head right a screen (halfway up the area) to find an item box (Flower Gloves) that can be reached using balloon Mario again. Head back afterward and ride the purple lift up to a high ledge and head right to the next area. Continue right to the next screen and turn into balloon Mario again via the pipe on the right. Now your goal is the route in the top-left corner. To get there, jump left with balloon Mario and use the rising air currents to float upward. When at the split path, head left to reach the path (you can also try heading right to explore a couple of areas with item boxes.

Hit the "!" box to make some coins appear, then use Balloon Mario to reach 'em, as well as the path in the top-right corner, via the air currents on the left (leap to them). Continue up the ramp to a Save Block, then to an item box (star candy) beyond, to a boss fight on the screen beyond.

Boss Battle: Chakron

Go ahead and knock yourself out--you can't harm him. After a few fruitless attacks, the battle will end.


After the battle, the statue will tip you off that the attack you need is in Dimble Wood. Thankfully, the green pipe by the entrance to this room provides a shortcut that'll return you to the base of the cliff. From there, head right to the area with the save block, then head northeast to Dimble Wood.

Dimble Wood (Mario and Luigi)

So here's the deal. A short ways to the west is a Wiggler who won't let you pass until you find at least 6 of the 10 Attack Pieces hidden around the forest. You can go check him out if you want, but there's no need to--if you do though, we suggest returning here as this is the location we'll be starting from for the walkthrough.

Dimble Wood Attack Piece #1

From the entrance to Dimble Wood, head to the next screen on the right (by jumping up the ledge). Turn into balloon Mario via the pipe to jump the high platform to the right. Now look for a heart bean you can dig up to the upper-left, before climbing the platforms on the right to an item box (1up deluxe), then following the path past another pipe to the next screen where you'll find the first Attack Piece--there's also a Power Bean you can dig up nearby. Now return to the first room of Dimble Woods.

Dimble Wood Attack Piece #2

From the entrance to Dimble Wood head two screens north to the one with a Save Box. From there, head west to find two columns blocking the path--dig under them and continue west three screens, then north one. Jump up the platforms on the right and hit the Blue Shell box--now smack Mario into the "!" on the right, causing the Wiggler-wheel to roll away, revealing a bridge. Cross over it, then jump up the left-most platform for the second Attack Piece. You'll also find an item box (1up deluxe) and a buried special bean on the right. Now backtrack to the room with the Save Block (two screens north of the entrance).

Dimble Wood Attack Piece #3

From the room with the Save Block (two screens north of the entrance), head three screens north, then one to the right (it's the first one you can turn right into). Climb up the platforms on the right for the third Attack Piece. You'll also find an item box to the right (coins).

Dimble Wood Attack Piece #4

After collecting the third attack piece, head north one room, then right to another where you'll find the fourth Attack Piece.

Dimble Wood Attack Piece #5

With the fourth Attack Piece collected, head left a screen, down another, left again, then up one, and left again. There you'll find the fifth Attack Piece. Thankfully, the next is close by!

Dimble Wood Attack Piece #6

From the fifth Attack Piece, take the path heading down on the west side of this room. Here you'll find the sixth Attack Piece on a high platform. To reach it, climb the staircase-like platform to the left, then spin-attack across a couple of platforms to the Attack Piece! Alright, now that you have six pieces, you can return to Wiggler who'll now let you pass. You can find him one room north, then west of the entrance.

Dimble Wood Attack Piece #7

After passing by Wiggler, look for a Special Bean you can dig up ahead, before heading west one screen. There you'll find a small gap leading inside the fenced in area--squash Mario with the hammer and have him jump through and hit the "!" block inside. Although he'll be kidnapped by some creatures, a second block will appear by Luigi--hit it, revealing an opening Luigi can head through, then proceed west.

Here you'll spot two Attack Piece blocks, but you can't reach them quite yet, so go ahead and cross the platforms and continue out the northwest path. Try to skip past the enemies on the next screen, as battling them's a bit of a pain sans Mario--take the path in the lower-left corner.

After doing so, you'll be sucked into one of the boot-creatures. Defeat the enemies inside to wind up back outside…but trapped inside the boot. Oh well--climb the platforms above to the seventh Attack Piece, then use the boot to cross the ivy path to the left for an item box (retry clock). Now cross back over and drop from the right half of the platform to the ledge below (it's too high to jump to otherwise) and head back two screens to the large room with two Attack Pieces.

Dimble Wood Attack Piece #8, #9

Now that you have the boot, you can easily reach the two Attack Pieces--look for one on the left, and another near the room's center. Once you've grabbed them, hit a "!" box in the upper-right corner to form a bridge, but don't cross it yet. Instead, follow the path to the north.

Dimble Wood Attack Piece #10

On the next screen, cross over the platforms to the west side, where you'll battle some enemies. After taking them down, grab the final Attack Piece, giving you the Snack Basket Special Attack. Now look for two buried Heart beans in both the lower corners, then return to Place Beach (by heading east then south--use your map).

Plack Beach (Mario and Luigi)

Now that you've gained the Snack Basket move, it's time to use it on the statue, Chakron. To reach him, backtrack to the screen with the old man's house (just south of the fountain), then head left and enter the green pipe above for a shortcut right to him.

Boss Battle: Chakron

Simply use your new Snack Basket move--and that's it, you're done!


Following the battle, you'll be awarded the third and final Star Cure. After that, he'll offer to wrap you right to Toad Town! Accept his offer.

Toad Town

Proceed to Dr. Toadley's clinic by heading south one screen, then west one more. Once there, enter the back room on the ride to speak to the Doctor himself, who'll turn your Star Cures into the Miracle Cure! This baby can bust through the barricades blocking the path to Peach's Castle! Now before exiting the clinic, be sure to speak with the intern at the front desk to obtain the Mighty Meteors Special Attack.

Beans Items If you haven't already, check out the the back left room to find a small hole in the right wall--dig underneath to find two hidden item boxes (dx pow gloves, coins).

Back in Toad Town, head for Peach's castle by heading one screen east and two north. There, the Miracle Cure will automatically destroy the barriers, allowing you to cross the bridge and head inside Peach's Castle.

Peach's Castle

Enter through the door into the lobby. Now you should work your way to the room in the top-left corner. The fastest way there is to heard north one screen (to the large, locked door), then left one, then up two more. Once there, look for a purple doorway in the top-left corner. Save at the Save Box inside and proceed through the northern doorway.

Tip! There are a ton of enemies roaming around the castle, and we suggest battling them all--you need all the experience you can muster before the final battles, which are fast approaching.

See the small fire? Have Mario gulp down some water from the nearby pipe, then position him in front of the fire and have Luigi smack him with the fire to spray the water onto the fire, extinguishing it. This will create a whirlwind above--jump to it using the spin attack, and use it to cross the gap to the right and continue to the next screen. There you'll encounter Midbus, who'll summon your next boss: Junker.

Boss Battle: Junker

Junker, true to his name, is a piece of junk--and unsurprisingly is a pretty easy boss. Although he'll summon some small minions throughout the battle, we suggest focusing on him almost exclusively, using the Spin Pipe special attack (which can inflict upwards of 300+ damage each turn!). Simply repeat that attack over and over and he'll go down before you know it. The only time you should stop attacking Junker is if he inhales Luigi, in which case you should focus on freeing him first (more on that below).

As for attacks, Junker himself only has two. First, he'll toss a garbage pale onto one of the bros--causing him to walk back and forth automatically, before summing a thwomp to stomp him. All you can do is perform short hops, which stops you briefly--try to time the jumps so that the bro is outside of the Thwomp's drop-zone to evade the attack. Junker's second attack involves throwing a pair of garbage balls at you--time your jump so you land on each one, then get ready to jump one more time to evade his charge attack.

Throughout the battle, Junker will be joined by up to four minions, and they only have one attack: to charge right at you. Simply wait until they're close, then counter with the hammer. However, they also bestow Junker with a couple more attacks. Annoyingly, one of these include inhaling Luigi and tossing him into a garbage bin--keep an eye on which one he lands in, then destroy it (a single jump attack should do the trick) to free him. Another attack is that he'll sometimes empty the contents of one of the garbage bins, releasing one of several enemies--you've battled them all before, so countering them shouldn't be a problem.

Peach's Castle (part 2)

After the Junker battle, head south into a room containing a Save Box as well as a pipe--you'll enter this in just a moment. For now, exit out the other site and hit the "!" box to open a gate, creating a shortcut into another portion of the castle. Anyway, head back into the room and take the warp pipe, leading inside Bowser.

Inside Bowser, drop down and try to exit out the far right side. Bowser will start complaining of some pain--head to Lumbar Nook, in the bottom-right.

Lumbar Nook (Mario and Luigi

Look, it's Toadsworth! He suggests you should try stimulating the nerve in the center of the room--drill into it. Now just relax for a few minutes--the game will sound an alarm when Bowser's back is healed. Tap "B" when instructed to heal Bowser's back. In fact, Bowser will feel so much better, he'll learn the Spike Ball move! This sweet maneuver allows Bowser to not only roll over dangerous terrain, but also up soft-dirt walls!

Peach's Castle (Bowser)

Blittens The final four Blittens can all be found in the castle. Just make sure to use the vacuum attack anytime you encounter a new enemy-type to obtain the Blittens! Once you've grabbed 'em all, head back to Broque Monsieur in Dimble Wood to learn a new special attack.

Use Bowser's new Spike Ball move to roll up the dirt wall and down the other side to the next room. Head south one more to find a shop block, as well as a statue on the south side you can destroy with the Spike Ball, revealing a portal.

Iron Clad Shell If you want a free Iron Clad Shell, take the portal to Cavi Cape and look for a wall you can climb using the Spike Ball on the right. Follow it to some trees that you can burn and follow the path to another wall you can climb, which leads to an item box containing this item.

At any rate, roll through the row of statues on the left, then climb another dirt wall on the, leading into a tower. Inside, roll your way through a few rooms (collecting the item boxes' goods along the way) until you reach a four-way intersection. There you'll learn of three keys, one in each direction, that you'll have to collect.

Red Key

Head left first a couple of rooms--make a pitstop in the first one with a climbable wall to find an item box (retry clock), before continuing on into the following room, where you'll spot the first key. Roll up the walls to reach it--only to have the guy holding it take off to a higher platform. Take a moment to explore the top-right corner for an item box (wicked shell) before climbing the wall to his location and rolling into him to obtain the Red Key. Now return to the four-way intersection. Once there, use the red key on the red door (on the left side) and bash open the cage within to free the magikoopas, giving you the Magikoopa Mob special attack!

Blue Key

From the intersection room, head south to find an item box (coins) and a Save Block. Now roll through the statues in the upper-left corner to spot the blue key--follow the enemy carrying it into the room on the left, then chase him down the path to the bottom-right. Climb the wall in the bottom-left corner onto the platform for an item box (coins), then climb it to the ledge above. After opening the item box (tnt drumstick x2), roll through the row of statues on the left to spot the blue key again. Follow him back to the previous room, to the north--climb up a couple of dirt paths in the northern wall to a path in the upper-left corner.

Inside this small room, bust through the statues to rediscover the key-holder--follow him back to the previous room, then south two more. When he takes residence on a purple platform, climb the ramp at the top of the room and follow it down, then walk-punch across the gap and follow him out the door. Here, the key-guy will hover above some spikes--turn into a ball and look for a large green catapult thing. Push it back about halfway by rolling into it from the front to launch Bowser into the enemy, causing him to drop the Blue Key, which you can now collect.

Green Key

With the blue key collected, exit the spike pit via a climbable wall to the right, then take the top-right exit. Exit the next room to the top-left, where you'll eye the key-grabber. Roll over the spikes and into him for the Green Key--easy, huh? Now exit out the top-left corner via the climbable wall, then head left one room, then up another to return to the intersection.


Once back at the four-way intersection, open the two green door first for an item box (Economy Ring), then continue through the blue door. When through, bust a box on the left (tnt drumsticks x2) before heading up to the next room. Once there, you'll find another catapault--depending on how much power you give it, it'll launch you into one of several different areas containing items, but ultimately your goal is to fall into the far-left shaft--to do so, give it just a little bit less than maximum power. Once there, go through the door.

Peach's Castle (part 3)

Save at the Save Block then head north one room, then two more to the right. Break the item box (coins), then exit out the right side. Break another box (coins) and roll up the wall to the high left corner for another (restore ring). Now follow the wall to the lower-right platform and roll into the green gear to raise a gate on the left--once fully raised, quickly follow the wall to the left ledge to continue beneath the gate, into the next room.

At the split path, head left first for a box (star candy), before taking the route up. Roll to the end of the path for another box (max syrup jar) then drop to ground level and exit left. Roll onto the green floor panel and keep moving left to lower the gate. Now punch the machine's red button just ahead to drop a bomb. Light the fuse, then punch it to the right when the timer reaches "2," so that it destroys the cracked wall as it passes by. For now, it leads to a dead end, so take the lower-left path instead,

Roll up the hall and exit left to the next room. Follow the path left to find three item boxes (coins) before dropping to ground-level and exiting left. Oh, look, more bob-ombs! Follow the path, jumping over them like you have before. It leads to an exit in the top-right corner. Cross the room and exit out the far side, where you'll discover another green floor panel. Like before, roll along it to open the gate. Now spawn another bomb via the nearby machine, light the fuse, and punch it left at "2" to detonate another wall. Head on up and look for an item box (retry clock) in the top-right corner, then exit out the top.

Woo, a Save Block. After saving, bust open a box on the right (coins), then continue upward to the next room. Look, another catapult! Push it back about halfway to push you just far enough so you can reach an exit in the upper-right corner. Break an item box (coins) then exit out the left, back to the catapult. Push it all the way back to launch super-high--after a short sequence, you'll regain control of Mario and Luigi--go to the Chest Station!

Chest Station (Mario and Luigi)

At the Chest Station, enter the cannon, turning the bros into a ball. By dragging the ball down with the stylus and releasing, you can launch Bowser in different directions--the further you pull back, the higher Bowser will go. Launch Bowser up the shaft--careful of the enemies on the side--to a pair of large piranha plants at the top. Although they spit fire, you can avoid it easily by staying to one side and launching Bowser into the same plant over and over--as long as you're quick, that plant won't spit any additional fire. After several hits, the plants will go down for the count, and you'll regain control of Bowser.

Peach's Castle (Bowser)

As Bowser, head right one screen, then down. Bust open two boxes on the right (coins, tnt drumstick), then roll onto the floor panel in the bottom-left corner to lower another gate. Continue through the door beyond. Walk to the end of the ledge for a box (minion ring), but don't drop down. Instead, backtrack a few rooms to the balcony where you first regained control of Bowser and head left instead. When you reach the crack in the ground, ground pound it to drop inside. Roll onto another floor-panel in the bottom-right corner to open the nearby gate, but don't continue through. Instead, take the path in the bottom-left.

Before taking the stairs, check the end of the passage for an item box (coins), then exit out the bottom. Now look for a couple of boxes in the bottom-left corner (tnt drumstick x3, ultra syrup jar), then exit out the lower-right side. Save at the Save Block, then head south. Follow the corridor left, then up into another room, where a boss awaits.

Boss Battle: Blizzard Midbus

Yup, it's Midbus again, but this time with a Blizzard twist! Midbus himself has a good amount of HP, so it's best to use Special Attacks that target a single enemy to inflict maximum damage--we found the Shy Guy Squad worked quite well. However, Midbus will occasionally summon several snowmen henchmen--they're weak, but if you don't deal with them, they'll begin to restore Midbus's HP every turn. When they appear, use Bowser's Vacuum attack to inhale most, if not all of them, at once. This has a couple of benefits: for one, it prevents them from restoring Bowser's HP. But more importantly, if you defeat eight of them as Mario and Luigi, Bowser will be able to summon an ice crystal that clogs Midbus's crown, preventing it from spawning more snowmen, permanently! When dealing with the snowmen as Mario and Luigi, we suggest using an SP attack that targets everyone at once--just as the Snack Basket.

Midbus himself only has two attacks. The first is he'll jump up high and lob snowballs at Bowser. Keep an eye on which way his head is facing before he throws a ball--if it's looking left, he'll toss it at Bowser. If he's looking down, he'll toss it elsewhere. As such, you only need to dodge the snowballs thrown your way, by crouching--just make sure to relent anytime a snowball is thrown elsewhere, as Bowser can assume that position long enough to block the entire attack. Following this, he'll then drop to the ground and charge right for you--counter with a punch! His second attack involves jumping atop a giant snowball, with a bob-omb embedded in the side. Wait for him to roll close--he'll then spin in place for a few moments, giving you time to counter by punching the bob-omb when it's within reach.

As for his snowmen minions, they'll toss snowballs at Bowser, which can be deflected by crouching. But keep in mind that you'll want to inhale them as soon as you can and let Mario and Luigi deal with them. When they're attacking Mario and Luigi, they'll raise a shovel indicating which bro they're aiming for--up means Mario, down Luigi.


Following the battle, Bowser will inhale the Dark Star and complain of some chest pain. Help him out by taking the bros to the Airway!

Airway (Mario and Luigi)

Upon entering the airway, you'll learn that you can unfreeze/refreeze parts of the level (such as water) by moving Bowser either away from, or facing the frozen Midbus. For now, climb over the frozen platforms (while they're raised), save at the Save Block, then continue right to the next screen (ignore the yellow pipe to the bottom-right--it simply returns you to the entrance). Here you'll find the ground has frozen over--move Bowser away from Midbus to unfreeze it (as it's no fun trying to cross it when frozen), then hit a couple of item boxes (coins) before exiting out the right side.

Make sure the room is unfrozen, then jump up the platforms on the left and hit the switch with your hammer, causing a block to drop on the right. Now refreeze the room, allowing you to push the block to the right--jump up it to the ledge above. Cross over to another switch, dropping another block. Freeze the room, push it left, then leap from it to the platforms above, where you'll find a third switch on the left. Smack this one too, causing a platform to appear extending to the pipe on the right--enter it to drop to the lower level, where you'll find an item box (1up deluxe) as well as a second pipe you can enter.

After taking the second warp pipe, you'll emerge by some flames. Jump up to the left first for a pair of item boxes (coins), then freeze the room to shut the flames down. Now jump up the right ledge to discover a frozen "!" box--unfreeze the room, then smack it to release a giant droplet of water, extinguishing the fire. Now drop back down and smack the switch the fire was blocking, opening a wall to the left. Grab the item box (ultra mushrooms x2) before continuing out the same side.

Hit a couple more boxes ahead (coins), just before encountering some mores flames. Like before, freeze the room to cool its jets, climb up the platforms beyond to an item box (supersyrup jar x2), followed by a frozen "!" box--hit it after unfreezing the room, causing some water to fill a nearby bucket. Refreeze the room first, then hit the button on the bucket's underside to cause it to flip over, dropping the newly formed ice cube. Push it right, using it as a stepping stone to reach a switch above. Unfreeze the room and hit the switch, causing a gap to appear over the flames on the left. Now hit the "!" box again, refreeze the room, drop the ice, and push it left. Unfreeze the room once more to cause the ice to melt onto the fire, putting it out. Now drop down, hit the revealed switch to open a door on the left, allowing you through. Save at the Save Block there, before proceeding down the green pipe.

Look, it's the Dark Star! Try to knock it out by knocking an ice block into it (that is, hit the "!" to fill the bucket, freeze the room, drop the ice cube, then hit it from the left). Unfortunately, this just angers the Dark Star and he'll storm off to the right. Follow him to the next room. There you'll find a block moving back and forth along a track--make sure the room is frozen, then jump into the block, causing Mario and Luigi to become stuck. You'll now be given control of Bowser--wait for the block to cross the gap over to the right, then have Bowser face Midbus again to freeze the room, dropping the bros off on the other side. Jump up the platforms to an item box (ultra nuts x2), then spin-attack from the left-most platform, across the gap. Ride another moving block across in the same way and enter the green pipe.

After exiting the pipe, ride another block over to the right to find an item box (king's wear). Now drop off to an item box below (coins) and enter the yellow pipe on the right to return to the top of the room. Drop off the platform to another item box below (coins), then take another yellow pipe back to the drop. Finally, ride the block once more to a line of coins in the center of the room--drop down there to land on a purple pipe you should enter.

Upon exiting the purple pipe, use Tiny Mario (remember to hit him with the hammer) to proceed through the small gap. Now drop to the bottom and look for three item boxes: 1 on the right, 2 on the left (coins, 1up-deluxe). Now look for a switch along the left wall that can be hit when unfrozen, causing a platform to appear by Luigi. With the room still unfrozen, bounce off the platforms to reach a second switch you can pound just below the top-right corner, causing a second platform to appear. Now bounce to the ledge above for an item box (guardian socks) and ride the sticky-block to the other side, where you'll find one more switch you can hit, when unfrozen. With the third platform in place, return to Luigi and hop up them to a yellow pipe you can enter.

After warping via the yellow pipe, head left for two item boxes (coins, ultra mushroom x2), before heading left to find one more (coins) before entering the blue pipe. Upon exiting, smack the "!" on the left, opening a path to a Save Block just beyond. After saving, return to the previous room via the blue pipe and take the green one on the opposite end of the room.

As you exit the green pipe, you'll spot the Dark Star again. Hit the switch on the right wall to knock it around a bit, then chase after it through the passageway it opens and into the green pipe, saving at the Save Block along the way. Upon exiting, enter the yellow pipe on the left to find an "!" box--hit it to cause an opening to appear. Ignore it and return to the previous room via the yellow pipe. Head right to find the Liftoglobin--step on him when frozen to learn that you can steer it around using the stylus--you can stop it by tapping it. Ride it up a shaft to the top-left--hitting an item box (1-up deluxe) along the way. Ignore the red pipe in the corner, and instead carefully ride between the electrified ground and ceiling, to an "!" box below. Hit it to create an opening on the left. Ignore that too for now and continue right to find two more item boxes (supersyrup jar, coins) as well as a green pipe at the top that you should enter.

After exiting the green pipe, drop down the gap first to find four glowing spots in the ground below--dig at each one to find some beans. Now ride the Liftoglobin back up to the to-left corner and speak with the totem of globins. They'll challenge you to a little game: hit the 8 blocks in numerical order before time runs out. It's not too difficult--keep in mind that you don't actually have to jump, you simply have to push into the block from below.

Look for the blocks in this order:

1) Just above the starting position.
2) Above and to the right of #1.
3) Above and to the left from #2.
4) Above and to the right of #3.
5) Drop down a bit and head to the far left wall.
6) From #5, head down and to the right.
7) After #6, head up and slightly to the right.
8) Drop down and go right from #7.

As long as you hit all eight within 50 seconds, the Globins will let you into the green pipe they were blocking. Upon exiting, head right to find another Liftoglobin--carefully ride it between the electrified walls to the lower-left corner, making sure to grab a trio of item boxes along the way (coins). Once in the lower-left corner, hit the "!" there to open a path, but ignore and enter the green pipe on the left.

After exiting the green pipe, work your way to the left side of the room, collecting four item boxes as you go (coins, 1-up deluxe, max nut). When you reach the pink pipe, head right for an item box (coins), then exit out the left side (skipping the pipe entirely). Hey, it's the Dark Star again! After he takes off, drop down the shaft and enter the pink pipe to be launched to a high platform. Hit the "!" box there causing the nearby wall to open--ignore and drop back down, exiting to the left.

With the room unfrozen, bounce off the platform to a ledge on the right for an item box (rugged socks), then use them to cross over to the left side, collecting two item boxes (coins) using well-timed jumps along the way. Once there, drop down to grab two more item boxes on the left (coins) and enter the red pipe. Hit the "!" there to open another path, before reentering the red pipe to the previous room. Now bounce up to the green pipe, in the top-left corner.

After exiting the green pipe, freeze the room so you can cross the gap via the frozen fountain (you can also spin attack across). When you reach the second fountain, cross over it again, then jump just left of the ledge above to reveal to hidden boxes. Now unfreeze the nearby fountain and drop down to hit an item box on the right (retry clock). Take the yellow pipe back to the entrance, then cross back over and drop down again, this time heading left into the yellow goop--this will cause you to drop onto the hidden blocks you recently hit, allowing you to take the path to the right. Hit the pair of item boxes on the next screen (star wear, supersyrup x2), then drop down for another (max nut, 1-up deluxe) as well as a Save Block.. After saving, enter the green pipe on the right, where you'll reunite with Dark Star for a boss fight.

Boss Fight: Dark Star

Dark Star is immune to damage…for now. In order to actually harm him, you'll have to wait for him to spawn two minions. Once he has, focus your attacks on them--the Jump Helmet should be able to take each one down with a single hit. Once you've depleted one of the minion's HP, he'll go down, but not out. During their next turn, Dark Star will toss the stunned minion a bomb. The minion will then take to the air and attack each of the bros--one with the bomb, the other with himself. Ignore the bomb completely and keep your eye on the minion, countering him with the hammer of the bro he's attacking. If successful, this will knock him into Dark Star, causing some (but not much damage). More importantly, if you do this a second time with the remaining minion, it'll knock Dark Star to the ground, rendering him vulnerable for two turns. You should now use your most powerful special attacks to inflict some maximum damage--may we suggest the Spin Pipe (which should inflict 300+ each time.) Although he'll soon become invulnerable again, simply repeat the process to take him down for good.

Dark Star has several attacks, though they're surprisingly easy to evade. One of his attacks involves summoning shadow versions of Mario and Luigi, which he'll then fire laser beams at. You can tell which shadow bro he's targeting by the reticule--just tap the jump button of the respective bro to avoid it. His second attack involves five versions of himself rolling into you one at a time--the catch though is that they'll turn invisible before hitting you. Just try and gauge when you think they're close and counter with a hammer swipe. His third attack has him firing colored orbs at the bros--the color dictates which bro it'll go for. Watch the order they drop in and get ready to evade in the same order. Finally, Starlow will appear for Dark Star's final attack, giving a pretty clear indication of what's coming. Simply have each bro jump and grab hold of Starlow ASAP to be pulled to safety until the attack concludes.

As for Dark Star's minions, their only attack is to fire a laser at you. Watch them carefully before they do, however--if they jump before firing, don't do anything. If they don't, jump to evade. As mentioned before, these guys are key to taking down Dark Star, so target them as soon as they appear. Consult the first paragraph of this section for more.

Finally, once you've depleted Dark Star's HP, get ready to hammer on both Mario and Luigi's attack buttons to avoid his final black hole attack.

Peach's Castle (Bowser) (part 4)

Back in the castle, head through the hole in the bottom-right corner of the corridor. Save at the Save Block, then head south. You may want to stock up on goods at the shop block and bust open a box just above (retry clock) before following Dark Bowser through the southern door. There Bowser will wind up squished by the castle (he's not good at avoiding that, is he?). Like all the times before, take the bros to Rump Command.

Rump Command (Mario and Luigi)

Board the boat and do your thing. Shoot the red balls with Mario, green with Luigi, and blue with both. Just take your time and only shoot one bro's cannon at a time (except for blue balls) to more easily avoid shooting the wrong balls. After completing it, Bowser will grow huge…again.

Boss Battle: Peach's Castle

Alright, it's time for Giant Bowser's final battle, and it's a doozy. Throughout the battle, Peach's Castle will try different tactics, depending on how much health it has remaining--first at 50% damage, then again at 75%.

Full Health-75%

Anyway, the battle begins with a Black Hole appearing behind you. You can avoid being sucked in by sliding the stylus rapidly from left to right, though we found it beneficial to actually let yourself be sucked in, which then enables you to perform an attack by sliding the stylus left-to-right, flinging yourself at the castle dealing it harm (just do it quickly, as the black hole does hurt you…slowly). After the Black Hole incident, your next attack should be to spit fire, causing the castle to drop a mushroom, which might come in useful later. Subsequently, the castle may spawn some flying goons--use your fire attack for a quick victory (and if you're lucky, another mushroom!). Speaking of which, keep an eye on your health--if it ever drops to about a 1/3, use a shroom!

75%-50% Health

When the castle drops to 75% health, it'll unleash a laser that can be avoided, knocking you into the black hole behind you. Slide the stylus left to right to rocket out, damaging the castle in the process. Following this, a second black hole will appear, though Bowser will use his mad skills to knock it behind the castle. As a result, the castle will take defensive action and protect itself with a shield. All you can do now is punch it whenever you get the chance, eventually knocking it into the black hole to inflict some pain.

The castle also gains some new attack during this portion. The most dangerous of which is a multi-strike missile attack--try and punch each one to deflect it. If you don't, not only will you take damage, but you'll be knocked toward the black hole. Another one to watch out for is when Bowser turns into a ball and the castle attempts to push you toward the black hole. Quickly draw circles as fast as you can around Bowser, causing him to spin around, pushing the castle back.

Once you've punch-pushed the castle into the black hole, it'll launch itself Bowser-style at you! Get ready to counter-punch--we suggest performing the motion the moment the castle crosses from the right screen to the left screen.

50%-0% Health

Once the boss's health has dropped to sub-50%, he'll drop his shield, but both black holes will edge closer to the battle. Since he's now vulnerable, you can use either a punch (which is more effective) or fire breath (which may award you a mushroom).

The boss, like before, gains a few new attacks in this stage. The first is he'll dash at you with spiked claws--perform a jump (by sliding the stylus upward) just before he connects to dodge it. He'll try a similar trick if you get pulled into the Black Hole--just wait for him to lower his claws before launching Bowser at him. Finally, if the boss gets sucked into his Black Hole, he'll turn invisible while en route--try and gauge where he is and counter when you think he's close.

Almost Dead

In the final phase, both Bowser and the castle will be sucked into their respective black holes. The castle, as a last defense, will alternate raising and lowering its spiked claws--wait for them to drop, then immediately launch Bowser at the castle with a slide of your stylus to inflict damage while it's unprotected. Rinse and repeat until you're victorious.


Victorious, reenter the castle through the door, stock up on goods if you need to via the shop block, then roll through the statues ahead into the northern room. Bust open a couple of boxes in the upper corners (coins) before heading north one more, where you'll spot Fawful. Before chasing him into the right room, bust open a box on each side (coins, star candy).

Boss Battle: Dark Fawful

Dark Fawful actually consists of two components: himself, and his vacuum helmet. Not only does the helmet enable him to perform numerous attacks, but it also restores Fawful's health a massive 300 HP every few turns, making him practically invincible. As such, you should target the helmet exclusively until it's destroyed. We suggest using one of Bowser's Special Attacks--such as the Shy Guy Squad--to inflict 100+ damage each turn. However, an even better option becomes available when the two separate temporarily--if you see the helmet floating around above (and your vacuum square starts glowing), use the vacuum attack to inhale it and let the bros take it on. At this point, we suggest using the bros' Jump Helmet special attack to inflict around 300+ damage each time. Once you've destroyed the vacuum, you can then focus on Fawful himself. We found the Koopa Corps and Shy Guy Squad attacks to be the most effective.

Now Dark Fawful has several powerful attacks. His first has him grabbing hold of the chandilier and swinging around--watch the rope on the top-screen to gauge which way he's swinging, then watch for him on the lower screen using your peripheral vision. If the rope's swinging clockwise, counter with a punch the moment you spot him on the lower screen. If he's swinging around counter-wise, get ready to crouch when it looks like he's about to swing by.

If he takes to sky and summons four portals, watch where the energy balls goes. If it enters the left one, get ready to crouch as it exits the other side. If it enters the right one, get ready to punch as it exits. But be careful--later in the battle, the two top portals may swap positions, so be ready to counter using the opposite method,.

Finally, Fawful may summon several stars that'll circle around continually until either they hit you, or you counter with a punch. Here's the thing: the only star that can be countered is the large glowing one, which leads only one of the two star-strings. When they get close enough to cause damage (after the lead star turns purple), crouch down to evade the first star-string, then counter the large one with a punch when it comes around.

Vacuum Helmet

Now if you inhaled Fawful's vacuum helmet, the bros will have to deal with a couple of unique attacks. Right off the bat, the helmet will prevent you from using one of your attacks--simply cause damage using some other method to get it back!

For one, the helmet may suck in one of the brothers and drag him around trying to hit the other bro, all the while causing continuous damage to the captured one. Even worse, this attack won't end until you successfully land on the vacuum's arm, freeing the bro.

Secondly, the helmet may start sucking energy from the ground, then launch them at the bros. If you watch the base of the helmet, you'll notice it changes colors, indicating the order in which it'll attack the bros--remember it, then use jumps to evade the attack.

Final Attack

Once you've destroyed the Helmet, Fawful gains one more attack. He'll summon four energy balls that circle him. At this point, the Goombas will offer their assistance. Here's what you need to do: punch the goombas, one at a time, past the energy balls and into Fawful. After three successful hits, Fawful's attack will end. If you miss, then the energy balls will come for Bowser instead. Following the battle, bust open four boxes scattered around the room (coins, tnt drumstick, refreshing herb x3, max syrup jar) before continuing north to the next room, where you'll meet Dark Bowser. Quickly tap "X" when instructed to light him on fire. After doing so, you'll be given control of the bros--take 'em to Chest Station.

Chest Station (Mario and Luigi)

Hop into the cannon to form the almighty Mario/Luigi ball, and use it to fling Bowser around on the top-screen. You want to knock him into Dark Bowser five times, but be careful, as Dark Bowser's trying to do the same--just avoid him when lines are radiating from him, then charge!

Peach's Castle (Bowser)

Look for five boxes along the walkway (coins, tnt Drumstick x3, star candy, retry clock), then head north a few screens for the final battle!

Boss Battle: Dark Bowser

Don't let his appearance frighten you--Dark Bowser is as susceptible to Special Attacks as any boss. In this case, we suggest using the Shy Guy Squad. It's the most dependable method of inflicting 200-300 HP in damage at a time. After you deal enough damage, Bowser will fall down…but will be reenergized by the Dark Star with 1,000 HP and grow in size. What you need to do now is punch his stomach, forcing the Dark Star out! As soon as it's out in the open, use your vacuum attack to inhale the sucker. If you don't, you'll have to repeat this portion of the battle. We'll discuss battling the Dark Star a bit further down, but for now, onto Dark Bowser's attacks!

Bower's easiest attack is he'll trap Bowser within a suspended cage and fire an energy ball at you several moments later. Now there are two ways to escape: The easiest method is to simply punch repeatedly--you'll bust it out just in time. The seconds a bit trickier: Tap crouch to start swinging the cage, then tap it again every time the cage swings to the far left--time it right and Bowser will eventually break the chain and land right on Dark Bowser, inflicting some damage!

One of Dark Bowser's primary attacks is to toss a boulder in the air, then shoot it with a fireball, causing it to rain debris. Watch it closely, as it falls in three distinct columns and you only need to guard against the center ones (the others will miss entirely) by crouching. Now they usually drop in groups of three or four, so you'll need to guard against that many before stopping to take a quick breather. However, and more importantly, Bowser's also preparing a fireball attack while you're busy dodging rocks, which he'll unleash as soon as the rocks have finished. The only way to guard against this move is by punching one of the rocks in the right-most column into his face--you usually have a chance just after you've guarded against the first or second rock groups (remember, they usually fall in groups of 3 or 4).

A third is he'll sometimes punch you multiple times in a row, but he'll charge before each one giving you a slight heads-up. You need to counter-punch the moment he's finished charging (if you wait for him to actually begin the punch, it's already too late.) After deflecting, Bowser will then turn into a spike-ball and try to stomp you, crouch to deflect, then follow-up with a quick punch for some damage!

Larger Form

After dealing some pain, Bowser will recover 1,000 HP and grow larger. Although he gains a new attack, it's also the only attack he has. The first of which has him throwing a large ball of enemies, knocking you a ways back. Bowser will then automatically start running back toward Dark Bowser, but you'll have to dodge numerous enemies along the way. Punch all of the ground-based enemies when they get close, such as Goombas, Bob-ombs, Koopa Shells, and even low-flying Bullet Bills--this has the added benefit of taking out the enemies behind it as well. Now if you notice a Bullet Bill flying above ground-level, crouch and let it fly overhead. As for the Thwomps, crouch just before it and wait for it to drop, then float back up before proceeding. Finally, Bowser himself will come at you in spike-ball form twice--just crouch before he lands on you the first time, then quickly get moving and crouch once again just before he gets you a second time (if you don't move far enough along, he'll attack from the front, which you can't defend against.)

Dark Star Core

After inhaling the Dark Store Core, it's up to the bros to take it on. So here's the deal: there are actually two phases to this battle and you can only inflict direct damage during the second. In the first phase, he has five attackable area: the two eyes, and his three legs. Each one's pretty weak, though you'll have to destroy all five in order to enter the second phase of the battle. As for attacking his limbs, we suggest using a singular Special Attack, such as the Jump Helmet, and target the eyes first, followed by the limbs (otherwise he may conceal his limbs, preventing them from being targeted). Once you've destroyed all five pieces, you'll move onto the Core itself.

Tip Once the Dark Star Core is down to a single limb or eye remaining, we strongly recommend healing both bros before destroying it. Because once you've revealed the Core itself, it only sticks around for a short while. As such, it's best not to waste a turn healing the brothers during that portion.

Once you've exposed the core, give it all you've got with your most powerful Special Attacks, just as the Jump Helmet or Spin Pipe. It's only vulnerable for a few turns, before it regrows its limbs and repossesses Dark Bowser, forcing you to repeat the first portion of the battle.

In the Dark Star Core's first form, he'll attack in three different ways. The first is where he'll grab hold of each brother and raise them to different heights, at which point he'll begin radiating energy out from his center. Jump over this attack, keeping mindful of the fact that the further away he's holding you, the later you'll have to jump. His second attack sees him planting one arm in the ground in front of each brother, then sending energy balls via them their way. Just prepare your hammers and strike when they get close. Finally, Dark Star's head may be begin chasing you down the corridor while head head flies by overhead, just before smacking into you. Watch for what color the head is (either red or green) then get ready to jump with the respective brother just a moment after he flies off the top-screen, but before appearing on the bottom.

Once you've got Dark Star Core in his second form, you'll only have two attacks to deal with. The first is where he'll begin twirling one of his appendages around in a circle--it starts high enough that you don't have to evade it, but it'll soon drop to ground-level and drag along the ground. Keep an eye on which way it's rotating and get ready to jump once you see it dragging along the ground. Following this, he'll fire a spike-thing at you--prepare your hammer and counter just after he launches it. The Core's only other attack is to fire a large bean, which you can easily dodge by grabbing hold of Starlow as he passes by overhead, taking the brothers out of harm's way!

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