Bowser's Keep- 7th Star Piece

Walkthru links

[1st star piece] | [2nd star piece] | [3rd star piece] | [4th star piece] | [5th star piece] | [6th star piece] | [7th star piece] | [Home page]

Nimbus Land

1. Talk to the king

First off I said "Bowser's Keep" above instead of "Nimbus Land" to somewhat avoid confusion. Anyways, FIRST HEAD TO NIMBUS LAND!! You'll need to talk to the king, who will have the bus repaired.

2. Go past Garro's house

Next, you go outside the castle and go to the pathway that's to the left of Garro's House. Next talk to the guy in the room. You'll find that the bus is fixed and now, well, it's time to go back to Bowser's Keep!

Bowser's Keep

1. Get past the dark room, talk to Croco

There are 3 screens before the dark room. These are the same 3 you went in the first time you came here at the beginning of the game. Get past these three. The dark room can be a little tricky, but just remember to head right. There's a treasure box with a cure all mushroom to the left of a line of statues. You will have some visibilty, though.
After you get through there, you'll talk to Croco. He'll sell you some stuff and tell you to save up.

2. The INFAMOUS 6 DOORS!!

My my my...what a tricky spot!! You've come to six doors! You have to pass through 4 to go forward! Listen up, I'll help you BIG on this one including what items you'll get after you've completed them. There are 2 fight courses, 2 action courses, and 2 puzzles. I'll cover the fight courses first. These doors are chosen TOTALLY at random, so I have NO CLUE as to where they are. If you get in one, though, that you don't like, and it's a fighting course, then try this; IF YOU'VE SAVED WHERE CROCO TOLD YOU TO, then you can RESTART the machine!! The door will be the same, just remember which one it is!! If you don't like the others and prefer a fighting course, then just blow it and don't try.


Fight Course 1: Terra Cotta Fight room

Your first enemy here is a Terra Cotta, the red turtle. There are 3 rooms, with 4 groups of enemies in each one. This is the harder of the 2 fight rooms.Order of fighting:

Door 1

Enemy 1. 4 Terra Cottas (turtle).

Enemy 2. 2 Oerlikons (spikey), 1 Crusty (crab)

Enemy 3. 2 Big Berthas (cannon), 1 Crook

Enemy 4. 2 Chows (pig), 1 Forkies (don't that look wrong?!)

Door 2

Enemy 1. 2 Armored Ants, 1 Rat Funk

Enemy 2. 2 Bloobers, 1 Crusty

Enemy 3. 4 Stingers (bees)

Enemy 4. 2 geckits, 1 Chained Kong

Door 3

Enemy 1. 1 Rob-omb, 2 Big Berthas

Enemy 2. 4 Vomers (dry bones)

Enemy 3. 2 Magmus, 2 Pulsars

Enemy 4. Chester (chest monster), Bahamutt (big dragon)

 

Overview. This course has its moments of hardness. I reccommend having Mario, Geno, and Princess or Bowser. If you don't want to level up (bad mistake), then choose Bowser as he will scare of the monsters. Geno's Geno Whirl is useful in killing the Big Berthas as well as the Forkies. Don't waste it on other enemies. When you fight the Vomers, however, change a member of the party to Mallow, as his thunderbolt is the best and cheapest (FP wise) to kill them with. That's all he's good HERE for, though. Watch out for the chest monster at the end, though. I hope you're prepared!

Prize! Your prize for going through all this is the Drill Claw, Bowser's most powerful weapon.


Fight Course 2: Gu Goomba Fight room

This is certainly the easier of the 2 fight courses as you'll meet many enemies from WAY earlier on (even as early as KERO SEWERS!!) No real challenge here. Once again, there are 3 doors, and 4 enemies in each one.

Door 1

Enemy 1. 5 Gu Goombas

Enemy 2. 2 Malakoopas, 1 Tub-O-Troopa

Enemy 3. 2 Big Boos, 2 Orbisons

Enemy 4. 5 Sling Shys

Door 2

Enemy 1. 2 Shy Aways, 2 Chewys

Enemy 2. 1 Mr. Kipper, 2 Muckles

Enemy 3. 2 Amanitas, 1 Orbison

Enemy 4. 2 Greapers, 1 Glum Reaper

Door 3

Enemy 1. 3 Pyrospheres (fireballs)

Enemy 2. 3 Lakitus

Enemy 3. 2 Zeostars, 2 Shamans

Enemy 4. 5 Shamans

Overview. You only really have to worry about 3 enemies. First, you'll need to put Tub-O-Troopa away with the Geno Whirl. That's easy. Next, you'll have to do the same to the Glum Reaper in door 2. He uses Scythe, a mortal blow that will kill you in one shot. Finally, try to kill the Shamans in one shot because they have pretty good magics and magic defense, too.

Prize! Your prize for this is the Star Gun, Geno's most powerful weapon!


Now, for the action courses. There are 2 here, and they can be costly as far as coins and time are concerned. You have 10 chances to complete each course (NOT the individual ROOM!!)


Action Course 1: Invisible Path

In this course, there are 3 rooms, which can be pretty difficult. This is the easier of the 2 action courses.

Door 1: Invisible Path

In this room, there are Terrapins EVERYWHERE!! Don't worry, this time, they'll help you. They jump up, and, when they land, they'll show you the path. There are 4 treasure boxes which are worth getting. The coins should be avoided as most of them are right above the lava. The long way around seems to be the best here. For a better success, go right, then up, then left, up, right, down, right, and up! If you're confused and the Terrapins are gone, just jump straight up and you can reveal the path too.

Door 2: Block Jumping (horizontal)

There are three block jumping courses, horizontal, vertical, and circular. This can be tricky, esp. if you want the treasure boxes. The only one worth getting is the one in the bottom left corner. To get there, go from the first block to the second, more left one. Stay on that one until you see a block come on the far left. Do a running jump (Hold Y and press B) and you'll get to the block. Stay on the block, and jump up and get the RED ESSANCE inside!! Now get back to the second block you jumped on, and follow it to another block near the exit that is again to the left. Once this block hits its maximum point going up, you can safely jump from there to the exit door.

Door 3: DK Barrel fun

Oh, boy! You thought that arcade game was gone for good, huh? Well, he's back, and still throwing barrels like he ALWAYS used to. First, run like crazy until you see barrels coming. There are sets of 5. It's best to get in the corner of the room with the tiny step above it. Beware when he growls, however, as he sends a barrel STRAIGHT for the corners next to the steps. Use this as a chance to climb up and continue onward. After you climb up 4 stories, you'll meet him. I suggest jumping onto him as he often throws barrels if you just run towards him.

Prize! Your prize for this is the Super Slap, a virtually useless weapon for the Princess, that is, if you have the Frying Pan it's useless. You can still sell it though.


Action Course 2: Block jumping (vertical) room

In this room, you'll find some tough challenges await you!! You have 2 block jumping rooms and 1 just plain CONFUSING room! Shame you can't back out, ain't it? Well, maybe this info. will help you.

Door 1: Block Jumping (vertical)

Don't jump the gun when you first enter. Patiently wait for the block to land safely above the ledge. You'll have to do a bottom-top jump (bottom of one block to top of destination block), so get to the very front of the first block and do a running jump to the second one. Repeat the bottom-top jump 2 more times. Then do a top-bottom jump, or you'll fall in the lava. Don't worry if you do, however, because you'll end up on the last block you were on before you hit the hot stuff! Now, just do 2 more bottom-top jumps and you're on the final block! You can run on the ledge it brings you up to to get the contents of the treasure box, or just jump to the exit.

Door 2: Get the ball rolling

This room was the KING of confusion for me, at least. You have to jump on the ball, and avoid the bob-ombs at all cost. Remember on this ball that up=down and left=right, so you'll have to do some mighty confusing maneuvers to get to the back. When you're to the door, just jump up and into it.

Door 3: Block Jumping (circular)

NOW THIS IS HARD!! There are 6 treasure boxes here, but none hold anything TOO important. Just jump on the block to get the other one circling. Then jump onto the rotating block, and the other will rotate. Try to keep in a straight line as much as possible. If you die, you'll be placed a little off-center from where you hit the lava.

PRIZE! You'd think for something like this, you'd get a weapon for Geno or Bowser, or some other great thing. But, however, you get the Sonic Cymbal, Mallow's most powerful weapon. If you like Mallow, that's good for you, otherwise, well, it's just a WASTE of time.

* Note: If you've completed all of the above, then you're ready to move on!! You'll have to ignore this below unless you make a return visit to the keep. Click here to get past the puzzle section and get STRAIGHT to the goods (but only if you've completed 4 doors!)


Now, at last for the puzzle courses!! These are stupid and often hard. They are time consuming. You have 1 chance to make it through. I've placed the prize here instead of below because it's the same for BOTH.

PRIZE for completing puzzles: If you complete either puzzle, you'll get a measly Rock Candy.


Puzzle 1: 21 Coin room

Door 1: 21 coins

In this room, you have to get Dr. T to draw the 21st coin from the treasure chest. Easy, right? Not so easy. You can take up to 4 in one turn, and must take at least 1. Remember you can press A to back out after taking 1, 2 or 3. Count carefully, and try to get the 20th coin, then back out. Then he's gone FOR SURE!!

Door 2: Magic buttons

This course looks tough, but it can be done in 4 moves!! I've made a chart below to show the buttons that are up. A blank space indicates where a button is pressed down.

1 2 3 4
5 6 7 8
9 10 11 12
13 14 15 16

Press button 14. The field should look like this:

1 2 3 4
5 6 7 8
9   11 12
      16

Now hit button 12. It'll look like this:

1 2 3 4
5 6 7  
9      
       

Next go for button 3. You're almost done:

1      
5 6    
9      
       

Finally, hit button 5 and all buttons will be down. Notice that you go in one direction (clockwise) and that they all go down in a "T" shape.

Door 3: Kick ball

Ho, boy. This is hard...and hard to explain! Let me try. Keep in mind that I DID this by myself, and there ARE other solutions!! Actually, I just did this as I made this part of the walkthru!! I'm thankful for tables!


There are 15 cannon balls, and 16 positions. You have to eliminate all but 1. The grid below should help.

1 2   3
4 5 6 7
8 9 10 11
12 13 14 15

Now, kick ball 1 to the open spot. It should look like this:

    1 3
4 5 6 7
8 9 10 11
12 13 14 15

Next, kick ball 8 over ball 4 to the top corner. Like this:

8   1 3
  5 6 7
  9 10 11
12 13 14 15

Now, jump ball 6 over ball 5 to put it below ball 8. It looks like this:

8   1 3
6     7
  9 10 11
12 13 14 15

Now jump ball 8 over ball 6:

    1 3
      7
8 9 10 11
12 13 14 15

And jump ball 12 over ball 8.

    1 3
12     7
  9 10 11
  13 14 15

Now, get rid of the 1st ball by kicking ball 3 over it:

  3    
12     7
  9 10 11
  13 14 15

And move ball 14 up and over ball 10.

  3    
12   14 7
  9   11
  13   15

Although it MIGHT seem foolish, move ball 7 over ball 14.

  3    
12 7    
  9   11
  13   15

Now, jump over ball 14 with ball 12.

  3    
    12  
  9   11
  13   15

 

Next, move ball 15 over ball 11, putting it next to ball 12.

  3    
    12 15
  9    
  13    

Jump ball 13 over ball 9, like this:

  3    
  13 12 15
       
       

And move ball 3 down over ball 13.

       
    12 15
  3    
       

Next, jump ball 15 over ball 12.

       
  15    
  3    
       

And now, finish it off jumping either ball over the other.

       
       
  15    
       

Now, does all that hassle SEEM WORTH A ROCK CANDY?!


Puzzle 2: Quiz

Door 1: Quiz

In this door, you'll find a quiz, with 12 questions. You have to get 8 right to go onward and 5 seconds to choose after given a list of choices. If you get one wrong, it counts as 2!! There are about 38 different questions; I got the answers for all the ones I could find; these will help for sure! It's a multiple choice quiz with 3 options. These questions will appear in no particular order here AND on the game itself.


Questions (Answers in orange)

What is the 4th section of the menu screen? Equip

What's the full name of the boss at the Sunken Ship? Jonathan Jones

What color is the end of Dodo's Beak? Red

What words does shy away use when he sings? La dee dah~

Where was the 3rd star piece found? Moleville

What color are the curtains in Mario's house? Blue

What is the name of the Boss of the Sunken Ship? Johnny

Who is the leader of the Axem Rangers? Red

What technique does Bowser learn at Level 15? Crusher

What's the chef's name in Marrymore? Torte

The man getting his picture taken in Marrymore hates what? Getting his picture taken

What does Birdo come out of? An eggshell

What does the Red Essance do? Gives you strength

How long have the couple inside the chapel been waiting for their wedding? 30 minutes

In the Moleville blues, it's said that the moles are covered with what? Soil

Which monster does not appear in Booster Tower? Terrapin

What was Mallow asked to get for Frogfucius? Cricket Pie

What's the first monster you see in the Pipe Vault? Sparky

How many legs does Wigger have? 6

What was Toadstool doing when she was kidnapped by Bowser? She was looking at flowers

Who is the famous composer at Tadpole Pond? Toadofsky

Yaridovich is what? A boss

What does Belome really like to turn people into? Scarecrows

What is the name of Jagger's "sensei"? Jinx

What do Culex, Jinx, and goomba all have in common? They live in Monstro Town

What did Carroboscis turn into? A carrot

Mite is Dyna's what? little brother

What is Hinopio in charge of at the middle counter? the inn

How much does a female beetle cost? 1 coin

Who is the ultimate enemy in this adventure? Smithy (duh...)

Booster is what generation? 7th

What is Raini's husband's name? Raz

Who is the famous sculptor in Nimbus Land? Garro

The boy at the inn in Mushroom Kingdom is playing with what? Game Boy

What's the password in the Sunken Ship? Pearls

Where was the first star piece found? Mushroom Kingdom

Who helped you scale the cliff at Land's End? Sky Troopas

How many underlings does Croco have? 3

Johnny loves what beverage? Currant juice

The boy getting his picture taken at Marrymore can't wait 'til which season? skiing

These questions were mostly easy, but there were a few that could be tricky (i.e. Booster's generation, # of legs on wiggler) and a few were stupid (i.e. leader of Axem Rangers, what Red Essance does). I've added ALL that I found for completeness.


Door 2: Barrel Counting

In this room, you'll have 2 groups of barrels to count. The first one is easy...you have 10 seconds. The bottom row ALWAYS has 7 barrels, so count the top row (or rows) and add them to 7. The second one, however, can be more difficult, even though you have 20 seconds. So I'll help you out. There are probably 4 or 5 rows, right? Well, the bottom 3 ROWS ALWAYS ADD UP TO 40!! Just count the top row (or rows), and add that number to 40!

Door 3: Triathalon

This is very hard. There are 4 people that competed in a triathalon; Boo, Bones, Kipp, and Goo. They have different stories as to how they placed. Since there is NO LOGICAL way to deduce this puzzle that I'VE found, I've provided the answers as to who placed where.


1st: I outrode ____ on my bike and ___ was never able to pass me!

2nd: I fell into 4th place during the bike race, but finally ended up in the same place as I did in the swimming event.

3rd: I placed the same in the swimming and cycling events, but 2 others beat me in the marathon.

4th: I came in 3rd for swimming...


 

2. Use the save point, fight Magikoopa!

That was hard to write for me, but fun. Now, jump on that infinitely so important save point and go on. You'll fight Magikoopa, who's been brainwashed. He'll fight you, and even hide behind enemies. Mario-Bowser-Princess should be used for this battle. Beat Magikoopa and he'll not only give you a mere 10 exp. points, but will offer to restore your HP and magic, as well as giving you an INFINITE coin treasure box!

3. Go left to see Croco!

Croco's back, and he's got better armor and items to sell you! The armor is a must have, as you are about ready to fight 2 major enemies!

4. Boomer/Exor- Duo of Doom!

They aren't too hard, however, if you know what to do. With Boomer, equip at least one of your characters with the Safety Ring due to his Shaker attack. Basically, just attack him until he gives up. Defense boosts are good. YOU MUST HAVE Mario and Geno. I also suggest the Princess. Geno's Geno Boost will prove helpful during the fight with Boomer.
After you get to Exor, the giant sword, just have all characters attack one of the eyes. When the eye looks all screwed up, have Geno use the Geno Whirl timed hit on the thing at the top (Exor). It will kill it in one shot, and give you access to Smithy's Factory!


Smithy Factory-7

1. The first door

Once you enter, you'll get involved in an arguement between Geno and Bowser. Bowser wants to quit the team and repair his castle. Eventually, though, Geno convinces him to stay and fight.

2. Nutty nut lifts

Remember the "lovely" nut lifts from Super Mario Bros. 3? They're BACK!! These things can be hard, but I've devised somewhat of a strategy. Jump on them, of course. Walk towards the edge. Jump up twice. Then do a standard forward jump (just up-diagonal and B) on your third jump. If that doesn't work, make up your own strategy.

3. Glum Reapers+ Nut lifts= trouble!

In the screen past the save point, surprise!! MORE NUT LIFTS!! This time, they're guarded by Glum Reapers (who use the deadly "Scythe" attack!). You should only avoid them if you feel comfortable doing a lot of jumps really fast on nut lifts. Don't worry if you fall, though. You'll end up on the last patch of SOLID ground you were on. Anyways, head to the right to exit this screen.

4. Hit the green switch

When you make it past the nut lift screen, you'll find that your way is BLOCKED!! Head for the green button in the left corner, but watch out for the ameobas. They aren't TOO dangerous if you kill them in the first round of attack, but that 1 will become 4 more if you wait too long.

5. Springboard up, then fight Countdown!

If you can figure out how to get up on the nut lift in the next screen, just hit the springboard. Cross the screen, and run up to the springboard. Make sure one character is equipped with the Safety Ring to prevent a disaster, because you'll be fighting a monsterous clock named countdown and two dumb bells appropriately called "ding-a-lings". The hands on the clock will make him use certain magics. he uses 2 types of recovery magic and Aurora Flash (a sleep spell!)...those are the important ones. Attack the clock hands first, then head for the bells.

6. From Machine Clones to Cloaker and Domino

There are now A LOT of stages with machine made clones of Mack, Bowyer, the Axem rangers, and EVEN YARIDOVICH!! You can avoid these if you want; they are fairly easy to beat. There's a secret in the room RIGHT after you beat countdown! Go to the place where the two moving blocks form a bridge (past the conveyor belts and falling Axem rangers) and fall in the pit. Go forward once you hit the bottom into the next room! You'll find 2 treasure chests! Now go back up and continue to press onward.
In the next room, there are 3 coveyor belts constantly spitting out enemies towards the path!! And, if that weren't enough, there's arrow's falling from the sky when you get close to the belts!! You'll ALMOST HAVE TO FIGHT the enemies here. Just run in during or 1 enemy before the break in the line. There are drill bits, springers, and a Mack clone to fight here.
The next room is self-explanitory and there are no hard enemies. After that, though, you'll find Bowyer clones falling onto conveyor belts- your only way up. Just wait 'til they've fallen, and pass onward after that.
After the save point, you'll find a brick blocking your path. Hop on it, and fight the Yaridovich clone. After you beat him (easier than the original), you'll fall right into Cloaker and Domino's trap!! I suggest attacking Domino first since he is more powerful. After you beat one or the other, then the remaining enemy will retreat back to a giant snake. If you defeat Domino, the snake is called Earthlink. If you beat Cloaker, the snake is harder and is called Mad Adder!! Just kill the snake, and the other enemy will die.

7. From Clerk to the Factory chief- kill Smithy's production crew

Now you will go into the actual factory!! You're almost there!! You'll have to first kill some mad mallets. Afterwards, the clerk will fight you. Once you beat him, Toad will appear!! He'll sell many important items to you, such as the max mushrom! In addition, he'll give you a rock candy! Now move on to the next challenge.
More of the same here, except you're fighting the manager. Just beat him and move on to the director.
The director can be a little harder, but you can still finish him off with no problem. After you beat the director, you'll come across the game's LAST SAVE POINT!! Use it as you will fight 2 of Smithy's croneys in the next room- the Factory chief and GUNYOLK!!! Kill gunyolk first, then head for the chief. Gunyolk uses the deadly "Breaker Beam" attack that the Axem Rangers used. Go back to the save point. Then, go BACK to where the chief/gunyolk were, and step on the button. It'll take you to Smithy...have everything equipped BEFORE YOU ENTER!

8. Smithy!

Dream Team: Mario, Bowser, Princess OR Mario, Geno, Princess

Equip Princess with lazy shell and (if you have it) the Scrooge Ring OR the Rare Scarf.

The rest can be equipped with your choice of armor/accessories. Try to equip AT LEAST ONE OF THE TWO with a Safety Ring.

Reccommended level: 25 or higher


I hope you've got your bombs ready, because Smithy's on a RAMPAGE! There are TWO BATTLES with him...one with his disguise on and the other with him as his TRUE FORM!

In the first battle, you really have to worry more about the enemy in the left corner (Smelter) because he gives Smithy the ability to make powerful enemies who have as MUCH ATTACK POWER AS SMITHY HIMSELF!! So, attack Smelter first. Then kill of the Shypers, and head for Smithy. Smithy's only real power in this round comes from the Meteor Swarm and Sledge attacks. Now THAT'S where the LAZY SHELL COMES IN HANDY!! Use the Princess's healing magics as needed. In about 10-20 rounds of battle, you'll wear Smithy down, and he'll be told to calm down by his flunkies. This doesn't help as he will destroy the floor and come crashing down to the basement! Then he'll reveal HIS TRUE FORM- a head-morphing GIANT!! Here are some tips for dealing with each form.

Tank form: Watch out for the magnum attack. Any type of attack will work fair here.

Magician form: DO NOT USE MAGIC ATTACKS here!! He has horrible defense! So use the Geno Boost on an ally and do MAJOR damage!! Bombs are NOT reccommended.

Lock form: Just use bombs here!! Attacks are HORRIBLE, and magics don't fare too well, either.

Treasure chest form: This is USUALLY a sign that he's nearly dead! The treasure chest will open up, and can cause status problems (scarecrow, silence, poison). Hope you've equipped the safety ring here.

All in all, a tough battle. But YOU CAN do it without TOO MUCH help...then you'll see the ending!


Thanks for reading my walkthru, and I'm glad to have finished it, at last!

~ Andrew


Back to home page ->