The text was originally written by Bibi2000. We have adapted it in some places.
Twilight Town
After the sequence goes outside to the left of the house to find a splinter. Then move to the right to the next area. There goes into the house and give the woman a mushroom to get a star shower. Go right into the lobby shop to find the locked door and hear the story of the woman. Get the hotel voucher and go out again. Go right to the gate and then briefly to the elder.
He has become a pig and you can return to the gate. The guard is also a pig and you can now go into the forest. Go into the shed and get the key for the black crate and loot the coin block. Then go right to the next area to the fallen log. By tank get the shop key on the other side and go back to the lobby shop and open this door.
Use the fine things inside first and then open the crate. Now you get the ability to roll. Leave the lobby shop and go right back to the tree trunk. Roll under it to get to the right. On the other hand, get the splinter first. Go right and blow the straw away to expose a warp pipe. Then go left into the wall and make your way to the end of the second area and use Flurrie’s breath again to uncover the path in the trunk and continue right into the forest.
Here on the clearing the pit is free in the ground and by Ground Pound down. Rear in the picture moves the stone and thus the front. Two holes are visible. By rolls you come to the other side. Here goes until shortly before the end and jumps up on the tree. An insignia that can hardly be seen is your reward. Go ahead and you reach the next location.
Creepy Steeple
First, just roll under the fence into the front yard, get the splinter and go out again. Now let yourselves fall into the well below. Get the insignia and go to the right. Here you get the hurricane jump to catch opponents in the air. Go back again, upstairs and now normally to the abbey. Go to the end and move the platform to the right. Fall down and blow away the wallpaper behind. Roll right to find a badge.
Go back and left in the door. Leave the ghosts out of the kite and answer 200 to get an ultra mushroom. Go to the left and below in the door. Go to the right, hit the red switch and walk into the door next to it. Passing the stairs to the rear into the door. Go right, hit another red switch and left the way to the next door. Again in the main hall goes left and rolls into the gap to find a splinter, an insignia and 2 badges.
Go back and you notice that the red switches are active again. With them you create a staircase in the space between the switches. However, there are 3 doors at the top left in this room. The switches also serve to position the conductors so that you reach the doors at the top. Only the doors to the left and right are important. Positions the stairs first below and thus to the left of the room and goes up. At the end, get a key with the tank.
Go back and move the stairs up to the right in the room and walk along there to the end using the key. At the top you get to the spirit of the abbey, which is a very easy opponent as a final battle. Mario’s jump is the most effective and should be solved so quickly and you get the next Star Jewel and have also finished this chapter. Or not? Then you control the spirit Mario and leave the abbey until the next sequence.
Then go with the spirit Mario to the beginning of the forest where you meet the robber mario. Escape from this fight and head to Twilight Town at the very beginning. Where Barbara stands, she searches the bushes around her to find a fragment of stars and the bomb. Give the bomb and say yes to the repair request and finally Barbara belongs to your team. Now go all the way to the right in the second area to the ravens below the gate. First get the splinter and listen with the ravens.
You experience where you experience the name of the Spirit. Then go back to the abbey and fall into the well again. There goes to the right and pushes the gate a bit up. Make yourself invisible so that the gate slips back and you can walk up there and into the door. Get the insignia and save. Rolls to the right and down by Ground Pound. It rolls to the left into the room next door. Stand under the parrot and make yourself invisible to learn the name Rumbling.
Then get the letter P and a compartment key. Go to the Spirit again and give him his name. Pay attention to upper and lower case. Then follow him into the compartment and back up into the final combat room.
Fighting Rumpel
Defeat him again, which is not the problem this time and you finally get the jewel and Barbara as a comrade.
Princess Peach and Bowser
This time you have to answer 5 questions with the background that you will learn a lot about the story of the eon gate. Answer them all one after the other, otherwise you have to start over each time and then send the mail to Mario again. At Bowser you have to play as a level again this time. Note in the water level not to use the warp pipe at the end but the trampoline at the bottom of the floor. Jump to the flag and you’re done with it.
Go back to Rogueport and down the Pit of 100 Trials to the Thousand-Year Door and set the 4. Jewel to find out the next place. After the visit to the professor goes into the house next door. If you played after the solution you should now have 6 more Shine Sprites and can also bring the last two a rank up and have now pushed all at least once. After that, go to the bar in the market and talk to the captain on the right and choose in the query feeling.
He invites you to the island. Then go to the harbour and do whatever you want. There you find out that the helmsman is missing and you have to look for a beard-omb. Go to Ostend and to the water. Below you get to the other side to the right with Yoshi. Where the thief walks around climbs over the boxes and flies left onto the roof. Get the Star Split and the Insignia at the back of the last house.
Now go to the front left roof where the splinter was at the chimney. As a role, you get over the chimney into the house and find the wanted sailor. Go into the back room and get the insignia. Then he opens the house and you can leave him. Go to the bar and talk to the bartender to get the Old Letter. Go back to Bart-Omb and show him the letter. At the end of the sequence you persuaded him and can go to the ship.
Give the oil prospector 100 coins to the bottom right of the harbor and then take the boat and start the next chapter.



























































































































