Editing Bowser's Castle

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The rescue is interrupted by the gigantic sword [[Exor]] crashing into the keep, scattering everyone inside. Exor destroys the bridge and proclaims the keep the new base of the [[Smithy Gang]] in [[Mario World|Mario's world]]. Since Exor is the gateway to Smithy's dimension, the soldiers of the Smithy Gang have an easy time taking control of the castle. In fact, many of Bowser's soldiers defect or run away instead of fighting.
The rescue is interrupted by the gigantic sword [[Exor]] crashing into the keep, scattering everyone inside. Exor destroys the bridge and proclaims the keep the new base of the [[Smithy Gang]] in [[Mario World|Mario's world]]. Since Exor is the gateway to Smithy's dimension, the soldiers of the Smithy Gang have an easy time taking control of the castle. In fact, many of Bowser's soldiers defect or run away instead of fighting.


Eventually, Mario and his team make it back to the keep using the [[royal bus]] from [[Nimbus Land]]. After traveling through the original rooms, now full of stronger versions of early-game enemies, such as [[Terra Cotta]]s, [[Pro Goomba]]s, and [[Malakoopa]]s, intermixed with some larger enemies. After passing through the room where Mario and Bowser fought in the beginning, they travel through a dark, twisted hall and meet up with the thief [[Croco]], who offers to sell them items. Following this is a challenge of six doors known as [[the Trial Course]]. After four of the six are completed, they fall from a doorway into a tall room and get into a battle against the brainwashed [[Wizakoopa]]. After being defeated and freed from his mind control, Wizakoopa creates a [[magic treasure box]] and offers free healing, while a nearby Croco sells better items than before. The next room is a long hall filled with [[Thwomp]]s (including a [[Big Thwomp|large one]]), while [[Blazer]]s are shot from off-screen and lead to battle against [[Big Blaster]]s if touched. The final room is a copy of the Bowser fight room and is held by [[Boomer (Super Mario RPG)|Boomer]]. Once Boomer is defeated, the group is taken to the roof, where they battle Exor.
Eventually, Mario and his team make it back to the keep using the [[royal bus]] from [[Nimbus Land]]. After traveling through the original rooms, now full of stronger versions of early-game enemies, such as [[Terra Cotta]]s, [[Pro Goomba]]s, and [[Malakoopa]]s, intermixed with some larger enemies. After passing through the room where Mario and Bowser fought in the beginning, they travel through a dark, twisted hall and meet up with the thief [[Croco]], who offers to sell them items. Following this is a challenge of six doors known as the [[Six-Door Chamber]]. After four of the six are completed, they fall from a doorway into a tall room and get into a battle against the brainwashed [[Wizakoopa]]. After being defeated and freed from his mind control, Wizakoopa creates a [[magic treasure box]] and offers free healing, while a nearby Croco sells better items than before. The next room is a long hall filled with [[Thwomp]]s (including a [[Big Thwomp|large one]]), while [[Blazer]]s are shot from off-screen and lead to battle against [[Big Blaster]]s if touched. The final room is a copy of the Bowser fight room and is held by [[Boomer (Super Mario RPG)|Boomer]]. Once Boomer is defeated, the group is taken to the roof, where they battle Exor.


In the epilogue, Exor crumbles to dust, and the castle is shown being repaired by the reestablished Koopa Troop.
In the epilogue, Exor crumbles to dust, and the castle is shown being repaired by the reestablished Koopa Troop.
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**[[Bowser]] (boss)
**[[Bowser]] (boss)
***[[Chaindelier]]
***[[Chaindelier]]
*Second visit, pre-[[The Trial Course|Trial Course]]:
*Second visit, pre-[[Six-Door Chamber]]:
**[[Terra Cotta]]
**[[Terra Cotta]]
**[[Forkie]]s
**[[Forkie]]s
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**[[Malakoopa]]
**[[Malakoopa]]
**[[Grand Troopa]]
**[[Grand Troopa]]
*Second visit, post-Trial Course:
*Second visit, post-Six-Door Chamber:
**[[Wizakoopa]] (boss)
**[[Wizakoopa]] (boss)
***[[Bahamutt]]
***[[Bahamutt]]

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