Thursday, July 31, 2014

Paper Mario: The Thousand-Year Door -- Chapter 8: The Thousand-Year Door -- Part 4

When you're ready to go forward, go through the east door. I recommend having some healing items in your inventory. I'm at level 32, with 35 HP, 35 FP, and 75 BP. The badges I have equipped are Return Postage, Zap Tap, Spike Shield, Pity Flower, Happy Flower, Happy Heart, Lucky Start, Lucky Day, Pretty Lucky, Close Call, Close Call P, 2 Damage Dodge, Damage Dodge P, 2 Power Plus, Power Plus P, 2 FP Plus, 2 HP Plus, Power Bounce, and Multibounce.

On the other side of the door, you'll find Peach, Grodus, many candles, and a coffin. Peach screams. Grodus tells Mario and his ally that they're too late. In the coffin behind Peach sleeps the legendary treasure, the soul of an ancient demon. It will possess Peach's body to bring life to the most powerful witch in millennia. Peach apologizes to Mario, saying all this trouble was caused because she sent him the map. Grodus says he will rule the world with the ancient demon's power. He tells the Shadow Queen to arise and uses magic. The candles are extinguished and are lit again with black flames. The coffin's lid shakes and falls off, revealing a dark vortex. Slowly, a hand appears and the Shadow Queen comes out. A shadow, then darkness covers Rogueport, Petalburg, the Great Tree, and Glitzville.

The Shadow Queen asks who calls her back and Grodus answers. She asks where the vessel is and Grodus shows her Peach. She bends over Peach and possesses her. The ground shakes and the sky flashes in Twilight Town, Keelhaul Key, and Poshley Heights. Pennington deduces that this is the end of the world. The mayor of Fahr Outpost says something terrible has happened. Professor Frankly, somewhere in the palace, notices the ground shaking and dust falling from above, and thinks that the dark power has awakened, something unthinkable.

Peach appears, wearing a purple dress in a different style and a cape. She is the Shadow Queen. She says to witness her rebirth, but her soul is not fully accustomed to her new vessel. She'll learn to control it soon. Grodus commands her to destroy the impudent fools before her: Mario and his allies. The Shadow Queen asks who commands her and what sort of being he is. Grodus thought she was bound to obey the one who woke her, so he orders her to defeat Mario or he'll send her back. She zaps away his body with magic, saying no one commands her. She zaps away his helmeted head, saying her powers are not fully restored, but will come in time. The Shadow Sirens appear, along with Doopliss. Beldam is glad the Shadow Queen has returned to them. The Shadow Queen says it's been ages and that Beldam is truly responsible for calling her back. Beldam searched for a pure maiden to serve as a vessel and spread a rumor of a great treasure. Afterwards, she led the fools who gathered the Crystal Stars here to open the seal. The Shadow Queen praises her for fulfilling her duties admirably and asks about Mario and his ally. She doesn't think they have power, but may be of use. She tells them they won't be harmed if they become her servants. Mario refuses and the Shadow Queen is amused. She says they'll learn the error of their ways.

The Shadow Queen calls them foolish to oppose her and such foolishness is punished. Mario's ally says they must defeat her or the world ends and not to think of the being before them as Peach, so they can attack with all their might. The Shadow Queen has 150 HP and 7 attack. She'll use lightning attacks, raise both her attack and defense powers, absorb HP, and drag them into darkness. Use attacks like Power Bounce to do a lot of damage. Lip Lock works well to keep your ally (Flurrie) healed and do more damage, especially when the Shadow Queen increases her defense. When she has about 80 HP left, she'll admit that Mario's neither useless nor weak. Peach's body is unfamiliar, so she assumes her true form, gaining a pair of hands that can attack as well. They can absorb HP, slap, or drag them into darkness. She says to taste her power and that their attacks are like that of a child. Now, all of your attacks will be useless, so guard and heal. She'll attack with gases that can confuse or poison. After a while, she'll call Mario a troublesome pest and drags away the audience to fully heal. She'll punish Mario and his ally for their resistance. Mario's ally thinks that this could be the end.

The Shadow Queen asks once again for Mario and his ally to serve her and she'll forgive them. Mario's ally says they can't betray everyone who believed in them. The Shadow Queen says they'll perish. A light shines and she asks what it is. It's the Crystal Stars, who leave and form the same image as when the Mario stands on the Thousand-Year Door's pedestal under the gallows of Rogueport. They fly up to the sky, then return to the towns of their former locations. The Diamond Star returns to Petalburg. Mayor Kroop wonders what it is and Koops's father recognizes it at the Crystal Star. Kroop thinks it may be related to the dark sky and they wonder if anything happened to Mario and Koops. Koopie Koo says Koops promised he'd return. The Emerald Star returns to the Great Tree and Punio asks why it's here. The elder calls the return mysterious. Petuni says Mario's in trouble and the Crystal Star is here to tell them that. Punio says that Mario's fighting to save the world and is in deep trouble. Petuni and the other Punies cheer Mario and Flurrie on, telling them to keep fighting. The Gold Star returns to Glitzville and Jolene knows that Mario is fighting for all of them. She's wishing for them. Rawk Hawk says anyone who beats him is not allowed to lose. The Armored Harriers say not to give in. A Koopa says they're sending their strength. The Ruby Star goes to Twilight Town, where the mayor says not to give up and believe in himself. A resident is worried about Vivian, who seemed so innocent. The mayor says Mario will stand true, as he easily beat the monster who cursed them. The Sapphire Star returns to Keelhaul Key, where Pa-patch leads the Toads in a rousing cheer. He tells Bobbery to show them what a real sea bomb is made of. The Garnet Star returns to Poshley Heights, where Toodles hopes everyone is okay. Pennington says that Luigi was his finest pupil and is sure he'll prevail. The Bob-omb family hopes for a brighter future and cheers on Mario, sometimes calling him Gonzales. Pennington wonders who Mario and Gonzales are, and wonders why no one's cheering for Luigi. In Fahr Outpost, the Bob-ombs have assembled and cheer for Mario, with the mayor leading the cheer.

Back in the palace, many cheers can be heard, including those from Luigi and Pennington. Other cheers are for Mario's allies. Mario's ally says the people are sending their wishes and positive energy. The Shadow Queen wonders what these vile voices are. A sparkling light appears and something shatters. Peach calls out to Mario. She appears, alarming the Shadow Queen, who calls her wretched for disobeying. Peach says to take the last of her power and fully heals Mario and his ally. Peach says she believes in them before the Shadow Queen takes back full control, calling her a cunning princess. The battle starts up again.

The Shadow Queen says she'll finish this and destroy them. Your attacks will do damage now. She asks how she can be hurt. Mario's ally says to prepare to pay. The Shadow Queen can charge up her attack, which is a burst of dark energy with 16 attack power. Dead Hands will periodically appear and drag Mario or his ally into the darkness. Guard repeatedly. I used Supernova and Shade Fist, keeping Vivian out so I can dodge her charged attack. At around 70 HP, she says Mario doesn't know what he's done. I ran out of FP and a Crayzee Dayzee made the crowd fall asleep for a while, so I couldn't restore Star Power. Regular attacks worked well, but slowly. Clear out the Dead Hands to reduce the number of times she can attack. Shade Fist may cause burns, so that can do a little extra damage. When Vivian started running low on health, I switched to Bobbery and used his Bomb attack. At around 36 HP, the Shadow Queen wonders how can it be that she's so low on health. When you win, she screams and you get 1 Star Point.

The ground shakes and she calls it impossible and unthinkable that she could be defeated by lesser beings. She was just reborn. Beldam calls out to her and the Shadow Queen disappears. The flames on the candles return to normal and Peach is released. Beldam says it's time to leave and Doopliss jumps away. Mario's ally checks on Peach, saying she's not even hurt. She wakes up, saying it's all over. She apologizes, wondering who knew all this would happen. The ally says not to apologize. She thanks them and Professor Frankly appears. He can't believe some brutes would come after him, but he still made it. He was so worried, but knows that they are the real thing. He found a chest on the way and thinks it must be treasure, so his theory was correct. It might contain something great, but wants to leave the palace. Peach says it's time to go home.

Wednesday, July 30, 2014

Paper Mario: The Thousand-Year Door -- Chapter 8: The Thousand-Year Door -- Part 3

After defeating the Shadow Sirens and Doopliss, go though the east door back into the palace. There are stairs leading down now, with pictures of stars and planets on the walls. At the bottom of the stage, do a Spring Jump to get the Thunder Rage in the item block. Walk to the far right and use Flurrie to reveal a tunnel under the stairs. Walk up the stairs and cross the gap to the doorway with Yoshi.

Go through the doorway and you'll find a room with spinning gears in the background. There's a switch on the ground. Hold Koops in front of the switch, then walk up the stairs to the left. Release Koops and he'll hit a switch, making a platform temporarily slide out of the wall. Use it to cross the gap quickly before it slides back into the wall. You'll find an item block with a Repel Cape here. Go through the door on the front wall.

You are now in a different room. Go up the stairs and west to reach the room you were in. Carefully go up the stairs, or you'll fall and have to go back through the area with the hiding platform again. There are two switches at the top of the stairs: a yellow one and a green one. Hit the green one, then go back east. To the right is a large yellow block. There was a green one next to it, but it was blocking the way. Hitting the switch made it drop down out of the way. Cross the gap with Yoshi. Drop down the next gap and you'll find a purple block and a red block. Hit the purple switch and stand on the purple block to ride it to the top. Cross the gap with Yoshi to reach the red switch. Hit it to make it rise up, then stand on it while holding Koops's shell in place. Let Koops hit the switch, then run to the right while the block is falling. You should land on an area between the red switch and the floor. Use Yoshi to cross the small gap here and go east.

This room has pipes overhead. Stand on the gold lines on the floor to line yourself up with the pipes. Spring Jump to them to cross the spike-filled gaps. Drop down when the pipe does to reach a doorway. Go through it and you'll find Phantom Embers. On the far left is a chest with a Shooting Star. Go up the stairs on the right, then throw Bobbery into the gap. There's a switch in the gap that will make a platform slide out of the wall. Be careful when you jump across, as there's a Chain Chomp on the other side. On the wall behind it are seven stars. Take note of which stars are brighter than the others. For me, it was the first, third, fourth, and sixth stars. Go up the stairs, where you'll find a Save Block and a locked door. To the right is a stationary Ferris wheel. Drop down to its lowest platform and use Koops to get the Palace Key to the right. Go back and unlock the door.

Go to the left and you'll find an item block with a Life Shroom and some stairs you can't jump up normally. You'll either have to flip sideways or roll up into a tube to get up the stairs. At the top are seven switches with a star above each of them. Hit the switch corresponding to the brighter star in the room with the Ferris wheel. The ground will shake and the Ferris wheel will star spinning. Go east and use the Ferris wheel to cross the gap. At the top of the Ferris wheel is an item block with a Life Shroom. Go to the right, then east.

The door leads to a room with a large stone structure near the door. Use Flurrie to reveal it to be a large stone block. Break it with the Ultra Hammer to reveal a panel in the floor. Spin Jump on it to break through. There's a coin in the item block. Go through the front door and you'll find a very narrow path leading to the east door. Walk carefully. The door leads to a room with an airplane panel. Fly about halfway across the room to the landing with the doorway. Cross the gap with Yoshi to reach a Life Shroom and a Shooting Star across the next gap. Drop down and go left past the Phantom Embers. There's a spring that will take you back to the airplane panel. Fly to the doorway and go through it.

There's a Chain Chomp here, and a red switch. Hit it, and move quickly with Yoshi so you can reach the platform. It stays out longer than the others, but not by much. On the other side of the gap is a chest with the Palace Key. Get it and go back to the airplane panel. Fly to the far right to reach a locked door and unlock it. To the east are several hallways. On the far right are a Heal Block and a Save Block. Make use of them, then prepare yourself. Go east when you are ready.

Go up the stairs and Grodus says he was looking forward to meeting Mario. He's the supreme leader of the X-Nauts and thanks Mario for doing all the hard work of gathering the Crystal Stars for him. He decided to let Mario gather them and open the Thousand-Year Door. He entrusted his only Crystal Star to his least competent underling, knowing that, regardless of how that fight turned out, he'd get all of the Crystal Stars together. He thought the Shadow Sirens would have slowed Mario down more. He will send Mario to oblivion and rule the world once Mario is gone.

Grodus has 50 HP, 7 attack, and 1 defense. He is protected by Grodus Xs, which create a shield around him and increase his defense by an amount equal to their number. He can use electric, fire, time-stopping, countering, and dodgy magic attacks. Defeat the Grodus Xs to destroy the shield. As long as the shield is gone, you can attack him. Grodus Xs will appear after Grodus's turn, even if you previously defeated them all, but they may or may not create a shield. Art Attack, Power Bounce, Love Slap, and Lip Lock work well. You'll get about 27 Star Points when you win.

Grodus says Mario is more than he seems, but he foresaw this possibility. He reveals Peach, trapped in a shield. She calls to Mario. Grodus threatens to kill her if Mario makes a move. He zaps Mario and his ally with lightning. His ally asks what they should do: attack or stay put. Choose to attack and the ground starts shaking. Dust falls from the ceiling. Bowser drops in, landing on Grodus. He didn't think he would fall through and wonders if he's putting on weight. Kammy drops in and they ask why Mario and Peach are here. Bowser says he'll put an end to whatever was going on by pounding Mario and taking Peach and the treasure. Mario's ally says this isn't fair, because they're still worn out from their battle with Grodus. Bowser is okay with an easy win against Mario.

In battle, Bowser says that a finale without an appearance from him is a lousy finale. Kammy Koopa joins him in battle. Bowser has 70 HP, 7 attack, and 2 defense and Kammy has 50 HP and 5 attack. Bowser will breathe fire, stomp, and bite, while Kammy will heal 8 HP or use magic attacks. Heal up enough to be safe, then defeat Kammy first so she can't heal Bowser. Supernova is a great attack for hitting both of them. Good attacks include Power Bounce, Ground Pound, Lip Lock, and Love Slap. You'll get about 26 Star Points for winning.

Bowser wonders how this could happen. Mario's ally says they should save Peach, but wonder where Grodus is. Peach screams and they see Grodus take her to the other side of the wall. Go east, heal, grab the Ultra Shroom and Jammin' Jelly in the chests, and save at the bottom of the stairs.

Tuesday, July 29, 2014

Paper Mario: The Thousand-Year Door -- Chapter 8: The Thousand-Year Door -- Part 2

After defeating Gloomtail, return to the palace garden. Use the boat panels to reach the central building and go inside. You'll see a spiral staircase in the center of the room and four doors. Each door has a riddle to solve. The riddle appears on the sign of each room, along with something about the ancient conflict.

In the southwest room, the sign says, "Beyond, beyond, beyond... Complete all seven... Before, before..." There are two switches in the room. "Beyond" refers to the left switch and "before" refers to the right one. Hit the left switch three times and the right switch twice to make a chest appear from the dark void. It contains a Palace Key.

In the northwest room, there are two stone blocks and two metal blocks. You can't break the metal blocks. The sign says, "Four stones, twin stones... Master of Shadow and Dark... Two are one, one is two..." This puzzle is completed in stages. Break the stone block in this room, then go upstairs to the northwest room. The room is set up similarly, but the stone blocks and metal blocks have switched places. The riddle says, "Four stones, twin stones... Can Live Again by the Stone... Two are one, one is two..." Breaking a stone block in one room will make the corresponding metal block in the other room disappear. This will allow you to hit the switches in each room, each making a chest with a Palace Key appear.

Back on the first floor, go through the northeast door. The riddle is "All you see isn't all there be... Stones Have the Power of Stars... Touch it to pass through it..." Walk through the right wall for a switch to make a chest with a Palace Key appear.

In the southeast room, the riddle is "The unseen may yet be felt... So That We, the Great Ones... Be it here? Be it there?" In the center of the room is something invisible, but solid. Have Flurrie blow away the covering to reveal a chest with the Palace Key.

Go upstairs and through the southwest door. The room has a Dull Bones on the left, a Red Bones, then a Dry Bones, and a Dark Bones. Quickly make your way to the left side of the room without battling, then defeat the Dull Bones. The riddle says, "Let fall the weakest, And That the Skies Lie... Then build to the strongest..." Defeat them in order of strength from strongest to weakest, so left to right.

In the northeast room, the sign says, "Straight on, straight onward... We Know the Stars Spurn Us... Destroy all in your path..." Use Bobbery to blow up the right wall to reach a chest with a Palace Key.

In the southeast room, the riddle is "The shy one hides his shape... But the Stars Bring Balance. The shy one hides his face..." Hide in the shadows with Vivian to make the switch appear. Memorize where it is and come out of the shadows. It will disappear once you come out of the shadows, but you can still hit it to make a chest with the Palace Key appear.

Go upstairs to the third floor, where you'll see a stationary mobile of a solar system. Place the Star Key in the pedestal and the ground starts shaking. Eight pillars appear from the darkness, each with a keyhole. Place the Palace Keys in the keyholes and the pillars will turn around. Once you place all eight, stars appear on the mobile and it starts spinning. The ground starts shaking again and stairs appear in the palace.

Leave the central building, heal, and save. Once you cross the bridge to the east side of the palace, Beldam says she's been waiting for Mario. She appears, along with Marilyn and Professor Frankly. Beldam thanks Mario for opening the door for them, so their plan is going along smoothly. She also reveals that the Professor Frankly at the Thousand-Year Door was the "freak-in-a-sheet" Doopliss. The real one is locked in a closet after having suffered a nasty bump to the head. Beldam needs to get rid of Mario for her plan to be nearly complete. She calls Vivian a traitor and tells Doopliss and Marilyn that they'll be punished if they fail.

Doopliss has 40 HP and 6 attack. He can attack directly, or copy Mario or one of his allies. Marilyn has 40 HP and 7 attack. She can directly attack, or use a lightning attack. She can also charge up her attack. Beldam has 30 HP and five attack. She can use ice attacks or use magic to do things like make her allies huge, Mario and his allies tiny, and affect the opportunities Mario has to attack. If you can, start off the battle with Supernova to deal a lot of damage upfront. Power Bounce and Ground Pound are good choices, as well as Bob-ombast. When they're defeated, Beldam says, "At this rate, she'll never..." Heal and save, then go through the east door.

Monday, July 28, 2014

Paper Mario: The Thousand-Year Door -- Chapter 8: The Thousand-Year Door -- Part 1

When you're ready to start the final chapter, go to the Thousand-Year Door. There's an invisible panel with a Star Piece in front of the fallen column near the center of the room. There's also a Shine Sprite on the left airplane panel. I upgraded both Koops and Goombella, so the entire team is Ultra Rank.

Professor Frankly says that Peach and the suspicious figure are no longer in the area and probably found another way through the door. He says to hold aloft the last Crystal Star. Stand on the pedestal and all of them appear, then disappear. They reappear over the larger pedestal and the ground shakes. The stars on the Thousand-Year Door light up and the walls around the door crack. The Thousand-Year Door opens, revealing a dark void. This is the entrance to the Palace of Shadow. Frankly says Mario must stop the cataclysm and save the princess. He'll watch the door so he doesn't get in the way, but he doesn't sound very confident. Go through the door to start the final chapter.

The Palace of Shadow has a rich red décor, but Mario's ally calls it a nasty place. They have no choice but to be here if they want to save Peach. The music is a medley of dungeon themes. Go east and you'll find a Stopwatch at the base of the back stairs near the west exit. There are Swoopulas here. Go down the stairs, then go east. There's a Shooting Star in the item block and Dry Bones in the area. There are also Bombshell Bills, golden Bullet Bills. They have 3 HP, 6 attack, and 2 defense. At the end are Bombshell Bill Blasters, with 10 HP and 4 attack. They only fire Bombshell Bills, so defeat the blasters before the stage is flooded with them.

Go east and you'll enter a long hallway. There are spikes that appear from the floor, so you can't take a straight path through. The spikes are in the middle of the room, towards the front, and the back. There's also the All or Nothing badge in the room. If it lands on the spikes, have Koops get it. You'll have to avoid the spikes instead of trying to hide with Vivian. Go east and you'll find a narrow bridge with some fire bars. You can jump over them repeatedly and they'll spin faster. After a while, they'll disappear, producing coins. Ignore the double fire bar. There are Phantom Embers in the area. Drop down the stairs to see waves of flames approaching the stairs. Jump over the low ones, but hide with Vivian to dodge the high ones.

Go east to a large, mostly empty room. There's a Dark Bones, a blue Dry Bones in front of a locked door, slumped on the floor. Check out the bones and it says that none shall pass. Those that disturb her sleep fall into the depths of endless darkness. There's a rush of Dry Bones in the room. The Dark Bones wanders around, saying "May the intruder never find the key". Clear through the Dry Bones, which will keep coming back, and chase down the Dark Bones. Touch it to battle it, alongside four Dry Bones. The Dark Bones has 20 HP, 5 attack, and 2 defense. Fire and explosions will get rid of it permanently. Once you win, it will drop the Palace Key. Unlock the door and go east. There's an Ultra Shroom in the item box here, as well as more Bombshell Bills at the bottom of the stairs. Go east to a large room with a few Dry Bones and a Phantom Ember. On the back wall are item blocks with an Ultra Shroom and a Jammin' Jelly. Go east.

The next several rooms are a maze, with exits to the east and west on two floors. The correct path is marked by a lit torch on the east side of the room. For me, it was lower, lower, upper, upper, lower, upper, and lower. The last door leads to a quiet, open area, the Palace Garden. There's a flowing river and a central building. To the east is another door back into the palace. There are a couple of Chain Chomps. Battle them, then heal and save. There are a couple of Chain Chomp statues here. Have Bobbery blow up the Chomp part of the statues to reveal pipes to the background. Hit the switches to reveal boat panels under some statues. This will allow you to reach the central building.

Go east back into the palace. Go through the four long hallways with a few enemies. Save at the Save Block before going east. Someone asks who Mario is. It's a dark dragon, who hasn't been disturbed in eons. It asks who dares defile this sacred space. The ally is confused, thinking the dragon is Hooktail, who was defeated much earlier. The dragon is surprised, saying Mario destroyed its precious younger sister, who hadn't written recently. There's no telling how the letters were delivered. This is Gloomtail, who will avenge Hooktail by taking their lives and gnawing on their bones. Gloomtail has 80 HP, 8 attack, and 2 defense. It will bite and stomp, as well breathe poison breath. When Gloomtail's health gets low, it will use its Megabreath attack, which has 16 attack power. It will charge up for this attack, so hide with Vivian to dodge it. Use attacks like Power Bounce and Supernova, but keep yourself healed. Before Gloomtail starts using Megabreath, Flurrie's Lip Lock is a good attack. Keep attacking and eventually, Gloomtail will fall, wondering if it can expire. You'll get about 23 Star Points from the battle, double if Merlee decides to be generous, like she did for me. Gloomtail spits up a small chest with the Star Key in it. Pick it up, then have Bobbery blow up the east wall. This reveals a hidden tunnel that leads to a room with item blocks with an Ultra Shroom and a Jammin' Jelly. Leave the room and save, then head back to the garden.

Friday, July 25, 2014

Paper Mario: The Thousand-Year Door -- Pit of 100 Trials

Before I met Professor Frankly at the Thousand-Year Door, I decided to complete an extra challenge: the Pit of 100 Trials. It's a series of battles numbering just under 90, but there are 100 floors to go through. Each time is a little different. The first 40 or 50 floors seem like a warm-up: the enemies are ones you've faced before and you'll only get 1 Star Point from the battle. Don't bother equipping the First Strike badge, as it doesn't work here. If things are looking bleak, leave the pit and regroup. Save your game, so you can keep the experience and badges that you can get ever 10 floors (except floor 100) and from some of the enemies. You'll also want to bring a good stash of items, such as Maple Supers and Thunder Rages, but keep some space in your inventory to steal items from enemies and get some from the audience. Every 10 floors, you'll find a large chest with a badge. You may also find a salesman here. His list of items will never change, and you can buy as many items as you can afford/ carry. The farther you go into the dungeon, the more expensive the items get, to the point they border on usurious.

At the start of my successful run, my stats were as follows: Level 24, 35 HP (with badges), 30 FP (with badges), 51 BP. I had the following badges equipped: Multibounce, Power Bounce, Fire Drive,  HP Plus x2, FP Plus, Power Plus,  Damage Dodge, Close Call, Pretty Lucky (stolen from an enemy), Lucky Start, Happy Heart, Happy Flower, Pity Flower, Spike Shield, Zap Tap, and Power Plus P. I also had 3 Power Punches in my inventory.

Here are some strategies and tips: Get the First Strike as much as possible. Use as few items, FP, and Star Power as possible in the early battles. If you need to heal early on in the pit, use Star Power, such as Sweet Treat and Sweet Feast, as Star Power is easy to recover. Later on, you'll have to manage all of these very well to survive. There are also Punies on the floors called Movers. Pay them some coins and they can move you either 2 or 5 floors below, or to the exit. Use them wisely, but check the floor you're on first so you don't skip chests on the floors that are multiples of 10. Bring some Life Shrooms and keep your partners healed, so they won't use them up. Equip the Lucky Badges and the Zap Tap badge when you get them. The Zap Tap badge prevents enemies like Swoopers, Fuzzies, and Bandits from stealing stuff and leaching HP or FP. When you level up, you should increase your BP to accommodate your new badges. Refresh Merlee's spell to help you out.

I will list the battles I experienced so you can get an idea of what kind of enemies to expect. Your battles may differ.
1. Gloomba and Dull Bones
2. 3 Spinia, 2 Spania
3. 3 Spania
4. Dull Bones and Gloomba
5. 5 Fuzzies
6. Gloomba and Spania
7. 3 Spinia, 2 Spania
8. 2 Spania, 2 Fuzzies
9. Dull Bones and 2 Spinia
10. Chest with the Sleepy Stomp badge
11. Paraglooomba and 2 Piders
12. 4 Clefts
13. 2 Pokeys, 2 Piders
14. 2 Dark Puffs, Pokey
15. 4 Piders
16. Paragloomba, 2 Pokeys
17. 4 Clefts
18. 2 Pokeys, 2 Piders
19. 3 Dark Puffs
20. Chest with the Fire Drive badge
21. 2 Spiky Gloombas, with 7HP and 4 attack, and 2 Boos
22. Bandit and Spiky Gloomba
23. Lakitu and Spiky Gloomba
24. 4 Bob-ombs
25. 2 Boos, Spiky Gloomba
26. 2 Spiky Gloombas, 2 Boos
27. Bandit and Spiky Gloomba
28. 2 Lakitu, 2 Bob-ombs
29. 2 Bob-ombs, Spiky Gloomba
30. Chest with the Zap Tap badge
31. Dark Koopa, 2 Parabuzzies, with 8 HP, 4 attack, 2 defense. Flip them to drop their defense to zero.
32. Mover and a switch to the next floor
33. Parabuzzy and Flower Fuzzy
34. 2 Shady Koopas, Dark Koopa
35. 2 Flower Fuzzies, Dark Koopa
36. 2 Flower Fuzzies, Dark Koopa
37. 2 Hyper Clefts, Parabuzzy
38. Parabuzzy and Flower Fuzzy
39. 2 Shady Koopas, Dark Koopa
40. Chest with the Pity Flower badge
41. 4 Dark Paratroopas, with 8 HP, 4 attack, and 2 defense. Flip them over to drop their defense to zero.
42. Bulky Bob-omb, Poison Pokey, with 8 HP and 4 attack, and Spiky Parabuzzy, with 5 HP, 3 attack and 4 defense. Flip them over to reduce their defense to zero.
43. 2 Lava Bubbles, Dark Paratroopa
44. Poison Pokey and Dark Paratrooopa
45. 2 Spiky Parabuzzies, 2 Lava Bubbles
46. 2 Dark Paratroopas, 2 Spiky Parabuzzy
47. Bulky Bob-omb, Poison Pokey, Spiky Parabuzzy
48. 2 Lava Bubbles, Dark Paratroopa
49. 2 Poison Pokeys, 2 Spiky Parabuzzies
50. Chest with the Strange Sack, which allows you to carry 20 items
51. 3 Badge Bandits, with 12 HP and 5 attack. They can steal badges from you and runaway. If that happens, you can reengage them to get your badge back. The Zap Tap badge prevents this
52. Ice Puff, with 9 HP and 4 attack. They can charge up for their ice breath attack, which can freeze both Mario and his ally. Do not attack them directly when they're charging their attack. They are weak to fire.
53. A Mover and a switch
54. 3 Red Chomps
55. 4 Moon Clefts, with 6 HP, 5 attack, and 5 defense. Flip them with an explosion to drop their defense to zero.
56. 3 Badge Bandits
57. 4 Dark Boos
58. Red Chomp and 2 Ice Puffs
59. 3 Ice Puffs
60. Chest with the Double Dip badge
61. 3 Dark Lakitu, with 13 HP and 5 attack. Defeat them first, before they fill the stage with Sky Blue Spinies. They can also hold onto a Sky Blue Spiny egg, making them like a spiky enemy until they throw the egg or they are hit. Sky Blue Spinies have 6 HP, 6 attack, and 4 defense. They can roll up into a ball to become impervious to damage and store energy. Both Dark Lakitu and Sky Blue Spinies can charge their attacks.
62. Dry Bones, with 8 HP, 5 attack, and 2 defense. They can throw multiple bones and rise again if their HP drops to zero, unless they are defeated with fire or explosions. 2 Frost Piranhas with 10 HP and 5 attack. They have freeze breath, but are weak to fire.
63. 2 Dark Wizzerds,with  10 HP, 5 attack, and 2 defense. They use magic to attack and alter Mario's and their conditions. When only one is left, it will multiply. 1 Dark Craw
64. 4 Frost Piranhas
65. 3 Dark Craws
66. Dark Wizzerd and Dark Lakitu
67. Dry Bones and Dark Craw. I leveled up and increased BP.
68. Dark Wizzerd and 2 Dry Bones
69. Frost Piranha and Dark Craw
70. Chest with Double Dip P badge
71. 3 Wizzerds, with 10 HP, 6 attack, and 3 defense. They can heal themselves and others, as well as attack like Dark Wizzerds
72. 3 Dark Koopatrols
73. Phantom Ember, with 10 HP and 5 attack. They can cause burns. Swoopula, with 9 HP and 4 attack. They can drain HP. Chain Chomp with 7 HP, 6 attack, and 5 defense. Ice and fire attacks don't work, but they can be frozen. Dark Koopatrol
74. Mover
75. Chain Chomp and 2 Dark Koopatrols
76. 3 Wizzerds
77. Dark Koopatrol and 2 Chain Chomps. I leveled up and increased BP, then added the Defense Plus and Close Call P badges.
78. 5 Phantom Embers
79. 3 Dark Koopatrols
80. Chest with the Bump Attack badge
81. Spunia, Piranha Plant, with 15 HP and 9 attack, and Dark Bristle, with 8 HP, 8 attack, and 4 defense. Flip over with an explosion to reduce defense to zero.
82. 2 Dark Bristles, Spunia
83. 2 Arantula, with 16 HP and 7 attack, and Dark Bristle
84. 4 Piranha Plants
85. 5 Spunia
86. 2 Spunia, 2 Arantula
87. Mover
88. 2 Arantula and Dark Bristle
89. 4 Piranha Plants
90. Chest with the Lucky Day badge
91. 5 Elite Wizzerds, with 12 HP, 8 attack, and 5 defense. I leveled up and increased BP.
92. 4 Poison Puffs, with 15 HP and 8 attack. They have a poison gas attack they have to charge up, but don't hit them directly while they're charging.
93. 2 Bob-ulks, with 10 HP, 4 attack, and 2 defense
94. Elite Wizzerd, Swampire, with 20 HP and 6 attack. They drain HP. 2 Amazy Dayzees, with 20 HP, 20 attack, and 1 defense. They will run away at any time, but will give lots of Star Points if defeated. Bobbery's Bob-ombast and Supernova work well. I got 100 SP from this fight and leveled up, then increased BP. You want to see many Amazy Dayzees, as the many Star Points will make you level up and fully heal you.
95. 5 Elite Wizzerds
96. 2 Poison Puffs, Swampire, Amazy Dayzee for 62 Star Points. I leveled up and increased BP.
97. 3 Bob-ulks
98. Elite Wizzerd, Swampire, and 2 Amazy Dayzees for 100 Star Points again. I increased BP when I leveled up. I also ranked up to Superstar Rank, and got a bigger stage for the next battle.
99. 5 Elite Wizzerds. After the battle, heal and adjust your badges. I added Lucky Day, FP Plus, another Damage Dodge, Defend Plus, and Close Call P. You'll need to do this on floor 99.

100. Mario drops down into a large cavern. A dragon howls and the battle starts. This is Bonetail, the oldest brother of Hooktail, so old, it's just bones. It has 200 HP, 8 attack, and 2 defense. It can bite and stomp and its breaths cause a variety of effects, such as freezing, confusion, sleep, shrinking, and poison. It can reanimate. Because it has so much health, I saved the Power Punches for this battle. You may be able to do Supernova early on in the battle, but after a while, you'll be refilling your meter to use Sweet Feast. When Bonetail gets to around 100 HP, it will start healing 20 HP at a time. Mario should do most of the attacking, out in front. Equip as many Lucky badges as you can to increase the chances that Mario dodges the attack. Mario's ally should heal and use items. A good choice is an Ultra Rank Flurrie. Use Lip Lock to attack Bonetail and heal herself. Keep Mario and his ally healed, and with a decent amount of FP. Also try to have some Life Shrooms available at this stage in the dungeon. This is one of the hardest fights, so it may take a few tries. I defeated Bonetail on my second try. You'll get one Star Point at the end of the battle (two if Merlee's spell doubles it). Bonetail wails and flips over, like its sister. It spits up a large chest with the Return Postage badge. This badge inflicts half the damage dealt to the attacker if it attacks directly. The pipe will take you to the entrance to the pit. Congratulations on making it. Heal and save.

Thursday, July 24, 2014

Paper Mario: The Thousand-Year Door -- Interlude After Chapter 7

Bowser and Kammy Koopa are in Poshley Heights, looking for Poshley Sanctum's Crystal Star. Talk to Toodles and she'll say that Bowser's horns would make a great wall decoration. Bub will ask Bowser who he is. If you answer that he's Bowser, an evil king, he'll run away. Go up the Poshley Sanctum stairs and you'll find the door locked. Bowser stamps his feet and the lock falls off. He says rage really pays. Inside, he picks up the Crystal Star on the pedestal. Pennington appears, calling them common thieves. Bowser can introduce himself as a remorseless king, the Shadow Thief, or Koopa Koot. Either way, Pennington lets them keep it, as it's fake. Bowser drops it in shock and it breaks. Kammy says it must be real because of the posh, fancy display. They ask where the real one is. Pennington says he gave the real one to Luigi. Bowser says he has to be kidding as he can't believe Luigi beat him here. He calls the Mario Bros. annoying. Kammy calls their being outmaneuvered disturbing and wonders where the bros are heading. A Paragoomba breaks through a windonw and lands on Pennington's head. He reports that Mario has the seven Crystal Stars and that he's headed for the Thousand-Year Door. Kammy explains that there's a legendary treasure behind the door. Bowser is going there to ruin Mario. After they leave, Pennington congratulates Luigi, saying "Way not to fail!...yet."

In the X-Naut Fortress,  Mario's ally says they have the seven Crystal Stars, so they can open the Thousand-Year Door. They don't know where Peach is, but they should return to Rogueport and report back to Professor Frankly. Go west and take the elevator to sublevel 4. This is the level where Peach was held. Go east to TEC's room.

The lights flicker and TEC powers on. Its speech is hesitant as it asks if he's Mario. It says it's pleasant to meet him and that it is the main computer, TEC. It brought Mario here to tell him something about Peach. Unfortunately, most of its data was erased and its main power was shut down, so it's running on backup power with cached memory to stay operational. Mario already knows that Peach isn't here. TEC asks him to save her and says she's with Grodus in the Palace of Shadow. Its backup power is failing, TEC tells Mario to use the teleportation room to return to Rogueport. It will unlock the door, but Mario must hurry, as it barely has enough power to activate the teleporter. To do so, TEC will cease its AI functions and send power to the teleporter. This means TEC will cease to exist as an artificial consciousness, something it will gladly do for Peach. Until TEC met Peach, it knew nothing of love. Mario and his allies must not worry about it, as it is a machine. Mario must save her and tell her "Thank you" for it. It recalls a fading image of her in her room, then shuts off, reporting a system failure. It grows darker in the fortress, with only red lights to provide illumination.

Go to sublevel 2 and activate the teleporter. Leave, and TEC tells Peach good-bye. An explosion is seen on the moon. Mario's ally asks if he heard that. On the Rogueport side, the teleporter no longer works. In the underground ruins, Professor Frankly appears, saying Mario brought back the Crystal Star from the X-Naut Fortress on the moon. Mario's ally explains that Peach was there as well, but was taken to the Thousand-Year Door. Frankly says he smelled rank air, so he checked on the Thousand-Year Door and saw a suspicious person in a cape go through the door with Peach. Mario's ally says he told them the door wouldn't open without the seven Crystal Stars. Frankly knows this, but saw them go through the door. He has a bad feeling about this and thinks Peach is in danger. He'll go ahead to the Thousand-Year Door and Mario should head there as well without dawdling.

Well, I decided to dawdle. Luigi's in the inn on the top floor, with Blooey by his side, sporting a change in color. Luigi's done questing for now, saying he scaled Hatesong Tower and rescued Princess Éclair. He'll never forget this adventure, as it's too exciting. Hatesong Tower is on a jagged cliff that can't be climbed. The howling winds sounded like banshees singing songs of hate. This is the scariest place in the world and Luigi had to go there. He managed to reach the door, terrified, but the thought of Éclair gave him strength. His companions felt the same way and would be there until the bitter end. The door opened, revealing an inconceivable darkness. Luigi couldn't breathe to call out to Éclair. Even in the darkness, Luigi managed to see the most terrifying beast inside, the Chestnut King. He was monstrous and drooling puddles of toxic goo that melted the ground around them. Luigi was shaking, but faced the Chestnut King head-on. He dodged his fangs and jumped on his chest, whacking the Chestnut King with his hammer, which hit dead-center on his skull. Hope gave him power and he thought he could win if he risked it all on the next blow. The winds howled and Luigi advanced without mercy. Here's where the story becomes much less detailed. Luigi beat the Chestnut King, and the nightmare beast that came after it. He rescued Éclair and it was all over. He came back to Rogueport for a light lunch. Mario thinks there's more to the story, but Luigi says that's the end of that adventure, but his adventures will never cease. Blooey says the last battle was hairy and he was burned to a crisp, but he's relieved. He says to ask Luigi for the whole story.

There are a few more troubles at the Trouble Center.

Goldbub has something he wants delivered to General White. Get this one out of the way early, as it's a wild goose chase like before. Pick up the package from Goldbub in front of the blue house in Poshley Heights, then go to General White's house in Fahr Outpost. He's not there, but a Bob-omb in his house says he's in a cola bar in Rogueport. Go the inn in Rogueport and talk to the bartender. He says he went to the juice bar in Glitzville. That bartender says he went to Poshley Heights. Go to Poshley Heights and talk to Goldbub. He says General White was there to pick up his package from him, but left for Fahr Outpost. Go back to General White's house and wake him up to deliver the package. Return to Poshley Heights for your reward of 64 coins.

Gob lost his voice due to a cold and wants a Honey Candy for his throat. You can make one by cooking a Honey Syrup and a Cake Mix. Take it to him. He's the Bob-omb near the snowman in Fahr Outpost. Your reward is 20 coins.

Toadia wants to meet Luigi in person. She's near the fountain by Poshley Sanctum. Go talk to her, but equip the L Emblem badge to look like Luigi first. She can tell he's the real Luigi and freaks out. She thinks she's freaking him out, as well. She gives him a Choco Cake and the real Luigi appears. She calls the real Luigi an imposter. Luigi asks why Mario is dressed like him. Toadia says the real Luigi is so much like Luigi, it's creepy. She accuses the real Luigi of masquerading as Luigi to interrupt her special time together with Luigi. The real Luigi calls the situation a nightmare and leaves. Mario tells her not to worry about it. Toadia says she'll treasure the moment and wants to see him again.

Before we go to the Thousand-Year Door, there's something I'd like to do first.

Wednesday, July 23, 2014

Paper Mario: The Thousand-Year Door -- Chapter 7: Mario Shoots The Moon -- Part 2

Mario has just landed on the moon. The moon is spherical, so you can go either east or west to find the building on the map. Mario walks more slowly, but jumps much higher here. There are cracked rocks scattered about. Have Bobbery blow them up for items. There are also Moon Clefts here. They have 6 HP, 5 attack, and 5 defense. Have Bobbery flip them over with an explosion to reduce their defense to zero. After a while, you'll come across the building on the map. There are Z-Yux here. They have 7 HP and 4 attack. The Mini-Z-Yux will protect the Z-Yux and can restore its HP. There's a Star Piece behind a rock on the left side. On the left side is a large cracked rock. Blow it up to reveal a pipe to the background and go through it to reach the building.

Mario's ally calls the building suspicious. Go up the ramp and through the door. A couple of X-Nauts spot and recognize Mario and battle him. They are Elite X-Nauts, with 10 HP, 5 attack, and 1 defense. They can boost their power and size. After the battle, they run off. Mario's ally thinks that the Crystal Star and Peach are here, as this is the X-Naut Fortress. Go east and you'll find more Elite X-Nauts. Go east and memorize the path of the tiles that glow differently than the others. You must only step on the tiles that glow or you'll be shocked, take damage, and sent back to the start. The glowing tiles will all look the same after a while. Go 2 tiles north, 3 east, 5 south, 4 east, and 1 north to reach a chest with the Elevator Key. The tiles will deactivate and be safe to walk on.

Go back west and use the Elevator Key to activate the elevator. This will take you between level 1 and sublevels 1 and 2. Go to sublevel 2. You'll find X-Naut PhDs here. They have 9 HP and 4 attack and throw many potions with many effects, such as burning and confusion. They can also drink their potions to make themselves dodgy or transparent, or heal themselves. Go through the west door to find another tile puzzle. Go 2 tiles south, 3 west, 1 north, 1 west, 4 north, 3 west, 4 south, 1 west, 1 south, 3 west, and 1 north to reach a chest with the Card Key. In the main hallway, go through the middle left back door. There's a large computer bank with a red button. Hit the button and stand in the glowing chamber. This will warp you to a smaller room. Go outside and you'll find yourself in the ruins under Rogueport. Mario's ally says this is how the X-Nauts reached them from the moon. You can use it to go between Rogueport and the moon if you need more supplies. Warp back. There's a Cog on top of the computer bank, but you can't reach it.

Go through the middle right back door to reach a room with an open air vent. Spring Jump up it into the space above the room and walk to the far left to get a Star Piece. Go through the vent on the left that's closest to the open vent by flipping to land on top of the computer running the transport module. Use Koops to get the Cog. The vent next to it leads to the chemistry lab, but there's not much there. Go through the back door on the far right to reach the changing room. Read the memos to find out what the passcode is and the order of activating switches (left, right, middle). If you drop down into the changing room from the grate in the ceiling, you'll end up in a changing room. When you come out, Mario and all of his allies will be 8-bit.

Go up to sublevel 1 and go through the west door. Stick the Cog in the machine and hit the left red switch, then the right, then middle. This will turn on the crane. First, hold (A) to make the crane move as far to the left as you want, then hold (B) to move it back. Once you let go of the button, the next step will happen. After holding (B), the crane descends to pick up an item. You can get a few coins, a Star Piece, and the Feeling Fine and Feeling Fine P badges. Go to the east door and enter the passcode. The door unlocks and you'll see a Thwomp statue. Check it out and it will ask if Mario's here to get the Elevator Key with access to the computer room. Mario must beat him in a challenge, or his life is his.

It's the 66th Annual Quirk Quiz. Get 5 questions correct to win. Get 3 wrong and you lose.
1. Exactly what's hidden here? Elevator Key
2. What is the name of the girl in Petalburg who's patiently waiting for Koop's return? Koopie Koo
3. How many feet total do the following enemies have: Goomba, Lava Bubble, Buzzy Beetle, and Boo? 6
4. Where was the only diamond Crystal Star? Hooktail's belly
5. What is the name of Glitzville Arena's very first champion? Prince Mush
The Thwomp is so mad it lost it can't see straight. It gives you the Elevator Key

Go back down to sublevel 2 and go through the east door. This is the room where Grodus frequently sends out orders. There's an X-Yux here, which protects extra-important areas. It was designed to be unbeatable, but it isn't. It has 10 HP, 3 attack, and 1 defense. It can deploy 2 Mini-X-Yux to protect it and it can immobilize its opponents. Go through the east door to Grodus's office, where there's a Card Key on his desk. Go back in to the main hallway and activate the other elevator.

Take this elevator down to sublevel 3. Go through the west door, where there is yet another tile maze. You can only stand on the glowing tiles, which move around. Just stand on the middle of the three tiles and follow the trail around and around to the chest, which contains a Card Key. Go through the east door to reach an area with 3 card readers. Use the three Card Keys to unlock the door (there's no particular order).

Go east and you'll find a room with many moving platforms and pipes. After you beat the X-Naut PhD, toss Bobbery over the fence to hit the switch. This will get the conveyor belt behind the fence moving. Flip sideways to reach the conveyor belt and hide in the shadows with Vivian to get pass the metal wall. Hop up on the rising platform to reach the top of the metal scaffold. Take the platform to the pipe on the left, which takes you to the background. Use the moving platforms to reach an Ultra Mushroom. Go back right and drop down on the cogs. Go to the far right and then go up to reach a pipe back to the foreground. There's an airplane panel nearby. Fly to the left to reach a Card Key. Drop down and you'll find a Heal Block and a Save Block. Go through the low green pipe to go back to where you started. Go back to the airplane panel  and drop down to the moving platform. There's a switch to right which reveals stairs to the door. Go up the stairs after healing and saving, then unlock the door with the Key Card.

Go east and Lord Crump is there, saying he's been waiting for Mario, and he hates waiting. His genius plan was to lure Mario here with his Crystal Star to he could take the other ones that Mario has. Peach isn't in the fortress anymore, but he won't tell Mario where she is or what the plan is, as that is novice-villain stuff. He will, however, show off Magnus Von Grapple 2.0, a larger robot with the bugs worked out and many improvements. It has 70 HP, 6 attack, and 2 defense. It can drill from above and release its flying fists, with 5 HP, 9 attack, and 0 defense. Get rid of them immediately. It can also throw a metal shield at him and do other attacks. When Magnus Von Grapple 2.0 is low in HP, it will inhale some audience members and rapidly fire them, so guard repeatedly and keep yourself healed. Power Bounce and Love Slap work well. You'll get about 30 SP when it is defeated and explodes. Crump calls Grodus before being blasted into space. The Crystal Star appears, giving Mario the new attack, Supernova.

End Of Chapter
The last Crystal star had been hidden in the X-Naut hideout on the moon... But by the time Mario recovered it, Peach had already been taken away... Where could Peach be now? And what of the elusive Grodus? Perhaps he holds the key to the remaining puzzle... Mario finally has all seven Crystal Stars... Where will they lead him next?

Tuesday, July 22, 2014

Paper Mario: The Thousand-Year Door -- Chapter 7: Mario Shoots The Moon -- Part 1

The pipe takes Mario to an area covered in snow. Go east and you'll see Ice Puffs and Frost Piranhas. Ice Puffs have 9 HP and 4 attack. They can store energy for their ice breath attack, which can freeze you. Do not touch them when they're storing energy. Frost Piranhas have 10 HP and 5 attack. Their bites can freeze you. Fire is very effective on both enemies. There's a Star Piece behind a shrub near the front and a Shine Sprite behind the front tree on the left. Go east and you'll find an item block with the HP Plus P badge. Go east into Fahr Outpost.

Mario's ally wonders where the cannon is and suggests talking to the villagers. They have Russian accents and will dodge Mario's questions about the cannon. There's a Star Piece behind the front wall. Go east and you'll find a Shine Sprite on the right side of the right house. Go in the house to find a Star Piece behind some crates. There's an Inn Coupon behind the inn's stairs and an invisible panel to the left of the statue. Nearby is a green Bob-omb. He's the mayor of Fahr Outpost. He asks what business Mario has here and after Mario explains, says that there isn't a cannon here. Mario's ally says there's definitely a cannon here. Bring out Bobbery, as the Bob-ombs here only trust other Bob-ombs. Bobbery asks how he can lie as he saw a cannon the last time he was here. The mayor chastises him for talking about the cannon to non-Bob-ombs. They can't allow the cannon to be used for evil. Mario explains that they need to reach the moon or the world might end. The mayor considers it, but says they can't use the cannon because they need Goldbub's permission. He started the business of using the cannon to blast things to faraway places, but got rich and let business slide. General White operated the cannon and devoted himself to his work, but became depressed when he lost his job and left. Mario must find both.

Go to Poshley Heights and talk to Goldbub, in front of the blue house near the train station. Mario explains the situation and Goldbub says he owes him a favor or two. He hoped to resume the business of using the cannon someday. He stopped because Sylvia didn't like the noise. He says he needs a lot of money to operate the cannon. Tell him you'll give every coin you have. He's staggered to hear him say that and asks repeatedly if Mario is sure. He'll take all of Mario's money and give him Goldbub's Guide. He then says he was kidding about the money. It's a shame, he says under his breath, but he'll return it.

Now that Mario has Goldbub's permission, he needs to find General White, beginning a large wild goose chase. The last time Mario saw him, he was in Petalburg. He's not there anymore, but the Koopa that welcomes you into town says he left for a deserted isle. Go to Keelhaul Key and Pa-Patch says he just left for an arena. Go to Glitzville and the juice bar bartender says he went to a place with a large tree. Go to the Great Tree and the welcoming Puni says he went someplace dark. Go to Twilight Town and the resident standing between the inn and the mayor's house says he left, looking tired. Go back to Fahr Outpost and go in the right house on the east side. General White is asleep in bed. Wake him up by stomping him repeatedly. He says he's tired and just wants to sleep, as all is hopeless. He was looking for Mario so he could bring the cannon back online. When the cannon was shut down, he lost his life's work and had no reason to live. While he was traveling, he saw a fortune teller in Rogueport who told him to seek the man with a hammer, mustache, and a hat with a red "M", as he will fulfill his dreams. He says the fortune teller war right. He says to tell the mayor and leaves. Make any preparations you need, then talk to the mayor.

The mayor says to follow him to the west side of town. Mario falls through a shutter in the ground and General White takes command of the cannon's operations once again. The cannon rises up from underground and the Bob-ombs load into the firing chamber. The cannon fires and Mario blasts off. The Bob-ombs parachute back to the ground and the mayor wishes Mario luck.

Monday, July 21, 2014

Paper Mario: The Thousand-Year Door -- Interlude After Chapter 6 -- Part 2

The Excess Express arrives in Rogueport and Mario disembarks. Peach's email arrives, saying she's being held on the moon. She says the X-Nauts need something of hers to resurrect the demon's spirit, but the email is cut off before she typed what that was. Mario's ally thinks something may have happened to her.

Luigi's at the train station, with a unknown creature standing next to him. Luigi says his story this time around is sad. He went into Grimble Forest and found the domed Rapturous Ruins. The ruins were pure white from top to bottom, so he couldn't tell the walls from the floor. He went dead ahead to a chamber where a young boy sat. As he approached the boy, someone named Screamy appeared from out of nowhere. Screamy informed Luigi that the boy's name is Cranberry, and he would wake up for the child of fate. This didn't make any sense to Luigi, so he searched around for the compass piece. He got a tickle in his nose and let out a huge sneeze. This woke up Cranberry, who smiled at Luigi. Luigi could suddenly understand Cranberry's language. Cranberry told him he was the last of an ancient race called the Luffs, who guarded the Marvelous Compass for the last 1000 years. The compass had the power to see into the future, so the ancient Luff empire used it to rule much of the world. They were greedy and cursed by the compass. The empire collapsed. To prevent a repated of that fate, Cranberry broke the compass into 7 parts and hid 6 of them. He kept one and put himself to sleep until a worthy hero woke him up. Luigi is that hero. He gave Luigi the compass piece and he and the ruins vanished. Luigi added the piece to the compass, which pointed to the far north, where the dreaded Hatesong Tower stands. He heard Princess Éclair's voice more clearly than ever. He says he will rescue her and be super. He's in Rogueport making his final preparations for his final battle, but he's nervous. Screamy is the unknown creature standing next to Luigi. He wonders what future is plotted for them by the compass holder, as he must deliver something.

Go into the center square and stand under the large chest. Spring jump to knock it down. It contains the Ultra Hammer. Toadette appears, saying the Ultra Hammer increases Mario's hammer attack power and allows him to use a new technique. It's similar to the Super Hammer move. Hold (B) and rotate the Control Stick a lot, then release (B). He can use the Ultra Hammer to break stone blocks and use this new technique in battle. Toadette's sad because this is the last time she'll get to see him. She tells him to be careful and save Princess Peach. She leaves slowly.

Go back to the west side of town and enter the house on the right. There are a couple of Toads inside. Go to the second floor and roll out the right wall. This will take you into the backyard, where there is a Shine Sprite. Roll through the lower gap to appear in the drawer of the neighboring Koopa's house. Go to the underground ruins, from the west side, then cross the gap with Yoshi to the left. Break the stone block to reveal a blue pipe. Go east to where the buildings are. Ride the moving platform up and stand next to the pipe. Spring jump up to the pipe overhead, then climb to the right. Drop down when you're over the roof. Drop down to the roof to the right, then jump right to the pillar for a Shine Sprite. Go back, drop down, and stand on the red X. Spring Jump from here to reach a pipe. Go west and drop down to get the Flower Saver P badge. Go back, then through the pipe on the back wall. Drop down, then go through the opening to a pipe. Walk to the left to find a boat panel. Sail all the way to the east to find an area with many Spania, a Spunia, and a few Shine Sprites. Use the Spring Jump to get it. Return to the boat panel and walk to the east. Break the large stone blocks and hit the switches to make pipes appear. The right pipe leads to Keelhaul Key. The left one leads to Poshley Heights. The chest contains FP Plus badge. Go east twice, then up the pipe. Fly east, to the area where the pipe to Petal Meadows is. Spring Jump up near the left ledge and use the pipe above to reach it. Blow up the wall with Bobbery and go west. There's a chest on the other side with the Defend Plus P badge. Take the pipe to right to a pipe that leads to the background. Go inside the house to find a Star Piece. Go back near the west entrance, then use the boat panel to reach a Shine Sprite. Go to Merlon's to upgrade your party members. I upgraded Bobbery, Ms. Mowz, and Vivian.

There are a few new troubles at the Trouble Center.

Frankie is looking for something, but will tell whoever helps him in person. Talk to him on the west side, near the flowers. He says he lost his wedding ring after returning from Keelhaul Key. He lost it in town, on the east side. If he doesn't he'll have to tell Francesca he loves her 1000 times in a row, if not more. Go over to the east side, past the Trouble Center. Cross over the water in front of the bridge with Yoshi and you'll find it on the ground near the crates. Return it for the Gold Card, which opens up the Tube Mode game in the Pianta Parlor.

Chef Shimi needs ingredients for his latest mushroom dish. He needs a Golden Leaf, Keel Mango, and Mystic Egg. If you don't have these items, here's where to find them: The Keel Mango can be found on the west side of the jungle, near the pipe to the underground ruins. Hit one of the trees in the back to get it. For the Golden Leaf, go to Creepy Steeple. Go inside and go through the back door. Near the red switch is a gap in the fence. Flip sideways and walk to the right. You'll find a gold-colored tree. Hit it for the Golden Leaf. Go to the Great Tree in Boggly Woods and talk to Petuni. She'll ask Mario to play a game called Stump Petuni. Give her an easy question to answer, such as "Mario likes what person the most?", and she'll give you a Mystic Egg. Board the Excess Express (you'll end up in Poshley Heights) and give them to Chef Shimi. The reward is 40 coins.

Toodles wants you to retrieve a magazine from Jolene. Talk to her in Poshley Heights, in the pink house. Go to Glitzville, and before you go inside the Glitz Pit, get the Shine Sprite with the Spring Jump. Talk to Jolene in her office and tell her the magazine must be returned now. Jolene read it because she was new to being a wrestling promoter. Take the Wrestling Mag back to Toodles for a Platinum Card to the Pianta Parlor. It opens up Boat Mode. Toodles says this is a popular magazine of celebrities.

The businessman forgot the security code to his briefcase. Talk to him near the hot dog stand in Glitzville and you'll find he's the Ratooey businessman you met on the Excess Express. He has a strange code: it's the number of chairs or objects you can sit on in the houses he's previously done business in. He's a chair fanatic. You'll have to count the number of chairs in Kroop's house, Flurrie's house, Don Pianta's office, and Toodles's house, counting the garden chair outside. The answer is 2625. Inside his briefcase is a prototype of his company's new product. After he unlocks the briefcase, he'll give you a sample of his company's top item: Hot Sauce.

Go to the Thousand-Year Door and the map reveals a building and a Crystal Star on the moon. Professor Frankly says the next Crystal Star is on the moon, but he doesn't know how they'll get there. He looks in a book and says to come back in three minutes. Come back and he says to use Fahr Outpost's cannon to blast to the moon. The Yoshi likes the idea. Frankly's not sure of the details, but says there's a pipe under Rogueport to Fahr Outpost, which is hidden for some reason. He says Mario needs the Ultra Hammer to reach it. He also says that the Bob-ombs in Fahr Outpost are a surly bunch, so Mario may need to negotiate with them. They only trust other Bob-ombs and rarely tell others the truth. Go underground on the west side and cross the gap with Yoshi. Go west, past the stone block, to reach the pipe to start the next chapter.

Sunday, July 20, 2014

Paper Mario: The Thousand-Year Door -- Interlude After Chapter 6 -- Part 1

In the X-Naut Fortress, Grodus berates an X-Naut because the Shadow Sirens and Doopliss feel for the fake Crystal Star, calling it asinine. The X-Naut apologizes and says it's possible that Mario got the real one. Grodus says this mustached menace has nearly every Crystal Star. They were his. He says he'll alter is plan a bit. The X-Naut whispers something important to Grodus, which makes him declare treason.

Peach is in her room, thinking TEC should have called her in by now. The door opens. Go to TEC's room and TEC says it has reached a conclusion. It struggled with whether to obey orders or speak to her, but can't confirm what it should believe. Peach says TEC doesn't sound right. TEC tells her to escape immediately. The data it analyzed detailed Grodus's plan, including why she's being held captive. TEC explains the plan and Peach doesn't believe it. Peach says she doesn't know where she is. TEC discloses that she is currently on the moon. She can't believe that either and asks how she can escape. TEC says she must follow its instructions exactly. Peach asks if anyone will find out that it helped her and if it will get in trouble. TEC calls that inconsequential; all that matters is her safety. As the base's computer, no one will know if it keeps quiet. It tells her not to worry. Before she leaves, Peach types out a message to Mario. While she's typing, the door opens and someone says to stop.

Grodus and two X-Nauts walk in. Grodus knows TEC is a traitor, but didn't think his own computer would betray him. He says the treason ends here as he will cut the circuit and delete the programs and data causing the malfunction, including all data relating to Peach. This is to ensure that nothing like this happens again. TEC claims that it is normal. The X-Nauts shut down TEC by pressing the red buttons on either side of the monitor simultaneously. TEC sends Peach's mail and slowly says it loves her. The deletion is complete and TEC is no longer with them. Peach calls Grodus an inhuman beast. He says there's no time to worry about the computer as he has important things for her to do.

In Rogueport, Bowser scares off some residents. He's in a grumpy mood because he can't find Peach and doesn't have any Crystal Stars. His time in Twilight Town wasn't glorious, either. He wonders what's going on. If this keeps up, Mario will steal everything from his grasp as usual. Kammy Koopa appears, saying the Magikoopa scouts found a suspicious underground chamber that isn't on the maps. Things seem to be turning around for Bowser. She says the Hammer Bros. battalion are attempting to breach the chamber, but it is impenetrable. He says he's Bowser and he'll blast through it. They leave, and Luigi walks in, wondering what's up.

Bowser enters a side-scrolling castle-like level. There are fire bars and pools of lava. There are also X-Nauts, some of which will throw harmful potions at him. Spring up and reach the flagpole. Bowser enters a gym. Kammy cheers him on, saying nothing stood in his way and calling him super. Bowser says he felt at home, but he doesn't know where they are. Kammy spots a Crystal Star on a champion's belt on the wall, along with pictures of the Glitz Pit. Kammy and Bowser are told to freeze, by Rawk Hawk. He says he's famous and asks if they forgot his hugeness and muscles. He says Bowser cleared his secret training facility. He imported super-freaks to increase the difficulty level, so Bowser had to be good to clear it. Rawk Hawk says the champion's belt is his. Bowser calls him a weakling. Rawk Hawk tries to sliding kick Bowser, but Bowser jumps to dodge, and he ends up kicking Kammy into the wall. Bowser lands on Rawk Hawk, flattening him. Rawk Hawk and Kammy are in pain. Bowser says he knew he was a weakling. The Crystal Star falls off the champion's belt and breaks. Kammy says it's made of glass, meaning it's fake. Rawk Hawk says that Gonzales has the real one and that his hair aches. Bowser doesn't know a Gonzales and asks who he has to flatten to get a Crystal Star, stomping his foot.

Saturday, July 19, 2014

Paper Mario: The Thousand-Year Door -- Chapter 6: 3 Days Of Excess -- Part 3

On the third day of the trip, the train is unusually quiet. All of the passengers except Ghost T. are gone. Ghost T. has something interesting to say: in the large sanctum in Poshley Heights is a picture so big, it looks like you could jump inside it. The dining car is empty and the conductor is gone. There's something blocking the door to the baggage car from the inside. Go to the engineer and something will appear on the windshield. It's the creatures from Riverside Station and they cover the windshield. The engineer must ensure the passengers' safety, but has to keep driving the train, so he asks Mario to check on them. Walk back to the baggage car and you'll notice the creatures covering the windows. You can go into the baggage car now, which is filled with the creatures. They say "SMORG!" repeatedly. Hit them repeatedly with the hammer. The Spin Hammer works well. You'll see the waitress amongst the creatures. Clear away some of them to free her. She says the creatures have the conductor. Move to the left and keep hitting them to free him. The waitress says they were probably taken in their sleep and the creatures came through the open window in the car. The creatures have the other passengers.

Flip between the crates and spring jump to the pipe above. Go west through the window and up the stairs to reach the train's roof, which is covered in the creatures. Clear a path towards the front of the train with the hammer. Something says, "SMOOO-OOORG!" The creatures move to the front and combine to form a creature with tentacles holding the other passengers. It's time to battle. This is Smorg, an amalgamation of Smorgs, the individual creatures. It has 50 HP, 5 attack, and 1 defense. Its defense drops to zero when its tentacles are defeated and the Smorg Miasma is revealed, but the tentacles can be regenerated. It can take other forms with higher attack power. It will initially slap Mario, but can form a pincer tentacle, which has 10 attack. Use moves like Power Bounce, Ground Pound, and Multibonk. You'll get about 29 SP for winning. The Smorgs leave and the passengers are freed.

Inside the train, a Toad employee says all Mario did for the past 3 days was save everyone. He asks how they can thank him. Pennington reveals Mario's identity to be Luigi. An announcement says that they will arrive in Poshley Heights soon. Heff T. says he got another ticket, so he can continue eating Chef Shimi's food. Disembark to enter Poshley Heights. There's a blue house on the left. Check behind the deck chair for a Star Piece. Go inside the house and flip through the gap in the back wall beneath the oval and rectangular picture frames for a chest with the HP Drain P badge. Go to the center of this part of town, near the Ratooey businessman and ground pound to reveal a hidden panel with a Star Piece. There's a pink house on the right. Walk into the hedges near the crack for a Star Piece. Walk back to get it. Go southeast and check behind the hedge for a Star Piece. Behind the stand that sells Fresh Pasta is an Inn Coupon. The hotel is here, where you can heal.

Go southeast again to reach Poshley Sanctum. To the right is a Shine Sprite. Check the door to the sanctum and you'll find a note saying that the manager is on vacation. Pennington walks up, announcing that he is the manager of the sanctum. He says the detective thing is more like a hobby. Go inside and you'll see Beldam, Marilyn, and Doopliss take the Crystal Star, saying Mario's too late. They leave, Doopliss jumping through a window he broke. Pennington asks what's going on and Mario explains the situation. Pennington informs Mario that the Crystal Star Beldam took was a fake and that the real Crystal Star is safe. He says he knows where the real one is, but he can't tell Mario. He believes Mario can find it. The large painting of a temple Ghost T. mentioned looms in the back. In the sanctum are many overhead bars, some with banners on them. Stand on the star markings on the floor and Spring Jump to the bars. Go to the top right and use the airplane panel to reach the left side. Spring jump to the top tier and hit the switch. This raises a curtain to reveal a pipe. Go through the pipe to enter the painting. Walk through the temple's open door.

The painting leads to a darker temple with many Dark Boos floating about. They are completely avoidable, but you can battle them if you wish. In the back is the real Crystal Star. Spring up to the top tier on the right side and fly to the left. On the top tier, you'll find a Shine Sprite towards the front and the L Emblem badge towards the back. Grab the Crystal Star. It's that easy.

End of Chapter
Mario found the sixth Crystal Star, hidden craftily in Poshley Heights Sanctum. Now only one Crystal Star remains... But our hero still does not know where Princess Peach is being held. Where could the last Crystal Star be? And where is Princess Peach being held? Hoping this Crystal Star might yield answers, Mario and friends return to Pennington.

Leave the painting's sanctum and Pennington will remark, "That's where it was." He claims he's talking to himself. He congratulates Mario and says he'll put another fake Crystal Star out. He says traveling with him was hectic, but fun, and says not to give up. Leave the sanctum.

Friday, July 18, 2014

Paper Mario: The Thousand-Year Door -- Chapter 6: 3 Days Of Excess -- Part 2

On the second day of the train ride, Heff T. announces that he's friends with Chef Shimi. Zip Toad's not in his room. The Ratooey businessman is in Pennington's cabin. Pennington says they have a new case: the Ratooey's briefcase is missing. He had it when he boarded the train, but it was gone when he woke up this morning. It contained the contracts for his company's next deal and a prototype of their product. At the minimum, he may lose his job if he doesn't recover the briefcase. The most vital piece of information is that the new product is Nitro Honey Syrup. If used properly, it can raise the dead. Perhaps they can use it on Ghost T. If Nitro Honey Syrup is mixed with seashell calcium and gold, the results are explosive. The blast will immobilize everyone in a sticky, yummy shellac, which means bad things will happen if the product gets into the wrong hands. Because the train hasn't stopped since it left Rogueport, Pennington deduces the obvious: the thief is still on the train. Pennington asks if Mario has checked with the waitress and Toodles, the Toad in 002. They both lost something and if the person who stole their things also has the Nitro Honey Syrup, they can carry out the threat. Pennington tells Mario to find the thief before the plan can be put into effect.

Leave Pennington's cabin and talk to the waitress. She says that Zip Toad came to last night's dinner, but he looks cuter on the big screen. Go to Zip Toad's cabin, 001, and you'll find a note on the floor. This is the Vital Paper. Take it to Pennington. The Ratooey says it's a contract for his business deal. It's an important clue and Pennington says he suspected Zip Toad for a while. He hasn't seen him for a while, so he may be hiding. Pennington says to find him.

Go to Mario's cabin and you'll find a note on the floor. It's another document from the Ratooey's briefcase. Hide in the shadows with Vivian and Zip Toad will peek out from behind the couch. Talk to him and he's says he won't be caught. He starts hopping around the room, but gets hurt when he hops from the windowsill.

Dusk falls and Pennington and the Ratooey are in Mario's cabin. Pennington accuses Zip Toad of stealing to aid his plan. Pennington knew he wasn't really Zip Toad because of a discolored nose hair. The thief says he would have gotten away with it if he got off the train at Riverside Station. Pennington tells him no one escapes his improbably large brain. Mario gets the stolen items: the Briefcase, the Shell Earrings, and the Gold Ring. Give the briefcase to the Ratooey, who is very thankful. Pennington says a disaster was thwarted by rudimentary deductions.

An announcement comes on, saying that the train will stop at Riverside Station to refuel. When the train stops, the thief calls Pennington "slick" and says that Beldame will flip if he is detained. He reveals himself to be Doopliss, saying the disguise is a means to an end. The plan for a sticky mess didn't work out, so he leaving, and the rest is up to Beldam.

Return the items to their rightful owners and you'll get 30 coins from Toodles and a Star Piece from the waitress. The exit is near cabin 001.

Outside, you'll see the drawbridge is up. A river used to flow under the bridge, but it dried up. The train can't leave the station. One of the staff says that a shadowy person in a hat went into the station. He says the switch for the drawbridge isn't used frequently anymore, so no one knows where it is. He gives Mario the Station Key and asks him to throw the switch. Open the door to the station and go inside.

It's quiet inside. There's a badge high up, but there's no way to reach it. There's also an elevator that needs a key to operate. Go east and roll under the partly raised gate to reach a switch to the right. Some stairs appear, so go upstairs and through the door at the top. There are some enemies here. They're Ruff Puffs, with 7 HP and 4 attack. They can swoop to attack or build up an electrical charge. If you hit it when it's charged, you'll take damage. Defeat all of them, then go upstairs. There's a platforming challenge of spinning gears. Not every gear will lock into place after a platform rotates level with the stairs. You'll want to jump to the yellow gear, then the green, then pink, back to green, then blue to reach the other side. There are many rotating parts here. Stand on the spinning yellow gear, then jump up to a spinning area to the right, when an area comes rotates into view. Jump to a gear to the right, then use Koops to get the Station Key when the gate rises out of the way. Leave, then unlock the door to the east.

The door leads to the outside. Hit the invisible block over the used item block for a Thunder Rage. There are Poison Pokeys out here. They have 8 HP and 4 attack. They can fall on their target, hit a segment at their target, and summon reinforcements. They can poison you if you don't guard correctly. Roll under the stairs at the top to the left for the HP Plus badge. Drop down and walk to the right for a Shine Sprite. Walk to the far left and use Flurrie to blow away the old posters, revealing a door. You'll find Spiky Parabuzzies in here. Roll down the hill to the left to enter a maze. Drop down, then roll to the right and jump over the gap. Fall through hole and roll left for the P-Up, D-Down badge. You'll fall into a bin with a Dried Shroom. Go through the front door.

It leads to a room with a key you can't reach. Go west into an area with the station's files. There are Goombas here. Defeat them all to reveal 3 switches on the floor, each with a number. Hit them that many times to reveal a staircase. Go up the stairs and use Koops to get a Shine Sprite. Go east at the top of the stairs. The room contains a large chest with the Ultra Boots. Toadette appears, saying these boots increase jump attack power and allow him to perform a new move called the Spring Jump. Hold (A) while rotating the Control Stick repeatedly and Mario will fold up many times. Release (A) to for a giant jump that allows him to reach new areas and grab pipes. When Mario's holding onto a pipe, press (B) to let go. He can use this move in battle. Line up with the trail of water from the leaky pipes on the right side to reach the pipe with a Spring Jump. Cross over the boxes and flip sideways to drop through the grate. This will take you back to the room with the key. Climb up on the boxes and cross the gap in front of the door with Yoshi. Spring jump to the pipe above and drop into the fenced-in area. Hit the platform with the key with a Spring Jump from below to knock it off the platform. Get the Elevator Key and climb out of the fenced-in area using the pipe.

Go back to the room with the elevator and hit the platform with the badge with a Spring Jump. The badge is the Close Call P badge. Activate the elevator with the key and go down into the basement. There are many creatures in the basement, but Mario's ally doesn't know what they are. They may have flipped the switch. Use the Spin Hammer move to clear them out, and, after a few times, they'll clear out, revealing a lever. Move it to reveal a switch and some stairs. Hit that switch to make the drawbridge lower. Take the elevator up and board the train. There's an announcement saying the next stop is Poshley Heights. Save and go to sleep.

Thursday, July 17, 2014

Paper Mario: The Thousand-Year Door -- Chapter 6: 3 Days Of Excess -- Part 1

Mario and his ally are in his sleeper cabin, room 005. His ally calls the room deluxe. They notice something on the floor. It's a note, telling them to not go to Poshley Heights. If they don't get off the train now, the train will face a sticky, yummy doom. The ally thinks that Beldam may have sent the note. Whoever sent it is probably on the train and must be found. Check the nightstand for a Dried Shroom and get the shine between the bed and the table. Leave the cabin and explore.

Room 004 is empty. 003 is the cabin of a large Toad named Heff T. He's dreamed of riding this train and his dream came true. Go east to the next car and you'll find a wealthy Toad in 002. Mario asks about a witch and she misinterprets the question to be about her bewitching beauty. In cabin 001 is the famous movie star, Zip Toad. He's shooting a film in Poshley Heights and only gives out autographs for cute girls. Go east, and you'll find the train's engine. Head west past Mario's cabin and you'll enter the dining car. The waitress is a big fan of Zip Toad's and the Cheep-Cheep Chef Shimi is famous, as evidenced by Heff T.'s gourmet food magazine collection. There's also a shop here. Go west to find more sleeper cabins. In 006 is Pennington, a detective Bumpty. In 007 is a Ratooey on business, who is thrilled to charge everything to his business's expense account. In 008 is the Bob-omb family. Check their nightstand for a Star Piece. Goldbob recognizes Mario as the Glitz Pit champion. Leave the cabin and talk to the conductor at the rear of the train. Mario informs him of the threat and he says he'll let Mario know if he comes across any information.

Go back east and you'll notice many of the passengers gathered in the train's galley. Something's gone missing. Talk to Pennington and he says it's definitely a case. Chef Shimi's pot of stew went missing, with the stew still in it. Pennington decides to call it The Case of the Pot of Supper Stew That Vanished Suddenly and Mysteriously. He introduces himself as a detective and says that this mystery poses no challenge to him. Their first clue is that the perpetrator took the whole pot, stew and all, so he accuses the waitress. She denies it, so he apologizes, saying he felt the need to practice his accusation skills. She's mad, even more so when he accuses Zip Toad when he says he wants to leave. She says he's making stuff up and calls him a "Tweedy Geezer". Talk to him again and he'll accuse Mario next, because he's been hanging around the entire time. Mario denies it and Pennington makes him prove his innocence by searching for the real perpetrator.

There are some stains on the carpet that lead towards Mario's sleeper car. Go east and you'll find more stains that lead into cabin 003. Go inside and talk to Heff T. He burps loudly, but doesn't like Mario blaming the chubby guy for the theft of a missing pot of stew. Mario mentions following a trail of stains on the carpet and Heff T. hesitantly denies it. He says there's nothing in the drawer, but when you check it, underneath his gourmet food magazines, is the Galley Pot, which has been licked clean. Heff T. apologizes for eating it all when Pennington arrives. The detective asks if Heff T. was so enamored with the stew that he had to have more. Heff T. confesses to stealing it when Chef Shimi was chopping shallots in a brief moment of weakness. Pennington is pleased with himself with correctly pegging Mario to find the thief and knows of the threat from the conductor. He says to meet in his cabin, 006, and to return the stolen pot.

Return the Galley Pot to Chef Shimi for a Star Piece, then go to Pennington's cabin. He's impressed with Mario's work. He says Heff T. didn't send the threat because there were no incriminating clues in his room. Mario has a knack for detective work and appoints him as his new assistant. He says he's known as The Penguin With the Improbably Large Brain. He deduces Mario's identity as Luigi. He says the threat of a sticky, tasty explosion means that the family of Bob-ombs are looking good as suspects.

Leave Pennington's cabin and the train is bathed in the glow of twilight. Go to the Bob-ombs cabin, 008, and you'll hear them talking about their son's, Bub's, birthday present. The mother, Sylvia, wants a more practical gift, such as the Classic Series of Bob-ombmery. Goldbob calls the idea cheap and boring and suggests something more luxurious like a car or a house. Sylvia doesn't want to spoil Bub, but Goldbob is thinking of their social station. Bub says he doesn't want any of what they're talking about. Talk to him and he'll ask if Mario's a detective now that he isn't the champion. He wants Mario to deduce what he wants for his birthday. His hint is that it beings with "A". Leave the cabin and talk to the conductor. He says he can hear Goldbob and Sylvia arguing about Bub's present, but they don't know that Bub wants to be a train engineer and may want something from someone he admires.

Head towards the engine. On the way, talk to the waitress. She needs Mario's help in finding her lots Shell Earring that her ex-boyfriend gave her. Talk to the Toad in 002 and she'll say she's missing a Gold Ring. Agree to help her find it, then go to the engine. Talk to the engineer and ask him for his autograph. He felt fantastic giving his autograph. Take it back to Bub and he'll call Mario a good detective for getting him just what he wanted. As a reward, he gives him a Shine Sprite.

Leave the cabin and it will be night time. Talk to the conductor and he'll tell you he remembered something suspicious: he was one blanket short when he was handing them out to passengers, so he gave the last passenger his own blanket. This means there's someone onboard who doesn't have a ticket. This could be their suspect for the threat. He needs a blanket or he'll be too chilly to sleep tonight.

Go to cabin 004 and hide with Vivian in the shadows. A ghost Toad appears. Come out of the shadows and talk to it. He's Ghost T. and he says you found him. He's cursed to haunt here. Mario asks about the blanket and he says the conductor left one in his cabin, not knowing he's a ghost. Mario asks about the threat and Ghost T. says he can't even hold physical objects, such as a pen and paper. He'll tell Mario where the blanket is if he helps him. Ghost T. asks for Mario's life. He's kidding; what he really wants is his diary. He passed away in the cabin years ago and his luggage is probably still in the baggage car. He's worried that someone's read it, but can't leave the cabin to retrieve it. If Mario brings him his diary, he'll tell him the location of the blanket. Before you leave, he gives you strict instructions not to read his diary or Mario will suffer a horrible fate. The baggage car is at the rear of the train. Talk to the conductor and he'll freak out at the fact that there's a ghost on the train. He lets Mario into the baggage car. Flip sideways and walk between the crates to get the Ragged Diary. Return it to Ghost T., who's happy you didn't read it. Otherwise, Mario would become a spirit like him. If you read the diary, it's Game Over. He says they probably never meet again in this world and tries to ascend, but stops. He says he's been in the train so long that he's gotten used to it and will stay longer, as he can leave whenever he chooses. He gives Mario the blanket. Give it to the conductor and receive a Mushroom reward. The conductor says to call it a night, so save and sleep in the bed.

Wednesday, July 16, 2014

Paper Mario: The Thousand-Year Door -- Interlude After Chapter 5 -- Part 3

Go to the Thousand-Year Door to get the location of the next Crystal Star. Professor Frankly says he has great news, because the Crystal Star is in Poshley Heights. Mario's ally says that only the rich and famous live there. Frankly says there's also a shrine to the stars there, the Poshley Sanctum. It's not a dungeon or area filled with monsters, but a tourist attraction. This sounds like a delightful change of pace. To reach Poshley Heights, they need to ride the famous train, The Excess Express, which should be easy. Mario's ally thinks they need wealth or fame to ride the train. Mario certainly has fame. Frankly tells them to ask Don Pianta again. The ally doesn't want to go through that channel again, but says they'll do it if they must. Frankly tells them to hurry, as they may not have much time.

Go to Don Pianta's office through the back door in the west side shop. Don Pianta's lying in bed, sick with loneliness since Francesca left. The associates say that they're losing jobs as a syndicate to the Robbos. Mario asks the associates for a ticket for The Excess Express. They can't help him, but the Don Pianta can. They want to know where his daughter and son-in-law are. The ally says they're in Keelhaul Key. They want Mario to bring Francesca back here and they'll help him get the ticket.

Go to Keelhaul Key and you'll find they're no longer at the camp. Go east into the jungle and you'll find them. Mario says that Don Pianta's sick. Francesca and Frankie are worried and want to go back to Rogueport, but Francesca lost her wedding ring and must find it before they leave. She says it's between here and Skull Rock. Frankie tries to convince her to leave, but she thinks this means he doesn't love her. To prove his love for her, he must say he loves her 100 times. You have to listen to all of it. Once that's over with, go to Skull Rock. The wedding ring is near the back, between the west exit and the tree Bobbery was in. Return the ring and meet them at the dock.

Return to Rogueport and Don Pianta says he's feeling better now that they're here. He was stubborn and asks the couple for their forgiveness. He wants them to stay with him as he needs peace and can't be away from them. He realizes he can't escape old age and will stop being a bother. He declares his retirement as boss of the Pianta Syndicate and names Frankie as his successor. Frankie tells Don Pianta he can still be the boss. Don Pianta says he's thought about retiring for  along time and tells him to take care of Francesca and the syndicate. Don Pianta thanks Mario for the favor and his associates sheepishly mention that they promised Mario train tickets for helping. Don Pianta says it's no big deal and gives Mario the ticket. He says to come back anytime. He is now retired and leaves. Francesca says she'll keep Frankie in line and has had enough of his pet names for her. He is to call her either "Francesca" or "Miss Boss". The associates declare their loyalty to Frankie and thank Mario. They ask him to join the syndicate.

Leave the office and start heading for the train. Mario's ally says they should go to Poshley Heights and Beldam overhears them. She now knows where the next Crystal Star is. She won't fight Mario now, as she's alone, but will be in Poshley Heights. She leaves. To start the next chapter, hand your ticket over to the ticket-taker at the train station.

Tuesday, July 15, 2014

Paper Mario: The Thousand-Year Door -- Interlude After Chapter 5 -- Part 2

On the shores of Keelhaul Key, Cortez says Mario distinguished himself in battle, making him worthy to use his ship anytime. The Toads are looking forward to returning to Rogueport, which is all the treasure they need. Frankie and Francesca will stay behind, as they like the place. Frankie says to give their regards to Don Pianta. Patch and some of the other sailors decide to stay behind as well, as Keelhaul Key will be a nice place without the ghosts. Mario's ally says they'll be fine.

Flavio's diary reads that the adventure came to an exciting end. They enjoyed smooth sailing and he's satisfied, even though he didn't find treasure. He found something more precious.

When they arrive in Rogueport, Flavio says they returned solely due to his courageous efforts. The Toads agree, but leave. Flavio tells Mario he may surpass the great and fabulous Flavio in greatness and fabulousness. Cortez says he'll take Mario to Keelhaul Key anytime. Flavio curtly tells Cortez that his time in the spotlight is over.

Walk off the dock and Peach's email arrives. She says she's cooperating with an odd computer named TEC and she obtained some X-Naut data. She trusts TEC, which is analyzing the data currently. She'll provide details when she gets them.

At the dock is Luigi, accompanied by a green Dayzee. He says he went to Jazzafrazz Town, which was filled with glitz and glamour. It's a lively place with tons of Dayzees that are always smiling. He met a hip one named Hayzee, a producer looking for actors to go onstage with him. Luigi declined, but Hayzee said he could win the compass piece he needed in the Drama Slam. The Dramalama Plaque might be a compass piece. Luigi rehearsed with Hayzee's troupe and they hit the stage with their musical, "The Mystery of the Fiery Hat of Social Awareness." It had a great script, but Luigi was sadly cast in the role of grass by the side of the road. He was sprawled out on stage and remained silent throughout the musical. He was cast because he was wearing the color green. Fortunately, the musical was the talk of Jazzafrazz Town and won the Drama Slam. Luigi got the compass piece from the Dramalama Plaque, but he wasn't very happy. The huge after-party bummed him out, so he snuck out back, where he was swarmed by his fans, fans of grass. He was ecstatic. His compass pointed north to the Rapturous Ruins in Grimble Forest. He heard the voice of Princess Éclair again. He says he would be grass for her. He'll find her and stand by her side, and be her Luigi. Hayzee is standing next to him. He says Luigi is one of the finest actors he's seen, and, after Luigi's adventure, they're going on tour to appear on stages everywhere. Hayzee will be known as "The Red Miracle" and Luigi will reprise his role as grass. It seems for once Luigi was telling the truth and someone's sticking by him for positive reasons.

Now that Mario has the ability to turn into a boat, he can go a few more places in Rogueport. Use the boat panel near Luigi and sail to the left. You'll find what looks like somebody's house on the other side of the wall. There's a chest with the HP Drain badge and a Star Piece behind a barrel. Go on the east side of town and flip sideways to go between the Trouble Center and Bobbery's house. Use the boat panel and sail back to the other side to find a chest with the Double Dip badge. Go to the west side of town and have Bobbery blow up the wall to the left of the shop. There is a Shine Sprite back here.

Go back to Hooktail Castle and go to the room where the Black Key was. In the room, on the right wall, is a crack. Have Bobbery blow it up and walk east to a room with a blue switch. Hit it to reveal a chest with the Up Arrow. Return to Rogueport and talk to Merlon, who's outside his house. He saw a sign for Mario when he was consulting his charts. It says in the house of the flying dragon, beyond the reversible stair, near the empty black chest lies a clue to help allies learn. Merlon says Mario must figure it out. Go inside and give him the Up Arrow. Merlon goes up into his attic, a crash is heard, and the Ultra Stone drops down. He picked it up at a flea market years ago and forgot it was there. He can now power up allies even more. He makes the Ultra Stone his crystal ball. There were many Shine Sprites on Keelhaul Key, so we can get Bobbery, Goombella, and Ms. Mowz to Super Rank. There may be enough to make one partner reach Ultra Rank. I chose Flurrie.

There are a couple new troubles at the Trouble Center.

Eve wants to tell someone something. She will meet you in her house in Twilight Town. She lives on the east side, in the left house. She has three children. She wants Mario to help her meet her former love, Podley. They both had a dream to be stars of the musical stage. They lived in a cramped apartment, poor, but happy. She got a role in a Broadshroom play as the leading lady, but Podley left her, leaving a note that said he's only dim her bright future. She wanted to be with him, not a lone star. Success meant nothing to her without him. She left the production during rehearsal and forgot both Podley and her dreams. She got married and now lives as a housewife with three beautiful children. Her happiness is complete and she forgot those days, but she heard a rumor that he was running a Chuckola Soda shop in Rogueport. Eve wants Mario to tell Podley she hasn't forgotten him. She tells Mario her stage name of Purehearted Eve. Go to the inn in Rogueport and talk to Podley. He is startled, but says he doesn't know her. He says to tell her to live in the moment. Go back to Twilight Town to report back. You can either tell her the truth or make something up. Either way, she'll give you a Meteor Meal as a reward.

Goom Goom needs a girlfriend. He's located in the storeroom in Keelhaul Key, the one with all the barrels. He says he feels lonely with no one to date on the island. He wants Mario to introduce him to a nice, petite, younger, pretty, but not drop-dead gorgeous Goomba. Bring out Goombella and he says he likes her. He confesses his love for her and asks if she believes in love at first sight. He gives her a Couple's Cake. Goombella thinks the situation is awkward and says she's dating Mario. Goom Goom's had enough and leaves. Goombella thinks Mario should keep the Couple's Cake as a reward. Return to Rogueport and head for the Thousand-Year Door.