The bros have destroyed Bowser's papercraft, but Bowser sent the Koopalings after the bros. Before dealing with them, go west. There are dirt walls and Shy Guys here. Climb the dirt wall and Drill Dash through the maze of saws to reach a gondola. Use Trio Hammer on its purple button to send it flying into the spiked rollers blocking your path back east. Go north. Grab the Bob-omb to the right and use it to destroy the Bowser statue ahead. Pull out the bridge and keep going. There are boost pads here. Grab another Bob-omb and use them to reach another Bowser statue. You can get a Bob-omb from the right side. Pull out another bridge. There's another gondola here. Grab it, then use Trio Hammer. There's another statue to the north of the first one that leads to items. Use the pipe to return east quickly. Hit the ! Block to lower the gate.
Go east. Dash across the gaps using the yellow platforms. The platforms ahead won't be in a straight line. Walk towards the back and you'll find a narrow path with saws. To get over them, Trio Glide. It's okay if you land in the middle. The saws will hit you, but won't send you back to solid ground. The next narrow path allows you to Trio Drill underground. Use the Trio Hammer on the gondola to the left. A blue platform will take you back to where you entered from the west. Go north. You'll have to Trio Glide across some gaps, but there are fans blowing periodically. You'll need to have the fan blowing for the last glide. There's a Mechakoopa and a gondola ahead. Use the Trio Hammer on the gondola to form a complete path for the bros. Return west using the pipe ahead.
There will be enemies in the main hallway. At the end of the long path are Morton, Iggy, and Lemmy. Iggy wants to push something. Lemmy says it's his job. Morton notices the bros and tells someone to do it. Iggy pushes the button. Morton says it will destroy Peach's Castle. They're referring to the massive cannon at the front of the castle.
In Peach's Castle, the princesses are thinking of the bros. Back in Neo Bowser Castle, Iggy remembers he was supposed to set a timer. He thinks five minutes is good. The bros have to smash the cannon before time runs out. Enemies will drop in out of the sky for battle. You can't flee the fights, so attack quickly. Using Paper Mario's hammer works well. Go south and dodge the Fuzzies by walking between them. Other enemies will attack you, but you can avoid the battles. Go as far south as possible and you'll find the cannon. The timer will stop here. Press (A) to start the Trio Hammer, which will dent the cannon so it can't fire. Starlow thinks they shouldn't stand directly above the cannon when it's about to fire. The bros leave and the cannon blows itself out. Walk north and take the elevator up.
Showing posts with label Bob-omb. Show all posts
Showing posts with label Bob-omb. Show all posts
Sunday, February 14, 2016
Thursday, February 11, 2016
Mario and Luigi: Paper Jam -- Part 20: The Evasive Staircase
Go into the cave. There are Shy Guys here. They can throw Paper Shy Guys at you. Use the dirt wall to climb higher, then break the stone brick block. This lead to an exit to the clouds. Ahead are Lakitu researching the summit to see where the cardboard platforms come from. Go east and you'll find a stumped Toad. Solve the puzzle of moving the blocks on the dirt wall, but you have two blocks on a single puzzle. Move the pink target as follows: up, left, down, right, down, left. For the blue crescent, up. left, up left, down, left, down. He'll give you a Blunt Hammer DX. Return to the west. Walk to the left and use Trio Glide through the ring to reach the cave.
Inside, the bros find a complex maze they'll have to navigate using Trio Drill and Trio Glide. Exit to the east. Trio Glide from the wooden platform to reach a higher wooden platform with items and coins. Go east. Luigi spots something. There's a strange gate in front of a large door in the side of the mountain. Use Trio Hammer on the large red button to make the red parts of the gate disappear. Walk to the south, then go east.
You'll find a panicking Lakitu here. He witnessed Toads being abducted. Agree to help him and he'll take you there. The bros must rescue the Toads while standing on a cloud. They will fail if three Toads are abducted. The Toads' colors could be a hint. To rescue them, jump when the minions fly overhead. Avoid jumping into bombs. Your reward is the Bold Heart accessory. Climb up the wooden platform and Trio Glide to the west. Use Trio Hammer to flip the spikes. Go west. Hit the blue button to remove the gate from the door. There's an elevator inside. Approach the door and hit the ! Block to make a path to the west.
Go through the door and get on the elevator. They reach a command center in the clouds. Starlow marvels that this evil lair has been on the summit the entire time. It’s the location of the cannons firing paper minions and cardboard platforms. The minions notice the bros are here, since there’s no way they have access cards. They sound off a Code Red and a Code Green. Big Bob-omb drops in, telling minions to relax. Starlow doesn’t feel she can relax in this situation. Big Bob-omb initiates the self-destruct sequence. The minions panic. No one can know about this mission, so Big Bob-omb will blow everyone up. The minions flee, while Starlow wants Big Bob-omb to relax and talk about this. Big Bob-omb repeats her earlier sentiments about relaxing.
The battle starts. The bros have 4 minutes to defeat Big Bob-omb. A boss battle on such a short time limit will be tricky. He’ll toss Bob-ombs at the bros. Jump on them to send them back. He can also pick up a bro and throw them. Counter with the hammer. Another attack is to roll a giant bomb. Counter with the hammer repeatedly to stun him. This will add a minute to the timer. Do not use jump attacks as his crown is pointy. Drill Shell also does good damage while taking a small amount of time to execute. After a while, he’ll get angry. If you run out of time, Big Bob-omb will explode. Hold (X) to Emergency Block. Even with that, the bros may not survive, even if you use a Battle Card. After a while, he’ll say he can’t lose to the bros because he’s a king and has a mustache. He then realizes they do as well. With that, he is defeated.
Two Lakitu appear with a big Paper Toad delivery. They drop off several Paper Toads. They know the drill, which is to help the bros reach Neo Bowser Castle. Toadette figured out a way for them to help and they’re helpful for the bros rescuing them. They’re going to form an ambitious set of stairs. It spirals higher and higher. At the base, they ask if they’ve reached the castle, but as with every game of Telephone, the message is soon changed. Somehow, the message comes back crystal clear that they’ve made it. A Toad says Toadette miscalculated and that there are more Paper Toads than necessary. It’s probably because we saved them all. The extras want to help, so they’ll form a new Bros. Attack: Toad Trail.
Inside, the bros find a complex maze they'll have to navigate using Trio Drill and Trio Glide. Exit to the east. Trio Glide from the wooden platform to reach a higher wooden platform with items and coins. Go east. Luigi spots something. There's a strange gate in front of a large door in the side of the mountain. Use Trio Hammer on the large red button to make the red parts of the gate disappear. Walk to the south, then go east.
You'll find a panicking Lakitu here. He witnessed Toads being abducted. Agree to help him and he'll take you there. The bros must rescue the Toads while standing on a cloud. They will fail if three Toads are abducted. The Toads' colors could be a hint. To rescue them, jump when the minions fly overhead. Avoid jumping into bombs. Your reward is the Bold Heart accessory. Climb up the wooden platform and Trio Glide to the west. Use Trio Hammer to flip the spikes. Go west. Hit the blue button to remove the gate from the door. There's an elevator inside. Approach the door and hit the ! Block to make a path to the west.
Go through the door and get on the elevator. They reach a command center in the clouds. Starlow marvels that this evil lair has been on the summit the entire time. It’s the location of the cannons firing paper minions and cardboard platforms. The minions notice the bros are here, since there’s no way they have access cards. They sound off a Code Red and a Code Green. Big Bob-omb drops in, telling minions to relax. Starlow doesn’t feel she can relax in this situation. Big Bob-omb initiates the self-destruct sequence. The minions panic. No one can know about this mission, so Big Bob-omb will blow everyone up. The minions flee, while Starlow wants Big Bob-omb to relax and talk about this. Big Bob-omb repeats her earlier sentiments about relaxing.
The battle starts. The bros have 4 minutes to defeat Big Bob-omb. A boss battle on such a short time limit will be tricky. He’ll toss Bob-ombs at the bros. Jump on them to send them back. He can also pick up a bro and throw them. Counter with the hammer. Another attack is to roll a giant bomb. Counter with the hammer repeatedly to stun him. This will add a minute to the timer. Do not use jump attacks as his crown is pointy. Drill Shell also does good damage while taking a small amount of time to execute. After a while, he’ll get angry. If you run out of time, Big Bob-omb will explode. Hold (X) to Emergency Block. Even with that, the bros may not survive, even if you use a Battle Card. After a while, he’ll say he can’t lose to the bros because he’s a king and has a mustache. He then realizes they do as well. With that, he is defeated.
Two Lakitu appear with a big Paper Toad delivery. They drop off several Paper Toads. They know the drill, which is to help the bros reach Neo Bowser Castle. Toadette figured out a way for them to help and they’re helpful for the bros rescuing them. They’re going to form an ambitious set of stairs. It spirals higher and higher. At the base, they ask if they’ve reached the castle, but as with every game of Telephone, the message is soon changed. Somehow, the message comes back crystal clear that they’ve made it. A Toad says Toadette miscalculated and that there are more Paper Toads than necessary. It’s probably because we saved them all. The extras want to help, so they’ll form a new Bros. Attack: Toad Trail.
Head up the Paper Toad staircase
with the Paper Toads cheering the bros on. A giant cannonball drops nearby. The
staircase moves to dodge the onslaught and tells the bros to keep going. You’ll
have to stop for some more evasive maneuvers.
At the castle door, Iggy’s
surprised the bros made it. He leaves to spread the word.
Wednesday, February 10, 2016
Mario and Luigi: Paper Jam -- Part 19: Mount Sidequests
Luigi has reunited with the Marios in Gloomy Woods. Go south and send Paper Mario onto the spider web to hit the ! Block. The roots blocking several paths disappear. Take the time to go around and create bridges using Trio Grab. Go east to Toad Village, then north twice. You'll see a couple of Toads by the waterfall, saying they saw Bowser's minions head off to get revenge on Mario. They left a guard behind. They want the bros to defeat it for a reward. The guard they left behind is Roy Koopa. You must steal bombs from the Fly Guys and throw them at Roy Koopa. He'll also take bombs and throw them at you. It takes only three hits, but the Fly Guys will change flight patterns with each hit. Keep moving around, especially when he throws the bombs. You'll get Anti-Air Boots DX as a reward.
Go west to the darker side of Gloomy Woods. Trio Glide through the gold ring for coins. There are Boos holding a Toad hostage. Distract them for a reward. You must stay away from Boos until the timer runs out. Keeping all of the bros safe will earn you the most coins. Run around while a Boo chases you for 1 minute, 30 seconds. Coins will appear and Bob-ombs will drop from the sky. Flames will appear after a while, along with coins. Bob-ombs will drop from the sky again, then flames that move. Once you clear the challenge, collect the coins on the ground. You'll get a Mix Badge DX as a reward. Follow the path around and drop down to the stone brick block. Break it and send Paper Mario through the gap for some coins and an accessory.
Return to the Toad Village and walk to the east. Use the cardboard platforms to reach a spot where you can use Trio Grab to create a path into the nearby Toad House. Cross over into the Card Shop and check out the dresser for a Bros. Ring. There's a warp pipe in the village. Use it to reach North Gloomy Woods, where Flutter is. There's a panicking Toad who had something stolen from him. It's Nabbit, and he springs to the clouds. The clouds will disappear when you jump off them, so plan your path strategically. Plan your path so there are only two clouds to stand on that are next to each other. Catch Nabbit and he'll run to another set of clouds, this one with arrows on it. You'll get a new Bros. Attack, Balloon Blast.
Flutter will take you to the same spot as before, since there are cannons firing higher up the mountain. A Toad informs the bros there's a pipe nearby that leads directly to the village. A Toad greets them, and points out the cardboard platforms leading to a mysterious cave. In the center of town is the final Toad with a quiz.
1. In the storage area in Peach's Castle, which of the following popped out of the wall? A Scaredy Rat
2. Who is this? Shy Guy
3. What attack is most effective against paper monsters? Fire Flower
4. Which of the following Koopalings is bald? Wendy
5. Which of the following does Spike throw? Spike ball
The reward for passing all of the tests is the Mushroom Gloves.
You can reach Bowser's Villa to the east for a couple of items. Head for the cave. The Yoshi there is the friend of the Yoshi the bros raced in Gloomy Woods. He challenges the bros.
It's a long race with obstacles such as ice, springs, and mud. You'll also have to use Trio Hammer. Yoshi will ground pound and throw eggs. The prize is the Speed Gloves. Be ready to stop and switch to the hammer. Jump to dodge Yoshi's attacks.
Go west to the darker side of Gloomy Woods. Trio Glide through the gold ring for coins. There are Boos holding a Toad hostage. Distract them for a reward. You must stay away from Boos until the timer runs out. Keeping all of the bros safe will earn you the most coins. Run around while a Boo chases you for 1 minute, 30 seconds. Coins will appear and Bob-ombs will drop from the sky. Flames will appear after a while, along with coins. Bob-ombs will drop from the sky again, then flames that move. Once you clear the challenge, collect the coins on the ground. You'll get a Mix Badge DX as a reward. Follow the path around and drop down to the stone brick block. Break it and send Paper Mario through the gap for some coins and an accessory.
Return to the Toad Village and walk to the east. Use the cardboard platforms to reach a spot where you can use Trio Grab to create a path into the nearby Toad House. Cross over into the Card Shop and check out the dresser for a Bros. Ring. There's a warp pipe in the village. Use it to reach North Gloomy Woods, where Flutter is. There's a panicking Toad who had something stolen from him. It's Nabbit, and he springs to the clouds. The clouds will disappear when you jump off them, so plan your path strategically. Plan your path so there are only two clouds to stand on that are next to each other. Catch Nabbit and he'll run to another set of clouds, this one with arrows on it. You'll get a new Bros. Attack, Balloon Blast.
Flutter will take you to the same spot as before, since there are cannons firing higher up the mountain. A Toad informs the bros there's a pipe nearby that leads directly to the village. A Toad greets them, and points out the cardboard platforms leading to a mysterious cave. In the center of town is the final Toad with a quiz.
1. In the storage area in Peach's Castle, which of the following popped out of the wall? A Scaredy Rat
2. Who is this? Shy Guy
3. What attack is most effective against paper monsters? Fire Flower
4. Which of the following Koopalings is bald? Wendy
5. Which of the following does Spike throw? Spike ball
The reward for passing all of the tests is the Mushroom Gloves.
You can reach Bowser's Villa to the east for a couple of items. Head for the cave. The Yoshi there is the friend of the Yoshi the bros raced in Gloomy Woods. He challenges the bros.
It's a long race with obstacles such as ice, springs, and mud. You'll also have to use Trio Hammer. Yoshi will ground pound and throw eggs. The prize is the Speed Gloves. Be ready to stop and switch to the hammer. Jump to dodge Yoshi's attacks.
Labels:
Bob-omb,
Gloomy Woods,
Mario and Luigi: Paper Jam,
Mount Brrr,
Paper Mario,
Roy Koopa,
Yoshi
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.
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.
Labels:
Amazy Dayzee,
Bandit,
Bob-omb,
Bonetail,
Boos,
Chomp,
Fuzzies,
Lakitu,
Paper Mario: The Thousand-Year Door,
Pit of 100 Trials,
Pokey,
Punies
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.
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.
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.
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.
Friday, July 11, 2014
Paper Mario: The Thousand-Year Door -- Chapter 5: The Key To Pirates -- Part 2
Flavio writes in his diary that the explorers have entered the cave and he wonders if they'll find the treasure.
Mario has discovered the Pirate's Grotto. There's a Ruin Powder behind the barrel near the entrance. Save and go east. Someone's groaning echoes throughout the cave. Drop down twice, then go east. There are Lava Bubbles here. They're like Embers, but have 6 HP and 4 attack. Jump over the water to the shipwreck, then walk onto the bow. Jump for a hidden Shine Sprite. Use Koops to get a Star Piece on an island. Walk to the back and use Vivian to cross to the right, avoiding the spikes. Go east.
Here you'll find Bullet Bills, which have 2 HP, 4 attack, and 1 defense, and the Bill Blasters that fire them. They have 5 HP and 2 defense, and only fire Bullet Bills when battling. The Bullet Bills will hit you and disappear. Go east again and jump across the broken bridge, then cross the water on the higher rock near the waterfall with Yoshi. There's a winch that controls the sluices here, but the handle's missing. There are Bulky Bob-ombs in the area. They are large, pink Bob-ombs that will explode when their fuses are lit. They have 6 HP, 2 attack, and 1 defense. They never attack, but when they explode, they'll hit with 2 attack, unless they charge their attack up to 8. The explosions hit both Mario and his partner.
Go east and you'll find a Save Block and a locked door. Climb up the rocks and you'll find Parabuzzy Beetles. They have 5 HP, 3 attack, and 4 defense, but if flipped over, their defense drops to zero. Use Bobbery to reach the Shine Sprite over the rocks. Jump across the water and throw Bobbery on the ledge to hit the switch. This raises the metal door so you can go west. Go up and across the waterfall, then go west again. This takes you to a rom with a crate floating in the water and a platform attached to a counterweight. With good timing, throw Bobbery onto the crate, as it's moving away, so Bobbery can hit the switch in the middle of the water. While Bobbery is walking, run to the platform. The switch will make it rise up, so go to the right for the Grotto Key. Hit the switch again and jump to the counterweight. Wait for it to rise up to the top shelf of barrels, where there's a Shine Sprite. Go back east, save, and unlock the door.
There are more Parabuzzies on the other side of the door. Go through the hole in the front wall and use Koops to get a Shine Sprite. Roll up into a tube and roll left under the spikes. Some of the spikes are at ground level, so be careful. Go west. There's a Shine Sprite just out of reach. There's an invisible block below it, so you can reach it. Cross the barrels and shipwreck to a broken bridge with an Ember and a Lava Bubble. Use Bobbery to blow up the door on the left wall and go west. Jump left and you'll come across a shipwreck. Enter it and you'll find the P-Down, D-Up badge behind a Black Chest. The Black Chest thought no one would come. Mario just wants the curse. The chest says it practiced a speech, but Mario says that this one is the fourth chest he's come across. The chest thinks Mario is jaded and wanted to see the face of the unlucky fool it got to cruse. It says there's a ghost nearby with the key, so Mario should get it so they can get this farce over with. an Ember appears. Beat it and the Black Key drops down. Unlock the chest and it delivers its spiel. Mario is cursed forever. It forgets a part of its speech and, after cursing Mario, asks if the curse really hurt him. It tells them to squirm and suffer like socially awkward worms. For this curse, press (Y) on boat panels to turn into a paper boat. He will float on the water and people will laugh at him. It only works in certainly places, so the chest thinks it isn't too bad. Approach the panel and press (Y) in the water to return to normal. It thanks Mario for letting it do its think and it feels better. Mario's partner thinks this chest may be on their side.
Sail east to the other side and return to the area with the Save Block. Climb up the rocks and go west. Change into a boat and sail east, then go under the waterfall. To the right is a chest with the Defend Plus P badge. Go back west and drop down the waterfall. Sail west twice to the area with the rising spikes. Return to normal, then jump to the ship. It has the Gate Handle you need to operate the floodgates. Walk back there and raise the floodgates. Go back up to the waterfall above the floodgates and turn into a boat. Sail down the waterfall again and sail through the floodgates. Sail east to the area with the spikes coming out from the walls. There are large waves here. Avoid them, or you'll sink and have to start back on the left side. Fortunately, you won't take damage.
Go east and someone notices the boat on the water. It's one of a bunch of Toads stuck on a shipwreck, asking to be saved. Sail past them and they'll be disappointed that it's just a paper boat. On the left side is a pipe. Go through it and it takes you to the background. Go over the ship and to the far left to reach another pipe. This brings you back to the foreground, near an airplane panel. Fly a short distance to the right for a pipe. It takes you to the background, where a switch is. This makes barrels appear to the right of the pipe. Go left to the pipe to the airplane panel and fly farther to the right for another pipe. This switch makes barrels appear between the shipwreck and the pipe. The Toads can cross to the other side now, and as they do, you'll see Frankie and Francesca among them. Fly and jump to where they are and the Toads thank Mario for saving them. They were looking for the treasure when they were surrounded by ghosts. Francesca recognizes Mario, saying she and Frankie took a trip, but their ship got too close to the island. She's relieved to hear Mario isn't here to take her back under order of Don Pianta. She thinks that Cortez is nearby and the rumors are true. They were trapped on a raft, so she asks Mario to deal with Cortez. The Toads will figure out a way out of here if Mario will deal with Cortez.
Go east to an area with a ship and Four-Eyes walks in. He says he followed Mario and got lost. He tells them that the Crystal Star and Cortez are in the ship. Mario can take him and they're counting on him, especially him and Grodus. Heal and save, then enter through the door on the ship.
Mario has discovered the Pirate's Grotto. There's a Ruin Powder behind the barrel near the entrance. Save and go east. Someone's groaning echoes throughout the cave. Drop down twice, then go east. There are Lava Bubbles here. They're like Embers, but have 6 HP and 4 attack. Jump over the water to the shipwreck, then walk onto the bow. Jump for a hidden Shine Sprite. Use Koops to get a Star Piece on an island. Walk to the back and use Vivian to cross to the right, avoiding the spikes. Go east.
Here you'll find Bullet Bills, which have 2 HP, 4 attack, and 1 defense, and the Bill Blasters that fire them. They have 5 HP and 2 defense, and only fire Bullet Bills when battling. The Bullet Bills will hit you and disappear. Go east again and jump across the broken bridge, then cross the water on the higher rock near the waterfall with Yoshi. There's a winch that controls the sluices here, but the handle's missing. There are Bulky Bob-ombs in the area. They are large, pink Bob-ombs that will explode when their fuses are lit. They have 6 HP, 2 attack, and 1 defense. They never attack, but when they explode, they'll hit with 2 attack, unless they charge their attack up to 8. The explosions hit both Mario and his partner.
Go east and you'll find a Save Block and a locked door. Climb up the rocks and you'll find Parabuzzy Beetles. They have 5 HP, 3 attack, and 4 defense, but if flipped over, their defense drops to zero. Use Bobbery to reach the Shine Sprite over the rocks. Jump across the water and throw Bobbery on the ledge to hit the switch. This raises the metal door so you can go west. Go up and across the waterfall, then go west again. This takes you to a rom with a crate floating in the water and a platform attached to a counterweight. With good timing, throw Bobbery onto the crate, as it's moving away, so Bobbery can hit the switch in the middle of the water. While Bobbery is walking, run to the platform. The switch will make it rise up, so go to the right for the Grotto Key. Hit the switch again and jump to the counterweight. Wait for it to rise up to the top shelf of barrels, where there's a Shine Sprite. Go back east, save, and unlock the door.
There are more Parabuzzies on the other side of the door. Go through the hole in the front wall and use Koops to get a Shine Sprite. Roll up into a tube and roll left under the spikes. Some of the spikes are at ground level, so be careful. Go west. There's a Shine Sprite just out of reach. There's an invisible block below it, so you can reach it. Cross the barrels and shipwreck to a broken bridge with an Ember and a Lava Bubble. Use Bobbery to blow up the door on the left wall and go west. Jump left and you'll come across a shipwreck. Enter it and you'll find the P-Down, D-Up badge behind a Black Chest. The Black Chest thought no one would come. Mario just wants the curse. The chest says it practiced a speech, but Mario says that this one is the fourth chest he's come across. The chest thinks Mario is jaded and wanted to see the face of the unlucky fool it got to cruse. It says there's a ghost nearby with the key, so Mario should get it so they can get this farce over with. an Ember appears. Beat it and the Black Key drops down. Unlock the chest and it delivers its spiel. Mario is cursed forever. It forgets a part of its speech and, after cursing Mario, asks if the curse really hurt him. It tells them to squirm and suffer like socially awkward worms. For this curse, press (Y) on boat panels to turn into a paper boat. He will float on the water and people will laugh at him. It only works in certainly places, so the chest thinks it isn't too bad. Approach the panel and press (Y) in the water to return to normal. It thanks Mario for letting it do its think and it feels better. Mario's partner thinks this chest may be on their side.
Sail east to the other side and return to the area with the Save Block. Climb up the rocks and go west. Change into a boat and sail east, then go under the waterfall. To the right is a chest with the Defend Plus P badge. Go back west and drop down the waterfall. Sail west twice to the area with the rising spikes. Return to normal, then jump to the ship. It has the Gate Handle you need to operate the floodgates. Walk back there and raise the floodgates. Go back up to the waterfall above the floodgates and turn into a boat. Sail down the waterfall again and sail through the floodgates. Sail east to the area with the spikes coming out from the walls. There are large waves here. Avoid them, or you'll sink and have to start back on the left side. Fortunately, you won't take damage.
Go east and someone notices the boat on the water. It's one of a bunch of Toads stuck on a shipwreck, asking to be saved. Sail past them and they'll be disappointed that it's just a paper boat. On the left side is a pipe. Go through it and it takes you to the background. Go over the ship and to the far left to reach another pipe. This brings you back to the foreground, near an airplane panel. Fly a short distance to the right for a pipe. It takes you to the background, where a switch is. This makes barrels appear to the right of the pipe. Go left to the pipe to the airplane panel and fly farther to the right for another pipe. This switch makes barrels appear between the shipwreck and the pipe. The Toads can cross to the other side now, and as they do, you'll see Frankie and Francesca among them. Fly and jump to where they are and the Toads thank Mario for saving them. They were looking for the treasure when they were surrounded by ghosts. Francesca recognizes Mario, saying she and Frankie took a trip, but their ship got too close to the island. She's relieved to hear Mario isn't here to take her back under order of Don Pianta. She thinks that Cortez is nearby and the rumors are true. They were trapped on a raft, so she asks Mario to deal with Cortez. The Toads will figure out a way out of here if Mario will deal with Cortez.
Go east to an area with a ship and Four-Eyes walks in. He says he followed Mario and got lost. He tells them that the Crystal Star and Cortez are in the ship. Mario can take him and they're counting on him, especially him and Grodus. Heal and save, then enter through the door on the ship.
Thursday, July 10, 2014
Paper Mario: The Thousand-Year Door -- Chapter 5: The Key To Pirates -- Part 1
Flavio writes in his diary about the voyage. The first day of the voyage, the crew is complaining and calling this a reckless voyage. On day 2, he feels the bright clouds are blessing the voyage. On day 3, he is filled with dread, even though the voyage is going smoothly. They should reach Keelhaul Key tomorrow.
That night Flavio is singing and decides to tell one of his tales of bravery. The other sailors say he shouldn't be interrupted. The ship stops and a Bob-omb is sent to the crow's nest. A blue flame appears. Groaning echoes over the waters and more blue flames appear. The sailors call them the pirates' ghosts and everyone starts panicking. The blue flames surround Flavio and Four-Eyes abandons ship. The ship sinks.
On day 4, Flavio writes that most of the crew washed ashore, but they're missing three crew members, including Bobbery. On day 5, the remaining crew has set up a makeshift civilization. The ship's flotsam washed in, so they have some supplies. Flavio writes on day 6 that they've started building hut made of pieces of the S.S. Flavion, but haven't found any signs of the missing three crew members. On day 7, the huts have been completed. They live on the island now, but want to return to Rogueport.
Mario finds himself on the beach of Keelhaul Key. A crew member tells him the huts are finished. Walk to the left to find Whacka, a rare creature. Hit it to get a Whacka's Bump, which restores a great amount of HP and FP. Be sure to equip the Ice Smash badge. Go east to the makeshift civilization. A sailor and Flavio are fighting in front of the shop. The sailor calls Flavio "Fancy Pants" and Flavio wants to duel. Flavio tries to run away, but the ghosts come back. You'll have to battle them. They are Embers, blue flames. They have 8 HP and 3 attack and can cause burns. Ice and explosions are very effective, but fire won't work. Use Ice Smash if the Embers are in range. Once they are defeated, Flavio orders Mario to explore the island. Go to the inn and shop if you need to. Save, grab the Star Piece in the water, then go east.
There are Green Fuzzies here. Grab the Star Piece in the shrub, and get the Head Rattle badge and Courage Shell from item blocks. Go east and you'll find Putrid Piranhas. They have 8 HP and 3 attack. They'll either bite or spew poison breath to attack Mario and his partner, potentially poisoning them. There are also Pink Fuzzies in the area. Check the shrub for a Mini Mr. Mini and you'll find a Star Piece behind a root. Stand on the item block on the group and jump to reveal an invisible brick block with many coins. Walk to the right and walk up. Jump to the left across the first couple of gaps, then cross to the block using the Yoshi. Jump up and you'll find a Shine Sprite on the left side. Cross the gap with the Yoshi to reach it. The item block has a Thunder Rage. Go east.
Someone is cursing the presence of the ghosts. It's Bobbery, along with Four-Eyes and the other sailor. Bobbery tells the others to leave and he'll deal with the Embers. The embers attack him and Four-Eyes carries Mario off. Toad asks Bobbery to forgive them for deserting him. He and Four-Eyes leave, but not before Four-Eyes breaks the fourth wall about not revealing his identity within earshot of Mario. His partner thinks Four-Eyes is nuts. Go back east and you'll find an Inn Coupon in the shrubs. Drop down carefully and cross the gap with Yoshi to an island with a pipe. The pipe takes you to the background, where a Coconut tree grows. Take at least one Coconut. On the other side is a Snowman Doll you can't reach. Cross the bridge and go east.
Bobbery is stuck in a tree, surrounded by Embers. There's a Heal Block to the right if you need it. Beat them, then hit the tree with the hammer to knock him out of the tree. He says that the Embers got him better than he thought and thanks Mario for taking him out to see one last time. He asks Mario to grant his last request: bring him his Chuckola Cola. He saved a bottle as a last memory of Scarlette to celebrate reaching the Keelhaul Key. He saw it in the ship's flotsam, so it should be on the island somewhere. Go to the camp and talk to Flavio. He notes that almost everyone is here, but a Toad informs him that Bobbery sacrificed himself to save the other two missing crew members from the Embers. Mario asks for the Chuckola Cola. Flavio found it and is convinced to hand it over as it is Bobbery's last request. He wants something in exchange, as their supplies are running low. He wants it to be good, as he is the editor of Foppish Gourmet Weekly. Give him the Coconut, which he gladly accepts (even though description says the Coconuts do not taste good). Flavio gives Mario the Chuckola Cola. Give it to Bobbery, who is thankful for it and enjoys it thoroughly. He says he'll be reunited with Scarlette and bids Mario farewell. Check him and Mario's partner will notice that Bobbery has merely fallen asleep. Hit him with the hammer to wake him up. After a while and an explanation, he realizes he's still alive. He wants to come along with Mario and joins the party. Press (X) to throw Bobbery. He'll walk a short distance and explode. He can also be thrown onto a ledge. His explosions can blast cracks, destroy walls, and hit switches. In battle, he can blow up enemies or use Bomb Squad, where he uses time bombs that explode one turn later.
Walk to the right to find some water and some statues. Check the stone skull to the right. Something could be placed in one of the eyes. Go back to the camp and talk to Flavio. He's worried, but says they must pull together. Bobbery thinks Flavio talks too much. He mentions the Crystal Star and the impassible skull rock. Flavio says the treasure should be nearby and he'll wait here for them to get it. Bobbery asks why he won't go and Flavio takes a poll of who thinks he should go. The vote is unanimous and Flavio reluctantly follows Mario, saying he hates the crew. Take him back to the skull rock and check it again. He's standing off to the side, singing the song he always sings about the Boom-Bassa-Boom Festival. He hands over his Skull Gem, saying Mario must take care of it, as it is a family heirloom. Place it in the skull and the other statues light up. The song says Red Stache lands three times on his end. Ground pound the red statue three times. The other part says Blue Stache's belly four times is whacked. Hit the blue statue with the hammer four times. Once you do both things, the ground starts shaking and skull rock starts sparkling. A part of the wall opens up below the image of a bomb. Toss Bobbery onto the ledge. He'll walk into the wall and explode the rock, opening the entrance to a cave. Flavio is pleased until he realizes that the Skull Gem was caught in the blast. It lands next to him, so he is placated. He decides to return to camp and tells them to let him know when they find the treasure. Go into the cave.
That night Flavio is singing and decides to tell one of his tales of bravery. The other sailors say he shouldn't be interrupted. The ship stops and a Bob-omb is sent to the crow's nest. A blue flame appears. Groaning echoes over the waters and more blue flames appear. The sailors call them the pirates' ghosts and everyone starts panicking. The blue flames surround Flavio and Four-Eyes abandons ship. The ship sinks.
On day 4, Flavio writes that most of the crew washed ashore, but they're missing three crew members, including Bobbery. On day 5, the remaining crew has set up a makeshift civilization. The ship's flotsam washed in, so they have some supplies. Flavio writes on day 6 that they've started building hut made of pieces of the S.S. Flavion, but haven't found any signs of the missing three crew members. On day 7, the huts have been completed. They live on the island now, but want to return to Rogueport.
Mario finds himself on the beach of Keelhaul Key. A crew member tells him the huts are finished. Walk to the left to find Whacka, a rare creature. Hit it to get a Whacka's Bump, which restores a great amount of HP and FP. Be sure to equip the Ice Smash badge. Go east to the makeshift civilization. A sailor and Flavio are fighting in front of the shop. The sailor calls Flavio "Fancy Pants" and Flavio wants to duel. Flavio tries to run away, but the ghosts come back. You'll have to battle them. They are Embers, blue flames. They have 8 HP and 3 attack and can cause burns. Ice and explosions are very effective, but fire won't work. Use Ice Smash if the Embers are in range. Once they are defeated, Flavio orders Mario to explore the island. Go to the inn and shop if you need to. Save, grab the Star Piece in the water, then go east.
There are Green Fuzzies here. Grab the Star Piece in the shrub, and get the Head Rattle badge and Courage Shell from item blocks. Go east and you'll find Putrid Piranhas. They have 8 HP and 3 attack. They'll either bite or spew poison breath to attack Mario and his partner, potentially poisoning them. There are also Pink Fuzzies in the area. Check the shrub for a Mini Mr. Mini and you'll find a Star Piece behind a root. Stand on the item block on the group and jump to reveal an invisible brick block with many coins. Walk to the right and walk up. Jump to the left across the first couple of gaps, then cross to the block using the Yoshi. Jump up and you'll find a Shine Sprite on the left side. Cross the gap with the Yoshi to reach it. The item block has a Thunder Rage. Go east.
Someone is cursing the presence of the ghosts. It's Bobbery, along with Four-Eyes and the other sailor. Bobbery tells the others to leave and he'll deal with the Embers. The embers attack him and Four-Eyes carries Mario off. Toad asks Bobbery to forgive them for deserting him. He and Four-Eyes leave, but not before Four-Eyes breaks the fourth wall about not revealing his identity within earshot of Mario. His partner thinks Four-Eyes is nuts. Go back east and you'll find an Inn Coupon in the shrubs. Drop down carefully and cross the gap with Yoshi to an island with a pipe. The pipe takes you to the background, where a Coconut tree grows. Take at least one Coconut. On the other side is a Snowman Doll you can't reach. Cross the bridge and go east.
Bobbery is stuck in a tree, surrounded by Embers. There's a Heal Block to the right if you need it. Beat them, then hit the tree with the hammer to knock him out of the tree. He says that the Embers got him better than he thought and thanks Mario for taking him out to see one last time. He asks Mario to grant his last request: bring him his Chuckola Cola. He saved a bottle as a last memory of Scarlette to celebrate reaching the Keelhaul Key. He saw it in the ship's flotsam, so it should be on the island somewhere. Go to the camp and talk to Flavio. He notes that almost everyone is here, but a Toad informs him that Bobbery sacrificed himself to save the other two missing crew members from the Embers. Mario asks for the Chuckola Cola. Flavio found it and is convinced to hand it over as it is Bobbery's last request. He wants something in exchange, as their supplies are running low. He wants it to be good, as he is the editor of Foppish Gourmet Weekly. Give him the Coconut, which he gladly accepts (even though description says the Coconuts do not taste good). Flavio gives Mario the Chuckola Cola. Give it to Bobbery, who is thankful for it and enjoys it thoroughly. He says he'll be reunited with Scarlette and bids Mario farewell. Check him and Mario's partner will notice that Bobbery has merely fallen asleep. Hit him with the hammer to wake him up. After a while and an explanation, he realizes he's still alive. He wants to come along with Mario and joins the party. Press (X) to throw Bobbery. He'll walk a short distance and explode. He can also be thrown onto a ledge. His explosions can blast cracks, destroy walls, and hit switches. In battle, he can blow up enemies or use Bomb Squad, where he uses time bombs that explode one turn later.
Walk to the right to find some water and some statues. Check the stone skull to the right. Something could be placed in one of the eyes. Go back to the camp and talk to Flavio. He's worried, but says they must pull together. Bobbery thinks Flavio talks too much. He mentions the Crystal Star and the impassible skull rock. Flavio says the treasure should be nearby and he'll wait here for them to get it. Bobbery asks why he won't go and Flavio takes a poll of who thinks he should go. The vote is unanimous and Flavio reluctantly follows Mario, saying he hates the crew. Take him back to the skull rock and check it again. He's standing off to the side, singing the song he always sings about the Boom-Bassa-Boom Festival. He hands over his Skull Gem, saying Mario must take care of it, as it is a family heirloom. Place it in the skull and the other statues light up. The song says Red Stache lands three times on his end. Ground pound the red statue three times. The other part says Blue Stache's belly four times is whacked. Hit the blue statue with the hammer four times. Once you do both things, the ground starts shaking and skull rock starts sparkling. A part of the wall opens up below the image of a bomb. Toss Bobbery onto the ledge. He'll walk into the wall and explode the rock, opening the entrance to a cave. Flavio is pleased until he realizes that the Skull Gem was caught in the blast. It lands next to him, so he is placated. He decides to return to camp and tells them to let him know when they find the treasure. Go into the cave.
Tuesday, July 8, 2014
Paper Mario: The Thousand-Year Door -- Interlude After Chapter 4 -- Part 1
In the X-Naut fortress, an X-Naut reports that the sealing power of the Thousand-Year Door is weakening. Grodus wants the legendary treasure behind the door, the ancient power of darkness. He tells the X-Nauts to make the search for the Crystal Stars their top priority, as well as eliminating Mario. Grodus looks forward to having the power that slept for a millennium so he can throw the world into the depths of terror. He'll build a new world by, about, and for him and he won't be stopped.
In her room, Peach wonders what she'll do today. TEC summons her, feeling conflicted. TEC asks her which is more important: carrying out an order or protecting an important or special person. TEC currently exists for the purpose of one person, but wishes to exist for another's and doesn't know what to do. TEC tells her to disregard its comments, saying it feels unpleasant if it makes her worry. Instead, TEC offers her a quiz. If she can answer five questions correctly, she can use the communicator.
1. What happens if the seven Crystal Stars are collected? The Thousand-Year Door opens
2. What is the goal of Grodus? To conquer the world
3. What is the legendary treasure behind the Thousand-Year Door? A 1,000 year-old demon's soul
4. What does Grodus wish to do with the ancient demon's soul? Bring the demon back to life
5. What is required to seal the demon again? Crystal Stars
Peach freaks out at the answers. TEC allows her to use the communicator. Peach asks if it was okay for TEC to tell her all that because TEC can't tell her directly. TEC tells her to send her message. After the message is sent, TEC sends her to her room. She thanks TEC, but still thinks it's weird.
Bowser and Kammy Koopa are in Rogueport, on the west side. Kammy reports of a great secret in Glitzville and wants to take the blimp. She asks for blimp tickets for a Koopa King and one sweet young thing and the ticket-taking Cheep-Cheep freaks out, calling her deluded. The ticket-taker runs off, with Kammy calling him a Cheep-skate. Bowser appears in his Clown Copter, saying he's been to Glitzville before, so he knows the way. He takes off, leaving her spinning. She falls off her broom and is left to take the blimp. She says her Special Dirigible Deluxe Brown Bag Kammy Lunch will go to waste. Bowser flies off for Glitzville, but smoke starts spewing from the copter. It stops working and he falls into the water.
It's time for an underwater side-scrolling adventure. Swim with (A) and breathe fire on Bloopers and X-Nauts. Spring to reach the pipe that takes you out of the water and knock over the flagpole. Bowser gets out of the water at Rogueport's port, saying he has to get in shape and that the experience was terrible. A Bob-omb at the port freaks out and the Toads run and hide. Kammy Koopa flies in with balloons and a Rawk Hawk headband. She asks where he was because she had fun in Glitzville. She enjoyed the fights and hot dogs. This cheeriness is too much for Bowser, so he breathes fire on her parade. He tells her he did not have fun and that he swallowed a Blooper while swimming. He wants information on Peach and the Crystal Stars.
In her room, Peach wonders what she'll do today. TEC summons her, feeling conflicted. TEC asks her which is more important: carrying out an order or protecting an important or special person. TEC currently exists for the purpose of one person, but wishes to exist for another's and doesn't know what to do. TEC tells her to disregard its comments, saying it feels unpleasant if it makes her worry. Instead, TEC offers her a quiz. If she can answer five questions correctly, she can use the communicator.
1. What happens if the seven Crystal Stars are collected? The Thousand-Year Door opens
2. What is the goal of Grodus? To conquer the world
3. What is the legendary treasure behind the Thousand-Year Door? A 1,000 year-old demon's soul
4. What does Grodus wish to do with the ancient demon's soul? Bring the demon back to life
5. What is required to seal the demon again? Crystal Stars
Peach freaks out at the answers. TEC allows her to use the communicator. Peach asks if it was okay for TEC to tell her all that because TEC can't tell her directly. TEC tells her to send her message. After the message is sent, TEC sends her to her room. She thanks TEC, but still thinks it's weird.
Bowser and Kammy Koopa are in Rogueport, on the west side. Kammy reports of a great secret in Glitzville and wants to take the blimp. She asks for blimp tickets for a Koopa King and one sweet young thing and the ticket-taking Cheep-Cheep freaks out, calling her deluded. The ticket-taker runs off, with Kammy calling him a Cheep-skate. Bowser appears in his Clown Copter, saying he's been to Glitzville before, so he knows the way. He takes off, leaving her spinning. She falls off her broom and is left to take the blimp. She says her Special Dirigible Deluxe Brown Bag Kammy Lunch will go to waste. Bowser flies off for Glitzville, but smoke starts spewing from the copter. It stops working and he falls into the water.
It's time for an underwater side-scrolling adventure. Swim with (A) and breathe fire on Bloopers and X-Nauts. Spring to reach the pipe that takes you out of the water and knock over the flagpole. Bowser gets out of the water at Rogueport's port, saying he has to get in shape and that the experience was terrible. A Bob-omb at the port freaks out and the Toads run and hide. Kammy Koopa flies in with balloons and a Rawk Hawk headband. She asks where he was because she had fun in Glitzville. She enjoyed the fights and hot dogs. This cheeriness is too much for Bowser, so he breathes fire on her parade. He tells her he did not have fun and that he swallowed a Blooper while swimming. He wants information on Peach and the Crystal Stars.
Saturday, June 28, 2014
Paper Mario: The Thousand-Year Door -- Interlude After Chapter 3 -- Part 2
Mario is in the Glitz Pit, having just vanquished Macho Grubba. Jolene hopes for his success. Rawk Hawk says he won't fight dirty, will win fair and square, and never lose again. King K has Mario's back and will fight in the Glitz Pit again. Jolene now runs the pit, so there will be no more shady business. She invites Mario to return as a fighter any time. He has many fans, even though he gave up the champion's belt. Leave the pit, get a Star Piece from behind the phone booth, and return to Rogueport.
Peach's email arrives, telling of the X-Naut's plan to conquer the world. She says they need the Crystal Stars, but Mario must get all of them first. She'll gather more information in the meantime.
Luigi's on the west side of Rogueport, having just recovered the second compass part. He landed on the Strudel Continent and headed for Plumpbelly Village. When he reached the town, he could tell something was wrong. The mayor says the town is ruled by a giant snake named Hizza and required sacrifices. This time, the mayor's daughter was to be offered up. Luigi offered to go in her stead. The custom is that sacrifices are to be dressed as brides, so Luigi got dolled up. He says he looked good and fooled his foes. He reached Hizza's lair, noting it was difficult fighting in a gown. Hizza has a second head on its tail. Luigi quickly fainted, then, once he woke up, distracted both of Hizza's heads. The heads reared up, fangs ready to attack, when Luigi deftly dodged left, leaving the mouths to smash into each other. Hizza vanished in a cloud of smoke. A shining plated fell down on the spot where Hizza's body was. It was a compass part, which pointed east to Circuit Breaker Island. As he was about to leave, the mayor asked him to stay and marry his daughter. Luigi thought she was cute, so he thought about it for a while, but snuck off the next morning. He says he heard a beautiful voice when the compass was activated. He thinks it's Eclair's voice. He will set sail from Rogueport soon.
Standing next to Luigi is a Bob-omb that resembles a cherry. His name is Jerry and he's from Plumpbelly Village. The reason he sounds so down is because he saw Luigi dressed as a bride, which he found to be more terrifying than the giant snake, Hizza. It scarred him so badly that he has a moral duty to stop him from dressing as a bridge ever again. He's sticking by Luigi to protect others from his fate.
There are three more troubles at the Trouble Center:
Jolene needs some cleaning done. Meet her in her office, and she'll initially think you're trying to become a fighter again. Rawk Hawk is again the champion. Mario's old registration is gone, so he'll have to start in the minor leagues. Her trouble is that she wants the garbage cleaned out from the storage room. In there, you'll find twenty Battle Shorts, dirty fighter's shorts that stink. Some of them are upstairs. Go through the door upstairs and you'll find a Star Piece hidden behind the right crate. Bring the Battle Shorts back to Jolene and she'll tell you to take them to Goomfrey in Rogueport. While you're in Glitzville, buy two Hot Dogs from the stand. Goomfrey is in front of Frankly's place. Give the Battle Shorts to him, then talk to Jolene for your reward of 30 coins.
Merlee wants the recipe for making Heartful Cake, which she forgot. She learned it from Toce T. in Petalburg. She lives in the right house on the east side of Petalburg and will tell you to cook Ruin Powder and Cake Mix. Return to Rogueport and go to the Pianta Parlor. This is the only place you can get Cake Mix. Either buy Piantas or win them, but you'll need at least 12 of them. Exchange 6 Piantas each for a Cake Mix. Get two and cook one of them into Mousse Cake. Talk to Merlee to tell her the recipe. She'll then ask for Cake Mix. Give it to her and your reward will be 30 coins.
While your in the ruins under Rogueport, go near the entrance to the Thousand-Year Door and break the large yellow block. It reveals a doorway and a Star Piece near the pipe. Go west. The room has a Shine Sprite, a large block, and a couple of switches. Break the block so you can reach the rising platform. On the higher level, drop down to the switches and ground pound them. This will make pipes appear. The left one takes you directly to the Great Tree and the right one takes you directly to Petalburg.
Bub-ulber in Petalburg is craving a certain food. He's on the west side, on the center island. You'll have to cross the bridge to reach it. He wants a spicy Hot Dog, which you can get in Glitzville. Give him one and he'll ask for another. Give him the other one and he'll ask for Mousse Cake. Give him the Mousse Cake and he'll give you a Dried Bouquet as a reward. You can get more if you bring him more Hot Dogs.
Return to the west side of Rogueport and drop through the grate. Use Yoshi to cross the left gap to reach a Shine Sprite and a door. Go through the door to see a brown pipe and a sign that says it leads to Twilight Town. Try to go through the pipe and it will spit you out. Take the pipe near the door to the background platforms, where you'll find a Star Piece. Go to the Thousand-Year Door and the ruby Crystal Star will appear near a tall building in a forest. Professor Frankly's surprised by Peach's email and says the situation is more serious than they originally thought. He's been researching the treasure and found a source that says it may be the great cataclysm that sank the town. He says that the treasure may help them rule the world, so Mario can't let them near it. The entire world could be destroyed. Frankly looks at the map and tells them the next Crystal Star is in Twilight Town. He doesn't know much about Twilight Town, except it's dim and eerie, and there's a pipe to it under the west side of Rogueport. If you've already tried to go through, Mario's partner says that going through it was a failure. Frankly doesn't know what to do, but says that a resident of Twilight Town lives here, so they should ask him. His name is Darkly.
Darkly is behind the wall to the left of Merlon's. He's the gloomy guy. Ask him about the pipe and he'll tell you that you need to have something with your name on it to go through the pipe. He writes Mario's name on the seat of his overalls and writes his partner's name on them. He wishes them well and is rooting for them. Go back underground and through the pipe to start the next chapter.
Peach's email arrives, telling of the X-Naut's plan to conquer the world. She says they need the Crystal Stars, but Mario must get all of them first. She'll gather more information in the meantime.
Luigi's on the west side of Rogueport, having just recovered the second compass part. He landed on the Strudel Continent and headed for Plumpbelly Village. When he reached the town, he could tell something was wrong. The mayor says the town is ruled by a giant snake named Hizza and required sacrifices. This time, the mayor's daughter was to be offered up. Luigi offered to go in her stead. The custom is that sacrifices are to be dressed as brides, so Luigi got dolled up. He says he looked good and fooled his foes. He reached Hizza's lair, noting it was difficult fighting in a gown. Hizza has a second head on its tail. Luigi quickly fainted, then, once he woke up, distracted both of Hizza's heads. The heads reared up, fangs ready to attack, when Luigi deftly dodged left, leaving the mouths to smash into each other. Hizza vanished in a cloud of smoke. A shining plated fell down on the spot where Hizza's body was. It was a compass part, which pointed east to Circuit Breaker Island. As he was about to leave, the mayor asked him to stay and marry his daughter. Luigi thought she was cute, so he thought about it for a while, but snuck off the next morning. He says he heard a beautiful voice when the compass was activated. He thinks it's Eclair's voice. He will set sail from Rogueport soon.
Standing next to Luigi is a Bob-omb that resembles a cherry. His name is Jerry and he's from Plumpbelly Village. The reason he sounds so down is because he saw Luigi dressed as a bride, which he found to be more terrifying than the giant snake, Hizza. It scarred him so badly that he has a moral duty to stop him from dressing as a bridge ever again. He's sticking by Luigi to protect others from his fate.
There are three more troubles at the Trouble Center:
Jolene needs some cleaning done. Meet her in her office, and she'll initially think you're trying to become a fighter again. Rawk Hawk is again the champion. Mario's old registration is gone, so he'll have to start in the minor leagues. Her trouble is that she wants the garbage cleaned out from the storage room. In there, you'll find twenty Battle Shorts, dirty fighter's shorts that stink. Some of them are upstairs. Go through the door upstairs and you'll find a Star Piece hidden behind the right crate. Bring the Battle Shorts back to Jolene and she'll tell you to take them to Goomfrey in Rogueport. While you're in Glitzville, buy two Hot Dogs from the stand. Goomfrey is in front of Frankly's place. Give the Battle Shorts to him, then talk to Jolene for your reward of 30 coins.
Merlee wants the recipe for making Heartful Cake, which she forgot. She learned it from Toce T. in Petalburg. She lives in the right house on the east side of Petalburg and will tell you to cook Ruin Powder and Cake Mix. Return to Rogueport and go to the Pianta Parlor. This is the only place you can get Cake Mix. Either buy Piantas or win them, but you'll need at least 12 of them. Exchange 6 Piantas each for a Cake Mix. Get two and cook one of them into Mousse Cake. Talk to Merlee to tell her the recipe. She'll then ask for Cake Mix. Give it to her and your reward will be 30 coins.
While your in the ruins under Rogueport, go near the entrance to the Thousand-Year Door and break the large yellow block. It reveals a doorway and a Star Piece near the pipe. Go west. The room has a Shine Sprite, a large block, and a couple of switches. Break the block so you can reach the rising platform. On the higher level, drop down to the switches and ground pound them. This will make pipes appear. The left one takes you directly to the Great Tree and the right one takes you directly to Petalburg.
Bub-ulber in Petalburg is craving a certain food. He's on the west side, on the center island. You'll have to cross the bridge to reach it. He wants a spicy Hot Dog, which you can get in Glitzville. Give him one and he'll ask for another. Give him the other one and he'll ask for Mousse Cake. Give him the Mousse Cake and he'll give you a Dried Bouquet as a reward. You can get more if you bring him more Hot Dogs.
Return to the west side of Rogueport and drop through the grate. Use Yoshi to cross the left gap to reach a Shine Sprite and a door. Go through the door to see a brown pipe and a sign that says it leads to Twilight Town. Try to go through the pipe and it will spit you out. Take the pipe near the door to the background platforms, where you'll find a Star Piece. Go to the Thousand-Year Door and the ruby Crystal Star will appear near a tall building in a forest. Professor Frankly's surprised by Peach's email and says the situation is more serious than they originally thought. He's been researching the treasure and found a source that says it may be the great cataclysm that sank the town. He says that the treasure may help them rule the world, so Mario can't let them near it. The entire world could be destroyed. Frankly looks at the map and tells them the next Crystal Star is in Twilight Town. He doesn't know much about Twilight Town, except it's dim and eerie, and there's a pipe to it under the west side of Rogueport. If you've already tried to go through, Mario's partner says that going through it was a failure. Frankly doesn't know what to do, but says that a resident of Twilight Town lives here, so they should ask him. His name is Darkly.
Darkly is behind the wall to the left of Merlon's. He's the gloomy guy. Ask him about the pipe and he'll tell you that you need to have something with your name on it to go through the pipe. He writes Mario's name on the seat of his overalls and writes his partner's name on them. He wishes them well and is rooting for them. Go back underground and through the pipe to start the next chapter.
Monday, June 23, 2014
Paper Mario: The Thousand-Year Door -- Chapter 3: Of Glitz and Glory -- Part 1
The blimp drops Mario off on the floating arena of Glitzville. On the left is a public phone where Mario can talk to various people he's met on his journey. On the right is a large, blue switch. Spin jump on it to make some stairs appear to the roof of the nearby building. This building is the juice shop. On top is a chest with the Power Plus P badge. Near the Glitz Pit is a family of rich Bob-ombs. They have some interesting things to say. Also near the Glitz Pit is a Shine Sprite you can't reach yet. On the side of the juice bar is an Inn Coupon. Inside the juice bar is a Toad with a pink-spotted cap and a single tuft of hair showing.
Go inside the Glitz Pit. The Toads on the left are looking for the former champion, Prince Mush. Ms. Mowz is here and surprised to see Mario. Go through the double doors to enter the arena's seating area. On stage is the champion, Rawk Hawk, about to battle a challenger. He defeats his opponent with a one-hit knock out. He wants a challenge and will take on anyone. He shows off his champion's belt, which has a Crystal Star on it. Mario's partner asks how Mario plans to get his hands on the Crystal Star. The only way to do it is to battle to the top. Talk to the guy in the suit at one of the doors and tell him you want to become a fighter. He'll tell you to talk to the promoter, Mr. Grubba. He'll let you past the door. There are a couple of Save Blocks in the hallway. Mr. Grubba's office is to the right of the locked door.
Go inside Mr. Grubba's office and he'll call you rude for barging in. Mario tells him he's an athlete that wants to fight and he changes his tone. He finds Mario to be a little skinny. He asks Mario if he wants to live the glamorous life of a champ. Mr. Grubba says that he fought his way to fame and riches, which are dynamite. He's set for life and opened the arena to help others make dreams come true.
He gives Mario the tour, showing him the champ's room and the major league locker rooms, which are not as nice, but decent. Mario has to fight his way to the top. Sign the contract and Mario's officially on the roster. Mr. Grubba gives Mario the new name of the Great Gonzales. He calls Jolene into his office. She looks somewhat familiar. Jolene takes Mario to the minor league locker room, which is falling apart. If Mario wants out of here, he'll have to fight his way to the top. He can reserve matches using the terminal on the wall, which looks like a Game Boy Advance. Mr. Grubba will choose your opponents and the conditions of the battle, which must be met in order for your rank to go up. The conditions change for each battle, and if you reset the game, the conditions will be different. They include things such as not using special moves, using at least one special move, appealing to the crowd a certain number of times, not having Mario attack, letting the opponent hit you a certain number of times, not using FP, or beating enemies in a certain number of turns. I'll post examples of what happened to me. Beat a higher-ranking opponent to move your rank up. If you lose to a lower-ranking opponent, your rank will fall. If you fail to complete the condition of the battle, you'll next battle a lower-ranking opponent. When you reach rank 11, you have a chance at the major leagues. After a battle, sleep in the bed to restore HP and FP. Only the champ's bed restores Star Power.
1. The first fight is against the Goomba Bros. My condition was to appeal at least once. You'll have to battle five Goombas. Power Shell works well if you can use it. Once you win, Jolene will give you money for winning. In this case, it's 3 coins. Mario is now rank 19.
2. Next up are the KP Koopas. My condition was to defeat them in under 5 turns. There are two Koopas and one Paratroopa. They all have 4 HP, 2 attack power, and 1 defense power. You'll get 4 coins and your rank will go up to 18.
3. The Pokey Triplets are next. My condition was to not use items. You'll get 4 coins and become rank 17.
4. The Dead Bones are your next opponents. They are a bunch of Dull Bones. My condition was to not switch partners. You'll get 5 coins and become rank 16.
5. Spike Storm is next. They are a Lakitu and a couple of Spinies, but the Lakitu can throw more onto the field. The Lakitu has 5 HP and 2 attack power. It throws Spiny eggs. Don't stomp it when it's holding a Spiny egg. The Spinies have 3 HP, 3 attack, and 3 defense. You can't hurt them when they're rolled up. Flip them over to reduce their defense to zero. My condition was to not use FP. You'll get 5 coins and become rank 15.
After that fight, King K of the KP Koopas says that the hot dog stand is selling hot dogs made with eggs from a southern island. It may help win fights. You can do whatever you want between matches, so leave, save, and go outside. The egg is hopping around in front of the hot dog stand. The owner wants help catching it. It eventually hops up on top of the stand and falls asleep. Go on top of the juice shop and spring to the airplane panel. Fly to the egg to catch it. It seems to want Mario's help. Help it and the owner will let it go, saying people probably don't want to eat something that's been jumping around. It'll follow Mario around.
Go back inside and wander around the back hallways. Talk to Bandy Andy, the Bandit. He's been doing research on the Seven Wonders of the Glitz Pit. As him about them and he'll tell you. There's a sealed wall in the minor league locker rooms, which may contain the remains of fallen athletes. In one of the bathrooms is a man-eating toilet. There's a room where there's a second floor, but no stairs. Some people hear groaning in the room. In the champ's room, if you stand still, you'll hear voices from nowhere. When no one's in the ring, strange lights can be seen under the doors, which are locked. Sometimes, fighters disappear for no reason, never to return. He thinks Prince Mush was lost this way. Mr. Grubba is well toned, despite being past 60 and Jolene suddenly vanishes at times. Start reserving matches. The egg will remain in the locker room.
6. The Hand-It-Overs are next. They are Bandits and Big Bandits. Bandits have 5HP and 2 attack, while Big Bandits have 8 HP and 3 attack. They can bump into you and steal coins, but Big Bandits can steal items. My condition was to not use items. You win the fight if they flee. You'll get 6 coins and rise to rank 14.
After the battle, King K mentions a lovely lady at the juice shop. Talk to her and she'll say she longs for the return of Prince Mush. Check behind the bar for a Star Piece.
7. The Mind Bogglers are next, a Pale Piranha, a Pider, and a Dark Puff. My condition was to appeal at least once. You'll get 6 coins and rise to rank 13.
After the battle, King K says he's going to retire after his next battle, as his future isn't looking so good. He says not to forget him.
8. The Punk Rocks are next. They are Hyper Bald Clefts, with 3 HP, 2 attack, and 2 defense. They can charge up so their attack is 8. Use items, but not fire. My condition was to not use special moves. You'll get 7 coins for winning and rise to rank 12.
9. The Bob-omb Squad is up, with four Bob-ombs. They have 4 HP, 2 attack, and 1 defense. They get mad if they're damaged and will have a harsh attack waiting for you on their next turn or on your next attempt at contact. Hit them from a distance or with a shell. You'll get 7 coins and rise to rank 11.
After the battle, a new contender enters the minor-league locker room. His name is Sir Swoop, a Swooper. Jolene gives him the spiel and he signs up for his first match. Apparently his condition is to do a triple flip and meow.
10. Now that Mario is rank 11, he gets to challenge an opponent for a chance at the major leagues. His opponents are the Armored Harriers, a couple of Iron Clefts. Mr. Grubba makes up a bunch of insults to rile up the Armored Harriers. They have 6 HP, 4 attack, and their defense is unknown. No attack works on them because their defense is impenentrable. Their spikes are made of iron, making them very powerful. My condition was to not jump, not that it would ever be an issue. To win, you must hit one into the other, something you can't do now. Run away at any point to forfeit. You'll still get a coin for the battle, but you're stuck in the minor leagues, for now.
Go inside the Glitz Pit. The Toads on the left are looking for the former champion, Prince Mush. Ms. Mowz is here and surprised to see Mario. Go through the double doors to enter the arena's seating area. On stage is the champion, Rawk Hawk, about to battle a challenger. He defeats his opponent with a one-hit knock out. He wants a challenge and will take on anyone. He shows off his champion's belt, which has a Crystal Star on it. Mario's partner asks how Mario plans to get his hands on the Crystal Star. The only way to do it is to battle to the top. Talk to the guy in the suit at one of the doors and tell him you want to become a fighter. He'll tell you to talk to the promoter, Mr. Grubba. He'll let you past the door. There are a couple of Save Blocks in the hallway. Mr. Grubba's office is to the right of the locked door.
Go inside Mr. Grubba's office and he'll call you rude for barging in. Mario tells him he's an athlete that wants to fight and he changes his tone. He finds Mario to be a little skinny. He asks Mario if he wants to live the glamorous life of a champ. Mr. Grubba says that he fought his way to fame and riches, which are dynamite. He's set for life and opened the arena to help others make dreams come true.
He gives Mario the tour, showing him the champ's room and the major league locker rooms, which are not as nice, but decent. Mario has to fight his way to the top. Sign the contract and Mario's officially on the roster. Mr. Grubba gives Mario the new name of the Great Gonzales. He calls Jolene into his office. She looks somewhat familiar. Jolene takes Mario to the minor league locker room, which is falling apart. If Mario wants out of here, he'll have to fight his way to the top. He can reserve matches using the terminal on the wall, which looks like a Game Boy Advance. Mr. Grubba will choose your opponents and the conditions of the battle, which must be met in order for your rank to go up. The conditions change for each battle, and if you reset the game, the conditions will be different. They include things such as not using special moves, using at least one special move, appealing to the crowd a certain number of times, not having Mario attack, letting the opponent hit you a certain number of times, not using FP, or beating enemies in a certain number of turns. I'll post examples of what happened to me. Beat a higher-ranking opponent to move your rank up. If you lose to a lower-ranking opponent, your rank will fall. If you fail to complete the condition of the battle, you'll next battle a lower-ranking opponent. When you reach rank 11, you have a chance at the major leagues. After a battle, sleep in the bed to restore HP and FP. Only the champ's bed restores Star Power.
1. The first fight is against the Goomba Bros. My condition was to appeal at least once. You'll have to battle five Goombas. Power Shell works well if you can use it. Once you win, Jolene will give you money for winning. In this case, it's 3 coins. Mario is now rank 19.
2. Next up are the KP Koopas. My condition was to defeat them in under 5 turns. There are two Koopas and one Paratroopa. They all have 4 HP, 2 attack power, and 1 defense power. You'll get 4 coins and your rank will go up to 18.
3. The Pokey Triplets are next. My condition was to not use items. You'll get 4 coins and become rank 17.
4. The Dead Bones are your next opponents. They are a bunch of Dull Bones. My condition was to not switch partners. You'll get 5 coins and become rank 16.
5. Spike Storm is next. They are a Lakitu and a couple of Spinies, but the Lakitu can throw more onto the field. The Lakitu has 5 HP and 2 attack power. It throws Spiny eggs. Don't stomp it when it's holding a Spiny egg. The Spinies have 3 HP, 3 attack, and 3 defense. You can't hurt them when they're rolled up. Flip them over to reduce their defense to zero. My condition was to not use FP. You'll get 5 coins and become rank 15.
After that fight, King K of the KP Koopas says that the hot dog stand is selling hot dogs made with eggs from a southern island. It may help win fights. You can do whatever you want between matches, so leave, save, and go outside. The egg is hopping around in front of the hot dog stand. The owner wants help catching it. It eventually hops up on top of the stand and falls asleep. Go on top of the juice shop and spring to the airplane panel. Fly to the egg to catch it. It seems to want Mario's help. Help it and the owner will let it go, saying people probably don't want to eat something that's been jumping around. It'll follow Mario around.
Go back inside and wander around the back hallways. Talk to Bandy Andy, the Bandit. He's been doing research on the Seven Wonders of the Glitz Pit. As him about them and he'll tell you. There's a sealed wall in the minor league locker rooms, which may contain the remains of fallen athletes. In one of the bathrooms is a man-eating toilet. There's a room where there's a second floor, but no stairs. Some people hear groaning in the room. In the champ's room, if you stand still, you'll hear voices from nowhere. When no one's in the ring, strange lights can be seen under the doors, which are locked. Sometimes, fighters disappear for no reason, never to return. He thinks Prince Mush was lost this way. Mr. Grubba is well toned, despite being past 60 and Jolene suddenly vanishes at times. Start reserving matches. The egg will remain in the locker room.
6. The Hand-It-Overs are next. They are Bandits and Big Bandits. Bandits have 5HP and 2 attack, while Big Bandits have 8 HP and 3 attack. They can bump into you and steal coins, but Big Bandits can steal items. My condition was to not use items. You win the fight if they flee. You'll get 6 coins and rise to rank 14.
After the battle, King K mentions a lovely lady at the juice shop. Talk to her and she'll say she longs for the return of Prince Mush. Check behind the bar for a Star Piece.
7. The Mind Bogglers are next, a Pale Piranha, a Pider, and a Dark Puff. My condition was to appeal at least once. You'll get 6 coins and rise to rank 13.
After the battle, King K says he's going to retire after his next battle, as his future isn't looking so good. He says not to forget him.
8. The Punk Rocks are next. They are Hyper Bald Clefts, with 3 HP, 2 attack, and 2 defense. They can charge up so their attack is 8. Use items, but not fire. My condition was to not use special moves. You'll get 7 coins for winning and rise to rank 12.
9. The Bob-omb Squad is up, with four Bob-ombs. They have 4 HP, 2 attack, and 1 defense. They get mad if they're damaged and will have a harsh attack waiting for you on their next turn or on your next attempt at contact. Hit them from a distance or with a shell. You'll get 7 coins and rise to rank 11.
After the battle, a new contender enters the minor-league locker room. His name is Sir Swoop, a Swooper. Jolene gives him the spiel and he signs up for his first match. Apparently his condition is to do a triple flip and meow.
10. Now that Mario is rank 11, he gets to challenge an opponent for a chance at the major leagues. His opponents are the Armored Harriers, a couple of Iron Clefts. Mr. Grubba makes up a bunch of insults to rile up the Armored Harriers. They have 6 HP, 4 attack, and their defense is unknown. No attack works on them because their defense is impenentrable. Their spikes are made of iron, making them very powerful. My condition was to not jump, not that it would ever be an issue. To win, you must hit one into the other, something you can't do now. Run away at any point to forfeit. You'll still get a coin for the battle, but you're stuck in the minor leagues, for now.
Labels:
Bandit,
Bob-omb,
Crystal Star,
Glitz Pit,
Glitzville,
Jolene,
Lakitu,
Mr. Grubba,
Ms. Mowz,
Paper Mario: The Thousand-Year Door,
Pokey,
Rawk Hawk,
Spiny
Monday, May 12, 2014
Paper Mario: Chapter 1 -- Storming Koopa Bros. Fortress -- Part 2
Mario has arrived at Koopa Bros. Fortress. When you approach the front door, Black Koopa opens the door and is surprised to see that Mario's already here. Inside, you'll find Koopas. Battle them and you'll find Bob-ombs battling alongside them. They have 3 HP and give 2 SP. You must attack them at a distance, as they will explode. Be sure to defeat them immediately after hitting them, or else they'll get angry and explode when they attack you. Use your hammer or Kooper to attack. Defeating the only Koopa in the area will give you the key to the door to the east.
In the next room, Green Koopa places another key in a cage. To the right is a badge in a cage. You can slip into this cage from the right near the back wall. The badge is the Power Bounce badge. Go east into the next room. There's a set of stairs suspended by chains. You can't take them to the next floor. Battle the Koopa and three Bob-ombs to make the switch appear. This lowers the stairs so you can go downstairs. Go downstairs and go west.
As soon as you enter this room, the doorways move so they are out of reach. Defeat the three Koopas in the room to move the doorways back into place. While you're here, jump over the fire bars repeatedly to make them disappear and give you coins. Go west to retrieve the key. Go back upstairs and unlock the locked door.
You'll see Yellow Koopa working on the floor near an item block before leaving. Go upstairs and hit the item block. It's a trap and the item block activates a trap door below Mario. He drifts down into a cage below holding many Bob-ombs. The Bob-ombs say that they were locked down here by the Koopa Bros. The Koopa Bros. worked them into the ground. The pink Bob-omb, Bombette, says she was imprisoned after she exploded near them. Others were locked up to prevent a rebellion. They want help breaking out. Agree to help them and she'll join your party. She can blow up cracked walls to reveal new paths. Heal and save, then have her blow up the crack in the cage. She never thought about exploding near cracks. She and Mario leave the cell and a Koopa and a couple of Bob-ombs come to investigate. Defeat them, then go west and up the stairs.
Walk to the east side of the room and blow up the cracked wall. This leads outside to a chest with the Refund badge. Go west twice to the room with three cages and blow up the cracked wall to reach the key. Walk up the ramp to reach the locked door. This will take you to the room with the three cages. Use Kooper to hit the switches. The switches will make stone slabs appear in the gaps between the cages and walls appear. Cross the slabs in the gaps, then hit the switch again so you can reach the next switch. Go all the way to the left and go through the door.
Hit the blue switch in the room to make the stairs lower. Go downstairs and blow up the cracked wall to reach the key Green Koopa hid. Go back up the stairs to unlock the door. This will take you above the first room of the Koopa Bros. Fortress, where the pool of water is. Hit the switch to make the stairs under the water rise, making the Koopas in the water panic. The stairs will rise to your level and the Koopas may attack you. Use the stairs to reach the ramp. Go to the top of the ramp for the Smash Charge badge, then go partway down to the door. The door leads to the roof.
The Koopa Bros. are here and didn't think Mario would make it. They'll stop him with a barrage of Bullet Bills. The Airship music plays. Drop down near the door and blow up the rock for a Maple Syrup. Keep going to the right. You may battle the Bullet Bills that they fire. They have 2 HP and give 1 SP. They will hit Mario and explode. Drop down near the Bill Blasters to heal and save. Jump on the Bill Blasters to battle them. They have 4 HP and give 3 SP. They have a decent amount of defense, so use attacks that do at least 2 HP of damage when they land, such as the hammer and Body Slam. Once you defeat them, heal and save again, then go through the door to the east when you're ready.
The Koopa Bros. are setting up their special attack, trying to make sure everything looks cool. Bowser??? appears and battles Mario. It has 10 HP and is theoretically invincible. Hit it with the hammer and other attacks that can do 2 HP of damage at once and you'll slowly damage it. The Koopa Bros. will mention that it's starting to fall apart. Once it does, the Koopa Bros. will appear in battle. They'll stack on each other and do a spin attack that will do 1 HP of damage for every Koopa Bro in the stack. Use the hammer to knock them off balance, then have either Bombette or Kooper use their basic attack to knock them over. You can then attack them like normal Koopas. They are Ninjakoopas and have 12 SP each. Once you defeat them, they fall into the cage where they held the Bob-ombs, but the hole in the wall has been patched up. The Bowser robot fell down here as well, and there's a poster of Peach in it. A card with a Star Spirit appears. Get it to free the Star Spirit.
END OF CHAPTER!
And so Mario and friends beat the Koopa Bros. at their fortress and rescue the first Star Spirit. Stilll, six Star Spirits remain imprisoned, and they must save them as quickly as they can. The future of the Mushroom Kingdom, Star Haven, and of course, Princess Peach... lies in the hands of Mario... and his new friends. Their adventure has just begun.
In the next room, Green Koopa places another key in a cage. To the right is a badge in a cage. You can slip into this cage from the right near the back wall. The badge is the Power Bounce badge. Go east into the next room. There's a set of stairs suspended by chains. You can't take them to the next floor. Battle the Koopa and three Bob-ombs to make the switch appear. This lowers the stairs so you can go downstairs. Go downstairs and go west.
As soon as you enter this room, the doorways move so they are out of reach. Defeat the three Koopas in the room to move the doorways back into place. While you're here, jump over the fire bars repeatedly to make them disappear and give you coins. Go west to retrieve the key. Go back upstairs and unlock the locked door.
You'll see Yellow Koopa working on the floor near an item block before leaving. Go upstairs and hit the item block. It's a trap and the item block activates a trap door below Mario. He drifts down into a cage below holding many Bob-ombs. The Bob-ombs say that they were locked down here by the Koopa Bros. The Koopa Bros. worked them into the ground. The pink Bob-omb, Bombette, says she was imprisoned after she exploded near them. Others were locked up to prevent a rebellion. They want help breaking out. Agree to help them and she'll join your party. She can blow up cracked walls to reveal new paths. Heal and save, then have her blow up the crack in the cage. She never thought about exploding near cracks. She and Mario leave the cell and a Koopa and a couple of Bob-ombs come to investigate. Defeat them, then go west and up the stairs.
Walk to the east side of the room and blow up the cracked wall. This leads outside to a chest with the Refund badge. Go west twice to the room with three cages and blow up the cracked wall to reach the key. Walk up the ramp to reach the locked door. This will take you to the room with the three cages. Use Kooper to hit the switches. The switches will make stone slabs appear in the gaps between the cages and walls appear. Cross the slabs in the gaps, then hit the switch again so you can reach the next switch. Go all the way to the left and go through the door.
Hit the blue switch in the room to make the stairs lower. Go downstairs and blow up the cracked wall to reach the key Green Koopa hid. Go back up the stairs to unlock the door. This will take you above the first room of the Koopa Bros. Fortress, where the pool of water is. Hit the switch to make the stairs under the water rise, making the Koopas in the water panic. The stairs will rise to your level and the Koopas may attack you. Use the stairs to reach the ramp. Go to the top of the ramp for the Smash Charge badge, then go partway down to the door. The door leads to the roof.
The Koopa Bros. are here and didn't think Mario would make it. They'll stop him with a barrage of Bullet Bills. The Airship music plays. Drop down near the door and blow up the rock for a Maple Syrup. Keep going to the right. You may battle the Bullet Bills that they fire. They have 2 HP and give 1 SP. They will hit Mario and explode. Drop down near the Bill Blasters to heal and save. Jump on the Bill Blasters to battle them. They have 4 HP and give 3 SP. They have a decent amount of defense, so use attacks that do at least 2 HP of damage when they land, such as the hammer and Body Slam. Once you defeat them, heal and save again, then go through the door to the east when you're ready.
The Koopa Bros. are setting up their special attack, trying to make sure everything looks cool. Bowser??? appears and battles Mario. It has 10 HP and is theoretically invincible. Hit it with the hammer and other attacks that can do 2 HP of damage at once and you'll slowly damage it. The Koopa Bros. will mention that it's starting to fall apart. Once it does, the Koopa Bros. will appear in battle. They'll stack on each other and do a spin attack that will do 1 HP of damage for every Koopa Bro in the stack. Use the hammer to knock them off balance, then have either Bombette or Kooper use their basic attack to knock them over. You can then attack them like normal Koopas. They are Ninjakoopas and have 12 SP each. Once you defeat them, they fall into the cage where they held the Bob-ombs, but the hole in the wall has been patched up. The Bowser robot fell down here as well, and there's a poster of Peach in it. A card with a Star Spirit appears. Get it to free the Star Spirit.
END OF CHAPTER!
And so Mario and friends beat the Koopa Bros. at their fortress and rescue the first Star Spirit. Stilll, six Star Spirits remain imprisoned, and they must save them as quickly as they can. The future of the Mushroom Kingdom, Star Haven, and of course, Princess Peach... lies in the hands of Mario... and his new friends. Their adventure has just begun.
Labels:
Bob-omb,
Bombette,
Bowser???,
Bullet Bill,
Fortress,
Key,
Koopa Bros.,
Paper Mario,
Star Spirit
Sunday, May 11, 2014
Paper Mario: Chapter 1 -- Storming Koopa Bros. Fortress -- Part 1
Head east of Toad Town and you'll encounter Koopas. They have 4 HP and high defense, until you knock them over with a jump or POW Block. They will give you 2 SP when defeated. In the first area, you can get the Dizzy Attack badge and a Fright Jar. Go east and you'll find a POW Block in an item block. There's a gap ahead. Hit the nearby tree and a switch will fall from it. Hit it to make a bridge appear. On the other side of the bridge, there's a Sleepy Sheep behind the fence.
Go east and you'll find some blue hills. Run in circles around the left one and it will give you hearts to heal yourself while playing the Starman theme. Walk behind the right hill for a Honey Syrup, which restores 5 FP. The path splits in this area. Take the lower route to Koopa Village. Before entering Koopa Village, hit the brick blocks on the ground in the following order: left, right, back. This will make an item block with the Attack FX B badge appear.
Mario gets a very brief welcome into Koopa Village as it is being attacked by Fuzzies. They will steal the shells from the Koopas and run away with them. Hit them with hammers to beat them and the shells will be returned to their rightful owner. Some are in trees, others over blocks. Go east and you'll find one on a brick block that's too high to reach. Push the blue block underneath it, then jump from it to retrieve the shell.
In the house with the blue roof are Bob-ombs that used to work at Koopa Bros. Fortress. The yellow house is the home of Kolorado, an archeologist and explorer. Next door is the house of Kooper. A Fuzzy stole his blue shell and runs off with it. Follow it out the back door into the forest.
In the forests, chase down the talking Fuzzy. On the way, you'll encounter Fuzzies that will battle you. They have 3 HP and give 2 SP. They'll latch onto Mario and drain his HP to restore their own. The timing to guard against this attack is tricky, so keep trying until you get it right. Go east and the talking Fuzzy will hide in a tree. He'll bounce around the four trees with other Fuzzies, but keep track of the blue shell. Hit the tree it ends up in three times. The Fuzzies will move faster after finding him each time. After three times, the Fuzzy will surrender and returns the shell. He says he won't bother him anymore. Try to go west and Kooper will appear. He says he has to stand up for himself against the Fuzzies and is here to get his shell. Goombario lets him know that Mario already got the shell. Kooper thanks Mario after he returns the shell. Kooper tells Mario that he wants to travel with Kolorado and wants to come along on Mario's adventure. He joins the party. He can be sent out in his shell to hit or retrieve distant items Mario can't reach. Try to leave the area again and the Fuzzy will change his mind and attack. There are four of them in this battle. Use Kooper's Power Shell to hit all of the Fuzzies at once.
Once you defeat the Fuzzies, head west back to Koopa Village. Use Kooper to help you get the HP Plus Badge. When you return to the village, there will be a Star Piece over the high brick block. Nearby, you'll find a worm in a top hat. His name is Chuck Quizmo and he'll periodically appear and give Mario a quiz. If Mario answers the question correctly, he'll get a Star Piece. The question he asks here is "What is the name of Goombario's younger sister?" The answer is "Goombaria". In the red house is the Koopa elder, Koopa Koot. He'll ask Mario for favors. First, he wants Mario to bring him a book from Kolorado. Talk to Kolorado's wife and she'll give you the book. Give it to Koopa Koot for one coin. Next, he wants a Sleepy Sheep. If you don't have one, they can be purchased in Toad Town. He'll give you a coin and a Silver Credit to the Toad Town Playground.
Go west twice. Drop down and have Kooper retrieve a Star Piece from across the water. Go east and take the upper path. There's a coin on the ground. It's a trap that makes a Koopa appear. There's a switch across a gap. Have Kooper hit it to make a bridge appear. On the other side of the bridge are Paratroopas. They have 4 HP and give 2 SP. Jump on them once to make them regular Koopas, then land another jump to knock them over. There's an invisible block between the two brick blocks with a Fire Flower. Go east and you'll find a Star Piece in a tree. Use the Heal Block and go east to reach the Koopa Bros. Fortress.
Go east and you'll find some blue hills. Run in circles around the left one and it will give you hearts to heal yourself while playing the Starman theme. Walk behind the right hill for a Honey Syrup, which restores 5 FP. The path splits in this area. Take the lower route to Koopa Village. Before entering Koopa Village, hit the brick blocks on the ground in the following order: left, right, back. This will make an item block with the Attack FX B badge appear.
Mario gets a very brief welcome into Koopa Village as it is being attacked by Fuzzies. They will steal the shells from the Koopas and run away with them. Hit them with hammers to beat them and the shells will be returned to their rightful owner. Some are in trees, others over blocks. Go east and you'll find one on a brick block that's too high to reach. Push the blue block underneath it, then jump from it to retrieve the shell.
In the house with the blue roof are Bob-ombs that used to work at Koopa Bros. Fortress. The yellow house is the home of Kolorado, an archeologist and explorer. Next door is the house of Kooper. A Fuzzy stole his blue shell and runs off with it. Follow it out the back door into the forest.
In the forests, chase down the talking Fuzzy. On the way, you'll encounter Fuzzies that will battle you. They have 3 HP and give 2 SP. They'll latch onto Mario and drain his HP to restore their own. The timing to guard against this attack is tricky, so keep trying until you get it right. Go east and the talking Fuzzy will hide in a tree. He'll bounce around the four trees with other Fuzzies, but keep track of the blue shell. Hit the tree it ends up in three times. The Fuzzies will move faster after finding him each time. After three times, the Fuzzy will surrender and returns the shell. He says he won't bother him anymore. Try to go west and Kooper will appear. He says he has to stand up for himself against the Fuzzies and is here to get his shell. Goombario lets him know that Mario already got the shell. Kooper thanks Mario after he returns the shell. Kooper tells Mario that he wants to travel with Kolorado and wants to come along on Mario's adventure. He joins the party. He can be sent out in his shell to hit or retrieve distant items Mario can't reach. Try to leave the area again and the Fuzzy will change his mind and attack. There are four of them in this battle. Use Kooper's Power Shell to hit all of the Fuzzies at once.
Once you defeat the Fuzzies, head west back to Koopa Village. Use Kooper to help you get the HP Plus Badge. When you return to the village, there will be a Star Piece over the high brick block. Nearby, you'll find a worm in a top hat. His name is Chuck Quizmo and he'll periodically appear and give Mario a quiz. If Mario answers the question correctly, he'll get a Star Piece. The question he asks here is "What is the name of Goombario's younger sister?" The answer is "Goombaria". In the red house is the Koopa elder, Koopa Koot. He'll ask Mario for favors. First, he wants Mario to bring him a book from Kolorado. Talk to Kolorado's wife and she'll give you the book. Give it to Koopa Koot for one coin. Next, he wants a Sleepy Sheep. If you don't have one, they can be purchased in Toad Town. He'll give you a coin and a Silver Credit to the Toad Town Playground.
Go west twice. Drop down and have Kooper retrieve a Star Piece from across the water. Go east and take the upper path. There's a coin on the ground. It's a trap that makes a Koopa appear. There's a switch across a gap. Have Kooper hit it to make a bridge appear. On the other side of the bridge are Paratroopas. They have 4 HP and give 2 SP. Jump on them once to make them regular Koopas, then land another jump to knock them over. There's an invisible block between the two brick blocks with a Fire Flower. Go east and you'll find a Star Piece in a tree. Use the Heal Block and go east to reach the Koopa Bros. Fortress.
Labels:
Bob-omb,
Fuzzies,
Kolorado,
Koopa Koot,
Koopa Village,
Kooper,
Star Piece
Thursday, April 3, 2014
Super Mario 3D World: Mushroom-4 -- Trouble in Shadow-Play Alley
You have 100 seconds to clear this level. Time management is key here. There's a random item block outside the door. Go through the door and you'll deal with shadows. If you get a Super Bell, you will not be able to climb up the back wall. You'll find a cardboard mechanical Bowser shadow. Above it is the first Green Star. Go to the right and scale the platforms, using the cannonballs to help you. Up and to the right is a Boomerang Flower. Grab it and use it to get the first Green Star. Go further to the right and you'll see a Bob-omb and a tall stack of Goombas. The second Green Star is near by. Drop down, then go up to the far right wall. There's an invisible block that lets you reach a nearby platform with the third Green Star. To exit the level, you must defeat all of the Goombas in the stack. This is easily accomplished with the Bob-ombs or the Boomerang Flower. Once all of them are gone, the warp box to the flagpole will appear. Once outside, hit the invisible triple item block over the brick blocks, then go through the left door to reach the flagpole more easily.
There are no stamps in World Mushroom.
There are no stamps in World Mushroom.
Labels:
Bob-omb,
Boomerang Flower,
Cannon,
Green Star,
Super Mario 3D World
Tuesday, March 25, 2014
Super Mario 3D World: Star-5 -- Super Block Land
The level is filled with giant blocks. There's a Tanooki Suit in one of the item blocks. Just to the right of the giant brick blocks, on the right side of the tall wall, is an invisible block with a Mega Mushroom. You'll have to use a Bob-omb to clear the giant brick blocks in the way. This makes clearing the path ahead a little easier, since there are several Chargin' Chucks. It also makes getting the stamp easier. Go all the way to the right and you'll find a lone brick block in the lower right corner. Destroy it with the Mega Mushroom, or ground pound it for a while as long as you're not small. The stamp is in the alcove behind it. Nearby are four giant item blocks. Pound them to form a path to a Mystery Box. Inside, pound the right giant item block to reach the first Green Star. The warp box is to the right.
Slide down to the midpoint, behind the POW Block. Use a Bob-omb to destroy the brick blocks in the ground to reveal a springboard. Up ahead and to the left is a gray brick. Use a Bob-omb to destroy it for the second Green Star. On solid ground, you'll find Key Coins and more Chargin' Chucks. Most of the Key Coins are visible and easy to reach. One is under some brick blocks near the back wall. Use a Bob-omb to reach it. Go to the far right and destroy the large brick block. Pound the giant item block to reach the third Green Star. The unlocked warp box will take you to the flagpole. Giant item blocks will form a path to the flagpole when ground pounded.
The stamp is of Tanooki Luigi.
Slide down to the midpoint, behind the POW Block. Use a Bob-omb to destroy the brick blocks in the ground to reveal a springboard. Up ahead and to the left is a gray brick. Use a Bob-omb to destroy it for the second Green Star. On solid ground, you'll find Key Coins and more Chargin' Chucks. Most of the Key Coins are visible and easy to reach. One is under some brick blocks near the back wall. Use a Bob-omb to reach it. Go to the far right and destroy the large brick block. Pound the giant item block to reach the third Green Star. The unlocked warp box will take you to the flagpole. Giant item blocks will form a path to the flagpole when ground pounded.
The stamp is of Tanooki Luigi.
Thursday, February 27, 2014
Super Mario 3D World: 6- Castle -- Bowser's Bob-omb Brigade
It's nighttime and Bowser's soldiers and tanks are out in force. It's another automatically scrolling level. There are Fire Bros on some of the tanks, so keep an eye out for them. Grab a Tanooki Suit from the item block and you'll see some Bob-ombs coming from some Bowser boxes. Use them to blow up the gray bricks to reveal a giant item block. These item blocks make bridges to areas you can't normally reach. The first one leads to a Hammer Bro on a different tank. The Bob-ombs or ground-pounding make the bridge extend all the way at once. There's a triple item block that spews an infinite amount of Bob-ombs. Use them on the giant item block to form a bridge to the first Green Star. Nearby is a Red Coin Ring and a Fire Bro. Ahead, the ground splits. There will be smaller tanks in two columns. Grab a Bob-omb and use it to blow up the gray brick on top of a tank for the second Green Star. Hit a giant item block ahead to get the third Green Star. There's a tank with a pipe at the end. Use a Bob-omb to blow up the back wall to get the stamp.
Through the pipe, you'll meet Boom Boom again. He'll make a copy of himself, which will remain in its shell. Hit the real Boom Boom and he'll make more copies. After three hits, he'll be defeated and a warp box will appear. Go to the flagpole to free the azure Sprixie Princess. She'll use her wrench to make a clear pipe.
The stamp is of a Blockstepper, the soldier enemy.
Through the pipe, you'll meet Boom Boom again. He'll make a copy of himself, which will remain in its shell. Hit the real Boom Boom and he'll make more copies. After three hits, he'll be defeated and a warp box will appear. Go to the flagpole to free the azure Sprixie Princess. She'll use her wrench to make a clear pipe.
The stamp is of a Blockstepper, the soldier enemy.
Friday, February 14, 2014
Super Mario 3D World: 5-5 -- Bob-ombs Below
This place is crawling with Bob-ombs, especially because there are blocks that keep spewing out more. Some item blocks are arranged in pyramids. Use the Bob-ombs to hit all of the blocks in the pyramid at once. Once of them has a Super Leaf, giving you the Tanooki Suit. Go past the Piranha Plants and you'll see a POW Block on the wall. Use it to reach the first Green Star. Ahead is another POW Block. Follow the chain to the end to get the 1-up. You can reach it near the midpoint.
Ahead is a bunny on a circular platform. Chase it down on the inside part of the circle to catch it for the second Green Star. Ahead are a couple of Goomba stacks in front of a crack in the wall. Use a Bob-omb to break the wall. Go behind the wall for the stamp. Go back in front of the wall and take a pipe to a cloud. The cloud cannon launches you to an area in the sky with tiles. Clear the tiles with the help of the Bob-ombs, revealing 8-bit Mario and the third Green Star. Drop back down and use a Bob-omb to start a chain reaction with a POW Block. Run ahead as the POW Blocks clear out the Piranha Plants for a 1-up. Go through the pipe. Use a Bob-omb to make stairs to the flagpole.
The stamp is of a Bob-omb.
Completing the level will give you access to a Sprixie House. The stamp is of the orange Sprixie Princess.
Ahead is a bunny on a circular platform. Chase it down on the inside part of the circle to catch it for the second Green Star. Ahead are a couple of Goomba stacks in front of a crack in the wall. Use a Bob-omb to break the wall. Go behind the wall for the stamp. Go back in front of the wall and take a pipe to a cloud. The cloud cannon launches you to an area in the sky with tiles. Clear the tiles with the help of the Bob-ombs, revealing 8-bit Mario and the third Green Star. Drop back down and use a Bob-omb to start a chain reaction with a POW Block. Run ahead as the POW Blocks clear out the Piranha Plants for a 1-up. Go through the pipe. Use a Bob-omb to make stairs to the flagpole.
The stamp is of a Bob-omb.
Completing the level will give you access to a Sprixie House. The stamp is of the orange Sprixie Princess.
Labels:
8-bit Mario,
Bob-omb,
Green Star,
POW Block,
Stamp,
Super Mario 3D World,
Tanooki Suit
Wednesday, January 8, 2014
Super Princess Peach: Bowser's Villa -- 8-6
It's time for the final battle. Get out your stylus to defeat the Boos as Peach free-falls. Before you take on Bowser, you have to deal with Bowser's Hammer Bros. The Perry Block recommends getting rid of them quickly. He also mentions that Bowser's face is his weak point and to throw what you can at it.
The pipe leads into Bowser's throne room. A Hammer Bro is there. He says, "Huh? Hey! Who are you?! What? Who'd guess the princess would make it? Talk about courage! Bowser! Leave it to me! Defeating this brat won't take long..." Bowser says, "Hmm... Fine! With this scepter, I'll pump up your strength!" Bowser uses his scepter to make the Hammer Bro an Angry Hammer Bro. He says, "Gwoooah! MRAAAH! I feel stronger!" Bowser teleports out of the room, saying, "Gwahaha! Fear the power of my mighty scepter! Gwahaha!" The Angry Hammer Bro says, "RAAAAWR! Come! My minions! To battle!" Several regular Hammer Bros drop in from the ceiling.
Hit the regular Hammer Bros to clear a path to the Angry Hammer Bro. He moves quickly, so use the Rage Vibe to hit him if you can't hit him with the umbrella. He'll summon more Hammer Bros to escape. Just hit him five times to defeat him. "WAAAAAAAAAH! Bowser..." A beam of light appears in front of the throne room that beams Peach to a new room with Bowser.
Bowser says, "Ahhh... Impressive... But enough of that! Now you'll understand the true power of this scepter!" Bowser will breathe fire, throw hammers, and ram the statues, which may contain crystals. When Bowser is standing still, hit him with the Rage Vibe. After a couple of hits, he'll use the Vibe Scepter. When he's happy, he jumps around, creating shockwaves when he lands. When he's sad, he'll throw up some hammers that drop down as gigantic hammers. When he's Angry, he attacks as usual, but is faster and can't be harmed as easily. After you defeat Bowser, a blinding light fills the room. Bowser says, "Gwahahahahhaha! You have much to learn!"
The back wall crumbles, revealing a giant Bowser outside. Bowser will raise and slam his hands, making spike balls drop down. Dodge them. He'll summon a circle of hammers that will spread out. Dodge them as well, and also dodge his fire, which he will either breathe or shoot out in large fireballs. When Bowser lifts and slams both hands simultaneously, Bob-ombs will drop down. Pick one up and hold it for a while. Be in front of Bowser's face when it starts to flash. Throw it up so that it will explode in Bowser's face. This counts as a hit. If you're near Bowser's face, his hands may try to hit you. After many hits, he'll use the Vibe Scepter to fall asleep and heal himself, surrounding himself with a bubble. Pop it with a cyclone immediately. After you defeat him, he slowly falls down.
Peach uses Perry like a baseball bat to hit Bowser far away, separating him from the Vibe Scepter. Some birds fly by, with signs saying "Nice Shot!!!" Inside the dungeon, Perry unlocks the cage holding Mario. Luigi and some Toads are there as well. Luigi runs to Mario, but Peach beats him to it, knocking him into the air. The birds have signs saying "Congratuations!" Peach and Mario dance. Peach, Mario, Luigi, the Toads, and Perry walk home. Above, the Vibe Scepter floats in the air. "The Vibe Scepter has strange and mysterious powers, that's sure... So, how do you feel about this last adventure? One thing about that scepter: no one knows who created it or why, but... Somewhere, someone might possibly be using it right now. ...What? Your dad got mad at you the other day, you say? Your mom's been laughing happily a lot? Maybe... just maybe... The Vibe Scepter is hidden away in your house somewhere..."
Roll Credits! After the credits roll, you get a new ability, Dashbrella. Peach will dash along, slashing through enemies by repeatedly pressing (B). Combine this with Courage Soda, and you can get a lot of money. You also get a message saying that new stages will become available once you defeat each area's boss again. These bonus stages are more difficult. You'll also get a gift for clearing all mini game levels and puzzles. Let's continue!
The pipe leads into Bowser's throne room. A Hammer Bro is there. He says, "Huh? Hey! Who are you?! What? Who'd guess the princess would make it? Talk about courage! Bowser! Leave it to me! Defeating this brat won't take long..." Bowser says, "Hmm... Fine! With this scepter, I'll pump up your strength!" Bowser uses his scepter to make the Hammer Bro an Angry Hammer Bro. He says, "Gwoooah! MRAAAH! I feel stronger!" Bowser teleports out of the room, saying, "Gwahaha! Fear the power of my mighty scepter! Gwahaha!" The Angry Hammer Bro says, "RAAAAWR! Come! My minions! To battle!" Several regular Hammer Bros drop in from the ceiling.
Hit the regular Hammer Bros to clear a path to the Angry Hammer Bro. He moves quickly, so use the Rage Vibe to hit him if you can't hit him with the umbrella. He'll summon more Hammer Bros to escape. Just hit him five times to defeat him. "WAAAAAAAAAH! Bowser..." A beam of light appears in front of the throne room that beams Peach to a new room with Bowser.
Bowser says, "Ahhh... Impressive... But enough of that! Now you'll understand the true power of this scepter!" Bowser will breathe fire, throw hammers, and ram the statues, which may contain crystals. When Bowser is standing still, hit him with the Rage Vibe. After a couple of hits, he'll use the Vibe Scepter. When he's happy, he jumps around, creating shockwaves when he lands. When he's sad, he'll throw up some hammers that drop down as gigantic hammers. When he's Angry, he attacks as usual, but is faster and can't be harmed as easily. After you defeat Bowser, a blinding light fills the room. Bowser says, "Gwahahahahhaha! You have much to learn!"
The back wall crumbles, revealing a giant Bowser outside. Bowser will raise and slam his hands, making spike balls drop down. Dodge them. He'll summon a circle of hammers that will spread out. Dodge them as well, and also dodge his fire, which he will either breathe or shoot out in large fireballs. When Bowser lifts and slams both hands simultaneously, Bob-ombs will drop down. Pick one up and hold it for a while. Be in front of Bowser's face when it starts to flash. Throw it up so that it will explode in Bowser's face. This counts as a hit. If you're near Bowser's face, his hands may try to hit you. After many hits, he'll use the Vibe Scepter to fall asleep and heal himself, surrounding himself with a bubble. Pop it with a cyclone immediately. After you defeat him, he slowly falls down.
Peach uses Perry like a baseball bat to hit Bowser far away, separating him from the Vibe Scepter. Some birds fly by, with signs saying "Nice Shot!!!" Inside the dungeon, Perry unlocks the cage holding Mario. Luigi and some Toads are there as well. Luigi runs to Mario, but Peach beats him to it, knocking him into the air. The birds have signs saying "Congratuations!" Peach and Mario dance. Peach, Mario, Luigi, the Toads, and Perry walk home. Above, the Vibe Scepter floats in the air. "The Vibe Scepter has strange and mysterious powers, that's sure... So, how do you feel about this last adventure? One thing about that scepter: no one knows who created it or why, but... Somewhere, someone might possibly be using it right now. ...What? Your dad got mad at you the other day, you say? Your mom's been laughing happily a lot? Maybe... just maybe... The Vibe Scepter is hidden away in your house somewhere..."
Roll Credits! After the credits roll, you get a new ability, Dashbrella. Peach will dash along, slashing through enemies by repeatedly pressing (B). Combine this with Courage Soda, and you can get a lot of money. You also get a message saying that new stages will become available once you defeat each area's boss again. These bonus stages are more difficult. You'll also get a gift for clearing all mini game levels and puzzles. Let's continue!
Labels:
Bob-omb,
Boos,
Bowser,
Bowser's Villa,
Hammer Bro,
Luigi,
Princess Peach,
Super Princess Peach
Super Princess Peach: Bowser's Villa -- 8-3
Get the Vibe Crystal and start running using the Gloom Vibe. There are Boos that will chase you over the donut lifts over the lava. They'll disappear once they run into the light. Go through the pipe.
There are Bob-ombs and walking cannons, as well as platforms with spikes on the side. Be careful when trying to use them. Beware of the many Thwomps in the area. Past the second spiked platform, to the right, is a set of purple platforms. Climb up them, then walk left for a Toad. Drop down and run left, dodging Thwomps, to reach a pipe.
The pipe leads to a rope course. Jump over the enemies so they do not bump you off the course.
Go through the pipe at the end of the rope course and you'll drop down in front of a Toad. Go up, then drop down near the Spinies, then use the Gloom Vibe to push the metal ball. Take the spiked platforms to the top, then pound the blocks in front of the door to reach a puzzle piece. Go through the door.
Through the door is a Thwomp in the background and some Peach statues. Duck when it wakes up to avoid damage. The door leads to a dark room with many crystals and Angry Boos. Use the Rage Vibe to create some light. Go through the pipe to the upper left.
This leads to a Subrella course with fire bars, Torpedo Teds, Bloopers, Blurps, and Urchins. Take the pipe on the right.
Go to the right, across the blue donut lifts to find a Toad. Drop down to the door. (The door on the left leads to some coins, hearts, and crystals.)
Use the Podoboos to light the torches and open the door. It leads to fire bars, lava, and the goal.
There are Bob-ombs and walking cannons, as well as platforms with spikes on the side. Be careful when trying to use them. Beware of the many Thwomps in the area. Past the second spiked platform, to the right, is a set of purple platforms. Climb up them, then walk left for a Toad. Drop down and run left, dodging Thwomps, to reach a pipe.
The pipe leads to a rope course. Jump over the enemies so they do not bump you off the course.
Go through the pipe at the end of the rope course and you'll drop down in front of a Toad. Go up, then drop down near the Spinies, then use the Gloom Vibe to push the metal ball. Take the spiked platforms to the top, then pound the blocks in front of the door to reach a puzzle piece. Go through the door.
Through the door is a Thwomp in the background and some Peach statues. Duck when it wakes up to avoid damage. The door leads to a dark room with many crystals and Angry Boos. Use the Rage Vibe to create some light. Go through the pipe to the upper left.
This leads to a Subrella course with fire bars, Torpedo Teds, Bloopers, Blurps, and Urchins. Take the pipe on the right.
Go to the right, across the blue donut lifts to find a Toad. Drop down to the door. (The door on the left leads to some coins, hearts, and crystals.)
Use the Podoboos to light the torches and open the door. It leads to fire bars, lava, and the goal.
Labels:
Blooper,
Bob-omb,
Boos,
Bowser's Villa,
Donut Lifts,
Princess Peach,
Spiny,
Super Princess Peach,
Thwomp,
Torpedo Ted,
Urchin
Super Princess Peach: Giddy Sky -- 7-5
There's a Lakitu and a spring in this area. Drop down the gap to the right of the spring to find a pipe. This pipe leads to some Spinies and Goombas, and a couple of ! Switches. Hit them to make platforms appear. This will allow you to reach a puzzle piece. The pipe to the right leads to the third area. The pipe at the end leads to an area with Happy Bob-ombs and a Toad guarded by yellow fluff. Beware the many Flying Hammer Bros as you go to the pipe on the right.
Go left, then drop down. Take the green platforms up to reach a Toad guarded by more yellow fluff. Drop back down and use the three Ferris wheels and a balloon to reach the pipe.
The pipe leads to an area with strong winds. The arrow blocks change the wind direction. This can make avoiding spikes more difficult. You'll also have to deal with Banzai Bills. Drop down the first gap. Hit the ! Switch in the gap to make yellow platforms appear ahead. Jump up them and go left for a Toad. Go through the pipe on the right.
The pipe leads to an automatically scrolling Subrella course. There are Blurps and Torpedo Teds here. The pipe leads to some blue donut lifts and the goal.
Go left, then drop down. Take the green platforms up to reach a Toad guarded by more yellow fluff. Drop back down and use the three Ferris wheels and a balloon to reach the pipe.
The pipe leads to an area with strong winds. The arrow blocks change the wind direction. This can make avoiding spikes more difficult. You'll also have to deal with Banzai Bills. Drop down the first gap. Hit the ! Switch in the gap to make yellow platforms appear ahead. Jump up them and go left for a Toad. Go through the pipe on the right.
The pipe leads to an automatically scrolling Subrella course. There are Blurps and Torpedo Teds here. The pipe leads to some blue donut lifts and the goal.
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