The bros have saved all of the Paper Toads, so it's time to head to Mount Brrr via Gloomy Woods. Head towards the entrance of Gloomy Woods. The way north is blocked off, but a Toad mentions the nearby spring platform. Trio Glide onto the nearby platform, then to the tall platform to reveal that it is a spring. It launches the bros into the clouds. There are many coins and enemies here. Go east to find more. Drop through a hole to land on the ground. The one to the southwest will drop you on the cardboard platform forming a bridge to Gloomy Woods in northwest Sunbeam Plains.
Starlow notes that Gloomy Woods seems gloomier than before and thinks something is going to pounce on them. The woods certainly are darker here. Some Swoops fly by, startling everyone. They have to keep going. Starlow hopes Luigi can keep it together. Due east is the Toad Village, but you can't reach it from here due to the bridge. Walk to the west and send Paper Mario up the spider web. Hit the ! Block to make the roots ahead disappear.
Walk to the north and you'll find a tree with cracks in it that look like a mouth. Approach it and eyes light up. Swoops appear from the tree, reveal it's really King Boo and some Boos. They make roots appear, trapping in the bros. Luigi tries to escape that way, but fails, and notices the Marios are gone. He breaks down. Starlow says "Ow" and Luigi gets up. He's on his own. Walk to the east and Starlow says to get her out of the glowing plant. Starlow escapes, upset she got grass clippings in her mouth. Starlow makes the situation worse by making it very clear that Luigi's on his own. She realizes she needs to work on her pep talks. She tries encouraging him, saying he's tall, got a great mustache, and had a whole year named after him. It's basically Luigi RPG now. The pep talk works until some Swoops fly by.
Walk to the north. Luigi's rather slow on his own. Go west. Some Boos laugh and fire blocks the path behind you. A gate to the north opens and you have 1 minute, 30 seconds to cross through it. You can't take a path with Boos on it, so hop over the purple fire. You'll come to a fence and the Boos will laugh again. Take the path where the glowing plants don't flicker. There's another gate ahead. Leaves will start falling. Cross on the side where the leaves fall straight down. Cross through the gate to stop the timer. Go north. It's another challenge to cross the gate, this time within 2 minutes. Hop over the moving purple flames. When you step on the wooden platforms, you'll hit boost pads. There are some wide stairs ahead. Step on the stairs that don't have Boos on them. Near the gate, shadows appear. Step in the middle of the circle without touching the shadows and step out on near the gate. Go through the gate.
Luigi sees someone who looks like Mario from behind. He tries talking to it, but it's really a Boo. There are more Mario illusions here. Walk up the cardboard platform to the left to find a green block. Hit it to make a platform appear. Walk farther to the left and you'll find many Mario illusions staring at something. It's the real Mario, dangling from a tree. Jump and Mario wakes up and lands on Luigi. Starlow's happy to see Mario, since it was touch and go with Luigi. Now they need to find Paper Mario. Have Mario hit the red block to make two more platforms appear. Use them to cross to the right side of the clearing. On the other side, Luigi spies Paper Mario, or someone like him. Go south.
Loop around the water and go north. Use the Heal Block and save your game. Paper Mario's no longer in the area. One of the trees will move. Check it out. Paper Mario will appear. The bros think they've reunited with Paper Mario, but it's really King Boo. He'll breathe fire to start. Some of it will fly over the bro's head. He will then inhale the fire, so jump to dodge it. His crown is pointy, so don't use jump attacks. He'll split into 5 copies and approach the bros, then disappear. Time your counter with the hammer. He'll summon a Paper Boo to bring in Paper Mario. He says not to attack him or his minion if they like Paper Mario. All you can really do is damage King Boo with counter attacks. Use your turn to heal or use the hammer on the Paper Boo. After a while, King Boo will get angry. He'll breathe more fire and split into more copies. This fight is going to take a while. When King Boo is defeated, the Paper Boo will toss Paper Mario back to the bros. Starlow wants to get out of Gloomy Woods and meet up with Flutter to get a ride to Mount Brrr.
Showing posts with label Boos. Show all posts
Showing posts with label Boos. Show all posts
Tuesday, February 9, 2016
Friday, March 27, 2015
Captain Toad: Treasure Tracker -- Episode 3-21. Ghost Gallery Gambit
Captain Toad finds himself in a room with the Star in the center. Approach the Star and a tower rises up under it. Purple water starts rising. Run to the left, where platforms will drop into the water so you can get out of the water. Follow the path and you'll encounter Boos. Do your best to dodge them, as you don't have enough time to defeat them with your headlamp. They'll disappear after you go around a couple of corners. You'll find the first gem on a seesaw. While you run, it will tip up enough for you to reach it. Go past the second gem, which you can't reach. Cross the seesaw around the corner, then double back. Platforms will appear behind you that allow you to reach the second gem. Walk up the ramp and you'll see a partial ring of Peepas. You may have time to defeat them. Let a few platforms fall so you can go past them without taking damage. Go around the corner and use the seesaw to get the third gem. Turn the corner and a giant Boo will appear behind you and a Boo will appear in front of you. Dodge or defeat them, then go around the corner, where you'll find more Boos and Giant Boos. Defeat them, then proceed on the flat platforms. At the end, you'll find a hidden Gold Mushroom. Run up the ramp to the Star. The Boos, platforms, and purple water will disappear when you step on the platform.
Special Challenge: Find the hidden Gold Mushroom.
Special Challenge: Find the hidden Gold Mushroom.
Labels:
Boos,
Captain Toad: Treasure Tracker,
Purple Water
Tuesday, February 24, 2015
Captain Toad: Treasure Tracker -- Episode 2-8. Spooky Spectors at Shadow Manor
Toadette finds herself in a large mansion. It's pretty dark here, so keep your headlamp on. Look behind you into the dark corner to find Blue Toad, who will give you a 1-up Mushroom. Once you drop down to the floor below, Boos will appear. There are some holes in the wall on the dark side of the mansion. Go through the left one and you'll find a ladder. Climb up it and walk to the left along a narrow path to the first gem. Once you get it, Peepas will appear and circle around you. Walk back towards the ladder, but drop down away from the wall a short distance. Walk towards the nearby ladder to the third floor and you'll find the second gem in an alcove. Go to the first floor so you can return to the second floor, then climb the ladder to the third floor. There's a gear at the top you can spin. Rotate the gear so that the third gem is on the opposite wall to you. Carefully walk across the narrow path to the third gem. When you get near where the paths cross, Big Boos will appear. Stay where you are and shine your light on them to defeat them. Walk to where the paths cross, then go left, then towards the Star. Drop down and avoid the Boos to get it.
Special Challenge: Collect the 1-up Mushroom.
Special Challenge: Collect the 1-up Mushroom.
Labels:
Big Boo,
Boos,
Captain Toad: Treasure Tracker,
Toadette
Saturday, February 14, 2015
Captain Toad: Treasure Tracker -- 16. Bizarre Doors of Boo Mansion
Captain Toad finds himself on the walk up to Boo Mansion. It's a maze of doors. Near the front door is a Goomba. The plant to the right has the first gem. Some of the doors are part of touchstones. Move the touchstone above the front door, then go through the front door. Move the touchstone back, then cross the bridge, which drops partially to become a ramp. In the backyard, there are four doors. Move the upper right one in front of the second gem and go through the lower left door to reach it. Move the upper left one back, then go through the lower right door to land on the lower left door's touchstone. This will allow you to go over the fence. Boos will appear here. You can use your flashlight to defeat them. Move the top door's touchstone, then go through the door at ground level when the stack of Goombas with the third gem are near the wall. You'll drop down on them to defeat them and get the gem. If you walk around to the front of the house and go through the door at ground level, you can get a Mushroom from a plant. Move the touchstone door back, then go through the same door. You'll end up in a corridor to another door. The door will take you to the roof, where the Star is. Once you drop down from the door, two Big Boos will appear. Go through the door in the corner once the Big Boos approach you a little. The door will take you to a door behind them. Run to get the Star.
Special Challenge: Clear in four touches.
To do this, you'll move the first touchstone (over the front door) twice. Next, touch the upper left and lower left doors when you're in the area with the second gem. Everything is in place from there.
Special Challenge: Clear in four touches.
To do this, you'll move the first touchstone (over the front door) twice. Next, touch the upper left and lower left doors when you're in the area with the second gem. Everything is in place from there.
Labels:
Big Boo,
Boos,
Captain Toad: Treasure Tracker
Saturday, September 27, 2014
Super Paper Mario -- Flopside Pit of 100 Trials
After clearing the Flipside Pit of 100 Trials, the Flopside Pit of 100 Trials becomes accessible. It's on the same floor as the Flipside Pit. I recommend bringing along 6 Emergency Rations for this dungeon. The strategy is pretty much the same, but all of the enemies are dark versions, which have higher HP and attack. Keeping healed is crucial so you can save your Emergency Rations for when you really need it. You should also take advantage of the defense boosting items, such as Turtley Leaves, Courage Shells, and Block Blocks. I also recommend getting any Life Shrooms available to you (from Fuzzies or Flimm).
Here are examples of what I found on the floors. Again, all enemies are dark versions.
1. One Goomba
2. Goombas and Koopas
3. Goombas, Paragoombas, Cursyas (the Cursyas can be of any type. Tippi can tell you what kind they are, if you want to know. Just use Bowser's fire breath or drop Boomer on them from above.)
4. Paragoombas
5. Spiky Goombas and Koopas
6. Squiglets and Cherbils (the Cherbils can breath ice, poison, and sleep gas)
7. Squiglets and Spinies
8. Goombas, Spinies, and Cursyas
9. Spike Tops and Koopas
10. Dashell card
11. Fuzzies and Squiglets
12. Stone Buzzies
13. Clefts and Paratroopas
14. Clefts and Paragoombas
15. Spanias and Goombas
16. Dry Bones, Spinies, and Cursyas
17. Spike Tops and Stone Buzzies
18. Fuzzies and Spiky Goombas
19. Dry Bones and Goombas
20. Goombario card
21. Fuzzies, Pokeys, and Cursyas
22. Spanias
23. Fuzzies and Longators
24. Dry Bones, Paragoombas, and Pokeys
25. Clefts and Ruff Puffs
26. Dark Dark Boos
27. Ruff Puffs, Squiglets, and Cursyas
28. Stone Buzzies and Spanias
29. Dark Dark Boos and Goombas
30. Kooper card
31. Ruff Puffs and Shlurps
32. Sproing-Oings, and Squiglets
33. Pokeys and Choppas
34. Boomboxers
35. Gromebas, Squiglets, and Cursyas
36. Boomboxers and Cursyas
37. Gromebas
38. Cherbils
39. Dark Dark Boos and Megabite
40. Bombette
41. Toopa Strikers
42. Cursyas and Shlurps
43. Choppas and Boomboxers
44. Cursyas and Sproing-Oings
45. Shlurps
46. Hammer Bros and Goombas
47. Boomerang Bros and Paragoombas
48. Fire Bros and Spiky Goombas
49. Toopa Strikers, Squiglets, and Magikoopas
50. Parakarry card
51. One Muth
52. Chomps
53. Clubbas
54. Squiglets
55. Spanias and Squiglets
56. Boomerang Bros and Goombas
57. Tileoids (stand next to a wall and combo stomp with Peach)
58. Hammer Bros and Cursyas
59. Toopa Strikers and Magikoopas
60. Bow card
61. Magikoopas and Chomps
62. Eeligons, Magikoopas, Pigarithms
63. Tileoids, Magikoopas, Cursyas
64. Ninjoes
65. Fire Bros and Chomps
66. Hammer Bros
67. Clubbas and Cursyas
68. Clubbas and Koopatrols
69. Ninjoes, Cherbils, and Megabite
70. Watt card
71. Jawbus
72. Koopatrols and Koopas
73. Barribad
74. Eeligons and Choppas
75. Pigarithm and Amayzee Dayzee (it can flip. Try to sneak up on it when it's next to a wall and breathe fire on it before it escapes. It may have the key.)
76. Koopatrols
77. Tileoids and Ninjoes
78. Skellobits and Ninjoes
79. Skellobits and Spiky Skellobits
80. Sushie card
81. Spiky Skellobits and Cursyas
82. Cherbils and Magikoopas
83. Skellobits
84. Jawbus
85. Magiblots
86. Koopatrols and Cursyas
87. Squiglets and Toopa Strikers
88. Longators
89. Tileoids and Magiblots
90. Lakilester card
91. Cursyas
92. Squiglets and Magikoopas
93. Hammer Bros, Fire Bros and Boomerang Bros (heal if you are not fully healed or almost fully healed to deal with the onslaught of projectiles)
94. Amayzee Dayzee, Cherbils and Magiblots
95. Headbonk Goombas
96. Jawbus and Megabite
97. Skellobits and Spiky Skellobits
98. Muths
99. Koopatrols, Hammer Bros, Fire Bros, and Boomerang Bros (heal if you are not fully or nearly fully healed)
100. At the bottom, someone says that they've waited for the heroes. They say the heroes have done well and their bravery has been noticed. Whoever's talking is a servant of the Ancients who is to give power to the true heroes. The heroes have passed the 100 trials behind them, but whether they are the true heroes of legend is to bee seen. The heroes are issued a new challenge and a pipe appears. It will lead them out of the dungeon. The challenge is to go through the Flopside Pit of 100 Trials again and they will be recognized as the true heroes. Yes, that means you have to go through all that again to get the power. Heal and restock on items, then get going.
When you return, whoever's there says they'll come clean. They were created by the Ancients, but they don't work for them. They work for their own cursed powers. This is Shadoo, who has been testing the heroes to study them. Shadoo says the heroes' clones are complete. He will beat the heroes and take their place.
All of the clones have 100 HP and 10 attack, making them very powerful. You'll want to have at least one Emergency Ration or some other item that can restore a lot of HP. I also found it very useful to have a couple of Block Blocks in my inventory. The first clone is Dark Luigi. He can Super Jump as the real Luigi can. Next is Dark Bowser, then Dark Peach, then Dark Mario. What you'll want to do is back the clone into a corner with Barry or a Block Block to keep them from attacking you, then use Bowser's fire breath. Two Block Blocks should last you most if not the entire fight. I had four in my inventory. This is a tough fight. You'll get a lot of points for defeating each clone. Once you defeat them all, 8 chests will appear. They contain Mario, Dark Mario, Peach (1), Dark Peach, Bowser (1), Dark Bowser, Luigi, and Dark Luigi cards. This will double each hero's attack power. Shadoo indeed gives them a new power: the power for Mario to remain in 3D indefinitely. You now no longer need to worry about losing health by being in 3D for too long, which is very useful. Open all the chests to make a pipe appear so you can exit and save. Next, prepare for the final chapter and the final battle.
Here are examples of what I found on the floors. Again, all enemies are dark versions.
1. One Goomba
2. Goombas and Koopas
3. Goombas, Paragoombas, Cursyas (the Cursyas can be of any type. Tippi can tell you what kind they are, if you want to know. Just use Bowser's fire breath or drop Boomer on them from above.)
4. Paragoombas
5. Spiky Goombas and Koopas
6. Squiglets and Cherbils (the Cherbils can breath ice, poison, and sleep gas)
7. Squiglets and Spinies
8. Goombas, Spinies, and Cursyas
9. Spike Tops and Koopas
10. Dashell card
11. Fuzzies and Squiglets
12. Stone Buzzies
13. Clefts and Paratroopas
14. Clefts and Paragoombas
15. Spanias and Goombas
16. Dry Bones, Spinies, and Cursyas
17. Spike Tops and Stone Buzzies
18. Fuzzies and Spiky Goombas
19. Dry Bones and Goombas
20. Goombario card
21. Fuzzies, Pokeys, and Cursyas
22. Spanias
23. Fuzzies and Longators
24. Dry Bones, Paragoombas, and Pokeys
25. Clefts and Ruff Puffs
26. Dark Dark Boos
27. Ruff Puffs, Squiglets, and Cursyas
28. Stone Buzzies and Spanias
29. Dark Dark Boos and Goombas
30. Kooper card
31. Ruff Puffs and Shlurps
32. Sproing-Oings, and Squiglets
33. Pokeys and Choppas
34. Boomboxers
35. Gromebas, Squiglets, and Cursyas
36. Boomboxers and Cursyas
37. Gromebas
38. Cherbils
39. Dark Dark Boos and Megabite
40. Bombette
41. Toopa Strikers
42. Cursyas and Shlurps
43. Choppas and Boomboxers
44. Cursyas and Sproing-Oings
45. Shlurps
46. Hammer Bros and Goombas
47. Boomerang Bros and Paragoombas
48. Fire Bros and Spiky Goombas
49. Toopa Strikers, Squiglets, and Magikoopas
50. Parakarry card
51. One Muth
52. Chomps
53. Clubbas
54. Squiglets
55. Spanias and Squiglets
56. Boomerang Bros and Goombas
57. Tileoids (stand next to a wall and combo stomp with Peach)
58. Hammer Bros and Cursyas
59. Toopa Strikers and Magikoopas
60. Bow card
61. Magikoopas and Chomps
62. Eeligons, Magikoopas, Pigarithms
63. Tileoids, Magikoopas, Cursyas
64. Ninjoes
65. Fire Bros and Chomps
66. Hammer Bros
67. Clubbas and Cursyas
68. Clubbas and Koopatrols
69. Ninjoes, Cherbils, and Megabite
70. Watt card
71. Jawbus
72. Koopatrols and Koopas
73. Barribad
74. Eeligons and Choppas
75. Pigarithm and Amayzee Dayzee (it can flip. Try to sneak up on it when it's next to a wall and breathe fire on it before it escapes. It may have the key.)
76. Koopatrols
77. Tileoids and Ninjoes
78. Skellobits and Ninjoes
79. Skellobits and Spiky Skellobits
80. Sushie card
81. Spiky Skellobits and Cursyas
82. Cherbils and Magikoopas
83. Skellobits
84. Jawbus
85. Magiblots
86. Koopatrols and Cursyas
87. Squiglets and Toopa Strikers
88. Longators
89. Tileoids and Magiblots
90. Lakilester card
91. Cursyas
92. Squiglets and Magikoopas
93. Hammer Bros, Fire Bros and Boomerang Bros (heal if you are not fully healed or almost fully healed to deal with the onslaught of projectiles)
94. Amayzee Dayzee, Cherbils and Magiblots
95. Headbonk Goombas
96. Jawbus and Megabite
97. Skellobits and Spiky Skellobits
98. Muths
99. Koopatrols, Hammer Bros, Fire Bros, and Boomerang Bros (heal if you are not fully or nearly fully healed)
100. At the bottom, someone says that they've waited for the heroes. They say the heroes have done well and their bravery has been noticed. Whoever's talking is a servant of the Ancients who is to give power to the true heroes. The heroes have passed the 100 trials behind them, but whether they are the true heroes of legend is to bee seen. The heroes are issued a new challenge and a pipe appears. It will lead them out of the dungeon. The challenge is to go through the Flopside Pit of 100 Trials again and they will be recognized as the true heroes. Yes, that means you have to go through all that again to get the power. Heal and restock on items, then get going.
When you return, whoever's there says they'll come clean. They were created by the Ancients, but they don't work for them. They work for their own cursed powers. This is Shadoo, who has been testing the heroes to study them. Shadoo says the heroes' clones are complete. He will beat the heroes and take their place.
All of the clones have 100 HP and 10 attack, making them very powerful. You'll want to have at least one Emergency Ration or some other item that can restore a lot of HP. I also found it very useful to have a couple of Block Blocks in my inventory. The first clone is Dark Luigi. He can Super Jump as the real Luigi can. Next is Dark Bowser, then Dark Peach, then Dark Mario. What you'll want to do is back the clone into a corner with Barry or a Block Block to keep them from attacking you, then use Bowser's fire breath. Two Block Blocks should last you most if not the entire fight. I had four in my inventory. This is a tough fight. You'll get a lot of points for defeating each clone. Once you defeat them all, 8 chests will appear. They contain Mario, Dark Mario, Peach (1), Dark Peach, Bowser (1), Dark Bowser, Luigi, and Dark Luigi cards. This will double each hero's attack power. Shadoo indeed gives them a new power: the power for Mario to remain in 3D indefinitely. You now no longer need to worry about losing health by being in 3D for too long, which is very useful. Open all the chests to make a pipe appear so you can exit and save. Next, prepare for the final chapter and the final battle.
Labels:
Amazy Dayzee,
Boomerang Bro,
Boos,
Chomp,
Fire Bro,
Flopside,
Fuzzies,
Hammer Bro,
Pit of 100 Trials,
Pokey,
Shadoo,
Super Paper Mario
Sunday, September 7, 2014
Super Paper Mario -- Chapter 7-2: The Sealed Doors Three
"I sought a prince, but nay! What I found were ancient men of hairy cheek." "'Twas a horror, yea, and one that left my breath stricken in my throat." Luvbi kept up this refrain as she traveled with our heroes. She seemed less than happy. Still, she DID have a lot of energy... "Hasten thy chubby legs! Times waits not for those who slack!" Luigi, on the other hand, was elated that he and his brother were finally reunited. But Peach and Bowser were still nowhere to be found... Were they safe? ... So thought our heroes as they made their way slowly to Underwhere Road.
Luvbi announces that they have reached Underwhere Road, the way out of The Underwhere. Tippi asks if they keep going upward, they'll eventually reach The Overthere. Luvbi says that is obvious. Her heart weeps to return to The Overthere without meeting her true love. She then asks Tippi if she believes in soul mates. Tippi stammers, but doesn't really answer. Luvbi marks her as "undecided" or "unrequited". Tippi stammers some more, but Luvbi says she was only tweaking Luvbi's chain. Luvbi decides to go on ahead, challenging them to catch her if they can. Tippi calls her an entirely unstable walking mood swing.
Go through the door and you'll enter a dark area. Move carefully as you'll be doing some vertical platforming. Luvbi will always be just ahead of you, so follow her. In the darkness, you may encounter Underhands, so be careful. There are a couple of flipping platforms in the area, as well as some Dark Boos, who can flip. About halfway up, drop down to the right to find a chest with a Dark Boo card. On the way, you'll find item blocks with some Mushrooms. At the top is a door that's sealed shut. Use Tippi's power on it and it starts talking. It notes that travelers have come. He informs the heroes that Queen Jaydes demands that he guard the door, as there are many monsters prowling about. He is Dorguy the First and, as a routine check, will ask some questions to determine if they are trustworthy. If all questions are answered correctly, he'll let them through. These are story problems, but you can largely ignore the story.
1. Who is the most powerful person in The Underwhere? Queen Jaydes
2. What is my name? Dorguy the First
3. How many times did I just say the word "apple"? 6 times
After answering the questions correctly, he lets them through.
The door leads to a room with two locked doors and a Save Block. The ground is shaking. When you have a decent amount of health, talk to the D-Men guarding one of the doors. They say they're busy. Tippi explains that they must reach The Overthere, but don't know the way. The D-Men say the left door will lead them to The Overthere, but they can't open it for them as they've trapped a raging beast, who escaped its prison, behind the door they're guarding. They've locked both doors down for security. Someone must subdue the beast, and if the heroes do it, they'll unlock the door. Agree and the D-Men say they were only joking, but ask if the bros are nuts when they realize they've agreed. They agree to let them through the door, saying they'll mail the hero's mustache to their next of kin. The predict that the hero's game is about to end and unlock the door.
Go through the door and you'll hear a familiar roar. The torches light up, revealing Bowser wondering where he is, why jerks in shades keep jumping him, and why it's so dark. He complains that Peach isn't here and he's hungry. He wonders what he did to deserve this. He notices that the bros are in the room and asks where everyone else is, including Peach. Tippi explains they don't know and they're looking for her. Bowser definitely doesn't like the fact that Peach isn't here and thinks the bros want to break them up. Tippi denies it, but Bowser decides to stomp the truth out of them. Bowser has 80 HP, 8 attack, and 2 defense. He'll charge at the bros or breathe fire. Don't stomp him without Carrie due to the spikes. Keep attacking and you'll eventually win. Bowser asks why he always loses and what's wrong with him. He says he always gets back up every time, as many times as it takes to send the bros to The Underwhere. Luigi says they're already there. Bowser asks if he looks like a guy who's game is over. Tippi explains that Dimentio's attack sent them here and that she and Merlon didn't know about any of them. Bowser finally realizes that Peach is really lost somewhere and asks why they didn't say so. They could've been searching for her this entire time. He rejoins the party.
The heroes leave the room and the D-Men note that their games aren't over, so they think the heroes ran away from the fight. They're shocked to learn that the beast has been defeated. They thank them, calling the heroes "prime go-getters". They give the heroes the Door Key and the other D-Men leave to take care of other things. The remaining D-Man says to have someone light the torches with fire, but the torches will go out eventually.
Unlock the door and have Bowser out, using Carrie's power to move faster. Use his fire breath to light the torches. The Underhands disappear in the light. This area contains a lot of vertical platforming in a narrow space, so if you fall, you may lose a lot of progress. There are Dry Bones and Dark Boos here to help you to that end. Be sure to light every torch in the vertical area, as they are few and far between. About halfway up, drop down to the right to find a pipe. You'll find many coins in the room, but they'll quickly disappear. Return to the dark room and you'll find a door at the top. Use Tippi's power on it to get Dorguy the Second to talk to you. He'll display colorful shapes on a screen and ask questions about what appears, but he won't tell you if you got a question correct.
1. How many red objects were there? 3
2. How many triangles were there? 2
3. What color were the moving objects? Blue
4. Off the top of your head, what number question is this? 4
5. What shape was the most plentiful? Triangles
Once you answer all the questions, he'll say the heroes have very young brain ages, so they must be good people.
Go through the door to find a locked door and a pink door. The pink door leads to the room of the three women. They each have a favor to ask. The only one you need to do is the pink one's, Hagra's. She'll ask you to get a book she lent a D-Man and she'll warp you to his location. Talk to him to get the Diet Book back. You'll still have to climb your way back up to return it to her. She'll give you the Door Key as a reward. The blue one, Hagnes, will ask you to listen to her story of how she romantically pursued Grambi, but lost to another. The green one, Hagitha, will sent you to a D-Man to check a TV recording. Tell him the correct show and climb back up. She rewards you with information on how to deal with an Underwhere beast called the Underchomp. If it's favorite music is played, it will fall asleep.
Unlock the door and you'll find some rocks and a set of ascending stairs. Light the torches so you can see, then use Mario to climb the stairs, so he can flip to avoid the Spiny Tromps rolling down. Super Jump to reach the door at the top. Dorguy the Third is here and he asks if he can get a little Underchomp. He can and it appears, a set of three Chomps, each a primary color. If the heroes are worthy, they should be able to beat it. Things turn into an Earthbound-style battle. Use Piccolo to put each Underchomp to sleep for a few turns, then attack with Bowser for the most damage. When they wake up, use Piccolo again. You'll get 6,000 points for winning. Dorguy the Third allows them through to reach the star.
Luvbi announces that they have reached Underwhere Road, the way out of The Underwhere. Tippi asks if they keep going upward, they'll eventually reach The Overthere. Luvbi says that is obvious. Her heart weeps to return to The Overthere without meeting her true love. She then asks Tippi if she believes in soul mates. Tippi stammers, but doesn't really answer. Luvbi marks her as "undecided" or "unrequited". Tippi stammers some more, but Luvbi says she was only tweaking Luvbi's chain. Luvbi decides to go on ahead, challenging them to catch her if they can. Tippi calls her an entirely unstable walking mood swing.
Go through the door and you'll enter a dark area. Move carefully as you'll be doing some vertical platforming. Luvbi will always be just ahead of you, so follow her. In the darkness, you may encounter Underhands, so be careful. There are a couple of flipping platforms in the area, as well as some Dark Boos, who can flip. About halfway up, drop down to the right to find a chest with a Dark Boo card. On the way, you'll find item blocks with some Mushrooms. At the top is a door that's sealed shut. Use Tippi's power on it and it starts talking. It notes that travelers have come. He informs the heroes that Queen Jaydes demands that he guard the door, as there are many monsters prowling about. He is Dorguy the First and, as a routine check, will ask some questions to determine if they are trustworthy. If all questions are answered correctly, he'll let them through. These are story problems, but you can largely ignore the story.
1. Who is the most powerful person in The Underwhere? Queen Jaydes
2. What is my name? Dorguy the First
3. How many times did I just say the word "apple"? 6 times
After answering the questions correctly, he lets them through.
The door leads to a room with two locked doors and a Save Block. The ground is shaking. When you have a decent amount of health, talk to the D-Men guarding one of the doors. They say they're busy. Tippi explains that they must reach The Overthere, but don't know the way. The D-Men say the left door will lead them to The Overthere, but they can't open it for them as they've trapped a raging beast, who escaped its prison, behind the door they're guarding. They've locked both doors down for security. Someone must subdue the beast, and if the heroes do it, they'll unlock the door. Agree and the D-Men say they were only joking, but ask if the bros are nuts when they realize they've agreed. They agree to let them through the door, saying they'll mail the hero's mustache to their next of kin. The predict that the hero's game is about to end and unlock the door.
Go through the door and you'll hear a familiar roar. The torches light up, revealing Bowser wondering where he is, why jerks in shades keep jumping him, and why it's so dark. He complains that Peach isn't here and he's hungry. He wonders what he did to deserve this. He notices that the bros are in the room and asks where everyone else is, including Peach. Tippi explains they don't know and they're looking for her. Bowser definitely doesn't like the fact that Peach isn't here and thinks the bros want to break them up. Tippi denies it, but Bowser decides to stomp the truth out of them. Bowser has 80 HP, 8 attack, and 2 defense. He'll charge at the bros or breathe fire. Don't stomp him without Carrie due to the spikes. Keep attacking and you'll eventually win. Bowser asks why he always loses and what's wrong with him. He says he always gets back up every time, as many times as it takes to send the bros to The Underwhere. Luigi says they're already there. Bowser asks if he looks like a guy who's game is over. Tippi explains that Dimentio's attack sent them here and that she and Merlon didn't know about any of them. Bowser finally realizes that Peach is really lost somewhere and asks why they didn't say so. They could've been searching for her this entire time. He rejoins the party.
The heroes leave the room and the D-Men note that their games aren't over, so they think the heroes ran away from the fight. They're shocked to learn that the beast has been defeated. They thank them, calling the heroes "prime go-getters". They give the heroes the Door Key and the other D-Men leave to take care of other things. The remaining D-Man says to have someone light the torches with fire, but the torches will go out eventually.
Unlock the door and have Bowser out, using Carrie's power to move faster. Use his fire breath to light the torches. The Underhands disappear in the light. This area contains a lot of vertical platforming in a narrow space, so if you fall, you may lose a lot of progress. There are Dry Bones and Dark Boos here to help you to that end. Be sure to light every torch in the vertical area, as they are few and far between. About halfway up, drop down to the right to find a pipe. You'll find many coins in the room, but they'll quickly disappear. Return to the dark room and you'll find a door at the top. Use Tippi's power on it to get Dorguy the Second to talk to you. He'll display colorful shapes on a screen and ask questions about what appears, but he won't tell you if you got a question correct.
1. How many red objects were there? 3
2. How many triangles were there? 2
3. What color were the moving objects? Blue
4. Off the top of your head, what number question is this? 4
5. What shape was the most plentiful? Triangles
Once you answer all the questions, he'll say the heroes have very young brain ages, so they must be good people.
Go through the door to find a locked door and a pink door. The pink door leads to the room of the three women. They each have a favor to ask. The only one you need to do is the pink one's, Hagra's. She'll ask you to get a book she lent a D-Man and she'll warp you to his location. Talk to him to get the Diet Book back. You'll still have to climb your way back up to return it to her. She'll give you the Door Key as a reward. The blue one, Hagnes, will ask you to listen to her story of how she romantically pursued Grambi, but lost to another. The green one, Hagitha, will sent you to a D-Man to check a TV recording. Tell him the correct show and climb back up. She rewards you with information on how to deal with an Underwhere beast called the Underchomp. If it's favorite music is played, it will fall asleep.
Unlock the door and you'll find some rocks and a set of ascending stairs. Light the torches so you can see, then use Mario to climb the stairs, so he can flip to avoid the Spiny Tromps rolling down. Super Jump to reach the door at the top. Dorguy the Third is here and he asks if he can get a little Underchomp. He can and it appears, a set of three Chomps, each a primary color. If the heroes are worthy, they should be able to beat it. Things turn into an Earthbound-style battle. Use Piccolo to put each Underchomp to sleep for a few turns, then attack with Bowser for the most damage. When they wake up, use Piccolo again. You'll get 6,000 points for winning. Dorguy the Third allows them through to reach the star.
Labels:
Boos,
Bowser,
Dorguy,
Key,
Luvbi,
Super Paper Mario,
The Underwhere,
Tippi,
Underchomp
Tuesday, August 12, 2014
Super Paper Mario -- Chapter 2-4: The Basement Face-Off
The mysterious handmaid Mimi disappeared in a bizarre explosion... What exactly was her plan and why did she try to enslave Mario and friends? After the incident, Princess Peach noticed stairs going down. "Here we go!" she said. "I wonder if Merlee is down here?" thought our heroes as they traded worried glances... The two solemnly made their way down, knowing there was no other path to follow.
In Merlee's Basement, Tippi says that the Pure Heart is nearby, as she can feel the tremors more strongly. Someone starts speaking faintly in rhyme, thanking them for looking for her. A faded image of Merlee appears. She's glad to see them, as she's been waiting a long time for them. They can't meet right now as an evil one is pursuing her, so she's not safe. Merlee says the basement is like a maze. With her power fading, she says to trust nothing, be it foul or fair. The image disappears and Tippi wonders if that was really her and why they have to be so careful.
Go down the stairs and you'll find a Mushroom to the left in an item block. To the right are two doors. From this point forward, the basement is like a maze. The door on the left leads to Room 01. Check the signs in the middle of the room to check the number. Go through the upper left door, which leads to a room decorated like the rest of the mansion. Flip and you'll find a couple of flip blocks. Bring them into 2D, noting that there are two tiers of them. Go up to the second level and Merlee is there. She says she's like the sun to those whom fate brings her. She knew she would see them soon. Tippi asks her for the Pure Heart and Merlee says she'll gladly give it to them for 10 million Rubees, a bargain according to her. She asks them to sign on the dotted line. Refuse and she'll allow a small loan. Refuse again and she'll throw in a free gift: a Super Mega Ultra Shroom. Refuse and she'll offer Breadward, a Pixl made of oats and lard. Refuse one more time and she yells, saying none of them have a clue. This is there last shot. Refuse and Merlee's faded image appears, saying this Merlee's a fake. The fake Merlee says, "Mimimimimimimimimimimimimi!", then says there's no point in trying to fool them anymore. She turns into Mimi, saying the girl that they thought was a handmaid or Merlee was an imposter and a faithful servant of Count Bleck She's the master impersonator, Mimi. She wanted to settle things peacefully, but it's too bad that the heroes refused. She assumes her true form, her head crackling and spinning. Spider-like legs appear. Merlee says she's protected by a barrier, so attacks are useless. They must flee and find the real Merlee, who can use her magic to weaken her.
Go through the right door. Mimi will chase you, so if you stay in a room long enough, she'll appear, throwing Rubees. Going through the right door will lead you to Room 05, where you'll find Swoopers. On the right side, flip sideways with Slim and you'll drop down to a door. This door leads to Room 06, which has a Cursya. Flip to reach the top right door. This leads to Room 08, where there's an Ice Cherbil. Blow up the crack near the sign for a Shroom Shake. Go through the top right door to Room 07, which has a Boo. Blow up the crack in the upper right area and flip to go through it. There's a door in this tunnel, leading to Room 09. There are a couple of Shlurps here. Go through the top left door to an unnumbered room with an Atomic Boo. It has 10 HP and 2 attack. Use Boomer to defeat it. Use Tippi's power to reveal an invisible staircase in the middle of the room. Take them to the top right door.
This door leads to the basement's bathrooms. There's nothing of interest in the men's bathroom, other than some graffiti. In the women's bathroom, you'll find more graffiti and Merlee in the third stall from the left. A fly is buzzing around her. She says that she was too weak and Mimi too robust, so she hid the Pure Heart where Mimi would never look. She and the heroes should combine their powers to teach Mimi a lesson. Mimi doesn't think so, however. She appears, then transforms into Merlee. They both call each other fake and bump into each other. They ask the heroes to tell them apart, which starts up the 66th Annual "That's My Merlee" Show. The host says that the heroes get to ask five questions, then pick the real Merlee. Pick any questions you like: the answers don't matter. At the end, the fly starts buzzing around Merlee #1, the one hiding in the bathroom. Pick this one, and she'll says that no one could copy her. Mimi counters that she mimicked Merlee perfectly. She'll congratulate the heroes by tearing them apart. She assumes her true form and attacks. Merlee leaves the bathroom to cheer in safety.
Mimi has an unknown amount of HP and 1 attack power. Peach is good for this battle as she can hover and protect herself with her umbrella. Mimi will be throwing Rubees at you, as well as sending a wave of Rubees from the floor. Initially, you can't attack her while she is glowing. After a cheer from Merlee, you can start doing damage. Merlee's cheer is magical and destroys Mimi's invincibility barrier. Use Thoreau to pick up a Rubee and throw it at Mimi. This will stun her so you can jump on her. After a couple of jump attacks, a leg will fall off. She's finished when all of her legs have fallen off. Mimi says this is impossible and explodes, revealing her normal form. She says she's not beaten for good and the heroes won't be so lucky next time. She flips out of the mansion.
Merlee says they did a fine job. The tenants of the mansion guarded the Pure Heart for 1,500 years, waiting for the hero. Now, their duty is done and she's ecstatic. The Light Prognosticus says she and her ancestors waited by the Pure Heart, but there's something else not written in it. In another prophecy, it is written that a heart of chaos can only be beaten by four of mystery, united. Peach and Mario are the first two heroes and they must find the other two. The other two may be known to them. Merlee gives them the yellow Pure Heart.
End Of Chapter
Count Bleck's servant Mimi had laid a nasty trap for Mario and friends... But with the help of Merlee, faithful defender of the Pure Heart, the day was won. But who were the other two heroes mentioned by Merlee? With five Pure Hearts yet to be found, Mario knew this adventure had only begun...
In Merlee's Basement, Tippi says that the Pure Heart is nearby, as she can feel the tremors more strongly. Someone starts speaking faintly in rhyme, thanking them for looking for her. A faded image of Merlee appears. She's glad to see them, as she's been waiting a long time for them. They can't meet right now as an evil one is pursuing her, so she's not safe. Merlee says the basement is like a maze. With her power fading, she says to trust nothing, be it foul or fair. The image disappears and Tippi wonders if that was really her and why they have to be so careful.
Go down the stairs and you'll find a Mushroom to the left in an item block. To the right are two doors. From this point forward, the basement is like a maze. The door on the left leads to Room 01. Check the signs in the middle of the room to check the number. Go through the upper left door, which leads to a room decorated like the rest of the mansion. Flip and you'll find a couple of flip blocks. Bring them into 2D, noting that there are two tiers of them. Go up to the second level and Merlee is there. She says she's like the sun to those whom fate brings her. She knew she would see them soon. Tippi asks her for the Pure Heart and Merlee says she'll gladly give it to them for 10 million Rubees, a bargain according to her. She asks them to sign on the dotted line. Refuse and she'll allow a small loan. Refuse again and she'll throw in a free gift: a Super Mega Ultra Shroom. Refuse and she'll offer Breadward, a Pixl made of oats and lard. Refuse one more time and she yells, saying none of them have a clue. This is there last shot. Refuse and Merlee's faded image appears, saying this Merlee's a fake. The fake Merlee says, "Mimimimimimimimimimimimimi!", then says there's no point in trying to fool them anymore. She turns into Mimi, saying the girl that they thought was a handmaid or Merlee was an imposter and a faithful servant of Count Bleck She's the master impersonator, Mimi. She wanted to settle things peacefully, but it's too bad that the heroes refused. She assumes her true form, her head crackling and spinning. Spider-like legs appear. Merlee says she's protected by a barrier, so attacks are useless. They must flee and find the real Merlee, who can use her magic to weaken her.
Go through the right door. Mimi will chase you, so if you stay in a room long enough, she'll appear, throwing Rubees. Going through the right door will lead you to Room 05, where you'll find Swoopers. On the right side, flip sideways with Slim and you'll drop down to a door. This door leads to Room 06, which has a Cursya. Flip to reach the top right door. This leads to Room 08, where there's an Ice Cherbil. Blow up the crack near the sign for a Shroom Shake. Go through the top right door to Room 07, which has a Boo. Blow up the crack in the upper right area and flip to go through it. There's a door in this tunnel, leading to Room 09. There are a couple of Shlurps here. Go through the top left door to an unnumbered room with an Atomic Boo. It has 10 HP and 2 attack. Use Boomer to defeat it. Use Tippi's power to reveal an invisible staircase in the middle of the room. Take them to the top right door.
This door leads to the basement's bathrooms. There's nothing of interest in the men's bathroom, other than some graffiti. In the women's bathroom, you'll find more graffiti and Merlee in the third stall from the left. A fly is buzzing around her. She says that she was too weak and Mimi too robust, so she hid the Pure Heart where Mimi would never look. She and the heroes should combine their powers to teach Mimi a lesson. Mimi doesn't think so, however. She appears, then transforms into Merlee. They both call each other fake and bump into each other. They ask the heroes to tell them apart, which starts up the 66th Annual "That's My Merlee" Show. The host says that the heroes get to ask five questions, then pick the real Merlee. Pick any questions you like: the answers don't matter. At the end, the fly starts buzzing around Merlee #1, the one hiding in the bathroom. Pick this one, and she'll says that no one could copy her. Mimi counters that she mimicked Merlee perfectly. She'll congratulate the heroes by tearing them apart. She assumes her true form and attacks. Merlee leaves the bathroom to cheer in safety.
Mimi has an unknown amount of HP and 1 attack power. Peach is good for this battle as she can hover and protect herself with her umbrella. Mimi will be throwing Rubees at you, as well as sending a wave of Rubees from the floor. Initially, you can't attack her while she is glowing. After a cheer from Merlee, you can start doing damage. Merlee's cheer is magical and destroys Mimi's invincibility barrier. Use Thoreau to pick up a Rubee and throw it at Mimi. This will stun her so you can jump on her. After a couple of jump attacks, a leg will fall off. She's finished when all of her legs have fallen off. Mimi says this is impossible and explodes, revealing her normal form. She says she's not beaten for good and the heroes won't be so lucky next time. She flips out of the mansion.
Merlee says they did a fine job. The tenants of the mansion guarded the Pure Heart for 1,500 years, waiting for the hero. Now, their duty is done and she's ecstatic. The Light Prognosticus says she and her ancestors waited by the Pure Heart, but there's something else not written in it. In another prophecy, it is written that a heart of chaos can only be beaten by four of mystery, united. Peach and Mario are the first two heroes and they must find the other two. The other two may be known to them. Merlee gives them the yellow Pure Heart.
End Of Chapter
Count Bleck's servant Mimi had laid a nasty trap for Mario and friends... But with the help of Merlee, faithful defender of the Pure Heart, the day was won. But who were the other two heroes mentioned by Merlee? With five Pure Hearts yet to be found, Mario knew this adventure had only begun...
Labels:
Big Boo,
Boomer,
Boos,
Light Prognosticus,
Merlee,
Merlee's Mansion,
Mimi,
Princess Peach,
Pure Heart,
Rubee,
Slim,
Super Paper Mario,
Thoreau
Sunday, August 10, 2014
Super Paper Mario -- Chapter 2-2: Tricks, Treats, Traps
On the far side of a beat-ridden swamp, Mario and Co. found an imposing residence. "This must be Merlee's Mansion!" squealed Princess Peach with glee. If our friends could only find the Pure Heart quickly, their quest here would end. But when has fate ever set Mario on such a simple path? Brimming with anticipation, our plucky heroes plunged into Merlee's Mansion...
The music outside Merlee's Mansion is a little creepy, and the atmosphere is no different. Flip to go behind the hedge on the left side for a coin block. On the right side, stand on the block and jump for an invisible brick block with a ladder. Climb to the top, then float left with Peach to the roof. The chest at the top has a Stopwatch. Flip to drop down to the balcony for a Cursya card. Drop down to the ground and go inside.
Inside are large creatures with sharp teeth. They are Gnips, Merlee's pets. They'll kick you out of the mansion if they catch you, but only to get you out of harm's way. Flip to avoid them. Go up past the crystal ball on the table and go behind the curtain. Flip to find the door. There's a Save Block here, as well as a maid. She welcomes them to the mansion and introduces herself as Mimi, or Mimikins. She says Merlee's on the second floor, in the farthest room. She warns them not to go into the other rooms. The room is on the far right. Hit the switch and bars cover the windows. Spikes appear on the ceiling and it starts to lower. Wait until the ceiling gets fairly close to the floor, then flip. You'll find the spikes only cover half the room in 3D. Get out of the way, then jump onto the ceiling. It will start to rise again. Go to the left side and you'll find a walkway. Get on the walkway and blow up the brick blocks to keep moving. You'll also have to flip into 3D to keep moving. Be careful, as the platform is narrow. On the far right side is a chest with a House Key. Drop down and leave the room.
Talk to Mimi again and she'll say Merlee's in the closest room on the second floor. Go back upstairs and go through the door on the left. There's a Mushroom dangling from a rope. Grab it and a trap door below opens. There's a Shlurp down there. Defeat it with Boomer for a red switch, then place Boomer on the switch. Run to the left. A pipe will appear briefly when Boomer activates the switch. It will take you back to the room with the trap door. Talk to Mimi again, who can't believe she's been so forgetful. She says Merlee's on the second floor in the middle room. You'll find many coins in the room. Flip at the top of the stairs for more. Run far enough to the right to set off yet another trap door. This room has Swoopers. Defeat them all for a red switch, which should be activated the same way. Mimi says to look anywhere at this point. Go through the left door on the first floor and you'll find Boos. To defeat them, jump on them when your back is turned to them, or use Boomer. This will make a red switch appear. Return and flip past Gnaw, the creature chained to the right door on the first floor. Unlock the door to free Gnaw and it will go after Mimi, chasing her around. Tippi wonders why it went after Mimi and not them. She says the mansion has many secrets. Go through the door to the star.
The music outside Merlee's Mansion is a little creepy, and the atmosphere is no different. Flip to go behind the hedge on the left side for a coin block. On the right side, stand on the block and jump for an invisible brick block with a ladder. Climb to the top, then float left with Peach to the roof. The chest at the top has a Stopwatch. Flip to drop down to the balcony for a Cursya card. Drop down to the ground and go inside.
Inside are large creatures with sharp teeth. They are Gnips, Merlee's pets. They'll kick you out of the mansion if they catch you, but only to get you out of harm's way. Flip to avoid them. Go up past the crystal ball on the table and go behind the curtain. Flip to find the door. There's a Save Block here, as well as a maid. She welcomes them to the mansion and introduces herself as Mimi, or Mimikins. She says Merlee's on the second floor, in the farthest room. She warns them not to go into the other rooms. The room is on the far right. Hit the switch and bars cover the windows. Spikes appear on the ceiling and it starts to lower. Wait until the ceiling gets fairly close to the floor, then flip. You'll find the spikes only cover half the room in 3D. Get out of the way, then jump onto the ceiling. It will start to rise again. Go to the left side and you'll find a walkway. Get on the walkway and blow up the brick blocks to keep moving. You'll also have to flip into 3D to keep moving. Be careful, as the platform is narrow. On the far right side is a chest with a House Key. Drop down and leave the room.
Talk to Mimi again and she'll say Merlee's in the closest room on the second floor. Go back upstairs and go through the door on the left. There's a Mushroom dangling from a rope. Grab it and a trap door below opens. There's a Shlurp down there. Defeat it with Boomer for a red switch, then place Boomer on the switch. Run to the left. A pipe will appear briefly when Boomer activates the switch. It will take you back to the room with the trap door. Talk to Mimi again, who can't believe she's been so forgetful. She says Merlee's on the second floor in the middle room. You'll find many coins in the room. Flip at the top of the stairs for more. Run far enough to the right to set off yet another trap door. This room has Swoopers. Defeat them all for a red switch, which should be activated the same way. Mimi says to look anywhere at this point. Go through the left door on the first floor and you'll find Boos. To defeat them, jump on them when your back is turned to them, or use Boomer. This will make a red switch appear. Return and flip past Gnaw, the creature chained to the right door on the first floor. Unlock the door to free Gnaw and it will go after Mimi, chasing her around. Tippi wonders why it went after Mimi and not them. She says the mansion has many secrets. Go through the door to the star.
Labels:
Boomer,
Boos,
Gnaw,
Gnip,
Key,
Merlee's Mansion,
Mimi,
Prince Peasley,
Tippi
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
Sunday, June 29, 2014
Paper Mario: The Thousand-Year Door -- Chapter 4: For Pigs The Bell Tolls -- Part 1
Twilight Town is a dimly lit, depressing town, with creepy music. A resident walks up to greet Mario, saying it's been a while since anyone came from outside. He notices Mario might be an adventurer, which may make this a bad or the perfect time for him. The resident is about to tell Mario a scary tale when a bell rings. The resident panics and turns into a pig. The mayor of the town appears and takes Mario into his house. He says the town is cursed by a creature who lives in Creepy Steeple in the forest. The curse is that when the bell tolls, a resident becomes a pig. None of them can sleep and the village will become a pigpen before long. The mayor implores Mario to leave before the curse hits him. Mario's partner asks about the Crystal Star. The mayor doesn't know about the Crystal Star, but knows of a glittery, red, star-shaped stone in Creepy Steeple. The mayor says Mario shouldn't go there.
Go outside and you'll find a Star Piece between the two left houses. There's also one in the shrub near the tree. There are many crows in the trees, but all they say is "Caw". Go east and you'll find a Star Piece behind the fence near the tree. In the left house is a woman with three children. They are hungry, but her husband turned into a pig, so she can't feed them. Give her a food item in exchange for a Shooting Star. The bell will toll and she'll turn into a pig. In the item shop, someone is crying. Go inside and you'll find the shopkeeper and a pig. The shop isn't open. Her husband turned into a pig and she wants him back to normal. She'd offer him the items in the storeroom, except it is locked and her husband had the key and probably lost it. Go to the gate and you'll learn that you need the mayor's permission to leave. The bell will then toll. Go back to the mayor's house and you'll find he's turned into a pig. Now Mario can't get permission to leave. The bell will toll again. Go to the gatekeeper, who is also now a pig. There is nothing stopping Mario from leaving town. Go east.
There's an empty shack just outside of town. Check inside it for a Black Key. You'll find new enemies here: Hyper Goombas of all varieties. They all have 8 HP and 2 attack. They can charge up their next attack. Regular Goombas and Paragoombas get 8 attack power when charged, and Spiky Goombas get 9. Up ahead, you'll see a pig and a fallen tree. On the other side is a key, but you can't get past the tree. Have Koops retrieve the Shop Key and use it to unlock the storeroom. There are some items here and a Black Chest. The regular chest contains the Defend Plus Badge. There's also a Life Shroom, as well as a Boo's Sheet, and a Jammin' Jelly. Check out the Black Chest and it claims to not be like the others, saying it won't curse you. It wants out and says it planned on giving Mario a new ability to go special places. It begs for Mario to unlock the chest. Unlock it and it calls them fools. It asked what did he expect. It will unleash the king of curses, one that will make you know the pain of having one's body roll up so that they can't walk. Hold [R] and rotate the Control Stick repeatedly to roll up like a cardboard tube. Press (B) to return to normal. Use this new curse to get past the fallen tree.
On the other side of the fallen tree is a Star Piece. On the right side is a large straw hut. Have Flurrie remove it to reveal a pipe. The pipe takes you to the background. Walk to the left into the forest. In the forest, you'll find many Crayzee Dayzees. They have 7 HP and 2 attack. Their lullaby will put you to sleep unless you guard, which is tricky. Guard right at the end of the lullaby. They will run away when their HP is low. Flip sideways to slip between some plants to reach the back path. Walk to the right for an Earth Quake in an item block. Go to the left and you'll find the Hammer Throw badge in an item block. You'll also find Hyper Clefts. They have 4 HP, 3 attack, and 3 defense. They can charge their attack power to 9. You can defeat them by superguarding, using items, Gulp, and Earth Tremor. It can also be advisable to run away. At the end of the path to the left is a tree. Use Flurrie to reveal a hole in the tree. Go through the hole into the background. Walk to the right to enter another part of the forest. There is a clearing ahead. Use Flurrie's power on the clearing to reveal a wooden panel on the ground. Ground pound the panel and drop down the hole to reach the background. Push the rock in the background to the right to move the rock in the foreground. This will reveal another hole in the foreground. Go back through the hole and go through the newly-revealed hole to reach the other side of the rock. Near the east exit, behind the front tree is a Shine Sprite. It's not directly behind the tree. Go east to reach Creepy Steeple.
Creepy Steeple is unnerving Mario's partner and they want to leave as quickly as possible. You can heal and save outside. You can jump down the well, where you'll find many Buzzy Beetles and Spike tops. They each have 5 HP, 3 attack, and 4 defense. If you can flip them over, their defense drops to zero. You can't go very far into the well, but you can get the Tornado Jump badge and a Shine Sprite. Aboveground, the gate to Creepy Steeple is chained shut. There's a gap in the stone fence to the right that Mario can roll under. Walk behind the fence to the left for a Star Piece. Go inside.
Inside Creepy Steeple is a creepy stained glass window. Near the entrance is a gap in the wall Mario can roll under. It takes you to a room with a Shine Sprite and a chest. The chest contains the Cookbook. The Ice Smash badge is here, along with a Star Piece behind the furniture. Return to the main hallway and walk to the right. There's a statue of a Crystal Star. Push it to the right to reveal a hole in the floor. Drop down and you'll see a door and a peeling wall. Peel the wall to reveal a hole. Walk all the way to the right for a chest with the Flower Saver badge. Go through the left door and you'll find a purple box. Open it and many Boos will fly out from it. The last Boo will ask you a quiz question: How many Boos in total came flying out of the box? Answer 200 and it will call you a math nerd and give you an Ultra Shroom. Spring back up to the main hallway and you'll see a Boo crying. Be careful around it. If you choose to talk to it, it will ask if you're going to be mean to it. If you say you're not, all 200 Boos will appear and follow you around. Move quickly before they swarm you and kick you out of the steeple. If you're fully healed and they crowd you, do a couple of Super Hammer attacks to knock them away. A Boo says Mario said he wouldn't be mean, so he tells the other Boos to get Mario. They swarm to form a large Boo called Atomic Boo. It has 40 HP and 4 attack. It can squish Mario, scare Mario and his partner into not attacking or attacking each other, or send hundreds of Boos at them both. Guard repeatedly for that last attack. There are Boos in the audience who can make anyone onstage transparent so attacks miss. Use Power Bounce and Ground Pound to defeat Atomic Boo as quickly as possible. Defeating it and it will drop the Lucky Start badge.
In the middle of the hallway are two doors: one on the front wall and one on the back wall. Go through either one of them. You'll find yourself on the veranda, where there are Boos and Swoopers. Swoopers have 6 HP and 3 attack and can hang from the ceiling. Hit it with Hammer Throw, Body Slam, or an earth-shaking attack to knock it off the ceiling and have it fly within jumping reach. Boos have 7 HP and 3 attack. They can become transparent so all attacks will miss. At the end of each hallway is a red switch and a door that leads inside. Hit the switch on the front side of the steeple first, then go through the doorway. There are stairs here that move in response to which switch was hit. Only go up the stairs and through the door when the staircase is not at the middle door. That will only make you drop into the main hallway. Move the staircase to the front and go through the door. This will take you to the second floor of the main hallway. There are gaps in the floor. At the end of the hallway is the Steeple Key. Use Koops to reach it. Go back through the door and move the staircase to the back. Go through that door and you'll reach a locked door and a Save Block. Through the locked door is a Heal Block. Go up the stairs and spring up once you reach the top.
A voice will ask you why you're interrupting it's "Me" time. It's a Duplighost wearing a party hat, the monster the mayor warned them about. It's been thinking up pranks and thought up the prank to turn the villagers into pigs. It says that the villagers are depressing and boring, so it decided to let them wallow in mud, instead of gloom. It attacks. It's ?????, an enemy with no listed name in the Tattle Log. It has 40 HP and 4 attack. It can transform itself as well as other stuff, which is probably how the villagers turned into pigs. Use Ground Pound and Power Bounce to get it some good hits. After a while, it will scan Mario and copy him in shadow form when it has about 14 HP left. He has Mario's jump and hammer attacks, so guard accordingly. You'll get about 20 SP for winning. Mario yells as the shadow falls and the Crystal Star falls out from the shadow. Mario picks it up, but looks exhausted.
End of Chapter
Mario defeated the scourge of Creepy Steeple and found the fourth Crystal Star. The people of Twilight Town have surely recovered from their awful curse by now. At this rate, Mario's quest to collect all seven Crystal Stars will be done in no time! With his back to Creepy Steeple, Mario sets out toward his bright future...
Go outside and you'll find a Star Piece between the two left houses. There's also one in the shrub near the tree. There are many crows in the trees, but all they say is "Caw". Go east and you'll find a Star Piece behind the fence near the tree. In the left house is a woman with three children. They are hungry, but her husband turned into a pig, so she can't feed them. Give her a food item in exchange for a Shooting Star. The bell will toll and she'll turn into a pig. In the item shop, someone is crying. Go inside and you'll find the shopkeeper and a pig. The shop isn't open. Her husband turned into a pig and she wants him back to normal. She'd offer him the items in the storeroom, except it is locked and her husband had the key and probably lost it. Go to the gate and you'll learn that you need the mayor's permission to leave. The bell will then toll. Go back to the mayor's house and you'll find he's turned into a pig. Now Mario can't get permission to leave. The bell will toll again. Go to the gatekeeper, who is also now a pig. There is nothing stopping Mario from leaving town. Go east.
There's an empty shack just outside of town. Check inside it for a Black Key. You'll find new enemies here: Hyper Goombas of all varieties. They all have 8 HP and 2 attack. They can charge up their next attack. Regular Goombas and Paragoombas get 8 attack power when charged, and Spiky Goombas get 9. Up ahead, you'll see a pig and a fallen tree. On the other side is a key, but you can't get past the tree. Have Koops retrieve the Shop Key and use it to unlock the storeroom. There are some items here and a Black Chest. The regular chest contains the Defend Plus Badge. There's also a Life Shroom, as well as a Boo's Sheet, and a Jammin' Jelly. Check out the Black Chest and it claims to not be like the others, saying it won't curse you. It wants out and says it planned on giving Mario a new ability to go special places. It begs for Mario to unlock the chest. Unlock it and it calls them fools. It asked what did he expect. It will unleash the king of curses, one that will make you know the pain of having one's body roll up so that they can't walk. Hold [R] and rotate the Control Stick repeatedly to roll up like a cardboard tube. Press (B) to return to normal. Use this new curse to get past the fallen tree.
On the other side of the fallen tree is a Star Piece. On the right side is a large straw hut. Have Flurrie remove it to reveal a pipe. The pipe takes you to the background. Walk to the left into the forest. In the forest, you'll find many Crayzee Dayzees. They have 7 HP and 2 attack. Their lullaby will put you to sleep unless you guard, which is tricky. Guard right at the end of the lullaby. They will run away when their HP is low. Flip sideways to slip between some plants to reach the back path. Walk to the right for an Earth Quake in an item block. Go to the left and you'll find the Hammer Throw badge in an item block. You'll also find Hyper Clefts. They have 4 HP, 3 attack, and 3 defense. They can charge their attack power to 9. You can defeat them by superguarding, using items, Gulp, and Earth Tremor. It can also be advisable to run away. At the end of the path to the left is a tree. Use Flurrie to reveal a hole in the tree. Go through the hole into the background. Walk to the right to enter another part of the forest. There is a clearing ahead. Use Flurrie's power on the clearing to reveal a wooden panel on the ground. Ground pound the panel and drop down the hole to reach the background. Push the rock in the background to the right to move the rock in the foreground. This will reveal another hole in the foreground. Go back through the hole and go through the newly-revealed hole to reach the other side of the rock. Near the east exit, behind the front tree is a Shine Sprite. It's not directly behind the tree. Go east to reach Creepy Steeple.
Creepy Steeple is unnerving Mario's partner and they want to leave as quickly as possible. You can heal and save outside. You can jump down the well, where you'll find many Buzzy Beetles and Spike tops. They each have 5 HP, 3 attack, and 4 defense. If you can flip them over, their defense drops to zero. You can't go very far into the well, but you can get the Tornado Jump badge and a Shine Sprite. Aboveground, the gate to Creepy Steeple is chained shut. There's a gap in the stone fence to the right that Mario can roll under. Walk behind the fence to the left for a Star Piece. Go inside.
Inside Creepy Steeple is a creepy stained glass window. Near the entrance is a gap in the wall Mario can roll under. It takes you to a room with a Shine Sprite and a chest. The chest contains the Cookbook. The Ice Smash badge is here, along with a Star Piece behind the furniture. Return to the main hallway and walk to the right. There's a statue of a Crystal Star. Push it to the right to reveal a hole in the floor. Drop down and you'll see a door and a peeling wall. Peel the wall to reveal a hole. Walk all the way to the right for a chest with the Flower Saver badge. Go through the left door and you'll find a purple box. Open it and many Boos will fly out from it. The last Boo will ask you a quiz question: How many Boos in total came flying out of the box? Answer 200 and it will call you a math nerd and give you an Ultra Shroom. Spring back up to the main hallway and you'll see a Boo crying. Be careful around it. If you choose to talk to it, it will ask if you're going to be mean to it. If you say you're not, all 200 Boos will appear and follow you around. Move quickly before they swarm you and kick you out of the steeple. If you're fully healed and they crowd you, do a couple of Super Hammer attacks to knock them away. A Boo says Mario said he wouldn't be mean, so he tells the other Boos to get Mario. They swarm to form a large Boo called Atomic Boo. It has 40 HP and 4 attack. It can squish Mario, scare Mario and his partner into not attacking or attacking each other, or send hundreds of Boos at them both. Guard repeatedly for that last attack. There are Boos in the audience who can make anyone onstage transparent so attacks miss. Use Power Bounce and Ground Pound to defeat Atomic Boo as quickly as possible. Defeating it and it will drop the Lucky Start badge.
In the middle of the hallway are two doors: one on the front wall and one on the back wall. Go through either one of them. You'll find yourself on the veranda, where there are Boos and Swoopers. Swoopers have 6 HP and 3 attack and can hang from the ceiling. Hit it with Hammer Throw, Body Slam, or an earth-shaking attack to knock it off the ceiling and have it fly within jumping reach. Boos have 7 HP and 3 attack. They can become transparent so all attacks will miss. At the end of each hallway is a red switch and a door that leads inside. Hit the switch on the front side of the steeple first, then go through the doorway. There are stairs here that move in response to which switch was hit. Only go up the stairs and through the door when the staircase is not at the middle door. That will only make you drop into the main hallway. Move the staircase to the front and go through the door. This will take you to the second floor of the main hallway. There are gaps in the floor. At the end of the hallway is the Steeple Key. Use Koops to reach it. Go back through the door and move the staircase to the back. Go through that door and you'll reach a locked door and a Save Block. Through the locked door is a Heal Block. Go up the stairs and spring up once you reach the top.
A voice will ask you why you're interrupting it's "Me" time. It's a Duplighost wearing a party hat, the monster the mayor warned them about. It's been thinking up pranks and thought up the prank to turn the villagers into pigs. It says that the villagers are depressing and boring, so it decided to let them wallow in mud, instead of gloom. It attacks. It's ?????, an enemy with no listed name in the Tattle Log. It has 40 HP and 4 attack. It can transform itself as well as other stuff, which is probably how the villagers turned into pigs. Use Ground Pound and Power Bounce to get it some good hits. After a while, it will scan Mario and copy him in shadow form when it has about 14 HP left. He has Mario's jump and hammer attacks, so guard accordingly. You'll get about 20 SP for winning. Mario yells as the shadow falls and the Crystal Star falls out from the shadow. Mario picks it up, but looks exhausted.
End of Chapter
Mario defeated the scourge of Creepy Steeple and found the fourth Crystal Star. The people of Twilight Town have surely recovered from their awful curse by now. At this rate, Mario's quest to collect all seven Crystal Stars will be done in no time! With his back to Creepy Steeple, Mario sets out toward his bright future...
Sunday, May 18, 2014
Paper Mario: Chapter 3 -- The "Invincible" Tubba Blubba -- Part 2
Enter Tubba Blubba's castle with Bow at your side. There are UFO-like creatures called Sentinels that guard the foyer. If they catch you, they'll take you outside the castle, which can be advantageous when you want to reach the Save Block quickly. When they pursue you, have Bow make Mario transparent until they stop pursuing you. Spin dash quickly to the door on the left. There are Clubbas in the hallway. Some of them are sleeping, so you can snake past them if you walk slowly. If you want to battle them, they have 8 HP and give 2 SP. They'll hit you with their maces. Don't jump on them without the Spiky Shield badge. Go through the far left door on the back wall. There's a Star Piece on the table you can reach by jumping on the chair. Go through the west door.
There's a Star Piece on the table you can't reach yet. You can hear snoring here, and it's not just the Clubbas. Go through the left door on the back wall and go down the stairs. There's a panel on the floor. Spin jump on it to reach the basement. There's a chest with a key. Drop down to find a Heal Block and a Boo. He came to the castle with friends to find Tubba Blubba's weak point. He says there's something important in Tubba Blubba's room on the highest floor and to not fight him. Take the door to the left to the base of a different set of stairs. There's an upgrade block here. I upgraded Bow. The stairs lead to the table with the Star Piece you can't reach. Go the foyer and unlock the east door. Saving is a good idea.
To the right of the door is a set of stairs to the second floor. There are Sentinels at the top of the stairs near the west door. The door leads to a hallway over the foyer. Go west. In the middle of the hallway is a crack in the wall different from the others. Bombette can break the wall. Go through the hole in the wall and you'll find three panels. Break the back left panel first, which is over a spring. Spring back up to the second floor, then break the back right panel. This will drop you down onto the table below. Use Parakarry to cross the gap to reach the D-Down Jump badge. Spring back to the second floor. Return to the hallway and dodge the Sentinel. Go through the back left door into a room filled with spikes. When the spikes retract, move quickly to the right. When they're about to appear, use Bow to become transparent. At the far right is a chest with a key. Return to the hallway and go west.
The door leads to a room with a broken railing. Approach the railing from the left and drop down onto the table below with the Star Piece. Return to the second floor and push the clock on the back wall to the left. This reveals a hidden doorway. There are coins on the bed and a drawer is pulled out. Pull out the lower drawer to the right to form stairs, then cross the gap with Parakarry. Grab the coins and climb up the shelves to the left. There is a hidden area to the left with the Mega Rush badge. Return to the hallway and unlock the west door. At the base of the stairs is an item block with Maple Syrup. Go up the stairs and through the door.
Tubba Blubba is in the hallway and smells something fishy. The floor will shake as he gets closer. Hide with Bow until he turns around, then walk east until he turns around. Only move when he's not looking. Go through the door on the back wall and you'll find an area filled with sleeping Clubbas. Quietly walk past them to the left to get the key. Sneak past them and return to the hallway. Unlock the east door, which leads to a Save Block and a Heal Block. Defeat the sleeping Clubbas in the back room of the previous hallway if you like. When you're ready, go east into Tubba Blubba's room.
Tubba Blubba will walk into the room soon after. Mario hides and eavesdrops. Tubba Blubba says he may be in trouble because the Star Spirit escaped and someone suspicious is in the castle. He doesn't want Bowser mad at him. Despite being invincible, he thinks Bowser is scary, because Bowser can return him to normal. He decides to take a nap. Nearby is a chest. Open it and a key appears. This is Yakkey, a "faithful and chatty follower of Tubba Blubba". Yakkey guards Tubba Blubba's valuables. Soon, Yakkey realizes the obvious that Mario is not Tubba Blubba. Yakkey asks if this means Mario's stealing the magical key that unlocks Windy Mill at the foot of Gusty Gulch and find Tubba Blubba's secret. If you answer "No", Yakkey calls you a terrible liar. Yakkey calls for Tubba Blubba and wakes him up. He wakes up and chases Mario. Run for it!
Go through the hallway and Tubba Blubba will ground pound the hallway over the foyer, causing it to collapse. This crushes the Sentinels below. Go through the door. There are Boos here to help Bow out by holding the door shut once Mario exits the castle. Mario must run quickly to Windy Mill and leave the Boos behind. Tubba Blubba smells Boos. They hold Tubba Blubba inside the castle as long as they can.
While running through Gusty Gulch, do your best to avoid enemies. There's a Heal Block inside the village of Boos if you need to heal. Unlock Windy Mill with the mystical key that is Yakkey. Spin jump on the wooden panel on the well and drop down. Go east through the long tunnel and avoid the Hyper Goombas. The signs keep telling you to keep out. At the east end of the tunnel is a heart on a pedestal. It says it's the secret strength of Tubba Blubba. The Tubba Blubba in the castle is really a shell controlled by it. The Heart can't let Mario out now that he knows the secret. Mario now has to deal with a heart attack.
The Heart has 50 HP and 6 attack power. It can charge up and unleash a terrible attack with 12 attack power. Mario can't dodge this attack alone. When it charges up and starts glowing, have Bow out so she can use Outta Sight. The Heart will unleash smaller hearts to attack Mario. The Heart wants Bow to stick around so Tubba Blubba can eat her. Hit it with attacks like Power Bounce, Smack, and Shell Shot. Smack may be the better choice as it doesn't use FP. Get the Heart down to about 3 HP and it will flee, realizing it's in danger. Follow it out of the tunnels and out of Windy Mill. It will then reunite with its body. This is Tubba Blubba's true self. Unfortunately for Tubba Blubba, when his heart and body reunite, he is no longer invincible. After the beating the heart took, Tubba Blubba has a measly 10 HP. His attack power is 4 when pounding, except when he does his hip attack, which has 6 attack power. The battle is pretty easy and he'll give you 30 SP.
Tubba Blubba remembers that he's not invincible with his heart in his body, which is lame. He gives up and will give back all the ghosts he's eaten. Deep down, he's a sensitive guy trapped in a huge body. He doesn't want to be invincible if it means fighting guys like Mario. He then runs off. Bow is happy. She says she should tell the others not to scare Tubba Blubba, who was originally a coward. She feels that this was an invigorating and good learning experience. Bow wants to experience more of the outside world and will stay by Mario's side, this time with his permission. She returns the Star Spirit.
End of Chapter
After solving the secret of "Invincible" Tubba Blubba, Mario and party set free the Star Spirit Skolar. Now, with Tubba Blubba just a bad dream, the Boos are free to haunt to their hearts' content. Even the lonely wind echoing through Gusty Gulch seems to be celebrating the victory... at least for now. With newest party member Bow in tow, Mario and friends are ready to take on their next challenge.
There's a Star Piece on the table you can't reach yet. You can hear snoring here, and it's not just the Clubbas. Go through the left door on the back wall and go down the stairs. There's a panel on the floor. Spin jump on it to reach the basement. There's a chest with a key. Drop down to find a Heal Block and a Boo. He came to the castle with friends to find Tubba Blubba's weak point. He says there's something important in Tubba Blubba's room on the highest floor and to not fight him. Take the door to the left to the base of a different set of stairs. There's an upgrade block here. I upgraded Bow. The stairs lead to the table with the Star Piece you can't reach. Go the foyer and unlock the east door. Saving is a good idea.
To the right of the door is a set of stairs to the second floor. There are Sentinels at the top of the stairs near the west door. The door leads to a hallway over the foyer. Go west. In the middle of the hallway is a crack in the wall different from the others. Bombette can break the wall. Go through the hole in the wall and you'll find three panels. Break the back left panel first, which is over a spring. Spring back up to the second floor, then break the back right panel. This will drop you down onto the table below. Use Parakarry to cross the gap to reach the D-Down Jump badge. Spring back to the second floor. Return to the hallway and dodge the Sentinel. Go through the back left door into a room filled with spikes. When the spikes retract, move quickly to the right. When they're about to appear, use Bow to become transparent. At the far right is a chest with a key. Return to the hallway and go west.
The door leads to a room with a broken railing. Approach the railing from the left and drop down onto the table below with the Star Piece. Return to the second floor and push the clock on the back wall to the left. This reveals a hidden doorway. There are coins on the bed and a drawer is pulled out. Pull out the lower drawer to the right to form stairs, then cross the gap with Parakarry. Grab the coins and climb up the shelves to the left. There is a hidden area to the left with the Mega Rush badge. Return to the hallway and unlock the west door. At the base of the stairs is an item block with Maple Syrup. Go up the stairs and through the door.
Tubba Blubba is in the hallway and smells something fishy. The floor will shake as he gets closer. Hide with Bow until he turns around, then walk east until he turns around. Only move when he's not looking. Go through the door on the back wall and you'll find an area filled with sleeping Clubbas. Quietly walk past them to the left to get the key. Sneak past them and return to the hallway. Unlock the east door, which leads to a Save Block and a Heal Block. Defeat the sleeping Clubbas in the back room of the previous hallway if you like. When you're ready, go east into Tubba Blubba's room.
Tubba Blubba will walk into the room soon after. Mario hides and eavesdrops. Tubba Blubba says he may be in trouble because the Star Spirit escaped and someone suspicious is in the castle. He doesn't want Bowser mad at him. Despite being invincible, he thinks Bowser is scary, because Bowser can return him to normal. He decides to take a nap. Nearby is a chest. Open it and a key appears. This is Yakkey, a "faithful and chatty follower of Tubba Blubba". Yakkey guards Tubba Blubba's valuables. Soon, Yakkey realizes the obvious that Mario is not Tubba Blubba. Yakkey asks if this means Mario's stealing the magical key that unlocks Windy Mill at the foot of Gusty Gulch and find Tubba Blubba's secret. If you answer "No", Yakkey calls you a terrible liar. Yakkey calls for Tubba Blubba and wakes him up. He wakes up and chases Mario. Run for it!
Go through the hallway and Tubba Blubba will ground pound the hallway over the foyer, causing it to collapse. This crushes the Sentinels below. Go through the door. There are Boos here to help Bow out by holding the door shut once Mario exits the castle. Mario must run quickly to Windy Mill and leave the Boos behind. Tubba Blubba smells Boos. They hold Tubba Blubba inside the castle as long as they can.
While running through Gusty Gulch, do your best to avoid enemies. There's a Heal Block inside the village of Boos if you need to heal. Unlock Windy Mill with the mystical key that is Yakkey. Spin jump on the wooden panel on the well and drop down. Go east through the long tunnel and avoid the Hyper Goombas. The signs keep telling you to keep out. At the east end of the tunnel is a heart on a pedestal. It says it's the secret strength of Tubba Blubba. The Tubba Blubba in the castle is really a shell controlled by it. The Heart can't let Mario out now that he knows the secret. Mario now has to deal with a heart attack.
The Heart has 50 HP and 6 attack power. It can charge up and unleash a terrible attack with 12 attack power. Mario can't dodge this attack alone. When it charges up and starts glowing, have Bow out so she can use Outta Sight. The Heart will unleash smaller hearts to attack Mario. The Heart wants Bow to stick around so Tubba Blubba can eat her. Hit it with attacks like Power Bounce, Smack, and Shell Shot. Smack may be the better choice as it doesn't use FP. Get the Heart down to about 3 HP and it will flee, realizing it's in danger. Follow it out of the tunnels and out of Windy Mill. It will then reunite with its body. This is Tubba Blubba's true self. Unfortunately for Tubba Blubba, when his heart and body reunite, he is no longer invincible. After the beating the heart took, Tubba Blubba has a measly 10 HP. His attack power is 4 when pounding, except when he does his hip attack, which has 6 attack power. The battle is pretty easy and he'll give you 30 SP.
Tubba Blubba remembers that he's not invincible with his heart in his body, which is lame. He gives up and will give back all the ghosts he's eaten. Deep down, he's a sensitive guy trapped in a huge body. He doesn't want to be invincible if it means fighting guys like Mario. He then runs off. Bow is happy. She says she should tell the others not to scare Tubba Blubba, who was originally a coward. She feels that this was an invigorating and good learning experience. Bow wants to experience more of the outside world and will stay by Mario's side, this time with his permission. She returns the Star Spirit.
End of Chapter
After solving the secret of "Invincible" Tubba Blubba, Mario and party set free the Star Spirit Skolar. Now, with Tubba Blubba just a bad dream, the Boos are free to haunt to their hearts' content. Even the lonely wind echoing through Gusty Gulch seems to be celebrating the victory... at least for now. With newest party member Bow in tow, Mario and friends are ready to take on their next challenge.
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Star Piece,
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Tubba Blubba's Castle,
Windy Mill,
Yakkey
Saturday, May 17, 2014
Paper Mario: Chapter 3 -- The "Invincible" Tubba Blubba -- Part 1
After receiving an invitation to a mansion, Mario wanders into Forever Forest. The paths here are mostly round. There are four exits out of each area, one being the one you just came through. If you pick the incorrect path, then try to go back, you'll end up at the edge of Forever Forest near Toad Town. Check the areas near the exits to figure out which way is the correct path. The correct path's surroundings look different than the others. Check out the flowers by walking past them in the first area. The correct path is marked by flowers that move and make noise. It is on the opposite side of the entrance, two exits away in either direction.
In Forever Forest, there are two types of enemies: Piranha Plants and Forest Fuzzies. Piranha Plants appear from the ground unexpectedly, so watch your step. They have 5 HP and give 2 SP. They point their teeth upward, so jumping on them without the Spiky Shield badge equipped is a bad idea. They will bite Mario for their attack. Forest Fuzzies are like regular Fuzzies, but green. They have 6 HP and give 2 SP. They'll drain Mario's HP to heal themselves. They can also split to form new Fuzzies which have full health. Eliminate them quickly.
In the second area, a creature will appear, telling Mario that the path ahead is dangerous and to turn back. Talk to it to inform it of your invitation to the mansion and it will let you through, saying to pay close attention to your surroundings or you'll wind up at the edge of the forest. It will give you a hint for this area: look at the inner trees. The correct path will have a hollow tree with strange glowing eyes. This path is the exit to the left. In the third area, the correct path is the exit to the left. The flowers look different. In the fourth area, walk to the left to find a path to the center of the area. There's a Bub-ulb here with a Magical Seed. Take the path to the right of the entrance. The tree here has a glowing red face. The fifth area has mushrooms that light up. The path that is two away in either direction has mushrooms that light up in a series instead of just once. The sixth area has flowers that fall away, except at the path two away from the entrance. In the seventh area, a sign marks the correct path to the mansion.
The mansion looms just ahead. Go through the gate and it will close behind you. The Boo from before appears, saying that his master is in the highest room on the third floor, then disappears. Heal and save, then go inside.
The mansion has a spacious foyer and stairs to the second floor, but not the third. Go to the second floor, because the door on the first floor is locked. You'll see several portraits of Boos. On the far right is a picture frame. Check it out and it will talk to you, saying that you must find what's missing from the frame. If you do, it will let you go to the third floor. It also says that Bow is a harsh Boo for testing her guests like this.
Go through the door on the right. Open the middle cabinet on the left wall (the others will crush you and you'll take damage). Boos will appear with a vinyl record. This is the first challenge. The Boos will move in a circle. One Boo will give another the record. Hit the Boo with the record to get it. You'll need to keep an eye on the Boo with the record. Follow it with your finger if you have to. Go next door to the left. There's a Boo guarding a chest who says he's bored. There's a record player in the left corner. Put the record on and tap the (A) button with good rhythm to play the record. It plays the Super Mario theme while the Boo dances away from the chest. Hit (B) to stop the record and go get open the chest when the Boo is near the record player. The chest contains the Weight. The Boo says Lady Bow will punish him, but Mario can't go anywhere without knowing how to use the weight.
Go down to the first floor and go to the couch. Jump on the brown cushion to bounce high up to the chandelier. Mario's weight will bring the chandelier down, which makes the china cabinet slide away, revealing a door. Use the weight to hold it in place. Open the newly-revealed door and go inside. Ignore the chest on the floor. It only lowers the chandelier to scare Mario. Go downstairs, then through the door on the front wall. Go through the door on the right, which falls away on the other side.
In this room is a giant chest on the right. Open it and more Boos appear, with a pair of green boots. Once again, you'll have to guess which Boo has the item, but this time, the Boos will toss the boots around, then move closer together, then apart. Keep a careful eye on the Boos, then hit the correct one with the hammer. This will give you the Super Boots. Mario's jump power increases and now Mario can do a spin jump by pressing (A) in midair. Use it to break through wooden panels in the floor. Test out this new ability on the panel to the left. This will take you to the shop in the mansion. The shopkeeper won't sell anything to Mario under the direction of Lady Bow. To the right is a blue switch. Hit it and a larger one appears. Hit that one and a giant one appears. Jump on the chair and crates to reach it, then spin jump on it. Stairs appear. Go upstairs to a room with a clock. A few steps in front of the clock is an invisible panel on the floor. Spin jump near it and you'll get a Star Piece. There are other such panels spread out in the Mushroom Kingdom. Go up the stairs, into the foyer, then into the door on the right.
Hop into the vase and you can run around as 8-bit Mario. You can't do much as 8-bit Mario, but it's an interesting Easter egg. Go back into the vase to return to normal. Pound the panel in the room to drop down to the library below. You'll land on the bookshelf. Go to the right and cross the gap to get Boo's Portrait. Jump down from the bookshelf and go left to leave the library, then make your way to the second floor. Check out the picture frame and return the portrait. He's thankful and will help Mario reach the third floor. Jump towards him to warp upstairs. Be careful up here as there is no railing.
There are two sets of doors on the third floor, but they all lead to the same room. Go inside and someone says they were testing Mario to see if he lives up to his reputation. A green Boo appears with bows, along with the Boo from before. The green Boo is Lady Bow and the Boo from before is Bootler, her butler. Bow needs a favor. She tells Mario about the area near the mansion, called Gusty Gulch. At the top of the hill is the castle of Tubba Blubba. He eats ghosts. The Boos tried attacking him, but he's invincible. They do know he has a secret and it's probably about his weak point. Bow wants Mario to find out his secret and defeat Tubba Blubba. Mario, in turn, will be rewarded with the Star Spirit that escaped. This Star Spirit is Skolar. He was too weak to return directly to the sky, so he tried to reach Shooting Star Summit and Star Haven, but got lost in the forest and was captured by the Boos. Bow says Mario would have to fight Tubba Blubba anyway to get the Star Spirit, but this way, he gets to help out the Boos. Bow says she'll go with Mario, which shocks Bootler. She says Mario needs her and can't reach the castle without her. Bootler wants to accompany her, but Bow tells him she's not a child and will be fine by herself. She joins the party, like it or not. She can make Mario become transparent in and out of battle. Stuff goes through Mario when he's invisible. Move to become visible again or hit the same button. She can also smack enemies.
Now that Bow is part of the team, you can now use the shop in the basement. This shop sells Life Shrooms and Super Shrooms, among other things. With Parakarry by your side, talk to the Boo in the foyer. This is Franky, and there's a letter for him. He has a letter for Dane T., a young Toad in Toad Town by the train station. We'll deliver that letter later. Go outside and save, then head east to the gate. Boos will open it for you. Go east to Gusty Gulch.
In the first area is a locked windmill. In the area are Hyper Goombas. They have 7 HP and give 2 SP. Normally, their attack power is 2, but they can charge up and start glowing. This increases their attack power to 8. If more than one charges up and you can't defeat them all before they attack, have Bow use Outta Sight to prevent taking damage. Go east.
Here is a little village of Boos in Gusty Gulch. The Boos are surprised to see Bow, saying it's dangerous as Tubba Blubba could appear at any moment. Bow says she came to teach Tubba Blubba a lesson. He last came through yesterday and ate Herbert. The Boos are inspired by Bow's bravery. Talk to the Boos as they have helpful information, such as the fact that you can walk stealthily by moving the control stick slightly. This way you can avoid waking sleeping enemies. Another piece of information is that the key to solving the secret of Tubba Blubba is in the innermost room and to pay attention to the heart and body. Go east to another part of the village, where a Boo will tell you that in a dream he heard to turn and run away until he reached the tower with the spinning vanes. Another says that there's something important next to Tubba Blubba's bed. Walk farther to the east and Tubba Blubba will appear. Use Bow's power to become transparent. Unfortunately, the Boo that instructs you to do so doesn't hide and is eaten. Poor Stanley. Go east.
There are more enemies in this area. There are Hyper Paragoombas and Hyper Clefts. Hyper Paragoombas have 7 HP and give 2 SP. Hyper Clefts have 4 HP, 3 defense power, and give 4 SP. When charged, their attack power is 8. You can reduce their defense to 1 by flipping them with an explosion. Use Kooper to get the Dizzy Dial, hit an item block for some Repel Gel, which does the same thing as Outta Sight, and pick up the letter for Fice T., the guard at the edge of Toad Town near the Forever Forest. Go east. Cross the gap with Parakarry, grab a Super Shroom from the item block, and get some coins from the brick block. Go east to reach Tubba Blubba's castle and save.
In Forever Forest, there are two types of enemies: Piranha Plants and Forest Fuzzies. Piranha Plants appear from the ground unexpectedly, so watch your step. They have 5 HP and give 2 SP. They point their teeth upward, so jumping on them without the Spiky Shield badge equipped is a bad idea. They will bite Mario for their attack. Forest Fuzzies are like regular Fuzzies, but green. They have 6 HP and give 2 SP. They'll drain Mario's HP to heal themselves. They can also split to form new Fuzzies which have full health. Eliminate them quickly.
In the second area, a creature will appear, telling Mario that the path ahead is dangerous and to turn back. Talk to it to inform it of your invitation to the mansion and it will let you through, saying to pay close attention to your surroundings or you'll wind up at the edge of the forest. It will give you a hint for this area: look at the inner trees. The correct path will have a hollow tree with strange glowing eyes. This path is the exit to the left. In the third area, the correct path is the exit to the left. The flowers look different. In the fourth area, walk to the left to find a path to the center of the area. There's a Bub-ulb here with a Magical Seed. Take the path to the right of the entrance. The tree here has a glowing red face. The fifth area has mushrooms that light up. The path that is two away in either direction has mushrooms that light up in a series instead of just once. The sixth area has flowers that fall away, except at the path two away from the entrance. In the seventh area, a sign marks the correct path to the mansion.
The mansion looms just ahead. Go through the gate and it will close behind you. The Boo from before appears, saying that his master is in the highest room on the third floor, then disappears. Heal and save, then go inside.
The mansion has a spacious foyer and stairs to the second floor, but not the third. Go to the second floor, because the door on the first floor is locked. You'll see several portraits of Boos. On the far right is a picture frame. Check it out and it will talk to you, saying that you must find what's missing from the frame. If you do, it will let you go to the third floor. It also says that Bow is a harsh Boo for testing her guests like this.
Go through the door on the right. Open the middle cabinet on the left wall (the others will crush you and you'll take damage). Boos will appear with a vinyl record. This is the first challenge. The Boos will move in a circle. One Boo will give another the record. Hit the Boo with the record to get it. You'll need to keep an eye on the Boo with the record. Follow it with your finger if you have to. Go next door to the left. There's a Boo guarding a chest who says he's bored. There's a record player in the left corner. Put the record on and tap the (A) button with good rhythm to play the record. It plays the Super Mario theme while the Boo dances away from the chest. Hit (B) to stop the record and go get open the chest when the Boo is near the record player. The chest contains the Weight. The Boo says Lady Bow will punish him, but Mario can't go anywhere without knowing how to use the weight.
Go down to the first floor and go to the couch. Jump on the brown cushion to bounce high up to the chandelier. Mario's weight will bring the chandelier down, which makes the china cabinet slide away, revealing a door. Use the weight to hold it in place. Open the newly-revealed door and go inside. Ignore the chest on the floor. It only lowers the chandelier to scare Mario. Go downstairs, then through the door on the front wall. Go through the door on the right, which falls away on the other side.
In this room is a giant chest on the right. Open it and more Boos appear, with a pair of green boots. Once again, you'll have to guess which Boo has the item, but this time, the Boos will toss the boots around, then move closer together, then apart. Keep a careful eye on the Boos, then hit the correct one with the hammer. This will give you the Super Boots. Mario's jump power increases and now Mario can do a spin jump by pressing (A) in midair. Use it to break through wooden panels in the floor. Test out this new ability on the panel to the left. This will take you to the shop in the mansion. The shopkeeper won't sell anything to Mario under the direction of Lady Bow. To the right is a blue switch. Hit it and a larger one appears. Hit that one and a giant one appears. Jump on the chair and crates to reach it, then spin jump on it. Stairs appear. Go upstairs to a room with a clock. A few steps in front of the clock is an invisible panel on the floor. Spin jump near it and you'll get a Star Piece. There are other such panels spread out in the Mushroom Kingdom. Go up the stairs, into the foyer, then into the door on the right.
Hop into the vase and you can run around as 8-bit Mario. You can't do much as 8-bit Mario, but it's an interesting Easter egg. Go back into the vase to return to normal. Pound the panel in the room to drop down to the library below. You'll land on the bookshelf. Go to the right and cross the gap to get Boo's Portrait. Jump down from the bookshelf and go left to leave the library, then make your way to the second floor. Check out the picture frame and return the portrait. He's thankful and will help Mario reach the third floor. Jump towards him to warp upstairs. Be careful up here as there is no railing.
There are two sets of doors on the third floor, but they all lead to the same room. Go inside and someone says they were testing Mario to see if he lives up to his reputation. A green Boo appears with bows, along with the Boo from before. The green Boo is Lady Bow and the Boo from before is Bootler, her butler. Bow needs a favor. She tells Mario about the area near the mansion, called Gusty Gulch. At the top of the hill is the castle of Tubba Blubba. He eats ghosts. The Boos tried attacking him, but he's invincible. They do know he has a secret and it's probably about his weak point. Bow wants Mario to find out his secret and defeat Tubba Blubba. Mario, in turn, will be rewarded with the Star Spirit that escaped. This Star Spirit is Skolar. He was too weak to return directly to the sky, so he tried to reach Shooting Star Summit and Star Haven, but got lost in the forest and was captured by the Boos. Bow says Mario would have to fight Tubba Blubba anyway to get the Star Spirit, but this way, he gets to help out the Boos. Bow says she'll go with Mario, which shocks Bootler. She says Mario needs her and can't reach the castle without her. Bootler wants to accompany her, but Bow tells him she's not a child and will be fine by herself. She joins the party, like it or not. She can make Mario become transparent in and out of battle. Stuff goes through Mario when he's invisible. Move to become visible again or hit the same button. She can also smack enemies.
Now that Bow is part of the team, you can now use the shop in the basement. This shop sells Life Shrooms and Super Shrooms, among other things. With Parakarry by your side, talk to the Boo in the foyer. This is Franky, and there's a letter for him. He has a letter for Dane T., a young Toad in Toad Town by the train station. We'll deliver that letter later. Go outside and save, then head east to the gate. Boos will open it for you. Go east to Gusty Gulch.
In the first area is a locked windmill. In the area are Hyper Goombas. They have 7 HP and give 2 SP. Normally, their attack power is 2, but they can charge up and start glowing. This increases their attack power to 8. If more than one charges up and you can't defeat them all before they attack, have Bow use Outta Sight to prevent taking damage. Go east.
Here is a little village of Boos in Gusty Gulch. The Boos are surprised to see Bow, saying it's dangerous as Tubba Blubba could appear at any moment. Bow says she came to teach Tubba Blubba a lesson. He last came through yesterday and ate Herbert. The Boos are inspired by Bow's bravery. Talk to the Boos as they have helpful information, such as the fact that you can walk stealthily by moving the control stick slightly. This way you can avoid waking sleeping enemies. Another piece of information is that the key to solving the secret of Tubba Blubba is in the innermost room and to pay attention to the heart and body. Go east to another part of the village, where a Boo will tell you that in a dream he heard to turn and run away until he reached the tower with the spinning vanes. Another says that there's something important next to Tubba Blubba's bed. Walk farther to the east and Tubba Blubba will appear. Use Bow's power to become transparent. Unfortunately, the Boo that instructs you to do so doesn't hide and is eaten. Poor Stanley. Go east.
There are more enemies in this area. There are Hyper Paragoombas and Hyper Clefts. Hyper Paragoombas have 7 HP and give 2 SP. Hyper Clefts have 4 HP, 3 defense power, and give 4 SP. When charged, their attack power is 8. You can reduce their defense to 1 by flipping them with an explosion. Use Kooper to get the Dizzy Dial, hit an item block for some Repel Gel, which does the same thing as Outta Sight, and pick up the letter for Fice T., the guard at the edge of Toad Town near the Forever Forest. Go east. Cross the gap with Parakarry, grab a Super Shroom from the item block, and get some coins from the brick block. Go east to reach Tubba Blubba's castle and save.
Labels:
8-bit Mario,
Boos,
Bootler,
Bub-ulb,
Forever Forest,
Fuzzies,
Gusty Gulch,
Kooper,
Lady Bow,
Paper Mario,
Parakarry,
Super Boots,
Tubba Blubba
Friday, May 16, 2014
Paper Mario: Interlude After Chapter 2
Up in the castle, Bowser enters Peach's room and asks her how she's feeling. He wants to see her smile. Peach is in a bad mood, calling him "the single greatest disaster to ever befall the Mushroom Kingdom". She will smile if he makes everything as it was before he showed up. Bowser says he can't do that because Mario defeated the Koopa Bros. and Tutankoopa and he can't forgive Mario for disrespecting him. He says he'll use the Invincible Tubba Blubba to defeat Mario. He's second to Bowser in strength.
Kammy Koopa enters the room, saying they have a problem. She whispers to Bowser and he blurts out that the Star Spirit Tubba Blubba was guarding flew away from Tubba Blubba's castle. Kammy Koopa tells him to keep his voice down or Peach will hear him. They leave to discuss the matter privately.
Twink heard the news as well. Peach wants to find out about Tubba Blubba and hopefully information on a weak point. Go through the fireplace and the revolving wall. Go out the door and through the door immediately to the left. This will take you into the library. There are more Koopatrols guarding the library. Hide behind the bookshelves as they pace around the library, then move when they aren't looking. Grab the Power Rush badge from between the bookshelves. Peach can't make use of the badge, so she'll just hold onto it for now. At the other end of the library, a Koopatrol and a Hammer Bro are talking about Tubba Blubba. They says he likes eating ghosts. He lives in Forever Forest and guards a Star Spirit in his castle atop Gusty Gulch. There's a nearby mansion and village of ghosts, where he catches the Boos. They think he may be stronger than Bowser since he's invincible, although he may have a weak point. One of them mentions that Tubba Blubba has a secret that would ruin him if it got out. It's about his past and that he didn't used to be strong. No one knows what the secret is. Peach is excited to hear that Tubba Blubba may have a weak point. The guards hear her and carry her off.
Meanwhile, in front of the Dry Dry Ruins, Mamar, the Star Spirit, thanks Mario. She knows he can save Peach. She gives him a present of a new Star Power and more Star Energy. The new Star Power is Lullaby, which makes all enemies fall asleep. The Star Spirits' power is always growing. Mario must save the other Star Spirit. She returns to Star Haven. Backtrack through the desert to Mt. Rugged. On Mt. Rugged, behind the train station, there's a stone block. Break it to reach a block that will upgrade a party member. I chose Kooper. Take the train back to Toad Town.
Now that Parakarry is a member of the team, we can now deliver the letters he lost on the mountain. One is addressed to Merlon. It's from Merlee, his granddaughter, who has set up shop in Dry Dry Outpost. He thanks Mario with a Star Piece. The other two letters are for Goompapa and Mort T., a Toad House owner in Koopa Village. Instead of backtracking the long way, there is a faster way to get around. Go into the Toad Town Tunnels after healing and saving. Go west by breaking the stone block.
Here, you'll encounter the Electro Blooper. It has 50 HP and gives 22 SP. It can become electrically charged, which will hurt anyone who comes into contact with it when trying to attack. To get rid of the charge, hit Electro Blooper without taking damage. When it's not glowing, you can attack it normally. A great attack is Parakarry's Shell Shot, regardless of whether it's charged. Keep attacking and you'll eventually defeat it. A blue switch will appear. Hit it to make three blue pipes appear behind you. The left pipe leads to Dry Dry Outpost, the middle to Koopa Village, and the right to Goomba Village. You can now easily reach these destinations from Toad Town. Go farther west into the tunnels and break a stone block to reach a chest with the Power Smash badge.
Go to Goomba Village and deliver the letter to Goompapa. A friend is planning a fishing trip. He'll give you a letter for Muss T., a Toad near the castle gardens. This is the start of a long chain letter expedition. While you're in Goomba Village, pick up the Tape Koopa Koot wants from Goompa if you haven't already.
Go to Koopa Village and deliver the Tape for 1 coin. He'll ask you to get him some Koopa Tea. Tayce T. in Toad Town, in the part of Toad Town where the pipe to the Toad Town Tunnels is, can make Koopa Tea from a Koopa Leaf from Koopa Village. Check the shrubs to find one, take it to Tayce T. and ask her to cook with it. Deliver the Koopa Tea for three Star Pieces. Next, he wants Luigi's autograph. He says they should call him "Air Luigi" for his jump. Unfortunately, Luigi's hiding in the basement of his house, so we'll have to wait for now. While in Koopa Village, deliver the letter to Mort T. in the Toad House for a Star Piece.
Back to that chain letter. Return to Toad Town and go past the Star Door that leads to the crater where the castle once stood. The Toad there is Muss T. Deliver the letter and he'll give you one for Koover, a Koopa who hangs out at the entrance to Koopa Village. He was the one who welcomed you into town. Koover, in turn, will give you a letter for Fishmael, who is fishing in Toad Town Port. Go west twice from the part of Toad Town with the entrance to the tunnels to reach the port. Fishmael is the one on the dock fishing. He has a letter for Koover in response. Give the letter to Koover, who has one for Mr. E, a Toad wearing a blue turban near the Toad House in Dry Dry Outpost. He delivers things from the Outpost to other parts of the Mushroom Kingdom. He has a letter for Miss T., one of the amazingly beautiful sisters near the Dojo in Toad Town. She's the one with the orange cap. She has a letter for the shop owner in Dry Dry Outpost. His name is Little Mouser and he says the juice from lemons and limes is very good. He has a letter for a Boo named Franky. Franky lives in a mansion in Forever Forest. Since we haven't met any Boos yet, we can take a break from the chain letter.
In the Dojo, we can now fight the Master. He's very strong, with 50 HP and a punch with an attack power of 6. Use moves like Power Bounce and Super Rank party members. Heal when you need to and keep attacking to win. He'll give you the Third-Degree Card, calling you a masterful fighter.
In the area of Toad Town with the entrance to the tunnels, head east. There's a guard there, who freaks out when Mario shows up. He says there's a ghost nearby. The Boo appears and disappears before Mario can see it. It then goes into the forest. The Toad is too scared to see what's going on, even though it's his job. Go east to the Forever Forest. It grows dark and the Boo from before appears. He inquires if Mario is Mario. His master wishes to see him at the mansion on the far side of the forest. She has important news regarding the Star Spirits. He will come get Mario if he doesn't show up. Go east to start the chapter.
Kammy Koopa enters the room, saying they have a problem. She whispers to Bowser and he blurts out that the Star Spirit Tubba Blubba was guarding flew away from Tubba Blubba's castle. Kammy Koopa tells him to keep his voice down or Peach will hear him. They leave to discuss the matter privately.
Twink heard the news as well. Peach wants to find out about Tubba Blubba and hopefully information on a weak point. Go through the fireplace and the revolving wall. Go out the door and through the door immediately to the left. This will take you into the library. There are more Koopatrols guarding the library. Hide behind the bookshelves as they pace around the library, then move when they aren't looking. Grab the Power Rush badge from between the bookshelves. Peach can't make use of the badge, so she'll just hold onto it for now. At the other end of the library, a Koopatrol and a Hammer Bro are talking about Tubba Blubba. They says he likes eating ghosts. He lives in Forever Forest and guards a Star Spirit in his castle atop Gusty Gulch. There's a nearby mansion and village of ghosts, where he catches the Boos. They think he may be stronger than Bowser since he's invincible, although he may have a weak point. One of them mentions that Tubba Blubba has a secret that would ruin him if it got out. It's about his past and that he didn't used to be strong. No one knows what the secret is. Peach is excited to hear that Tubba Blubba may have a weak point. The guards hear her and carry her off.
Meanwhile, in front of the Dry Dry Ruins, Mamar, the Star Spirit, thanks Mario. She knows he can save Peach. She gives him a present of a new Star Power and more Star Energy. The new Star Power is Lullaby, which makes all enemies fall asleep. The Star Spirits' power is always growing. Mario must save the other Star Spirit. She returns to Star Haven. Backtrack through the desert to Mt. Rugged. On Mt. Rugged, behind the train station, there's a stone block. Break it to reach a block that will upgrade a party member. I chose Kooper. Take the train back to Toad Town.
Now that Parakarry is a member of the team, we can now deliver the letters he lost on the mountain. One is addressed to Merlon. It's from Merlee, his granddaughter, who has set up shop in Dry Dry Outpost. He thanks Mario with a Star Piece. The other two letters are for Goompapa and Mort T., a Toad House owner in Koopa Village. Instead of backtracking the long way, there is a faster way to get around. Go into the Toad Town Tunnels after healing and saving. Go west by breaking the stone block.
Here, you'll encounter the Electro Blooper. It has 50 HP and gives 22 SP. It can become electrically charged, which will hurt anyone who comes into contact with it when trying to attack. To get rid of the charge, hit Electro Blooper without taking damage. When it's not glowing, you can attack it normally. A great attack is Parakarry's Shell Shot, regardless of whether it's charged. Keep attacking and you'll eventually defeat it. A blue switch will appear. Hit it to make three blue pipes appear behind you. The left pipe leads to Dry Dry Outpost, the middle to Koopa Village, and the right to Goomba Village. You can now easily reach these destinations from Toad Town. Go farther west into the tunnels and break a stone block to reach a chest with the Power Smash badge.
Go to Goomba Village and deliver the letter to Goompapa. A friend is planning a fishing trip. He'll give you a letter for Muss T., a Toad near the castle gardens. This is the start of a long chain letter expedition. While you're in Goomba Village, pick up the Tape Koopa Koot wants from Goompa if you haven't already.
Go to Koopa Village and deliver the Tape for 1 coin. He'll ask you to get him some Koopa Tea. Tayce T. in Toad Town, in the part of Toad Town where the pipe to the Toad Town Tunnels is, can make Koopa Tea from a Koopa Leaf from Koopa Village. Check the shrubs to find one, take it to Tayce T. and ask her to cook with it. Deliver the Koopa Tea for three Star Pieces. Next, he wants Luigi's autograph. He says they should call him "Air Luigi" for his jump. Unfortunately, Luigi's hiding in the basement of his house, so we'll have to wait for now. While in Koopa Village, deliver the letter to Mort T. in the Toad House for a Star Piece.
Back to that chain letter. Return to Toad Town and go past the Star Door that leads to the crater where the castle once stood. The Toad there is Muss T. Deliver the letter and he'll give you one for Koover, a Koopa who hangs out at the entrance to Koopa Village. He was the one who welcomed you into town. Koover, in turn, will give you a letter for Fishmael, who is fishing in Toad Town Port. Go west twice from the part of Toad Town with the entrance to the tunnels to reach the port. Fishmael is the one on the dock fishing. He has a letter for Koover in response. Give the letter to Koover, who has one for Mr. E, a Toad wearing a blue turban near the Toad House in Dry Dry Outpost. He delivers things from the Outpost to other parts of the Mushroom Kingdom. He has a letter for Miss T., one of the amazingly beautiful sisters near the Dojo in Toad Town. She's the one with the orange cap. She has a letter for the shop owner in Dry Dry Outpost. His name is Little Mouser and he says the juice from lemons and limes is very good. He has a letter for a Boo named Franky. Franky lives in a mansion in Forever Forest. Since we haven't met any Boos yet, we can take a break from the chain letter.
In the Dojo, we can now fight the Master. He's very strong, with 50 HP and a punch with an attack power of 6. Use moves like Power Bounce and Super Rank party members. Heal when you need to and keep attacking to win. He'll give you the Third-Degree Card, calling you a masterful fighter.
In the area of Toad Town with the entrance to the tunnels, head east. There's a guard there, who freaks out when Mario shows up. He says there's a ghost nearby. The Boo appears and disappears before Mario can see it. It then goes into the forest. The Toad is too scared to see what's going on, even though it's his job. Go east to the Forever Forest. It grows dark and the Boo from before appears. He inquires if Mario is Mario. His master wishes to see him at the mansion on the far side of the forest. She has important news regarding the Star Spirits. He will come get Mario if he doesn't show up. Go east to start the chapter.
Saturday, April 12, 2014
Super Mario 3D World: Flower-6 -- Shiftier Boo Mansion
This ghost house is desaturated, in that most of the color has been drained away. This ghost house is a bit more complicated. There's a Big Boo to the left, and behind it, in front of the door, is the first Green Star. You'll have to be quick to get it, or use fireballs from the nearby Fire Flower to make it temporarily transparent. To the right, the path splits. Down the stairs is a fake Mystery Box. Up the stairs is a couch. Stand on it and it will take you to a fake 1-up and some clouds. The clouds lead to the second Green Star. Drop down to the door, near a fake 1-up.
The door leads outside to a flagpole. There's a trail of coins leading to it. Three Big Boos will appear. Go past the flagpole and through the door. Inside, take the couch up to a fake pipe. The couch up there will take you over the area with many Boos. There are coin rings along the way. It will stop over some 1-ups. The last one is real. Keep going to the left and you'll find the third Green Star near some Big Boos and the edge of the floor. Quickly grab it and go through the door. The door leads outside to a fake flagpole. Go past it and you'll find another fake flagpole. To the left of this fake flagpole, under the bridge, is a warp box to the real flagpole.
There are no stamps in World Flower.
The door leads outside to a flagpole. There's a trail of coins leading to it. Three Big Boos will appear. Go past the flagpole and through the door. Inside, take the couch up to a fake pipe. The couch up there will take you over the area with many Boos. There are coin rings along the way. It will stop over some 1-ups. The last one is real. Keep going to the left and you'll find the third Green Star near some Big Boos and the edge of the floor. Quickly grab it and go through the door. The door leads outside to a fake flagpole. Go past it and you'll find another fake flagpole. To the left of this fake flagpole, under the bridge, is a warp box to the real flagpole.
There are no stamps in World Flower.
Labels:
Big Boo,
Boos,
Fire Flower,
Ghost House,
Green Star,
Super Mario 3D World
Tuesday, April 1, 2014
Super Mario 3D World: Mushroom-3 -- Deep Black Jungle Drift
It's very dark in this level, making it hard to see. Grab a Light Box, which will be useful in dealing with the Peepas and Boos. Shine your light on the purple water so you can see when the raft appears. Climb up the first grate as a cat for the first Green Star. There are Big Boos ahead. After passing all of the grates, you'll come to an open area with many Boos. Defeat them, and get back on the raft. You'll see the second Green Star to the left. There are invisible clouds leading up to it. Soon, the raft will go down a waterfall. At the bottom of the waterfall are three Big Boos. Kill them all with the Light Box to make the warp box appear. Before you go through the warp box, climb up the wall for the third Green Star. Once you go through the warp box, go past the flagpole to find Captain Toad with stacks of coins. There's a horizontal grate in front of the flagpole. Use the invisible clouds on the side to reach it.
There are no stamps in World Mushroom.
There are no stamps in World Mushroom.
Labels:
Big Boo,
Boos,
Green Star,
Light Box,
Purple Water,
Super Mario 3D World
Friday, March 28, 2014
Super Mario 3D World: Star-8 -- Peepa's Fog Bog
The first part of this level is a graveyard covered in snow. There are Key Coins to collect. Some of them are not as obvious to reach. One on the left is above invisible clouds. One in the center requires hitting a POW Block. Go through the front right door to reach the Key Coin on the balcony. Dodge the many Peepas (ghosts) and Snow Pokeys. Towards the back are two headstones with glowing spots you should ground pound. The one on the right has a Starman. Get it and run to the back left corner to defeat the Peepas surrounding Captain Toad for the first Green Star. The headstone on the left has a Fire Flower. Once you collect the Key Coins, take the warp box to another area.
The warp box takes you to a raft on purple water. Grab the clock and the raft will drop you off at the midpoint. There are many Boos in the fog. Narrow wooden planks rise in and out of the fog. Memorize the path so you know which way is safe. On solid ground, you'll see two Mystery Boxes. The left one is fake. The right one leads you to a room where the second Green Star will disappear if you approach it. Quickly throw a snowball at it to get it from the stone tiles. The third Green Star is nearby, out over the fog. Grab a snowball from a Snow Pokey and throw it at the Green Star. Farther along, you'll find a boost pad. Make sure the path ahead is about to appear before you hit it and start running. Take the path to the right for the stamp. The warp box ahead takes you to the flagpole, where there are Peepas and invisible clouds.
The stamp is of Cat Rosalina.
The warp box takes you to a raft on purple water. Grab the clock and the raft will drop you off at the midpoint. There are many Boos in the fog. Narrow wooden planks rise in and out of the fog. Memorize the path so you know which way is safe. On solid ground, you'll see two Mystery Boxes. The left one is fake. The right one leads you to a room where the second Green Star will disappear if you approach it. Quickly throw a snowball at it to get it from the stone tiles. The third Green Star is nearby, out over the fog. Grab a snowball from a Snow Pokey and throw it at the Green Star. Farther along, you'll find a boost pad. Make sure the path ahead is about to appear before you hit it and start running. Take the path to the right for the stamp. The warp box ahead takes you to the flagpole, where there are Peepas and invisible clouds.
The stamp is of Cat Rosalina.
Labels:
Boos,
Fire Flower,
Green Star,
Key Coin,
Mystery Box,
POW Block,
Purple Water,
Snow Pokey,
Stamp,
Starman,
Super Mario 3D World
Sunday, March 16, 2014
Super Mario 3D World: Bowser-6 -- A Beam in the Dark
This level is a Ghost House that introduces the Light Box. You'll want Luigi for this level. Shine the light on Boos and ghosts for a long enough time to defeat them. Stand on the circular platforms on the floor to make it move. Shine the light to clear the path ahead of you. To the left is a Luigi switch with the stamp. Get back on the platform and it drops down when a giant Boo appears. You'll land in front of a mirror. The first Green Star appears in the mirror, so walk towards the screen to get it. Up ahead is another circular platform. Ride the platform and hit the POW Blocks for more light for a short time. It will also temporarily stop the Para Dry Bones. There's a Red Coin Ring ahead if you like. At the end of the ride is a door to the midpoint.
Go to the back wall and take the elevator up. This takes you to a hall of Bowser statues. The platform will quickly move forward. There's a gap in the statues on the right side, about halfway. Jump to the right to find a Mystery Box. It will take you to a room with six Boos. Kill all of them with the Light Box to get the second Green Star. Take the door behind you to reach the back wall. There are several doors here. Go through the right door, which takes you to the upper level. Take the middle right door to move forward. Once again you have to ride a platform, but it is broken into more of an hourglass shape. Do your best to survive all of the ghosts and Para Dry Bones without falling off. At the end is a giant Boo guarding the third Green Star. Either kill it with light or lead it away. Go through the door to the right. A platform will drop you right in front of the flagpole.
The stamp is of small Mario tripping and falling.
Go to the back wall and take the elevator up. This takes you to a hall of Bowser statues. The platform will quickly move forward. There's a gap in the statues on the right side, about halfway. Jump to the right to find a Mystery Box. It will take you to a room with six Boos. Kill all of them with the Light Box to get the second Green Star. Take the door behind you to reach the back wall. There are several doors here. Go through the right door, which takes you to the upper level. Take the middle right door to move forward. Once again you have to ride a platform, but it is broken into more of an hourglass shape. Do your best to survive all of the ghosts and Para Dry Bones without falling off. At the end is a giant Boo guarding the third Green Star. Either kill it with light or lead it away. Go through the door to the right. A platform will drop you right in front of the flagpole.
The stamp is of small Mario tripping and falling.
Labels:
Big Boo,
Boos,
Ghost House,
Green Star,
Light Box,
Luigi,
Mystery Box,
POW Block,
Stamp,
Super Mario 3D World
Thursday, February 20, 2014
Super Mario 3D World: 6-2 -- Spooky Seasick Wreck
This Ghost House is a series of boats and piers. Take the warp box to the first boat. All of the boats rock, which may make you dizzy. There are Bullies on the boats. They will try to push you into holes in the boat or off the boat entirely. You can do the same to them and push them with fireballs. Between the boats are tilting platforms with spike bars. Kill the bullies on the second boat to make the first Green Star appear. The warp box at the end of the path will take you inside a boat. There's water in the boat. Ahead, ghosts are circling the stamp. Boos will appear. There's a couple of item blocks ahead. Hit the second item block for a Starman. Near the second ring of ghosts, drop down into the water for the second Green Star. The warp box at the end will take you to the midpoint.
The platform will drop to some tilting platforms. Proceed carefully. The third Green Star is near some Boos. At the end is a boat with Bullies. Grab the item from the invisible block near the center. Kill the Bullies to make the warp box to the flagpole appear. There are tilting platforms and spike bars leading up to the flag.
The stamp is of a Fire Flower.
The platform will drop to some tilting platforms. Proceed carefully. The third Green Star is near some Boos. At the end is a boat with Bullies. Grab the item from the invisible block near the center. Kill the Bullies to make the warp box to the flagpole appear. There are tilting platforms and spike bars leading up to the flag.
The stamp is of a Fire Flower.
Labels:
Boos,
Bully,
Fire Flower,
Ghost House,
Green Star,
Stamp,
Starman,
Super Mario 3D World
Monday, February 10, 2014
Super Mario 3D World: 5- Toad -- Captain Toad Plays Peek-a-Boo
Time for adventure! There are five more Green Stars to collect in this ghostly area. Go through the door to reach the other side of the fence. Touch the touch platform to raise it to the donut lifts to reach the first Green Star. Walk down the slope and go through the left door to reach the second Green Star. Take the top right door, which leads to the top door. There's no floor below, so you'll drop down. Walk around to the left and drop down. Boos will follow you. Touch the touch platform to move it out of the way, walk toward the two touch platforms. Drop down to the first one, then raise it to the second. Raise the second one, then cross the donut lifts to the touch platform that was previously in your way. Stand on it, then touch it to move it to the third Green Star. Stand on the touch platform again and let it move back into position. Go through the hallway to where the ghosts are circling the fourth Green Star. Get it and the Super Mushroom if you like. Walk up the purple ramp across the donut lifts. You will be chased by Big Boo. The fifth Green Star it at the end.
Labels:
Big Boo,
Boos,
Donut Lifts,
Green Star,
Super Mario 3D World
Saturday, January 25, 2014
Super Mario 3D World: 3-3 -- Shifty Boo Mansion
It's time for the first Ghost House. You can see Big Boo outside, peering through the windows. There are lots of Boos here and the floor and furniture move. There are some moving triple item blocks. Use them to reach the triple item block above for a Fire Flower. Fireballs won't defeat the Boos, but they'll become temporarily transparent, allowing you to walk through them. Go up the stairs and you'll see a portrait of a Boo. Jump into the portrait, which has a Mystery Box behind it. It takes you to a rotating room with ghosts. Wait until the room rotates far enough that you can get the first Green Star. Keep going and you'll see a couch. Stand on it and it will float up to the stamp. At the end of the hallway is a door to the library.
The shelves of the bookcases move when you stand on them. In the lower left corner of the bookcase is the second Green Star. It is hidden behind one of the shelves. Stand on the shelf above it and they will slowly move out of the way. Go up the bookcase shelves to reach the midpoint. There is an invisible block on the back wall so you can reach the item block with another Fire Flower. Go to the right, then go toward the front wall (towards the screen). There are invisible clouds that lead to a 1-up. On solid ground, Big Boo will chase you up the moving steps. Go to the right and pass the pipe, which is fake. Go up the left stairs for a clock. To the right, there is a door near a gap. In the gap are invisible clouds with coins. The door takes you outside.
There are many ghosts out here moving around. The 1-up is fake. Go through the door to go back inside. The floor is moving to the left. There's a clock nearby if you ant to risk it. Keep going to the right and you'll find another couch. It will float to a fake pipe which contains the third Green Star. The door will take you outside again, but the floor is moving to the left. Two Big Boos will chase you, so run quickly. Go past the flagpole, as it is fake. The Big Boos will leave you alone and you'll soon come across the real flagpole.
The stamp is of a Boo.
The shelves of the bookcases move when you stand on them. In the lower left corner of the bookcase is the second Green Star. It is hidden behind one of the shelves. Stand on the shelf above it and they will slowly move out of the way. Go up the bookcase shelves to reach the midpoint. There is an invisible block on the back wall so you can reach the item block with another Fire Flower. Go to the right, then go toward the front wall (towards the screen). There are invisible clouds that lead to a 1-up. On solid ground, Big Boo will chase you up the moving steps. Go to the right and pass the pipe, which is fake. Go up the left stairs for a clock. To the right, there is a door near a gap. In the gap are invisible clouds with coins. The door takes you outside.
There are many ghosts out here moving around. The 1-up is fake. Go through the door to go back inside. The floor is moving to the left. There's a clock nearby if you ant to risk it. Keep going to the right and you'll find another couch. It will float to a fake pipe which contains the third Green Star. The door will take you outside again, but the floor is moving to the left. Two Big Boos will chase you, so run quickly. Go past the flagpole, as it is fake. The Big Boos will leave you alone and you'll soon come across the real flagpole.
The stamp is of a Boo.
Labels:
Big Boo,
Boos,
Fire Flower,
Ghost House,
Green Star,
Mystery Box,
Stamp,
Super Mario 3D World
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