Showing posts with label Key. Show all posts
Showing posts with label Key. Show all posts

Saturday, April 11, 2015

Captain Toad: Treasure Tracker -- Episode Bonus-8. Toad Brigade to Magikoopa Keep!

You'll need 190 gems to unlock this level.

The Toad Brigade is scattered all over Magikoopa Keep. In this case, it is best to ignore the Toad Brigade and reach the top of the tower without them, as they are a huge liability with Magikoopas attacking you. Grab as many coins as you can, especially around the tower's grounds. Use the green pipe to reach the first floor. Blue Toad is towards the front side of the tower, by the wall. Take the green pipe around the corner to the second floor, pick the plants to the right for coins, then go left. Pick the plant for the key, then toss it on the fan. Go through the yellow pipe and move the fan up so you can grab the key. Also use the fan to reach more coins. The key unlocks the door Green Toad is behind. Go through the red pipe to the fourth floor, drop down to the P-Switch, then go through the tunnel, collecting the many coins inside. Go back to the fourth floor, then through the blue pipe. Walk behind the green pipe to find an invisible Gold Mushroom. Take the green pipe to the top of the tower. Use the plant with unlimited turnips to defeat the Magikoopas. This will make the center part of the tower rise up, revealing Yellow Toad. Now that the Magikoopas have been defeated, get the Toad Brigade, then drop down to the clouds below. This will let you inside the tower for a lot of coins. When you're ready, go to the top of the tower and take the elevator for four to the Star.

Special Challenge: Collect 240 coins.

Thursday, April 9, 2015

Captain Toad: Treasure Tracker -- Episode Bonus-6. Toad Brigade to Trick-Track Hall!

You'll need 170 gems to unlock this level.

It's time to reunite with the Toad Brigade again. Collect as many coins as you can. As before, move the arrow platforms so the Spike destroys the barriers in front of you and below you. Drop down and go around the corner, heading away from the Spike. You'll find Blue Toad over here. Go around the corner and defeat the Piranha Sprouts. Underneath the platform the Spike is standing on, there is a plant with a key. Stand on the touchstone and lower it to reach the locked door. Green Toad is behind the door. Return using the touchstone and have the nearby Spike destroy the barrier. Quickly and carefully cross the spikes and move in a slight circle to make sure all Toad Brigade members are on the touchstone. Raise the touchstone and move the arrow platforms so you can reach Yellow Toad near the Spike. Drop down carefully to the spiked platform, then drop down to safety. There's a hidden Gold Mushroom nearby. Grab the coins in the area before taking the elevator for four up to the Star.

Special Challenge: Collect 150 coins.

Monday, March 30, 2015

Captain Toad: Treasure Tracker -- Episode 3-24. Trick-Track Hall

Toadette finds herself in an area with Spikes and movable platforms. There are two arrow platforms to the side of the Spike in front of you. Touch them to move them in the direction of the arrows. This will make a path so the spike ball the Spike throws will roll into the gate in front of you and destroy it. Just be sure you're not standing directly on the other side of the gate. Once that gate is broken, move both arrow platforms, then rotate the camera so you can see the touchstone platform underneath where the gate was. Touch it to lower it so the Spike can destroy it. Move the closer arrow platform in front of you, stand on it, then move it so you can drop down to the hall. If you go around the corner away from the Spike, you'll find some coins. Walk around the corner where the Spike is and you'll find a couple of Piranha Sprouts. Pick one of them and walk to the railing and toss it at the first gem. The lone plant has multiple coins. Walk into the nearby corner and you'll find a plant with a key. Stand on the platform one of the Piranha Sprouts was on and touch it to lower it. You'll find a locked door and a Piranha Sprout around the corner. The door leads to the second gem. Return and move the arrow platform closest to the Spike on the opposite side of the gap to break the gate. Lower the platform at the end, carefully cross the spikes, then raise the platform. Cross the arrow platforms, moving them as necessary. An arrow platform in the corner has a plant with a Mushroom. Go around the corner and move the corner arrow platform behind the Spike for the third gem. Go back a short distance and use the arrow platforms to reach the arrow platform in the center. Move that one and time your drop onto the spikes below, then drop down to the floor. Stand on the touchstone to reveal a hidden Gold Mushroom, then get the Star.

Special Challenge: Find the hidden Gold Mushroom.

Friday, March 20, 2015

Captain Toad: Treasure Tracker -- Episode 3-14. Shy Guy Shadow Den

Toadette finds herself in a two-story building that is dark, but partially lit by torches. There are Shy Guys patrolling all over the place. Be careful to not be spotted by them. You can kill them, as long as they don't see you. They'll notice you if your headlamp is on, so turn it off by pressing (Y). Sneak past the first Shy Guy and go into the dark hallway. Rotate the camera around and you'll see a small room to the right. Sneak past the Shy Guy here and climb up the ladder for the first gem. Continue to the end of the dark hallway, where you'll find yet another Shy Guy. Sneak past it and climb the ladder. There's a Fire Piranha at the top of the ladder. Lure it into breathing fire at the corner in front of it. This will make a torch light up and the second gem will appear on a set of stairs. Around the corner are two Shy Guys patrolling the area. Follow behind one of them until you reach a doorway. Go through the doorway to find the Star and another doorway. That doorway leads to a plant with the key. Grab the key and use it to unlock the door where the Shy Guys are patrolling outside of the room with the Star. Go down the ladder and through the purple pipe. You'll find three Fire Piranhas and six plants here. The plants have coins, turnips, a Mushroom and the third gem. You can lure the Fire Piranhas to breathe fire on each other so you can pick the plants in peace. Once you have the gem, return to the room with the Star.

Special Challenge: Slip past all the Shy Guys.

Tuesday, March 3, 2015

Captain Toad: Treasure Tracker -- Episode 2-15. Double Cherry Spires

Toadette finds herself at a palace. There are four short towers near the corners, each with a different color lamp. The tower with the yellow lamp, in the northeast corner, has a Gold Mushroom. Go upstairs in the center tower to get the Double Cherry. Walk forward and split up the clones to land on two P-Switches. This raises the towers and fences between the Toadettes. Send the Toadette on the right to the yellow lamp's tower. Climb up the ladder, then drop down to the P-Switch. This will make the tower on the opposite side, the green lamp's tower, rise and fall. Send the left Toadette into this tower and have her step on the P-Switch on that side. This will raise the tower in front of it, the blue lamp's tower. Under it is a plant with the first gem. Use the green lamp tower to reach the floating carpet to the blue lamp tower. Pick a turnip from the blue lamp tower and carry it to the center tower. Toss it at the second gem. There are unlimited turnips in the blue lamp tower, so it's okay if you miss. Step on the P-Switch in the center tower to raise the pink lamp tower so it connects on the third level of the center tower. Send the Toadette on the right under that tower for a key. Toss it over the fence and unlock the door for the third gem. Climb the ladder on the pink lamp tower and cross to the center tower. Step on the P-Switch, which makes the barrier on the second level of the center tower disappear. Have both Toadettes stand on the two-person elevator, which will take them to the Star.

Special Challenge: Collect the Gold Mushroom.

Monday, March 2, 2015

Captain Toad: Treasure Tracker -- Episode 2-14. Midnight in the Wandering Woods

Toadette is in a dark forest with Stumpers. Use the alcove to pass the first set of Stumpers. Climb the ladder and cross using the Stumpers, to where the first gem is in between some fences. Walk up the nearby ramp and use the Stumpers passing the alcove to reach a lone plant. The plant contains a key. Pick up the key and toss it over the fence, then climb the ladder and get over the fence using the Stumpers. There's a ring of Peepas and two sets of tall Stumpers guarding a ladder. Nearby is a locked door. Go through it and you'll find Stumpers walking in purple water. Use them to cross the purple water to a purple pipe. The pipe leads to you to some moving plants, one of which has the second gem. Return and go up the ladder guarded by the Stumpers. Walk up the ramp to the right and cross both sets of Stumpers to the rocks on the left, where you'll find a hidden Gold Mushroom. There are three sets of Stumpers walking around the Star. Hide in the alcove, then get on the other side of them. Walk towards the Star while on the ground and you'll find the third gem under the Star. Walk up the ladder and cross the Stumpers to the Star.

Special Challenge: Find the hidden Gold Mushroom.

Sunday, February 1, 2015

Captain Toad: Treasure Tracker -- 3. Touchstone Trouble

Captain Toad finds himself on some touchstones, platforms that move when you touch them on the GamePad. There's a pink one and a blue one. You'll start on the blue platform. Touch it to raise it and drop down onto the pink touchstone and touch it to make it slide over, revealing a doorway to the first gem. Go back through the doorway and touch the blue touchstone to make it lower. Cross over to the blue touchstone on the other side of the wall. Move the pink touchstone so you can enter the doorway. Ignore the plant for now. Touch the blue touchstone and leave the doorway. You'll be on a lower level of the blue touchstone, where the second gem is. Move the touchstones back so you can reach the plant. Pick it to get a key. Move the pink touchstone so you can reach the ramp leading to the blue touchstone. Drop down there and move under the Star to find a locked door. Use the key to unlock it to find the third gem. Walk back up the ramp and go to where the plant was, move the blue touchstone so that the area where the plant was is level with the top of the pink touchstone. Cross over from the blue touchstone to the pink touchstone, then touch the blue touchstone to form a ramp to the Star.

Special Challenge: Clear the stage in three touches.
To do so, you will not be able to collect the gems. Raise the blue touchstone and cross to the pink touchstone on a diagonal. Lower the blue touchstone, then shift the pink touchstone to form the ramp to the Star.

Friday, October 10, 2014

Super Paper Mario -- Chapter 8-2: The Crash

An endless labyrinth of mind-boggling turns and deadly enemies... This final journey was more dangerous and trying than our heroes had seen before. Mario and friends kept on without Bowser, who was lost in a duel. There was no time to stop and search for Bowser, or even grieve. Our heroes knew they had to rush toward the final encounter with Count Bleck.

The ground is shaking in Castle Bleck's Foyer. Luigi's lost count of the tremors. Peach finds it strange that Count Bleck would let the destruction of The Void ravage his private castle, wondering what kind of evil plan it is if it destroys him in the process. Tippi wonders if Blumiere is here, then says they must keep moving and find Count Bleck soon. There are Zoing-Oings, Cursyas, Red Is, and Blastboxers in the area. Go through the door.

Someone says the heroes have finally arrived. The music from Merlee's Basement plays. It's Merlon, who somehow beat the heroes here. Tippi asks what he's doing here and he says he found a fascinating passage in the Light Prognosticus, so he rushed here to tell them. The passage says they can reach Count Bleck by hitting the totally unsuspicious block in front of them. Behind Merlon is a locked door. Hit the block to open up a trapdoor. Merlon giggles, calling the heroes a bunch of suckers and transforming into Mimi. The heroes drop down to a cage with a pipe on the other side of the bars. On the right side is a crack in the wall. Blow it up and go through it to reach the pipe. There are doors on either side. The door on the right leads to a room with spikes, Para Spike Tops, and a red block. The door to the left leads to a room with Magiblots, fire bars, and a red block. The red blocks in each room will move the pipe to the left or the right. Move the pipe to the far left, then go through it. There are three chests in the room with a Courage Shell, a Life Shroom, and a Key. Flip to find a hole in the floor, then drop down to the locked door.

Go through the door and you'll find Gloombas and stairs with flipping hammer bros, Koopas, and Fire Bros. Go through the door on the middle landing and you'll find many Cursyas. Flip to find a hidden path to the right which leads to a chest with an Ultra Shroom Shake. Return and go through the door at the top of the stairs. Here you'll find three dangling Mushrooms. As before, there's a trapdoor under each. The left one has three Shlorps, the middle one has all kinds of Cherbils except Dark Cherbils, and the right one has a Chromeba in 3D. Defeat the Chromeba for the key. Return to the room so you can unlock the door on the right.

Someone is speaking in rhyme about how the heroes have arrived. It's Merlee, saying she knew the heroes would survive. She has three questions to ask that will hold the key to the heroes' future. They must answer honestly and fairly.
1. Which one of theses beasts is hardest for you to make deceased? Goomba, Clubba, or Ultra Shroom
2. Next, which of theses fearsome three most rattles your knees? Fuzzies, Hammer Bros., Thunder Rage
3. Now which of these do you despise like fleas? Amayzee Dayzee, Francis, Cooking Mistake
After you answer the questions, Merlee leaves, saying they will meet again. Go through the door to find the answers to your questions in the next three rooms.

After the third door, Merlee is hopping mad, asking what the heroes are trying to pull. She reveals that she's actually Mimi, who put everything the heroes "hate" in those rooms, and asks how they got through the icky stuff. She suspects that they may have been lying. Peach asks how Mimi dares lecture them as she was just pretending to be Merlon and Merlee. Mimi ought to be ashamed for using such dirty tricks. Mimi says she likes getting what she wants, so she does whatever she needs to get it. She calls Peach always having to get rescued by boys embarrassing. Peach is a lot of talk when she has her little boyfriends to protect her. Peach is shocked and decides to give Mimi what she so richly deserves. Luigi asks if Peach is serious and Peach says to stay out of it. Mimi threw mud at her dignity. She tells the bros to leave her be and they understand. Mimi is amused that the pretty princess wants to face her along, but says it would be sad if her boyfriends had to cry over spilled peaches. She transforms, saying Peach should try not to cry or her pretty makeup will run.

Mimi has an unknown amount of HP and four attack. As always, she'll attack with Rupees. She'll also have Rubees spin around her as she moves on a line. Duck when she does this. She's faster than last time. Throw Rubees to knock her off the ceiling and stomp her to make her legs fall off one by one. When she's defeated, she screams "WAHHHHHH!" Peach asks what's the matter and if she spanked her too hard. Luigi congratulates her, but the castle shakes violently. Tippi says the destruction is spreading and if they dawdle, they're doomed. Peach suggests they leave, so the bros take off, but she stays behind, saying Mimi can't stay here and should find some place safe in the castle. Mimi doesn't think Peach cares. The castle shakes even more violently.

Outside the room, Tippi wonders what that loud noise was. Luigi calls for Peach, but the door won't open. Back in the room, Peach is holding onto a ledge, as most of the floor has given way. With her other hand, she's holding onto Mimi. Mimi asks the silly princess what she's doing. Peach asks herself the same question, saying she just leapt into action without thinking. Mimi doesn't want her help and wants to be left alone. Peach can't do that, even though Mimi has been very bad. Peach doesn't know how Mimi was raised, but she was taught to help people in need, so she can't leave Mimi to die. The castle shakes again and Peach falls.

Outside, Luigi laments that they've lost two party members: first Bowser, and now, Peach. He asks Mario what they should do. Tippi says they have to keep going, but Luigi says they can't leave the princess. Tippi knows it's horrible, but this is the end of all worlds. They must press on, which is what Peach would want if she were here. Luigi says that would be a thing Peach would say and that he's worried about her. He says she'd be mad at them for wasting time, so they should keep going. To the right is the star.

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.

Friday, September 5, 2014

Super Paper Mario -- The Underwhere

Mario wakes up in a dark world. Someone says hi and asks if it's his first time in The Underwhere. It's a joke, as people don't arrive here twice. Mario asks what this place is and the Shayde says it's where people go when their game is over. It's also called World -1. The Shayde asks how Mario's game ended, but Mario says his game's not over. The Shayde says he's in denial and that he'll hear the truth from Queen Jaydes, the scariest person in The Underwhere, who rules over the Shaydes. None of the Pixls are with you, nor Bowser or Peach, but you still have your items. Walk to the right to find a fountain. Stand in it to fully restore your health. To the right is a Save Block and a door.

Go through the door and someone hums to themselves. It's an angel-like being, speaking in an older version of English, wondering if she'll meet her most special someone today. She believes it will be a prince of fair countenance who is pining to meet her. She commands him to fly to her. She looks at Mario and scowls, asking why he's staring at her. He didn't hear her pine for an old, mustached fatty and tells him to be gone. In the area are tall pipes and spikes. Flip to get around them, but you'll have to keep switching between the front path and the back path. At the end is a tall pipe. Flip to find a flip block so you can reach the Super Shroom Shake on top of the pipe. Go through the door.

There's a wide river and a boat. You can pay money to cross the river, the River Twygz, or just swim across. Avoid the hands in the water, which are called Underhands. They can't be defeated and will hurt you. Go through the door on the other side of the river to reach a palace. One of the Shaydes says that Mario should talk to Queen Jaydes, who knows all the bad things everyone's done in life. If a person was good, they get to go to The Overthere. If not, they'll suffer in The Underwhere. Talk to Queen Jaydes, the mistress of The Underwhere. She's the ruler of those with ended games and weighs the sins from one's time among the living. If they're light enough, one gets to experience the bliss of The Overthere. She senses a strange energy and asks if Mario brought anything strange into The Underwhere. Mario hands her the Pure Heart and she is shocked. It is badly damaged. She wonders who Mario is to have it and asks what happened. She then gets a call from Grambi, saying that Luvbi is missing. She and her D-Men are already shorthanded, so she asks Mario's help to find Luvbi, a Nimbi who vanished. Agree to help and she'll take the Pure Heart, promising to return it when he returns with Luvbi. She gives Mario a Door Key, saying a strange fellow dressed in green fell into the River Twygz, who definitely is not Luvbi. She says to check there first anyone and says the key opens the door to the underground waterways.

Drop down into the River Twygz and avoid the Underhands. Flip at the bottom to find a hole that leads to a locked door. Unlock it. Swim up and over the ledge and push a block down to the right. Drop down and throw the switch to drain the water. Go up and right to find some brick blocks. Break them, then throw the switch again to fill the area with water. Swim up and to the right. Flip to find a path out of the area. Flip to reach a block and push it down to the left. Drop down and throw the switch to drain the water. Hit the brick block for a ladder. Flip to find a path out of the area. Go through the pipe and flip for some coins. Go through the door to the right and drop down. Flip and go back to find a hidden chest with a Dry Bones card. Climb up the fountains to the right to find someone groaning. Mr. L's music starts playing. It's a man in a green cap, wondering how he ended up in this lousy place. He remembers being grabbed by Count Bleck's underlings. He wants someone to help him. Mario greets him and Luigi freaks out. He remembers his brother and missed him a lot. He asks why Mario's here, saying he doesn't know where he is. Mario explains and Luigi can't believe he's in the land of ended games. He thinks Count Bleck's baddies did him in like they did in Mario. He takes it well, saying everyone runs out of extra lives. He wonders what to do and Mario explains he's looking for Luvbi. Luigi agrees, saying he has lots of free time now that his game is over. He joins the party. Hold Down on the Control Pad, then release to do a Super Jump to reach high ledges and attack enemies. Luigi wants to jump for joy. Flip to find a Long-Last Shroom Shake in the corner, then Super Jump to reach the door.

Use the Super Jump to quickly go through the waterways, then head to the left after getting out of the River Twygz. Super Jump over the pipes until you reach the door, then Super Jump on the pipes to the left of the door, without going through it. There are Ice Piranhas here, as well as a Poison Cherbil. In the high item block, you'll find a Happy Flower. Just to the right is a tall pipe with an Ice Piranha. It leads to the background. Go through the other pipe in the background to reach a pipe in the background below. Go through the other pipe in the area and it takes you to a room with a Gigabyte, a flying skull that will only take 1 HP of damage per hit. It has 6 HP and will give you many coins when you defeat it. Defeating it will also make a chest with the Peach (3) card appear. Return to the foreground and go through the door. You'll hear the angel-like creature humming again. Flip to get past the pipes with the Ice Piranhas and talk to her. She tells her sweet prince to hasten to her. She sees the Mario bros, and calls them aging men of mustache. She asks what they want and they explain they came to find her. She refuses to consort with such hairy faces and wants only princes to approach her. She asks if they claim to be her prince, and if so, they should know her name. Tell her her name is Luvbi and she taunts them, but is shocked when they know her name. The thought of them being her prince can't be abided and she won't date a man so old and unpleasant to the eye. She decides to return to her mother.

Return to Queen Jaydes and Luvbi says the foul, hairy creatures return at last. She calls them liars as they weren't princes, but found her at the request of her mother. Queen Jaydes tells Luvbi to mind her manners and says she sent them because she wandered off without permission. She tells her to apologize and Luvbi says she is sorry that the Mario Bros are so hairy. Queen Jaydes says Luvbi had them worried. She gives back the purple Pure Heart, fully restored, as a sign of gratitude. She has power over life and death, so she restored the Pure Heart. She says the fact that the Pure Heart survived means fate is on their side. She also explains that Mario's and Luigi's games are not truly over and they were sent to The Underwhere alive. She can allow them to return. She chants her name, then Game Over several times, then Continue.

The bros end up on Flipside Tower. Tippi says Mario is alive and Merlon was sure Mario's game had ended, but is marveled that he is truly alive. Luigi says his bro bounces back and that he bounces, too. Back in Merlon's house, Luigi introduces himself as his bro's bro. Tippi asks if they've met before, but Luigi doesn't remember. Tippi thinks he may be the fourth hero. The Light Prognosticus says the seventh Pure Heart will draw together two men and its brilliance will shine on the way to the last hero. Tippi says she never stopped believing Mario would return and asks about Peach and Bowser, thinking they could come back as well. She says to find the next Heart Pillar.

Go to the B1 Flopside Outskirts. Use the Super Jump to jump onto the tall wall, then flip. Drop down to the back to find a chest with a Piccolo card. On the other side of the wall on the front side is the Heart Pillar. Place the Pure Hear to make the purple door appear. Tippi says they must act quickly to stop Blumiere. She then wonders who Blumiere is.

Thursday, August 28, 2014

Super Paper Mario -- Interlude After Chapter 5

In Castle Bleck, O'Chunks is singing for Nastasia. It's a song about Count Bleck's greatness. Towards the end, he runs out of steam. Mimi appears, telling him to stop, saying he's breaking windows. Nastasia explains that she made O'Chunks come up with a nice motivational tone as a punishment for being defeated again. She's making him sing it 1,000 times. Mimi says Nastasia's more evil than she thought. She asks where the count is. She hasn't received a call to do anything and is bored. Mr. L drops in, saying Brobot is gassed up and ready to fight. Nastasia loves the enthusiasm, but tells him to shelve the robot action plan for the time being. Count Bleck left specific orders to stand by. Mimi can't believe they're supposed to wait for the hero to come get them. Mr. L says he'll leave to do other things if he's not needed. Nastasia is agitated, saying they aren't going anywhere, as Count Bleck's orders are absolute. She leaves. Mimi's bored and Mr. L says Brobot craves a daily smash and there's no action here. Dimentio says it's hard to stay still when one pines for sweet vengeance, but the count's orders are absolute and without exception. They shouldn't dare think about executing a secret sneak attack, even though defeating the hero would please the count. They MUST follow orders. Mimi remembers she has something to do and Mr. L says he must deflavorize Brobot's Flavorizer and they both leave. Dimentio says he must leave as well.

We now return to our serial drama of Timpani and Blumiere.
Blumiere: Look, Timpani. The stars are beautiful, aren't they?
Timpani: There's a tradition in my village. We believe that wishes on stars come true.
Blumiere: Oh, is that so? In that case, we'd better get wishing, don't you think?
Timpani: I don't need to wish anymore.
Blumiere: Mmm?
Timpani: I already have everything I need right here.
Blumiere: Timpani... Aren't you cold?
Timpani: Not at all. I'm very warm... Can we stay like this? Just a little longer?

Back in Flipside, Peach calls to Tippi, saying she's a little out of it. Tippi asks if they just heard something, but none of them did. She thought she remembered something very important, but the ground shakes and The Void grows larger. They need to open the door to the next world quickly. On the second floor and Merlon says they're back. The Void grows larger and some worlds may have started to decay already. He wonders how long Flipside will be spared. Tippi asks if the Light Prognosticus says how much time they have left and Merlon says it was only written to counter the Dark Prognosticus, so it's not truly prophetic. It's hard to say how much time they have left, but it's probably not much. Tippi says they can only go forward and can't wait for worlds to end. Merlon has a message from Nolrem, saying that a Heart Pillar has been spotted on the outskirts of Flopside. In the meanwhile, he'll look into the Light Prognosticus for clues.

On the second floor of Flopside, go into the Fortune Teller's house and you'll find Merlee's moved in. Merlee asks them for a favor: she lost her crystal ball in her move over here and Merluvlee in Flipside uses the same kind. She wants the heroes to ask her for one. She says this won't take long, but it's a long sidequest. Merluvlee says she's in training and Bestovius has some useful equipment. She asks them to get it for her. Go to Chapter 1-1 and ask Bestovius for the Training Equipment. He says he lent Old Man Watchitt a You-Know-What and wants it back. Go to Chapter 1-2 and go to Watchitt's house. He says he's been seeing a strange lady in his dreams who talks a lot and needed help with something. He describes her as looking like Merlumina. He says she needs to get out of his dreams and if the heroes help her, he'll give them anything. Since she's been in his dreams many times, he's become a fan and wants her autograph. Go to Chapter 1-4 and find Merlumina again. She says it's a pleasure to meet them again. They ask why she's still here and she says she couldn't fall asleep after sleeping for so long, so she sent out her frustrations telepathically. They reached someone in a nearby town of Ancient blood. She says she did it when she was single to meet people. She tells a long story, which makes the heroes fall asleep. She thinks that Watchitt is hard of hearing, which made her sad and unable to sleep. She says she used to fall asleep to lullabies and tells another long story. All this talking is making her drowsy and the heroes' plan to make her sleepy by making her talk was brilliant. She starts fading, but the heroes remember to ask for her autograph. Give it to Watchitt, who gives you Bestovius's You-Know-What. Give it to Bestovius for the Training Machine and give that to Merluvlee, who gives you the crystal ball. She says to tell Merlee that they're even now. Merlee give you a free charm and a Random House Key. Get your charm first and go for the Special Package, as it lasts the longest. Go to the first floor of Flopside and unlock the locked house. There's a large chest. It's time to get funky. A Pixl says, "Doodly-doo!" then makes animal and car noises. All things sing and to live is to make music, according to the Pixl. Her name is Piccolo and heard their footsteps, which isn't their essence. She joins the party with the ability to make different music based on the character, with the ability to remove curses.

Go to the third floor of Flipside using the pipe on the second floor. There's a red rock with Piccolo drawn on it. Use her power near the rock to reveal a chest with a Merlee card. Go to the second floor of Flopside and use Tippi's power to reveal some blocks under the pipe. Use the pipe to reach the third floor and go to the left to find a similar block. Use Piccolo's power to reveal a chest with the Nolrem card. Go to B2 and flip to find Welderberg on the right. He'll build you a pipe from here to the second floor of Flopside for 100 coins. Go to the outskirts on the second floor and use Cudge to break the yellow block. This makes a pipe appear. Take it down to the first floor outskirts. Take the pipe in the area down to B1, then another to B2. Behind the pipe is a yellow switch that makes the wall disappear. There's a large chest with the Power Plus. Use it to permanently boost your attack by 1. Drop down the gap to the left and you'll find a chest with a Barry card.

Go back to the first floor outskirts and flip in front of the sign. Follow the path and use Dottie to go under the rock formation. There's a square stone that's actually a yellow block. Hit it to make a red switch appear. Stand on it to make a Heart Pillar appear. Place the Pure Heart to make a blue door. Nolrem says at the Duel of 100, the hero will meet with dark powers of purest chaos. If the hero falls to the 100, the chaos world grows and the Purity Heart fades. The hero will falls to the world where games are ended. He deciphered this part of the Light Prognosticus, which says that if they fail to pass the duels, all worlds are ruined. Their lives and the Purity Heart will be lost. Although this message may discourage them, he must still send them forth as they can not nothing else. Stock up on healing items before going starting the next chapter.

Wednesday, August 27, 2014

Super Paper Mario -- Chapter 5-4: The Menace of King Croacus

"You want REAL danger? How about my duel with the foul Rainbowzilla?!" As the heroes descended into the Floro Caverns, Flint Cragley entertained them all. "Boss. BOSS! Cragnons heard that story 255 times, brah... You making my Crag hurt. Brah, if you count time we weren't tied up, then it be 256 times." Mario and Co. glanced over at the weary faces of Flint's crew as they delved deeper. But a light grew... Was it a ray of hope from the Pure Heart, or an evil illusion?

Flint Cragley tells the viewers at home that they traipsed over beasts, but found a sight too horrible to believe. Hornfels says nothing has happened yet. Flint says the sight is up ahead and they're going to look for it now. They leave. Drop down and you'll find a white door in the cavern. It leads to a scanner, with an ornate door on the other side. Unfortunately, the heroes can't get past the scanner. Drop down to the left and you'll find a tiny pipe, then a normal pipe. Go through the normal pipe and you'll see a Cragnon leave through a white door. The white door leads to the Processing Center, but a key card is required for access. Go back through the white door and drop down to the right. There are Pal Pills in the item block, but you may want to avoid getting them so they do not attack the Cragnons and cost you points. Flip and drop down and you'll find a red switch. Pick up the two Cragnons down there and throw them onto the switch to make a pipe appear.

The pipe leads to a part of the cavern where there's a skull drawn on the wall. Use Fleep on the skull to make a Cave Key appear. Beyond the door is a maze to a sign telling you to use Fleep on the skull, so you can ignore it and go back. Flip into 3D to find a ladder out of that area. Unlock the door to the right and you'll find a normal Cragnon named Gabbro and a Pixl. The Cragnon thought this was a good hiding spot since the key was lost. The Pixl calls this situation unexpected, like a storm of rain. It says there are no absolutes. The Cragnon asks what they should do. The Pixl says Grabbro must calm himself and meditate. The Cragnon surrenders, asking the heroes not to hurt the Pixl. The Pixl protests, but Gabbro says the Pixl kept him company and helped him hide. Gabbro owes the Pixl and wants the Pixl to live free. The Pixl notices that the heroes are not Floro Sapiens and Gabbro asks if they're here to save him. Tippi says Gabbro managed to avoid falling under the Floro Sapiens' control, just like Flint. Gabbro's a huge Flint Cragley fan and the Pixl says to find him. The Pixl says that humans, Cragnons, and Pixls shouldn't linger long together, as only heroes travel with them. It tells Gabbro to let his aura shrink so he can return to the village. It shrinks Gabbro, who thanks the Pixl and leaves through a tiny red door. Now it's time to get funky again. The Pixl bids Gabbro farewell. It says it hears the tears of souls. The hero must take her to the deep, dark underbelly of the earth. Her name is Dottie and she allows the heroes to shrink to enter small spaces and avoid detection. Use her power to go through the tiny red door.

Go through the door to the Processing Center, then run through the low gap to the left. You'll find the Card Key here. Use it to unlock the door. Go through the pipe, which takes you to an area with caged Cragnons. Pound the switch with Thudley and the alarm sounds. The Cragnons are released. Hop over the blocks to avoid them and go through the pipe on the right. Dimentio says they've finally come to play like long-sleeping toddlers. O'Chunks is with him. Dimentio asks if they tire of collecting the Pure Hearts. He says he's not violent by nature and wants to settle things peacefully. He offers to return them to their own world. The heroes won't sit by idly wand watch worlds die. Dimentio transports them to Dimension D. Tippi says this battle will end the same way as before. Dimentio changes things up a little by giving O'Chunks a sprout. He starts saying the names of vegetables. Dimentio calls O'Chunks dim and says he's livened him up with a sprout. He can now be called O'Cabbage. O'Chunks attacks. His attacks are largely the same, but he's faster. Throw him with Thoreau, then stomp. Once you defeat him, the sprout falls off. The mind control ceases and he asks what he's doing here. He thinks the heroes want to challenge him, but they'll get ruined. His stomach growls. According to him, warrior rule #1 is never fight on an empty stomach. The heroes are done the next time they meet and he lifts off. Tippi notices that the sprout that fell off is the same as the one on the Cragnons, but this one is nearly dead. Wear the sprout and the heroes suffer no ill effects.

Elsewhere, Dimentio laughs. He says if the heroes beat that model of O'Chunks, they're coming alone nicely. They are perhaps the ones he's waited for all this time, so he should prepare himself. Go up and through the pipe to return to the entrance to the Processing Center. Leave and go through the tiny pipe to the right for many item blocks. Most of them have coins, but there are Pal Pills and a Super Shroom here. Go through the white door on the far right, the one with an ornate door on the other side. The scanner will let the heroes pass through with the sprout.

The door leads to King Croacus's lavish castle. There are many valuable objects and paintings of former rulers. Read the captions to find out more about the rulers' histories if you like. You'll find out that King Croacus IV, the current ruler, was not born into royalty, but was acknowledged after many years of service to a young king who died early. Flip and you'll find that the floor is cracked underneath each painting. Use Boomer to blow up the cracks. In 3D, drop down and you'll see a colorful switch. Hit the switch with Thoreau so it matches the background of the painting above. You do not have to hit the switch under the blue painting, as the switch is already the correct color. There are Cragnons at the bottom, so beware. Under the far right painting is a Save Block. Once all of the switches are the correct color, a curtain appears and an door is revealed.

Go through the door and someone asks where the pretties are. They want more pretties. It's King Croacus IV, who calls the heroes hideous and clashing intruders. He won't forgive the trashing of his beautiful kingdom. The heroes order him to release the Cragnons. Croacus refuses, saying their sturdy bodies make them fine workers to dig up more gems for his bejeweled palace. He says the world is made for beauty and shows them the Pure Heart. He knows the heroes want the Pure Heart badly, and think it's because all seek beauty. Their blabber hurts his ears and their smell is wilting them. He rarely stoops to such things, but they should consider it an honor that he'll destroy them himself. He becomes a planted flower with three heads attached to flexible, spiny stalks. His head becomes more like a rose and he can cover his face with his petals. He has 50 HP and 2 attack. Croacus attacks with his heads, but does not take damage when his face is closed off. Grab stuff with Thoreau and throw it or jump onto him. Pick up a head with Thoreau and stand on another to get a better angle. After he takes a few hits, the heads disappear and Croacus floats freely. He'll shoot off flying petals that are like sharp fan blades. Pick those up and toss them at Croacus, or pick Croacus up and toss him at the petals.

When he is defeated, he says even as he wilts, he is beautiful. He turns grayer. Floro Sapiens rush in, asking what the heroes did. Tippi says they defeated Croacus and they want the Cragnons released. The Floro Sapiens say they don't get it. King Croacus IV was awesome and thought of his people first. The Cragnons were polluting the water by throwing trash into the river, which the Floro Sapiens then drank from. Drinking the polluted water drove Croacus crazy. Flint says he knew it all along. He has an emergency special report from the front lines, saying that pollution drives the Floro Sapiens mad. He tried to tell the Cragnons earlier, but his thoughts were too advanced for them. Hornfels says this segment is playing well with the green Cragnon crowd and that ratings are exploding. Monzo says it's like Crags on Ice meets Baron von Craggington. Flint says once the Cragnons see the report, they'll realize the error of their ways. The Floro Sapiens say that water is the most precious treasure. If the Cragnons stop dirtying the water, they'll chill out, be cool, and take off the sprouts. Tippi calls this an unexpected turn. Aside from whaling on their king, they are heroes and give them the Pure Heart. The earliest Floro Sapien kings were given it to safeguard for 1,500 years. King Croacus IV would be happy that the duty got done. The Pixls dance.

End of Chapter
"Men of true grit witness live what others can only see through Crag-vision. That is what moves me to travel into the belly of the beast week after week. Thanks again for watching, and until next the next time... CRAAAAGLEY HO!" Having wrapped their latest shoot, Flint and crew went back to Downtown of Crag. Mario and friends clutched the sixth Pure Heart as they walked back toward Flipside. Our heroes had taken a new step toward overturning the prophecy of destruction.

Tuesday, August 26, 2014

Super Paper Mario -- Chapter 5-3 -- A Crag in the Dark

After repelling O'Chunks, Mario and Co. followed the Floro Sapiens underground. Was the hideout of the Floro Sapiens just up ahead? "Wow, it's dark! And narrow!" "Hey, who just kicked me?!" "Sorry. All me." Our heroes followed the long, dark corridor, listening to echoes of their own voices. As they groped their way along, the light at the end of the tunnel grew brighter... They had finally arrived at the inner sanctum of the Floro Sapiens... The Cragnons kidnapped from Downtown of Crag had to be around somewhere...

This is the Floro Caverns, caves filled with minerals. Climb up the blocks and you'll find an item block with a Mushroom. Go to the right and someone announces that they're coming in live from the Floro Sapien home. It's a Cragnon with arms, wearing a khaki shirt and pith helmet. He says no one has set foot in here and come out alive. He says some make history with sheer gall and willpower, like Flint Cragley. He's a Cragtrotter, an adventurer. He tries out a few titles for his show: "Into the Floro Sapien Cave of Doom!" "Taste Danger! Flint Cragley Vs. a Recragginated Mummy in Floro Sapien Central!" Tippi speaks up and Cragley notices them, wondering it they'll eat him after the next commercial break. Afterwards, he says, "Cut, print, and wrap it." He asks what they're doing here and they explain their quest for the Pure Heart. Flint is happy to meet fellow adventurers and introduces himself as the best Cragtrotter. He has a weekly show on crag-vision. Flint pretended to be kidnapped so he could film an epic show, but his crew wandered off. They have the key that will get him deeper into the abyss that is the caverns. He tells them to find his crew and tell them he's waiting and stomping impatiently.

Go through the pipe and you'll find a locked door when you drop down. Go to the right to a Save Block and drop down. There are Spike Tops here. If you flip in the area, you'll find a Cragnon wandering around with a sprout on its head. It's been brainwashed by the sprout and has 10 HP and 1 attack. Avoid contact with them, or you'll lose points if you defeat them. They are looking for gems for King Croacus and will attack any intruders. Go through the lower pipe. You'll find some item blocks. The middle one has Pal Pills. You'll find Spania here. They move quickly. Defeat them without jumping on them, unless you're using Carrie's power. A nearby brick block has a Fast Flower. In the next cluster of item blocks, hit the brick block over the middle block for a ladder. It leads to a moving yellow platform that will take you past many coins. At the end of the ride, you'll drop back down. Go back left and you'll find a door.

The door leads to a mine cart. Stand in the mine cart and take it for a ride. Flip into 3D and it will take a hidden path to the left. The tracks dead-end at a door. Go through the door and float across the gap, then drop down. You'll find Flint Cragley's sound guy, Hornfels. He asks who they are and once they explain that Flint's looking for them, he says he'll go back. He explains that the Floro Sapiens are using sprouts to mind-control the captured Cragnons. He leaves, saying not to let their guard down. Go left and hit the brick block for a ladder. Go back through the door and ride the mine cart back. If you ride the mine cart in 2D, you'll end up in an empty room, except for a Cragnon in 3D.

Go to the right and blow up a rock to access a door. Flip and you'll find many coins here. Leave and go to the right. You'll come across a spring near a wall of blocks. Flip to go through the blocks. There's something at the end of the hallway. It's a giant yellow block, camouflaged to look like the cavern walls. Break it with Cudge and you'll find another mine cart. This one has several loop-de-loops. Go through door at the end, then up and right to find the cameraman, Monzo. He asks if the heroes are not mind-controlled. He escaped the "Processing Center", but says he may take the director, Flint, there to mellow out. The heroes tell him that Flint is looking for him. He heads back. Drop down and left, then flip to find a chest with a Spania card. The item block has a Zombie Shroom.

Go back using the mine cart, and go through the pipe near the door with coins. There's a camouflaged giant yellow block. You'll find a chest with a Shroom Shake. Return to Flint, who says he has been miraculously reunited with his crew. They need to aid the kidnapped Cragnons. He says they will use the key to the last unopened door in the caverns. The crew announces that they don't have the key. Monzo had it originally, but Flint took it back and should have it now. Flint says he doesn't, but finds it when he checks his pockets. He says the key miraculously returned to his pocket. He also says that beyond the door, there may be a trap on the other side. The heroes say they'll open the door no matter what and he calls them brave. He's not afraid, just yielding to their lead. He gives them the Cave Key. Go through the pipe and unlock the door. It leads to a mine cart with loops. Go through the door. There are large crystals here. There's a large shadow between and under the brick blocks. It's a giant yellow block in disguise. Hit a brick block for a Mega Star. When it runs out, look for a similar shadow towards the middle of the area. Hit it to reveal a door to the star.

Friday, August 22, 2014

Super Paper Mario -- Chapter 4-4: The Mysterious Mr. L

Mario and his friends took the Space Byway and merged into the Whoa Zone. Known to some as the Space Graveyard, it was said to consume all who entered it. "Just a little bit longer... We'll be arriving soon," said young Squirps. With his unblinking eyes glimmering, Squirps continued to forge onward. Would Mario and his friends get their hands on the Pure Heart at long last?

In the Whoa Zone, Squirps scurries on ahead. He says to follow him when they can. It's a super-complicated maze, so you'll need to pay attention. He'll meet them at the Pure Heart. Tippi can't believe he left them, but feels the Pure Heart. Go through the door. You'll find Tileoid Ys, which move quickly, and Tileoid Rs, which have more HP, here. The item block contains a Happy Flower. Go right and you'll find an item block with a Mushroom. Stand on the upper platform and flip. You'll find a door only visible in 3D. There are a few more like it in the Whoa Zone.

The door leads to a room with a Slow Flower in an item block and Pigarithms. They move from side to side. Hit them three times to defeat them, but after each hit, they move faster. Defeating them will give you many coins. Float to the left side for a door. There's a Barribad here, an enemy that creates a barrier around itself. Flip to get around the barrier and defeat it. The chest next to it contains a Dimension Key. Go back to where the Happy Flower was and go through door in 2D. You'll find more Pigarithms here. Flip to find some stairs. At the top of the stairs is a locked door. Unlock it.

The door leads to a room where you'll be walking on the ceiling. Walk to the right and go through the other door on the ceiling. The door leads to you to the left wall. Go up the wall, using Peach to float across the gap. Go past the first door you see and go through the door near the ceiling. On the other side of the door, you'll be right-side up. Go down the stairs and flip to go behind them. Drop down to the lower level and hit the arrow block to end up upside-down. This will allow you to go through the door. This leads to a room with a door visible only in 3D. You'll be upside down in this room as well. Go through the door and you'll find a locked door that's right side up and a hidden pipe you can't reach. On the ceiling is a chest with a Dimension Key.

Go back to the room where you're standing on the left wall. Go through the middle door this time. This will take you to the room's right wall. Walk down the wall to a lower door. This takes you to the room with the chest on the ceiling, locked door, and hidden pipe. Flip to reach the pipe, which leads to a room with coins and a coin block. Unlock the locked door. It leads to a room with an arrow block. Hit it, then go to the right. Use Tippi's power to find an invisible door in the corner.

The door leads to a room where the arrow block allows you to rotate 90 degrees in a clockwise fashion. Hit it to go to the left wall. Go up the wall to reach another arrow block. Hit it twice: once while on the left wall, and again when on the ceiling. On the right wall, go down to reach a door. The door leads to the left wall of a different room. Run down the wall to reach a door that leads to the floor. There are some item blocks with Super Shrooms and a Zombie Shroom. The other door on the floor leads to the ceiling. Walk to the left on the ceiling for a chest with a Dimension Key. Go back to the room with the rotating arrow blocks. Go through the door on the ceiling. It leads to a room with a Save Block and a locked door.

On the other side of the door, Squirps calls them slowpokes. He was tired of waiting and almost gave up on them. He says the Pure Heart is ahead. Someone says that Squirps did well and is a smart kid. Squirps is embarrassed, but wonders who said that. A masked man in a green cap with a backwards "L" and black clothes drops in and lands on his head. Tippi asks who he is and he introduces himself as one of Count Bleck's more promising minions, the Green Thunder, Mr. L. He spins and poses with his arms in an "L" shape. He knows it's a cool name. He'll give the heroes a burial in space. Mr. L has 40 HP and 3 attack. He can use a high jump attack and a super jump attack. The easiest way to defeat him is to stand still and use Barry every time he gets close. He'll use Shroom Shakes to heal. Use Thoreau to grab them to keep him from healing and add them to your inventory. Once defeated, he says he's impressed. He then summons his metal bro, which rips through the wall. It's a robot shaped like Mr. L's head and he calls it Brobot. He says they have a spiritual bond. The gravitational laws of space allow for the full realization of Brobot's potential. Everyone goes into space. Brobot will shoot missiles and try to inhale and chew up the heroes. It also shoots beams. Squirps becomes your weapon again. There are many bars floating around that act as power-ups. They can increase your speed, create two Squirps, increase your power, and allow you to shoot missiles. Keep attacking Brobot, but also keep moving. Once you defeat Brobot, Mr. L says that doesn't make any sense. He lets the heroes off the hook for the rest of the day. Fortune will smile on him next. He leaves, and leaves the heroes finding him familiar.

Squirps appears, saying that was awful. They have to pull together, as the Pure Heart is just ahead. Go through the door and you'll hear Squirps talking to his mother. He says he brought the heroes here. He's talking to a statue of his mother, the Queen of Squirpia, Squirpina XIV. Squirps is the princess of the once-great Squirpia kingdom and his full name is Squirp Korogaline Squirpina. He couldn't tell the heroes any of that as it would make him a target. His mother told him destruction would comes to the world and they needed the Pure Heart to protect them. They hid it in the Whoa Zone 1,500 years ago where no one would find it. Squirps was placed in a hibernation capsule and was meant to bring the hero here to protect the world. He delivers a message from the queen, bestowing the Pure Heart in the hopes that the hero will save the world. He gives them the light blue Pure Heart and the Pixls dance.

End Of Chapter
"Phew! Now that Squirps is all relaxed, Squirps feels kinda... tired..." said Squirps. And with that, Squirps lay down before the statue of his beloved mother. "Mother..." he said, his voice soft. "I did my best, right? Are you... proud... of me?" Then... slowly... young Squirps closed his eyes... The mission had weighed heaving on his tiny back and he was proud to fulfill it.

Wednesday, August 20, 2014

Super Paper Mario -- Chapter 4-2: A Paper Emergency

Mario and the gang cruised through space, led by the young alien named Squirps. What kind of creature was it, anyway? And what was with those weird noises? Whenever confronted with a question, it would say, "Squirps is Squirps, SQUAAK!" All they could do was trust that he knew where the Pure Heart was and follow him.. They were doing just that when something appeared ahead of them. It was a teeny-tiny planet...

Tippi mentions that this planet, Planet Blobule, is on the small side. She asks where Squirps is taking them. Squirps says the entrance to the Space Byway, a shortcut to the Pure Heart, is here. Tippi asks where the entrance is and Squirps says he forgot. Everyone falls on their face. Bowser knew something was off. Squirps reassures them that everything's fine and that there should be some clues around here. Suddenly, Squirps says he has to go to the bathroom and runs off. Tippi suggests they look for clues.

Planet Blobule has lower gravity than other worlds, so you can jump much higher. Go right to find Squirps standing outside a portable toilet. He says it's occupied and whoever's in there won't come out. Knock on the door and someone starts singing. They've been sitting there, waiting for them. They arrived 100 years ago and have been in there ever since because there is no toilet paper. They ask for any piece of paper.

Since the heroes don't have any paper, head to the right. There are rectangular enemies called Longators, who stretch their necks to attack. To the right, on the other side of the hill is a locked door. Flip to find some coins behind a hill. You'll come across a deep valley you can't get out of to the right. Flip to reveal steps in the hill. At the top, you'll find two mustached statues with a crack in the sky. It's called a Space Rift. Drop down to the right and flip for an Ultra Shroom Shake. The nearby brick block is actually a coin block. Go up and to the right and have Boomer blow up the brick blocks in front of the door.

There's a Save Block on the other side of the door. Jump to the right, then flip and use Slim to get past the hill. The item block on the other side contains a Happy Flower. You'll also find blue spring enemies called Boing-Oings. When you hit them, they split into 3 smaller versions. Go up and left for a switch. This makes blocks appear so you can come back here more easily. To the right, you'll find helicopter-like enemies called Choppas. Go up and over the gap. There are some green doors in the area. They are the front doors to the houses of aliens living on the planet. The one that lives here says to talk to the elder about the treasure. Keep going right and you'll find a brick block with Pal Pills. Up and above is a pipe that leads to an area with many coins. Flip for more. Drop down to the right for a door.

You'll find Hooligons in this area, snakes made of squares. Their heads are their weak points, but they'll lose squares off their tail if they're hit on their tail. In the item blocks, you'll find a Fast Flower and a Slow Flower. The alien door leads to another residents house. Keep going to the right and flip for a hole in the rock wall. There's a Zombie Shroom in an item block. Go through the door and you'll find item blocks with a Super Shroom and Mega Star. Use the Mega Star to clear out the Beepboxers and Fuzzies. Go through the door and you'll find more Beepboxers. They'll shoot sound waves at you. Ice Cherbils are also here. Flip behind a pipe for some Space Food. At the end, on some blocks, is a third alien door. The elder lives here. His name is Blappy and he's a 72 year-old explorer. He hunted the big treasure of space. He found a clue in some space ruins. He offers the clue for 1,000 coins. Refuse and he offers it for 100 coins. Refuse and he offers it for 10 coins. Accept the offer. He hands over the Ancient Clue, which says, "By rock man's noggin, when outer space is reversed, the door secret hides".

Take the Ancient Clue back to the portable toilet and hand it over to the occupant. Fleep, the occupant, says it has awaited the paper and flushes it. Fleep, a rectangular Pixl with a tail, leaves and Squirps goes into the portable toilet. Fleep is feeling relief and calls it a miracle. He's feeling good. He asks who brings him happiness. Fleep says Pixls are helpful, but they don't choose their masters. He has a passion to be used for something, so he waited here. He joins the party, allowing you to turn over sections of the screen. Something may be hiding there. Fleep says on the back side of sad is happy, which they will find together. Squirps leaves the portable toilet, so they can leave. Go over to the mustached statue with the Space Rift. Use Fleep on it by pressing (1), moving Fleep where you want to flip the screen, and press (1) again. A Door Key will drop down. Pick it up and go to the locked door to the left. It leads to an area with Fuzzies and the star.

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.

Friday, August 8, 2014

Super Paper Mario -- Interlude After Chapter 1

In Castle Bleck, Nastasia asks O'Chunks if the hero stomped him and sent him back here. O'Chunks begs forgiveness and says he failed the count. He's never felt less chunky in his life. "Bleh heh heh heh heh heh... So our hero is real... Yes... A force to be reckoned with... Nastasia, the prophecy. Consult it and learn where the hero will go next... We will lay a devious trap for him and bring him to his very KNEES! BLECK!" Nastasia reports that she sent Mimi to that site for that purpose. "This pleases Count Bleck. Excellent work, Nastasia. I have granted Mimi powers potent enough to ensure that she will obliterate this hero. Yes, he will be helpless against her. I depart! Alert Count Bleck when this "hero" is no more! BLEH HEH HEH HEH! BLECK!" After referring to himself in the first person for once, he flips and leaves. Nastasia will send a memo on that, but she has another item on her agenda: some of Bowser's minions are resisting assimilation, so she's going to squash the resistance. She tells O'Chunks to stay there and think about his recent job performance. This tweaks O'Chunks's chin hairs.

In someplace dark and spooky, Peach lies on the ground. She wakes up, wondering how she ended up napping there. She remembers Count Bleck making her marry Bowser and that Luigi did something. She calls out to both of them, but gets no response. She looks around, asking if anyone's there. Someone says she's the only one left standing of the wedding party. It's a Hammer Bro and a Koopa. They say she finally woke up. Peach asks if they're all right and they say they're fine, but they don't know what happened. The wedding was crazy. They can't find Bowser or the guy with a mustache that may have been wearing a green tuxedo. They don't know where they are now and most of the other minions have been brainwashed by Count Bleck's assistant. Everyone's half nuts and they're not safe here. They must clear the area quickly. The Hammer Bro assigns Private Koopa to escort Peach out of the area, while he goes help his men. Bowser would burn him to a crisp if he left a Koopa behind. He wishes them luck, then hails Bowser.

Private Koopa says they have to evacuate. Go through the door and someone says to give up. Peach and Private Koopa watch from above. Some brainwashed Koopas tell the Hammer Bro there is no hope for escape and that he should hail the glorious count. They tell him to not resist and submit to his rule, which he will love. The Hammer Bro calls this insubordination, as he's their captain. He tells a Koopa named Johnson to drop and give him twenty. Nastasia walks in, saying his orders mean nothing, as they've sworn their eternal allegiance to Count Bleck. She'll pencil him in for a 10 o'clock brainwashing. The Hammer Bro prepares to throw his hammer, saying she's messed with the wrong Koopa, as he serves Bowser. Nastasia slightly lifts her glasses to brainwash him. The Hammer Bro hails Bleck. Nastasia orders them to round up the problem minions who haven't sworn allegiance and they obey readily.

Private Koopa is freaking out that things are going downhill. He can't believe they broke the captain. He says they must clear the area or it's game over. Go left and through the door. Go down the stairs. You can jump and hold (2) to open up the parasol for a controlled descent. You can also hold "Down" on the Control Pad and she'll cover and protect herself with her parasol. Go through the door in the middle, as the one on the far left has enemies on the other side. It leads outside to a dead end. Peach suggests turning around and looking around some more. Nastasia announces that this is a dead end for them. There are brainwashed minions around her. Private Koopa tells Peach to take cover, as he is trained to handle scum like this. Nastasia brainwashes him and he gets a pair of sunglasses. Nastasia calls Peach lucky to survive the wedding explosion. Unfortunately, it's the end of the road for her and she needs to serve Count Bleck. Peach refuses, but Nastasia says her hypno-powers say otherwise. Before Nastasia can brainwash her, Peach disappears, in a familiar manner. That wasn't on Nastasia's schedule. She's pretty calm about it, saying it's not a deal breaker. The prophecy fulfillment is running smoothly without her and it doesn't matter where she runs, as all worlds will soon fall.

Another story is told, solely through words.
Timpani: (I remember that day well... The room was warm. The whole place was at peace.)
Blumiere: Ugh... Uuugh...
Timpani: You're awake at last?
Blumiere: Where... am I? This this... a human's home? Bleccch!
Timpani: Don't wiggle like that. I found you at the cliff base. You took quite a fall.
Blumiere: You're a human, correct? I don't... repulse you? I am of the Tribe of Darkness...
Timpani: Why would that matter? Anyone with a heart would not ignore an injured soul!
                (That was the day our paths crossed. That day... That was the day our tragedy was set in motion.)

Back in Flipside, Mario appears from the red door. Now that he has a Pure Heart from that area, he can visit specific sections in that chapter. Merlon is standing on the tower, saying they returned quickly. He can tell it went well. He'll meet Mario in his house for the details. Before going to Merlon's house, go to the first floor, to the shop with a sign with a pot on it. This is Saffron's Sweet Smiles. She can cook for you, but only one ingredient at a time. Give her a Fire Burst to cook and she'll make some Spicy Soup. Since it's a new recipe, she'll add it to the list. Go to Merlon's house and he'll say the Pure Heart Mario found is truly a piece of the Purity Heart. Tippi says Merlumina gave it to them. Merlon says she was one of his ancestors who wrote the Light Prognosticus to counteract the Dark Prognosticus. His ancestors also built this town, which is why the residents are here. A resident interrupts, stammering that a girl fell out of the sky. Merlon must come up to see her. Merlon suggests that Mario come along. Take the elevator to the third floor.

The resident says the girl fell out of nowhere. Peach is lying on the ground. Merlon doesn't recognize her, but Mario is startled. He explains the situation to Merlon, who says she had a rough time and is unconscious and shivering uncontrollably. Merlon tells Mario to go to Saffron's on the first floor for a warm, revitalizing recipe so they can question Peach when she revives. Give Peach the Spicy Soup and she wakes up, saying she dreamed about eating the most delicious food. She's happy to see Mario and asks where they are and who everyone is. Merlon takes them back inside his house.

Peach tells them what happened to her, which Merlon calls a tale of woe and troubles. She wonders about Luigi and Bowser, but concludes there's no way to know. Tippi wonders what to do next. Merlon says one Pure Heart leads to the next and that there are more Heart Pillars in Flipside. If a Pure Heart is set into a Heart Pillar, the door the world with the next Pure Heart appears. He mentions that this one may lead to the mysterious Merlee, one of the ancients, who is like his long-lost cousin. Like Bestovius, she guards an ancient, secret treasure, which may be a Pure Heart. The Light Prognosticus speaks of her magical powers. Peach asks about finding her and Merlon asks if she's going along. He says not to tax herself as she only just recovered. Peach won't sit here and let everyone else go off. She says that The Void is her fault, and Bowser's. Her mind's made up and she joins the party, so you can now control her. Tippi says they need to find the next Heart Pillar. Merlon finds it refreshing to see such a headstrong princess. He gives them the Old Key, which unlocks something in town. There are secrets in Flipside that even Merlon doesn't know about and he thinks this key can help uncover one of them. He thinks it can be used near his house. In the meanwhile, he'll continue reading the Light Prognosticus for clues.

Go outside Merlon's house. You can switch characters on the menu screen or on the quick menu screen by pressing (1) and (2) simultaneously. While Peach can slow her fall, she can't flip. If you're in 3D and switch to her, you'll flip back to 2D. Flip outside Merlon's house and you'll find a locked gate in front of the elevator to the tower. Unlock it, go through it, then flip and go to the outskirts of town. Take the pipe to the right to the First Floor Outskirts, then drop down the first gap to the left. You'll find a spring and two chests, one with a Merluvlee card and the other with a Merlon card. Spring back up and walk to the left. Flip to go out farther, then flip so you can reach the sign on top of the rocks. Switch to Peach, then jump and hover to the right until you reach the Heart Pillar. The orange gears from the orange Pure Heart make an orange door appear. Go through it to start the next chapter.

Thursday, August 7, 2014

Super Paper Mario -- Chapter: 1-4 -- Monster of the Ruins

Somehow, Mario had found the strength to cross the desert's sweltering dunes. Ahead was a sprawling complex of ruins rising out of the sand. Thankful for the shade, Mario and Tippi ventured deeper inside. They were the very ruins Old Man Watchitt had warned them about. What dangers lurked inside the shady corridors ahead?

In the Yold Ruins, Tippi says the Pure Heart is nearby, but something else is waiting ahead. Go downstairs and through the door. You'll find Buzzy Beetles crawling on the floor and ceiling. There are fire bars ahead. Flip to get around them if they give you any trouble. Over one of them is an item block with a Mushroom. Stand on the item block, then go right. Drop down near the ladder to find a chest with a Life Shroom. Climb back up the ladder and drop down to the left, then walk to the right to the door.

Go past the fire bars and locked door and you'll find flip blocks in 3D under the floating door. Hit the flip blocks to make them flip into the other dimension, which gives you platforms to stand on. You can now reach the door. The door leads to a room with Spiny Tromps. Flip pasts them and you'll find a ladder leading to a chest with a Ruins Key. Go back through the door and unlock the locked door. There are Spiny Tromps in the next room, quicksand, as well as two doors. The lower one is locked. Flip into 3D to find a block to stand on so you can reach the top door. It leads to a room with a pipe spewing infinite Squiglets. Throw one at the switch on the ceiling and the ground shakes. Leave the room and go back over the quicksand, where you'll find a Ruins Key. Grab it with Thoreau and unlock the door.

The door leads to a room with a floating door. Use Tippi's power to reveal an invisible platform under the door, then go through it. The door leads to a room with fire bars, a locked door, and a key surrounded by blocks. Go near the blocks and flip to find that the key was in the back wall. Go to the right and flip and you'll find a path to a new room. There are a couple of Buzzy Beetles and a chest with the Buzzy Beetle card. Go back and unlock the door.

Spring up and left and you'll see a floating door. Flip and you'll find a ladder leading up. There is a switch up here. Hit it to make a big red switch appear and make many Spiny Tromps come out of the right wall. Run to the red switch and hit it to make the floor drop out, making the Spiny Tromps fall below. Drop down onto them and you can now reach the door.

Through the door are four red switches. Flip into 3D to figure out the order you need to hit them: middle right, left, right, middle left. This draws in a set of tall stairs. At the top is a Super Shroom and a Save Block next to a pipe.

Go through the pipe, which appears to take you outside into the desert. Run to the right and someone shouts, "WARNING!" A dragon is drawn in, detecting an intrusion. It tells Mario to leave immediately or be purged. It recognizes something about Mario and scans him and his red cap, blue overalls, and level 5 mustache. It says it's impossible, but searches its databanks. It identifies Mario as the legendary hero and introduces itself as Fracktail, defender of the Pure Heart from lawless intruders. Mario is late and Fracktail has waited thousands of years for him. It lets Mario pass and says the Pure Heart is ahead.

Someone says it won't be that easy. They say it's nice to meet Mario and his mustache. It is the master of dimensions and pleaser of crowds, Dimentio. Dimentio thinks it would be dull if Mario's journey ended so easily, so it now ends with magic. It zaps Fracktail's antenna, saying Mario and Fracktail can spend some quality time together, while Fracktail snacks on him. He leaves and Fracktail starts malfunctioning. "BEEEEEEEEEEEEEEEEP. I AM ERROR. PRESS ANY KEY TO RESTART. ...SYSTEM NOT FOUND. INSERT INSTALL DISC.  DISCK NOT FOUND. PLEASE CONFIRM DISC COVER IS CLOSED. READ ERROR. INSERT BOOT DISC AND PRESS ENTER. NO RESPONSE. SYSTEM MAY BE BUSY OR MELTING INTO SLAG. APPLICATION ERROR. SAVE YOUR WORK AND QUIT. YOU LOST EVERYTHING. WAY TO GO, GENIUS. WAITING FOR PROCESSORS. '404 computer hamsters not found.' THREAT LEVEL UPGRADED TO JELLY ROLL 1. DETONATION IMMINENT. BEEBLEBLIP!
C:/ run query identification
C:/ run insult generator
C:/ results: go away yeti-lip!
CTRL ALT DEL!"

Fracktail attacks. It has an unknown amount of HP and 1 attack power. Fracktail will fly around for a while, then charge from the background. It will then fly to the right. After a while, the ground will start shaking and Fracktail will chomp through the sands from the right. Flip into 3D to dodge, then jump on its back. While there, Frackles, small robots on its back that protect it, will appear. Pick them up with Thoreau and throw them into the antenna, which is Fracktail's weak spot. Hit it a few times and Fracktail will fly faster, sending Mario along the length of its back. Its head is right behind its tail, so if you jump, you may be able to land back on the head and continue attacking. Otherwise, you'll land back on the ground and it will fly around again. When you defeat it, Fracktail says "SYSTEM CRASH!" Fracktail says it malfunctioned and tells the hero the error is its. It's sorry and its shame cycle is smoldering. Fracktail asks Mario to please save the world before exploding, revealing its skeleton. Mario lands on the ground and a door appears.

Go through the door to a quiet chamber. Go down the stairs and Merlumina welcomes Mario. She is a dormant soul who waited 1,500 years to give the hero the Pure Heart. She says his presence means that all worlds have begun to collapse. Merlumina says that long ago, her people build a civilization hailed as a beacon of culture. Unfortunately, they were powerless to stop the Dark Prognosticus, of which there is no known author. It foretold future events, and, on the last page, it was written that a chaotic power will devour the world. Her people knew it had to be stopped, so their greatest minds devised a grand plan to stop the tragedy before it happened. They needed something with the pure essence of love to confront the chaos, so the researchers created the Purity Heart and divided it into eight pieces. They hid the eight pieces in different dimensions for their own protection for when the hero arrived. Everything seemed to be going as planned, but the wheels of destiny began spinning wildly out of control, beginning with a small incident. It's a long story and Mario falls asleep. Merlumina concludes her story saying that they hope the Purity Heart will have the power to defeat chaos. To save the worlds, Mario must find the eight Pure Hears to form the Purity Heart, their last and only hope. She tells him to go forth and that everything is depending on him. She gives him the orange Pure Heart and Thoreau starts dancing.

End of Chapter
Before disappearing, Merlumina had entrusted Mario to save every world. She had waited 1,500 years to deliver the message to the legendary hero. With the second Pure Heart in hand, Mario was in great spirits. But six Pure Hearts still remained to be found, and the journey had just begun. With a flutter, Tippi said, "I think we'd better return to Flipside.." The weight of every world's fate once again rested on Mario's shoulders.

Tuesday, July 29, 2014

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

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

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

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

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

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

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

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

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

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

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

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

Monday, July 28, 2014

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

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

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

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

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

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

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

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