Showing posts with label Spiny. Show all posts
Showing posts with label Spiny. Show all posts

Wednesday, January 27, 2016

Mario and Luigi: Paper Jam -- Part 5: Double Pokey Tower Power

The bros have to get past the Pokeys in Doop Doop Dunes Grotto. There are Paper Spinies wandering around down here. Walk to the south and you'll find some Pokey-shaped plants. Use the Trio Hammer to get rid of them. The trick for the taller ones is to knock away segments with Mario, then quickly unleash the Trio Hammer. Nearby, you'll find a pipe out of the grotto. Hit the switch to raise a platform so you can come back to the grotto. You'll also find Sandmaarghs, creatures that will dive into the sand, then surface to attack. Exit to the southwest.

Walk southwest to find more of the plants. Hit the one farther south into the north one to clear a path. Walk up that path to hit a switch, which raises a rock to the south. Walk across the rock to find another plant, with one on a moving platform to the north. Clear off the north plant and cross the gap on the yellow platform. Follow the path around to a high rock near another pipe. Step on the yellow platform. It will take you to a large yellow platform with a plant. Hit the plant into the plants on the nearby rocks. The timing can be a little tricky. One platform has an item block with a Steady Hammer. The other has a ! Block that will make a spring appear so you can reach the other yellow platform with a plant. Hit the two plants you pass to clear the way to the pipe. Hit the switch before you go through the pipe to raise the platform.

The pipe leads to an oasis in the dunes. A Paper Toad appears, asking the bros to help. Bowser's minions kidnapped his friends. All seven must be rescued within the time limit of 20 minutes. One is to the north. There are stone brick blocks near a Fly Guy with a Paper Toad. Destroy two block in the left and middle columns to reach it and engage it in battle. The time limit continues during battle. If you need to reset the blocks, hit the ! Block. Fly Guys will pass around a bomb. Defeat the one with the bomb to make it drop the bomb to hurt its allies. Approach the Paper Toad to save it. Walk south and you'll find another Fly Guy with a Paper Toad. Use the spring to reach it. After the battle, walk east. Walk to the right to the spring. Spring to the stone block, then spring again to a plant. Hit it at the Fly Guys. When you hit the Fly Guy with the Paper Toad, it will attack you. Walk to the left and you'll find Sandmaarghs and springs. Use the spring when the Fly Guy flies toward the bros to attack it. There are two Paper Toads in this situation. Go north and walk to the left. Dash into the orange spring platform to reach the top of the sand flow. Go down it to find a couple of Fly Guys. I finished with just under seven minutes to spare.

Afterwards, the bros will return to the Oasis, where there's a Lakitu Info Hut. Starlow asks the Paper Toads if they can build the bros something to make them jump really high. Lakitu says they need eight more Paper Toads to finish the project. Walk to the north to find a pipe. This will allow you to warp around the Mushroom Kingdom. Right now, you can go to Sunbeam Plains. To the left is a pensive Blue Toad that has a quiz.
1. During battles in Doop Doop Dunes, which of the following does Sandmaargh do? Attacks by gobbling you up.
2. What's the max number of times you can kick the shell in the 3D Red Shell Bros. Attack? Seven
3. Which of these is a surprised Starlow? The right silhouette
4. How many fingers does Bowser have on each hand? Three. Thumb doesn't count!
5. Which of the following is Princess Peach not wearing? A necklace
The bros win 3 Defense Beans for winning.

Go into the Lakitu Info Hut to save some Paper Toads. The first challenge is The Stone Prison. You must smash the stone blocks without squishing the Paper Toad encased in crystal. All the Paper Toads need to do is reach the ground. Stones will hang in the air if they're hooked over something. You'll save three Paper Toads this way. Safe by a Sandslide is next. Save all of the Paper Toads on the sand flow. Avoid the bombs and smash brick blocks with your hammer or Trio Hammer. Everything flows towards you, including coins. It's trickier than it looks. The five here are the last you need to get the thing to make you jump high. Soon after, you get a paper trampoline delivery. You also get Trio Kite, a new Trio Attack. Return through the pipe to the grotto.

Go east and go near the Heart Block. Mario will place the paper trampoline. Step on it and the bros will be launched above the clouds. Starlow is impressed. You'll land back in the grotto, near the Pokeys. Hit the Pokey segments with your hammer to knock them down to size. It's time to battle them. Paper Tower Power Pokey will roll itself into a wheel. Repeatedly hit it away with the hammer. Big Pokey will lie on its side and roll around repeatedly. Jump to dodge. The Fire Flower does critical damage to both. Paper Tower Power Pokey will hit Big Pokey's segments into the bros. Use the hammer to counter. The Pokeys will chase the bros. Use the Airplane Dodge. If both attack at the same time, use Airplane Dodge on the bro attacked by Big Pokey and have the other bro just jump. Starlow says the Pokeys will regenerate segments if one has more than the other, so the bros should attack them equally. If Big Pokey has 4 or fewer segments, it won't hit Paper Mario when it rolls around. Attacks like Trio Raquet and Fire Flower work best. Once they lose all other segments, you can jump on them. They'll be dazed for a few turns. If you defeat only one, the other one will get angry. Keep yourself healed and keep attacking to win.

After you defeat the Pokeys, heal and jump on the paper trampoline again. Press (A) near the bridge to grab it. On the back wall, send Paper Mario into the gap a few times for some items. Go east and you'll find Bowser's Castle isn't far away. Approach the east exit and a Papercraft Kamek will appear. The two Kameks argue over the aesthetics. Paper Toads inform the bros that they made a new papercraft.

Tuesday, January 26, 2016

Mario and Luigi: Paper Jam -- Part 4: Nabbing the Prize

Now that the papercraft battle is over, head east to Doop Doop Dunes. Starlow spies Bowser's Castle in the distance. Inside, a Hammer Bro asks a Paper Hammer Bro how a paper hammer does damage. The Paper Hammer Bro offers to try it out on him. The other minions are meeting their paper counterparts. The Magikoopa and Paper Magikoopa assemble the minions into a truly massive army. They give their battle cries while Bowser Jr. complains of boredom. Paper Bowser Jr. shares his sentiments. He says they'll get a reward for watching the princesses, but it's boring. Bowser Jr. asks where his paper counterpart is from. He says he and his dad flew out of the same book. Bowser Jr. wonders if Paper Bowser Jr. would have to go home if they found the book. He thinks that is likely. Bowser Jr. wants to keep hanging out to stave off the boredom. Paper Bowser Jr. has a solution: destroy the book. Bowser Jr. thinks their dads would like the idea as well, but neither know where the book is.

In the cage nearby, Peach wonders if there's a way out. Paper Peach slips through the bars with ease. Bowser Jr. wants to find the book once they're done watching the princesses. Meanwhile, the Bowsers appear in front of their armies, saying they're unstoppable. Paper Bowser wants to be in front. Bowser's plotting domination of the Mushroom Kingdom.

Back in Doop Doop Dunes, Luigi spies Nabbit. Dash to chase after him. While dashing, the bros can jump simultaneously with (X). Nabbit dodges twice, but drops the Drill Shell Bros. Attack. Starlow suggests chasing Nabbit for more Bros. Attacks. Chase after him into the next area and the Magikoopas will drop cardboard platforms to block your path. They doubt the bros will reach Bowser's Castle. There are Spinies in the desert. Use hammer, Bros, and Trio attacks to defeat them. Mario made it to level 6 and ranked up to Shell Rank. There are bonuses you earn with each increase in rank, but some may only be equipped by one bro, such as an increase in stat. Go to the northwest side of the area to find a gap. Send Paper Mario in a few times for some helpful items. Reach the higher ledges in the area using the cardboard platforms and you'll reach a red switch. Hit it to make a platform rise up so you can reach a higher platform.

Walk around and you'll find another switch. When you try to hit it, Nabbit will come out of hiding and steal all of the bros' hammers. Chase him down by dashing, but he'll toss spike balls you'll have to avoid. Slide into him to get back a hammer. Do this twice more to get all three hammers back. You'll also get a new Bros. Attack: Rocket Blast. Nabbit runs off to the south. Hit the switch so you can follow him. Bowser's Castle is due east of here. Near the slight hill with the many coins, you'll find Nabbit. Chase him up the sand flow and something drops from the sky. It's a Pokey and a Paper Pokey that looks like Tower Power Pokey. They knock the cardboard loose from the sand flow and send the bros flying.

Starlow says they have to go back to where they came from, but hit the giant stone block can't be broken by Mario's hammer. Luigi and Paper Mario join in to no avail. Paper Mario gets an idea. The bros must use the Trio Hammer by pressing (A), (B), (Y), in order. Stand next to the block and execute Trio Hammer to break it. Starlow thinks the move can be used to flip things over. Break the blocks in the area and walk across the bridge to the right. The Pokeys will knock into the bridge, sending the bros plummeting. They land in Doop Doop Dunes Grotto. The Pokeys are standing nearby and won't let the bros pass without a fight. The bros will need a way to jump really high.

Sunday, September 14, 2014

Super Paper Mario -- Flipside Pit of 100 Trials

It's time to take on the Pit of 100 Trials. To prepare, I made five Emergency Rations, items that heal 50 HP in this area, and 10 HP elsewhere. They are made by having Dyllis of Hot Fraun in Flopside cook Cake Mix (purchased in the Itty Bits on B1 of Flipside) and a Fire Burst, purchased at Howzit's shop on the second floor of Flipside.

To open up the pits, go to B2 of Flipside and use Luigi to hit the switch. This moves some blocks out of the way so you can reach a pipe. Accept the challenge to start. There are 90 floors with enemies. All you have to do is defeat the enemy with the key to unlock the door. Which enemy has the key is random, so you may find the key quickly or slowly. You have 5 minutes to clear each floor, but you'll want to take much less time. My successful run too about 1 hour and 18 minutes. You'll also want to execute Stylish attacks when possible for extra points so you'll level up and heal faster. Each floor is a 2D area designed to look like a Game & Watch screen. The background will represent each of the Pure Hearts the heroes obtained.

A general strategy is to move around on Carrie and have Bowser burn every enemy in sight with his fire breath. You may want to switch to Mario to deal with the fact that the platforms are close to each other vertically, which makes platforming with Bowser difficult. Mario's also good for dealing with enemies that flip and moving around quickly. The platforms are not usable in 3D, which can make reaching the door a little easier. If this doesn't work, use the pipes to move from one side to the other. Use Boomer on flameproof enemies. Luigi is good for enemies that are too close to the edges of platforms. Stay healed and only use the Emergency Rations when you need to. Some enemies will drop items and Flimm may appear on certain floors (multiples of 10).

Here is a list of the enemies I encountered. I may have missed some if I got the key and reached the door quickly enough to not need to look around.
1. Squiglets
2. Goombas
3. Squiglets and Squigs
4. Sproing-Oing
5. Goombas and Gloombas
6. Cherbils
7. Squigs and Sproing-Oings
8. Squiglets and Squigs
9. Poison Cherbils and Gloombas
10. Each room that is a multiple of 10 has a chest with a Catch Card in it. This one has a Tippi card. The rooms also have an exit. Flimm may appear. Take advantage if he does.
11. Koopas and Paratroopas
12. Paragoombas and Spiky Goombas
13. Clefts and Shlurps
14. Flipping Goombas and Koopas
15. Boomboxers and Shlurps
16. Tileoid Gs and Koopas
17. Flipping Koopas
18. Buzzy Beetles and Squigs
19. Squiglets and Koopas
20. Thoreau card
21. Spinies
22. Boos and Gloombas
23. Fuzzies and Cherbils
24. Boing-Oings and Sproing-Oings
25. A single Chomp (stomp with Bowser)
26. Crayzee Dayzees and Paragoombas
27. Squiglets
28. Hammer Bros and Boos
29. Rawbus
30. Boomer card
31. Tileoid Bs and Tileoid Gs
32. Longators
33. Squigs, Growmebas, and Cursyas
34. Clefts and Stone Buzzies
35. Squigs and Choppas
36. Ninjoes
37. Squigs, Buzzy Beetles, and Spike Tops
38. Spiky Goombas and Magikoopas
39. Fire Bros and Tileoid Gs
40. Slim card
41. Clubbas and Squiglets
42. Gloombas and Pokeys
43. Koopa Strikers (depending on where they are, they can hurt themselves and others with their shells, so you can just wait on some of them)
44. Squigs and Squogs
45. Tileoid Rs and Tileoid Bs
46. Flipping Goombas, Flipping Koopas, and Flipping Paratroopas
47. Cherbils (Sleep, Poison, Ice)
48. Magikoopas and Clubbas
49. Squogs
50. Thudley card
51. Buzzy Beetles, Spinies, Flipping Spinies
52. Pigarithms
53. Spanias and Tileoids Bs
54. Clubbas and Dry Bones
55. Hooligons
56. Dark Boos and Cursyas
57. Ice Cherbil and Zoing-Oings
58. Crayzee Dayzees and Amayzee Dayzees (they move quickly and flip, so just wait a while before you chase after them. They may have the key.)
59. Squigs and Yellow Magiblots
60. Carrie card
61. Beepboxers, Cursyas, and Heavy Cursyas
62. Dry Bones and Dark Boos
63. Boomerang Bros and Clubbas
64. Tileoid Rs and Tileoid Ys
65. Growmebas and Blomebas
66. Ninjoes and Skellobits
67. Longators and Longadiles
68. Squogs and Flipping Hammer Bros
69. Soopa Strikers
70. Fleep card
71. Moon Clefts and Clefts
72. Jawbus
73. All kinds of Cursyas
74. Coptas
75. Ruff Puffs
76. Boomboxers, Beepboxers, and Blastboxers
77. Squogs, Blue Magiblots,
78. Chromebas and Blomebas
79. Flipping Spiky Skellobits
80. Cudge card
81. Hogarithms and Tileoid Ys
82. Squoinkers and Red Magiblots
83. Pink Fuzzies and Cherbils
84. Spanias and Shlorps
85. Poison Pokeys and Dark Boos
86. Koopatrols and Magikoopas
87. Chromebas, Coptas, Reversya Cursyas
88. Ninjoes and Ninjohns
89. Headbonk Goombas
90. Dottie Card
91. Gawbuses
92. Ninjoes, Ninjohns, and Ninjerrys
93. Skellobits and Cursyas
94. Squoinkers and Flipping Fire Bros
95. Skellobits and Spiky Skellobits
96. Flipping Boomerang Bros and Flipping Fire Bros
97. A single Squoinker (upper left corner)
98. Red Chomps
99. Red, Blue, and Yellow Magiblots

100. At the bottom of the pit, you'll find an area that looks like Fractail's area. Walk to the right and someone asks, "Who's that?!" A dragon is drawn in. It's the wrathful god, Wracktail. The Ancients locked him in here. Wracktail asks why the heroes woke him up. It will punish them with death to make them understand the wrath of the gods. It has an unknown amount of HP and 10 attack. Tippi says he's a prototype of Fracktail. The antenna is the weak spot. Wracktail behaves the same way as Fracktail does. Flip to get on Wracktail's back when it approaches from the right. You can still throw the Wrackles on its back at the antenna, but since Luigi's on the team, you can Super Jump to reach the antenna and combo stomp it, racking up extra points by being Stylish. When he's defeated, he says he's done, but the heroes have not yet won. He's not the only monster the Ancients created. A greater terror awaits them in the Flopside Pit of 100 Trials. It explodes and an chest appears.

Open the chest and someone says, "Brrrrrrrrr!" This is one of the last times things get funky. The missile-shaped Pixl says they defeated that monster of a dragon. It says it's crazy that the heroes cleared the other 99 rooms and it's impressed. It gives the heroes a round of applause. The Pixl says to stay on their toes for what's ahead and that they must treasure life. Fate brought them together here and it will lend them it's power. His name is Dashell and he joins the party. The heroes can now move around at higher speeds than with Carrie, but without protection from spikes. Dashell says to dash and shuffle to dodge the fiercest attacks. He's survived many a battle by fleeing. He'll help them run into a more peaceful world. Use the pipe to exit and save your game. Congratulations! Now restock on Emergency Rations and head to B2 of Flopside.

Monday, September 8, 2014

Super Paper Mario -- Chapter 7-3: The Forbidden Apple

Our heroes had found their way out of the dark and confusion of The Underwhere. Mario and friends now saw the sun shining brightly against a beautiful blue sky. This was the sky paradise Grambi called home, a place of joy called The Overthere. Somewhere above the never-ending layers of clouds waited Grambi himself. Mario and his friends began to make their way up that fluffy road to above...

The heroes have reached the bottom of the Overthere Stair. Luvbi is happy to see blue skies again, even though The Void is here, too. She says they have to keep climbing to reach The Overthere. Tippi says they haven't found Peach yet. Luvbi asks if Peach is Mario's lady friend. Peach isn't his girlfriend, so Luvbi thinks it's a one-sided crush. She goes on ahead, saying if the heroes climb too slowly, the sun will set.

On some of the larger clouds, you'll find numbers of the steps, so I'll be referring to them. Each set of 10 steps forms a stair. At the top is a door leading to the next stair. You'll find Parabuzzies here. In the item blocks, you'll find a Super Shroom. Take the yellow platform up and you'll encounter an Ice Cherbil. If you find that you're stuck trying to go up, flip to check your surroundings, Super Jump, or look for a yellow platform. Flip and you'll find some flip blocks. On stair 15, you'll find a large Jump-Over Cloud. They're very bouncy, so treat them like springs. They'll launch you up several steps. On Stair 17, you'll find a Slow Flower in an item block. On Stair 19 is another Jump-Over Cloud. On Stair 20 is the door to Stair 2.

On Stair 21, hit the item blocks for a fast flower and some Zombie Shrooms so you can rack up points and coins quickly. Go up a few clouds to reach a Save Block. There's a Jump-Over Cloud on Stair 23 and 24, which is a little below Stair 23. Flip to find coins on Stair 24. On Stair 25 are a couple of Rawbuses and a chest with a Rawbus card. On Stair 28, you'll find Ruff Puffs, who'll shoot a ball of electricity at you.

There's a Jump-Over Cloud on Stair 31. On Stair 33 is a door which leads to a tree bearing Blue Apples. They'll heal 5 HP. Use Thudley to knock them from the tree. You'll find a chest with a Ruff Puff card on Stair 34. On the left side, on Stair 37, flip to find some item blocks that allow you to cross to the right side.

On the right side, near Stairs 41 and 42, you'll find some blocks. There are flipping Spinies here, thrown by flipping Lakitus. You'll find a Jump-Over Cloud between Stairs 44 and 45. On 46, you'll find a door leading to Red Apples and a Happy Flower. Be sure to hold onto at least one Red Apple. Drop down to 43 to find a door and a Save Block. The door leads to a tree, with Peach sleeping underneath it. The bros and Bowser try to wake her up, to no avail. Tippi mentions that Peach can really sleep. Luvbi flies in and notices that Peach ate the golden fruit. There are many magical trees in The Overthere, whose fruits have many effects. The Golden Apple makes people so satisfied that they'll sleep for 100 years. Bowser's not that patient. Luvbi mentions a tree that grows taboo fruit that would wake anyone. She then starts pouting that everyone holds Peach in such high regard, so she decides not to help, but go sulk instead. At this point, you can leave, or try giving Peach some apples that you've collected. The Red Apple will make her grow much taller, wake up, freak out, then return to normal size and fall back asleep. The Blue Apple will make her shrink, then return to normal size without waking her up.

Return to the Overthere Stair. Go onto the left side and take two yellow platforms up (they'll move right next to each other). You'll find a chest with a Shroom Shake. On Stair 48, you'll find a Jump-Over Cloud. To the left, you'll find a sign. Flip in front of it to find a door leading to the tree with Yellow Apples. If given to Peach, she'll wake up, grow a mustache, freak out, ask for some lip wax, then fall asleep. The mustache will disappear.

On Stair 51, go through the door on the left and flip to find the tree with Pink Apples. They will make Peach turn into a Peachy Peach, then return to normal. On Stair 52 is a coin block cleverly disguised as a brick block and a Mushroom in an item block. Take the yellow platform up to Stair 53 and flip to find a door leading to the tree of Black Apples. Give it to Peach and she wakes up, calling it gross. She asks what they gave her to eat. Luigi is happy that it worked. Peach is excited that Luigi is safe. Bowser says her concerned husband is here. Peach ignores that and asks where they are, as she can't remember. Tippi explains that Dimentio's attack sent her to The Overthere. Luvbi asks if she's awake. Luvbi says she's taking these travelers to the Overthere. Peach is pleased to make Luvbi's acquaintance, but Luvbi isn't so pleased, telling the princess of silly peaches to not dawdle. Luvbi leaves to climb ahead. Peach wonders if she said something rude. Tippi says not to worry about it. Peach apologizes for causing the other heroes trouble, but she's happy to see them. Now that Peach has rejoined the party, platforming will be easier.

Back on Stair 52 is a door. Go through it and bars appear on the door. Skellobits are in the area. They're creatures from The Underwhere who carry spears. Defeat them all to go back through the door. On Stair 53 is a Jump-Over Cloud. On Stair 54, climb up the blocks, then float to the other side. On Stair 55, you'll find one of many Jump-Over Clouds in the area that lead to Stair 6.

On Stair 61, you'll find a Flip Cursya, which will flip the directions on the D-Pad. Leave it alone or use Piccolo to remove the curse. To the left, a yellow platform will appear between two brick blocks. Transfer to another yellow platform and you'll see arches in the sky. Stand on them and flip for item blocks. On Stair 62 is a brick block that's actually a coin block. On Stair 63 is a Jump-Over Cloud. There are coins on Stair 65 and a Slow Cursya on Stair 68. The chest near it has a Long-Last Shake. Take the yellow platform to a series of narrow pillars. Use Peach to cross them. There's chest with a Thunder Rage on Stair 69.

On Stair 71, flip near the item blocks to find more item blocks. One has a Super Shroom. There's also a Jump-Over Cloud. There's another on Stair 72. Near Stair 73 are some pillars. Near Stair 74 is a yellow platform that leads to a chest with a Life Shroom. Go up and you'll find a pavilion and a cloud. The switch next to him makes a pipe appear. Talk to the cloud and you'll find his name is Cyrrus. He wants to be a big cloud. He heard about a guy getting bigger by eating a mushroom and wants to eat something that will make him bigger, as well. You can feed him any of the apples you have and they'll do the same things as they did to Peach. The pipe nearby will take you back to Stair 43 so you can get a Red Apple, which he needs. He grows and calls himself Super Cyrrus. He's super bouncy, to the point that he launches the heroes of the planet. They come back down and land on Stair 80. Flip under the roof of the pavilion to find some coins. Super Jump onto the pavilion to reach a chest with a gold bar. Go through the door and you'll find a sign that says, "Here Endeth Overthere Stair. The Overthere is Over There". Float across the gap to the star.

Saturday, August 16, 2014

Super Paper Mario -- Chapter 3-3: Up, Up, and a Tree

Somehow, the heroes had beached the Big Blooper and crossed the Tile Pool. But before they could dry, they saw the imposing silhouette of Fort Francis. "It sure is getting dark," Peach said in a quiet voice. But when they looked up, they realized they were in the shadow of a huge tree. Mario, knowing in his gut this must be the way, set out toward the great tree...

To the right of the base of the Dotwood Tree, is a stump with a tiny door. The Dotwood Tree is a tall, vertical, platforming area, so Peach is an excellent choice. You will have to switch to Mario on occasion. Take the platforms up. On the right is an item block with a Slow Flower. You'll find green Poison Cherbils. The poison will make your HP drop for a while or until you use a healing item that curse poison (most healing items do). There are square, blocky enemies called Tileoid Gs and Tileoid Bs. They crawl all over surfaces, including platforms and walls. Higher up is an item block with a Fast Flower. Go left and flip to find some flip blocks to reach the platform above you. There's a Paratroopa flying up and down. Past it is a post to pound with Thudley. This makes a yellow platform appear. On the right is an item block with a Mushroom. Climb higher to reach a yellow pipe. It leads to a room with many coins. Flip to find more. Return to the tree and climb to the top. There's a door at the top encased in bark. Use Bowser's fire breath to burn the bark away to access the door.

The door leads to the inside of the tree. Take the first pipe you see up to a Save Block and a blue switch. Hit it and it turns pink. Now pink platforms will appear throughout the tree. You'll have to keep hitting the switches that change blue to pink to make platforms appear so you can progress. Go back through the pipe. The pink platform allows you to climb higher and reach a pink switch. Hit it to make it turn blue and make blue platforms appear. You'll find many Crayzee Dayzees in the tree. They'll sing a song. If the musical note hits you, you'll fall asleep and have to shake the Wiimote to wake up. Block the musical note with Peach's umbrella. The blue platforms allow you to reach some yellow platforms on paths. The one on the square path lets you reach a post you can pound with Thudley. This makes a ladder appear so you can get back here easily. Hit the switch to make pink platforms appear and take the yellow pipe up. You'll find some blocks on the right wall. Flip to find a pipe behind them. There are spikes that appear from the floor. Use Slim to get past them to hit a switch to make blue platforms appear. Return to the tree's interior and climb higher.

On the left side is a switch guarded by spikes. Drop Boomer near the pit to activate the switch. A pink platform will let you climb higher. Before you do, drop Boomer near the switch again, then go up the pink platform. Let Boomer detonate on his own so you can get to solid ground before he makes the blue platform appear. There's a pipe near the yellow platform on a square path. There are two Chomps here. Either use Boomer or Thudley to defeat them and a chest will appear with a Peach (2) card. Return to the tree's interior, then go up and left. You'll find a pipe. Go through the pipe and get Slim out. Step on the yellow platform and flip sideways to pass the spikes. Bring out Boomer and drop down on the left side. Place Boomer near the switch, then get out of the pit before he detonates. Ride the yellow platform back to the pipe, once again flipped sideways. Use the pink platform to climb higher. When you've climbed as far as you can, flip so you can reach the next level. Use Thudley to hit the item block on the ground for a Mushroom. Hit the switch to make a door appear on the same level as the Save Block. Drop down to the first pipe you could go through, which takes you to the Save Block and the door.

Go through the door and someone says the heroes don't wear tardiness well. It's Dimentio, recognizing Mario by the festival of hair that dances on his lip and Bowser by the flailing nubbins he calls arms. He says Peach's beauty is as refreshing as a slap to the face on a crisp winter day. He introduces himself as a humble servant of Count Bleck's and is enchanted to meet his hapless victims. He has a special treat prepared for the heroes: some magic that takes them to Dimension D. Dimension D is a dimension he created where his attacks are 256 times more potent, so he could obliterate them by raising his eyebrow. He says that now they must duel like two gleaming banjos on a moonlit stoop.

In battle, Dimentio asks if they can pierce his illusion. He'll make a copy of himself and shoot magic at the heroes. Peach is a good choice as she can guard with her umbrella. You'll just pass through the fake one, making the real one easier to identify. After he takes some damage, he'll start creating boxes all over the room. Once they start appearing, keep moving, or you'll be trapped. Once he stops forming boxes or has you trapped, he'll unleash fire in all of the boxes. Once defeated, he says their attacks were like miniature jackhammers wielded by tiny, angry road workers. He wonders how it was possible for them to defeat him in his own dimension, where his power has increased. The heroes suggest it was because they were also in the dimension, their power increased equally. Dimentio laughs slowly and gets up, saying it all played out exactly as planned. He asks if they were amused, as that battle was merely an hors d'oeuvre and the next time they meet will be a deadly eight-course meal. He returns them to the Dotwood Tree and leaves. Peach says he seems familiar. Away from the tree, Dimentio asks, "A little more, perhaps?" He says the heroes are strong, but they must be stronger yet to defeat Count Bleck, and he must be sure they can face him when the time comes. He leaves.

This is the top part of the tree. There are a few Lakitu here, throwing down Spinies to make life difficult. Defeat the Lakitu and the Spinies will soon no longer be an issue, as they'll just eventually walk off the tree. Near the top on the left side is a coin block. At the top, you'll see the wind. Some of the wind is red. Stand on it and it will take you to the right. Hold still and do not flip until you reach a pipe. Jump off their or you'll fall and have to find another red wind. Go through the pipe and flip to find coins on the other side of it. On the right side is the star.

Monday, June 23, 2014

Paper Mario: The Thousand-Year Door -- Chapter 3: Of Glitz and Glory -- Part 1

The blimp drops Mario off on the floating arena of Glitzville. On the left is a public phone where Mario can talk to various people he's met on his journey. On the right is a large, blue switch. Spin jump on it to make some stairs appear to the roof of the nearby building. This building is the juice shop. On top is a chest with the Power Plus P badge. Near the Glitz Pit is a family of rich Bob-ombs. They have some interesting things to say. Also near the Glitz Pit is a Shine Sprite you can't reach yet. On the side of the juice bar is an Inn Coupon. Inside the juice bar is a Toad with a pink-spotted cap and a single tuft of hair showing.

Go inside the Glitz Pit. The Toads on the left are looking for the former champion, Prince Mush. Ms. Mowz is here and surprised to see Mario. Go through the double doors to enter the arena's seating area. On stage is the champion, Rawk Hawk, about to battle a challenger. He defeats his opponent with a one-hit knock out. He wants a challenge and will take on anyone. He shows off his champion's belt, which has a Crystal Star on it. Mario's partner asks how Mario plans to get his hands on the Crystal Star. The only way to do it is to battle to the top. Talk to the guy in the suit at one of the doors and tell him you want to become a fighter. He'll tell you to talk to the promoter, Mr. Grubba. He'll let you past the door. There are a couple of Save Blocks in the hallway. Mr. Grubba's office is to the right of the locked door.

Go inside Mr. Grubba's office and he'll call you rude for barging in. Mario tells him he's an athlete that wants to fight and he changes his tone. He finds Mario to be a little skinny. He asks Mario if he wants to live the glamorous life of a champ. Mr. Grubba says that he fought his way to fame and riches, which are dynamite. He's set for life and opened the arena to help others make dreams come true.

He gives Mario the tour, showing him the champ's room and the major league locker rooms, which are not as nice, but decent. Mario has to fight his way to the top. Sign the contract and Mario's officially on the roster. Mr. Grubba gives Mario the new name of the Great Gonzales. He calls Jolene into his office. She looks somewhat familiar. Jolene takes Mario to the minor league locker room, which is falling apart. If Mario wants out of here, he'll have to fight his way to the top. He can reserve matches using the terminal on the wall, which looks like a Game Boy Advance. Mr. Grubba will choose your opponents and the conditions of the battle, which must be met in order for your rank to go up. The conditions change for each battle, and if you reset the game, the conditions will be different. They include things such as not using special moves, using at least one special move, appealing to the crowd a certain number of times, not having Mario attack, letting the opponent hit you a certain number of times, not using FP, or beating enemies in a certain number of turns. I'll post examples of what happened to me. Beat a higher-ranking opponent to move your rank up. If you lose to a lower-ranking opponent, your rank will fall. If you fail to complete the condition of the battle, you'll next battle a lower-ranking opponent. When you reach rank 11, you have a chance at the major leagues. After a battle, sleep in the bed to restore HP and FP. Only the champ's bed restores Star Power.

1. The first fight is against the Goomba Bros. My condition was to appeal at least once. You'll have to battle five Goombas. Power Shell works well if you can use it. Once you win, Jolene will give you money for winning. In this case, it's 3 coins. Mario is now rank 19.
2. Next up are the KP Koopas. My condition was to defeat them in under 5 turns. There are two Koopas and one Paratroopa. They all have 4 HP, 2 attack power, and 1 defense power. You'll get 4 coins and your rank will go up to 18.
3. The Pokey Triplets are next. My condition was to not use items. You'll get 4 coins and become rank 17.
4. The Dead Bones are your next opponents. They are a bunch of Dull Bones. My condition was to not switch partners. You'll get 5 coins and become rank 16.
5. Spike Storm is next. They are a Lakitu and a couple of Spinies, but the Lakitu can throw more onto the field. The Lakitu has 5 HP and 2 attack power. It throws Spiny eggs. Don't stomp it when it's holding a Spiny egg. The Spinies have 3 HP, 3 attack, and 3 defense. You can't hurt them when they're rolled up. Flip them over to reduce their defense to zero. My condition was to not use FP. You'll get 5 coins and become rank 15.

After that fight, King K of the KP Koopas says that the hot dog stand is selling hot dogs made with eggs from a southern island. It may help win fights. You can do whatever you want between matches, so leave, save, and go outside. The egg is hopping around in front of the hot dog stand. The owner wants help catching it. It eventually hops up on top of the stand and falls asleep. Go on top of the juice shop and spring to the airplane panel. Fly to the egg to catch it. It seems to want Mario's help. Help it and the owner will let it go, saying people probably don't want to eat something that's been jumping around. It'll follow Mario around.

Go back inside and wander around the back hallways. Talk to Bandy Andy, the Bandit. He's been doing research on the Seven Wonders of the Glitz Pit. As him about them and he'll tell you. There's a sealed wall in the minor league locker rooms, which may contain the remains of fallen athletes. In one of the bathrooms is a man-eating toilet. There's a room where there's a second floor, but no stairs. Some people hear groaning in the room. In the champ's room, if you stand still, you'll hear voices from nowhere. When no one's in the ring, strange lights can be seen under the doors, which are locked. Sometimes, fighters disappear for no reason, never to return. He thinks Prince Mush was lost this way. Mr. Grubba is well toned, despite being past 60 and Jolene suddenly vanishes at times. Start reserving matches. The egg will remain in the locker room.

6. The Hand-It-Overs are next. They are Bandits and Big Bandits. Bandits have 5HP and 2 attack, while Big Bandits have 8 HP and 3 attack. They can bump into you and steal coins, but Big Bandits can steal items. My condition was to not use items. You win the fight if they flee. You'll get 6 coins and rise to rank 14.

After the battle, King K mentions a lovely lady at the juice shop. Talk to her and she'll say she longs for the return of Prince Mush. Check behind the bar for a Star Piece.

7. The Mind Bogglers are next, a Pale Piranha, a Pider, and a Dark Puff. My condition was to appeal at least once. You'll get 6 coins and rise to rank 13.

After the battle, King K says he's going to retire after his next battle, as his future isn't looking so good. He says not to forget him.

8. The Punk Rocks are next. They are Hyper Bald Clefts, with 3 HP, 2 attack, and 2 defense. They can charge up so their attack is 8. Use items, but not fire. My condition was to not use special moves. You'll get 7 coins for winning and rise to rank 12.
9. The Bob-omb Squad is up, with four Bob-ombs. They have 4 HP, 2 attack, and 1 defense. They get mad if they're damaged and will have a harsh attack waiting for you on their next turn or on your next attempt at contact. Hit them from a distance or with a shell. You'll get 7 coins and rise to rank 11.

After the battle, a new contender enters the minor-league locker room. His name is Sir Swoop, a Swooper. Jolene gives him the spiel and he signs up for his first match. Apparently his condition is to do a triple flip and meow.

10. Now that Mario is rank 11, he gets to challenge an opponent for a chance at the major leagues. His opponents are the Armored Harriers, a couple of Iron Clefts. Mr. Grubba makes up a bunch of insults to rile up the Armored Harriers. They have 6 HP, 4 attack, and their defense is unknown. No attack works on them because their defense is impenentrable. Their spikes are made of iron, making them very powerful. My condition was to not jump, not that it would ever be an issue. To win, you must hit one into the other, something you can't do now. Run away at any point to forfeit. You'll still get a coin for the battle, but you're stuck in the minor leagues, for now.

Monday, June 2, 2014

Paper Mario: Interlude After Chapter 6

In her castle, Peach wants to try out the Sneaky Parasol she received from the 64th Trivia Quiz-Off. She might be able to escape with it. Hit the switch on the wall and leave the room. On this floor, the guards are not patrolling. Walk up the right staircase and press (B) while facing a Koopatrol guarding the door. On this side, he can't see you. Peach will transform into a Koopatrol. Talk to the Koopatrol and he'll let you pass. Go to the top of the stairs and talk to the guard at the door. He says the guard who was supposed to relieve him hasn't shown up. The guard is a Clubba. He asks for you to find them and send them here. He gives you the key so you can find the Clubba outside the castle. Before you go get him, go into the library. Talk to the Hammer Bro at the far end who's staring at the bookshelf. He's looking for a book, but not the one you're thinking of. To get you to go away, he'll give you a Shooting Star. Take it and the Jammin' Jelly from the Trivia Quiz-Off to the mysterious chest.

In the foyer, a couple of Koopatrols are chatting. One says that Kammy Koopa's building something over Peach's Castle. He thinks it might be a weapon to defeat Mario. Go downstairs and unlock the door. This leads outside Peach's Castle. There's another door, but it's locked from the other side, so there's no escape into Bowser's Castle. There's a Clubba sleeping here. Press (B) to turn back into Peach, then transform into the Clubba. Return to the top of the stairs and relieve the Koopatrol on duty. He's not too pleased. Go through the door, through the hallway with the broken window, through another door, and up the stairs. Go through the door at the top of the stairs and you'll reach the roof. The guards say you can't be up there, but it's too late for that. Walk to the left and Kammy Koopa will appear. She says that everything's ready and that they'll still be alright even if Mario shows up with all of the Star Spirits. It sounds like she has a contingency plan in place. She says it pays to expect the worst. She looks at Peach and says the Clubba is doing a fine job. She does a double take and thinks something's weird. The Clubba smells too nice. With some magic, she reveals that the Clubba is really Peach in disguise. She has the guards take her back to her room, without questioning how she was disguised.

Back in Flower Fields, the Star Spirit, Klevar, thanks Mario for saving him and Flower Fields. Now that Huff N. Puff is gone, the flowers can live in peace. They never would've seen light with out him. Now there's only on more Star Spirit to save. He powers up Mario with more Star Energy and a new attack, Time Out. It stops time and enemies. Klevar warns Mario to not be overconfident as Bowser also has power. There are even stronger enemies ahead, but everyone's depending on him. Klevar hopes their powers help. Klevar leaves for Star Haven.

Wise Wisterwood says Flower Fields is beautiful again. He thanks Mario, saying it was worth living so long to meet a man of his stature. He tells Mario to come see him again. Lakilulu is nearby. If Lakilester isn't by your side when you talk to her, she'll say that Lakilester acts tough, but is a pushover. Return to Toad Town.

While in Toad Town, I decided to challenge the Anti Guy in Shy Guy's Toy Box. He has 50 HP and 10 attack power. He has 12 attack power when he does an acrobatic attack. Have one or two defense increasing badges on. Use Power Bounce and Bow's Fan Smack to deal with him quickly. He'll give you 12 SP. The chest he guarded contains a Power Plus badge.

Koopa Koot has a few more favors to ask. First, a friend of his has a package for him. He's a Boo in Gusty Gulch. Since the Boos look very much alike, it's the one near the Save Block. You'll have to wait for it, so go talk to the other Boos. You'll learn about a pretty Boo named Victoria that was eaten by Tubba Blubba. She's back now and several Boos are vying for her attention. Talk to the Boo by the Save Block to get the package. Deliver it for one coin. Next, he wants a Coconut. Go to Lavalava Island and hit a tree with Coconuts to make one fall. Deliver it for one coin. Next, he wants a Red Jar. You have to go to Dry Dry Outpost and buy items in a specific order. He knows the order is Dusty Hammer, Dried Pasta, Dusty Hammer, and something else. The last item is a Dried Shroom. Li'l Mouser says that the order is a secret sign in an ancient will. He's required to give you the Red Jar. This time, Koopa Koot will give you 3 Star Pieces.

Return to Toad Town and talk to Merlon. There's a Ninji in his house. He's from Starborn Valley in the Shiver Region to the north. He says Merle has news for him. Merlon says that Merle is his son and whatever he has to say must be important. Somewhere underground is a pipe to Shiver City, which is near Starborn Valley. The Ninji goes on ahead to open the path for Mario.

Go into the Toad Town Tunnels. Drop down and cross the water with Sushie. Go east and cross the spikes with Lakilester to reach a pipe. Go through the pipe to an area with some Spinies. Walk around the area to the left and break the stone block. Go west to an area with Dark Koopas and blocks you can't reach. Go west again and hit a brick block so you can reach a spring. Spring to the left to reach a large chest. It contains the Ultra Boots. Mario's jump power increases and he can now perform Tornado Jumps. Press (A) to jump and press (A) again in midair. They allow Mario to jump a little higher. You can now hit blocks you couldn't previously. Hit the brick block on this side to reach the spring. Return east and hit the blocks near the back wall for coins. There's an invisible block in the middle with a Life Shroom.

Before you go in search of the pipe to Shiver City, return to where you enter the tunnels and go west twice. Take the pipe in the room to reach an area with platforms that act as a balance. Take the pipe to a room with metal blocks. Break them to reach a Super Block. I upgraded Lakilester. Return east, then cross the gap using the platforms to reach a doorway. Go through it and have Parakarry carry you across the gaps to reach a Star Piece.

Go back to the room with the spikes and go east. There are many invisible blocks here in a line. Hit them to make them appear, then jump on them to the other side. There's a blue door here that the Ninji has unlocked. The door leads to a pipe. The pipe leads to a part of the tunnel that's iced over. To the left is a Super Block. I upgraded Parakarry. Go upstairs to reach a pipe that starts the next chapter.

Saturday, May 31, 2014

Paper Mario: Chapter 6 -- Dark Days in Flower Fields -- Part 2

Mario has obtained a Magical Bean, as well as Fertile Soil and some Miracle Water to help it grow. It still needs sunlight. Heal if you need to and go northwest of Wise Wisterwood and you'll see many thorns ahead. Nearby is a blue plant blowing bubbles. It's called the Bubble Plant. Give it a Bubble Berry and it will blow a large bubble. Jump into the bubble and it will take you across the pit of thorns. On the other side of pit are more Spinies. Sometimes, you'll find a Green Magikoopa. They have 11 HP and 3 attack power. They can increase the defense of their allies and run away. Go up the stairs, and walk through the log (it opens up) to reach a Star Piece. Go through a different log and go west.

There are more Lakitu and Spinies here. Go up the stairs and have Bombette break the rock at the top. Drop down where the rock was to reach the Mega Smash badge. Go west and the music changes. There's a tall tower in the area. Walk around on the ground and you'll find a doorway. Go inside and use Bombette to blow up the rock. This will make part of the tower lower so you can reach a doorway higher in the tower. Go up the stairs to the top of the tower. The sun is at the top. It says it was the sun. The clouds in the sky prevent it from climbing into the sky. It says it's failing as a sun with all the plants and flowers suffering. It tells Mario that the Puff Puff Machine is likely to the east, as that is where the clouds seem to be coming from. It then tells Mario to just go home and give up.

Go back east and a voice says to stop. It's a Lakitu wearing sunglasses. He says his name is Lakilester, then changes it to Michael, then Spike. He has no personal problem with Mario, but has orders from Huff N. Puff to deliver a beat down. He then wonders to himself if he sounded cool. It's time to battle. He appears under the name of "Spike?". He has 50 HP and 4 attack power. He throws Spiny Eggs like other Lakitu. Bow's Fan Smack and Power Bounce work well. Defeat him and you'll get 12 SP. At the end of the battle, even his cloud is frowning. He gives up, saying Mario is tough as nails. He then tells Mario to do his worst, whatever he does to those he defeats, be it a Fire Flower in the eye or a POW Block.

Someone else says to wait. It's another Lakitu, one with a ponytail. Her name is Lakilulu. She asks for mercy on Lakilester. He says she's embarrassing him, but this makes him like her even more. He then says to forget he said that. He lost a challenge and he and Mario must settle it. Lakilulu asks Mario to forgive him. Forgive him and he says he joined Huff N. Puff to be part of something big. Unfortunately, all he's been doing is picking pointless fights. He asks Mario what he's fighting for. He decides to join Mario. Lakilulu wants to go with him, but he wants her to stay. He's going to return to her after he becomes a man. She agrees to wait, but tells them not to make her worry. He joins the party, revealing that his name is really Lakilester. His starting attacks are Spiny Flip and Spiny Surge. He can also carry Mario over spikes and lava.

Return to Wise Wisterwood, then go northeast. There's a platform puzzle here. There are colorful platforms over thorns. If you ground pound the platform, all of the platforms of the same color will move in the direction that the arrows on them indicate. There are three green platforms, two red ones, and two purple ones. Keep Lakilester out, as you'll need him to carry you over the thorns as you manipulate the platforms. The way to solve the puzzle is to pound the platforms in the following order: right green, left purple, left red, left green, right green, then right purple. This will take you to the ledge on the other side of the pit of thorns. You may find a Yellow Magikoopa battling alongside other enemies. According to Goombario's Tattle, yellow's the new black. They have 11 HP and 3 attack. They can electrify allies, so do not attack them directly. They can also run away. They give 2 SP. Use the spring under the back ledge to reach a Super Block. I upgraded Lakilester.

Go east and you'll find a few logs over the thorns. You can use them or Lakilester to cross the thorns. You'll find a letter in the flowers here addressed to Minh T. I delivered the letter when I returned to Toad Town to heal. She'll give you a Star Piece. Go east of here and you'll here some mechanical sounds. To the right are some Lakitu and a Yellow Magikoopa, and the Puff Puff Machine. Hit it on both sides with the hammer and it will start falling apart. The Lakitu will tell you not to hit the machine. Once it's destroyed, all four will battle Mario at once. Defeat them and they'll retreat. The sky clears and the sun once again rises into the sky. The plants of Flower Fields are thankful. Lakilester says helping people feels good, so he'll follow Mario around.

Return to Wise Wisterwood and he'll say to plant the Magical Bean in the nearby soil patch. The order is soil, bean, then water. The bean sprouts and the stalk spirals up to the clouds. Jump on the cloud to reach Cloudy Climb. Ride the cloud towards the back to reach a cloud with the Super Jump Charge badge. When you're fully healed and ready, go east. Go up the cloudy stairs and you'll see a lump in the clouds. It shakes and asks if Mario is who he thinks he is and if he broke a Puff Puff Machine. Mario ruined his plan to cover Flower Fields in clouds to make a paradise. He can't expect Mario to understand. If Lakilester is out, he'll notice him and says Lakilester has betrayed him and he will be punished. He has a Star Spirit that he refuses to give up. Huff N. Puff says that Mario will pay dearly. The battle starts.

Huff N. Puff has 60 HP and 5 attack power. His thunder attack does massive damage, but he has to charge it up. Use Outta Sight when you see him charge up. Each time he takes damage, Tuff Puffs appear from him, representing the amount of damage done. They ask permission to attack Mario and it is granted. They'll crowd Mario, doing damage until he can fill the meter by repeatedly pressing (A). He can also inhale them, effectively negating any damage you did, so don't leave them on the field for long. Use attacks that hit all enemies, like Spiny Surge, to clear them out, which is especially effective after using a move like Power Bounce. Some more Tuff Puffs will appear because you hit Huff N. Puff, but he can't heal as much. Huff N. Puff also has a wind attack. Press (A) repeatedly to fill the meter as much as you can so you only take 2 or 3 HP worth of damage. Keep attacking and you'll eventually defeat him. You'll get 31 SP. Huff N. Puff says he can't lose before exploding into smaller clouds. The Star Spirit's card appears.

End of Chapter
So it is that Mario and party defeat cruel cloud Huff N. Puff and set free the sixth Star Spirit. The thick clouds that once cast dark shadows have gone, and Flower Fields is bathed in sunshine again. A single Star Spirit waits to be rescued, waits to take its place in the Star Sanctuary. Perhaps you will see Princess Peach soon... Perhaps... Just wait and see. Kammy Koopa, who watches impatiently from Bowser's Castle, is waiting, too... for you to try to save them...

Friday, May 30, 2014

Paper Mario: Chapter 6 -- Dark Days in Flower Fields -- Part 1

Mario has arrived in Flower Fields. A voice asks who he is. The giant tree is talking to him. The gate to Flower Fields is part of him. He is the Wise Wisterwood, the oldest tree in Flower Fields. He knows of Mario's quest and says the Star Spirit may be here. Unfortunately, Flower Fields is in trouble. Huff N. Puff invaded recently and brought many clouds to the sky. It's been dark and cloudy ever since, because the sun doesn't rise. The plants here are weak and fading. Huff N. Puff took a Star Spirit captive. Mario says he'll defeat Huff N. Puff. Wise Wisterwood says that Huff N. Puff is in the sky, on Cloudy Climb. Mario can't reach him without a Magical Bean or something that grows high. A flower named Petunia may have a Magical Bean, so Mario should find her. She is due east of here.

Where Wise Wisterwood is, there are six paths out of the area. Go due east first to find Petunia. You'll encounter Crayzee Dayzees, enemy flowers with 8 HP and 4 attack power. They will sing, which can hurt Mario or make him fall asleep. Guard when they're done singing, meaning when no more musical notes appear. They may run away if their HP gets low. They give 2 SP. Also in the area is a bee called a Bzzap! Some of them hide in trees. They have 3 HP, but 6 attack power. They can sting Mario, which may poison him, or send a swarm of smaller bees to attack individually, in quick succession. This may shrink Mario. They give 2 SP.

Go east and the music will become intense. There are several Monty Moles in the area, around an angry flower. This is Petunia. Talk to her and she'll tell you that there's no sun, so she doesn't have any energy. She's starting to droop and the Monty Moles are biting her roots. If they aren't stopped, they'll eat her seed collection. She asks Mario to get rid of them. These ones have 12 HP and 3 attack power. They still just throw rocks. They give 2 SP. There are 4 of them. There's also a Crayzee Dayzee behind the tree, but you don't have to deal with it. Once you defeat all of the Monty Moles, Petunia will give you the Magical Bean. She says not to plant it (even though the description says it's twitching as if to say "plant me right now!"). As a seed, it can enjoy freedom. It can't move once it's been planted. So, Mario definitely shouldn't add Fertile Soil and Miracle Water to it and plant it. Hit the tree in the area to get some Red Berries. Keep at least one in your inventory. To the left of Petunia is a hidden panel with a Star Piece. Return to Wise Wisterwood, then go southwest.

There's a red flower guarding a gate. He won't let Mario through, but he can be bribed with something delicious. Give him a Red Berry and he'll open the gate. Here, you'll find Ruff Puffs, small clouds that will attack you. They have 10 HP, 4 attack power and give 2 Star Points. Hit the green tree for a couple of Yellow Berries. Keep at least one in your inventory. Go west. There's a flower by a Crystal Tree. Her name is Posie and she has a long nose due to the fertile soil in the area. She gives some to Mario. Return to Wise Wisterwood and go southeast.

There's a yellow flower guarding the gate here. Give him a Yellow Berry and he'll open the gate. There are thorny vines here, so be careful. Jump over the vines, then have Parakarry help you cross the larger gaps. There are many Crayzee Dayzees here, and rarely, you'll find an Amazy Dayzee. They are yellow and sparkly, and will try to run away from you. If you managed to engage them in battle, they have 20 HP, 20 attack power, and 1 defense power. Most of the time, they will runaway instead of attacking, so the attack power isn't much of a concern. If you want to challenge it at this point, equip badges that will give Mario powerful attacks. If Mario and his party member can do a total of 20 HP worth of damage on their first turns, you'll be okay. Otherwise, you'll have to get lucky and hope the Amazy Dayzee attacks instead of running away so you can attack again. It's worth it, though. Defeating the Amazy Dayzee will give you about 42 SP. This particular area is a great place to find them. To keep finding them, leave to the east and return until you see one to the left of the tree. It can also appear on the ledge to the left, but it's easier to deal with near the tree. Hit the tree for Blue Berries. To the right of the tree is a Star Piece hidden in the flowers. If you are in good shape in terms of health and flower points, you may battle the Dayzees on the ledge. There's a Super Block to the far left. I upgraded Bow. Go east.

There's a drained pool here. Drop down into the pool and get out using the stairs, then go east. There's another pool here, with a flower sitting at the bottom. Her name is Lily and she's throwing a pity party. The spring went dry because Huff N. Puff took the Water Stone. Water flows from this stone and fills the pool. She needs water to recover or else she'll wither. She hopes for a handsome prince to rescue her. She then sees Mario. She says to herself he looks more like a plumber than a prince, but won't be choosy. She asks him to retrieve the Water Stone. Hit the tree in the area for a Jammin' Jelly. Return to Wise Wisterwood, then go due west.

There's a blue flower here who'll open the gate if you give him a Blue Berry. You'll find Lakitus and Spinies here. The Spinies are the ones you'll have to deal with. They have 5 HP, 4 attack power and 3 defense power. Flip them to reduce their defense power to zero or use Watt's Electro Dash. They will roll up and slam Mario. They give 2 SP. While in the area, do not break the brick block near the spring. Have Watt reveal two invisible blocks, one of which is directly above the brick block. Use the spring to land on the invisible block after you hit it, then jump to the brick block. Hit the invisible block above it for a Shooting Star. Go west.

There are a couple of Lakitu here looking for something. They lost the Water Stone, which they need for the Puff Puff Machine. They notice Mario and start a fight. They have 12 HP and 3 attack power. They throw Spiny Eggs at Mario or onto the ground. The ones on the ground become Spinies. The Lakitu give 2 SP each. In the area is a hedge maze that can be tricky to navigate. You can walk around in the low hedges and pass through parts of the tall hedges. Your goal is to reach the pipe in the middle. To do so, enter the hedges, walk north, cut through the tall hedges and walk west until you're north of a section of low hedges that run due south. Go south through the tall hedges and then go east. You should be near the center pipe. Approach the center pipe from the east, going through the tall hedges. The pipe will take you to the west exit. Go back into the hedges from the west side to reach a brick block with many coins, then go west.

There's a flower here, a Rose Spirit named Rosie. She's upset that she's in full bloom and no one's there to admire her beauty. She shows off the Water Stone the Lakitu dropped. Mario wants the Water Stone badly. Mario explains the situation and Rosie is not sympathetic. The Water Stone is hers. She says Lily competes with her in beauty and wouldn't mind if Lily was gone. She will only part with it if Mario brings her something more beautiful.

Go back to Posie (southwest of Wise Wisterwood). Posie says Rosie's a little self-involved. Posie says her roots are connected to the roots of the Crystal Tree, so she can shake the roots to make a Crystal Berry appear, in an unladylike manner. Take the Crystal Berry to Rosie, who happily casts aside the ugly Water Stone. She says to let Lily know that it was she who saved her. Take the Water Stone to Lily and put it in the center of the pool. Water flows from the stone, filling the pool with water. Lily is happy and gives Mario the Miracle Water. She says to get the sun in the sky again. Go west and swim in the pool in this area with Sushie to reach the blue tree. Hit it to make Bubble Berries fall from it. Go back to Wise Wisterwood and save.

Tuesday, April 8, 2014

Super Mario 3D World: Flower-2 -- Floating Fuzzy Time Mine

You may want Toad for this level. It's back to the Fuzzy Time Mine, but this time, there are moving blocks of water to swim through. The first Green Star is on the right. Grab it quickly as well as the Lucky Bell and jump into the moving water block. As the level scrolls, loop around, avoiding spikes. There's a giant brick block ahead. Jump repeatedly to break it. Jump up to the cloud above for the second Green Star. Go up and to the right. You'll find Spinies and spikes that appear sequentially from the right. Farther to the right, over some spikes, is an item block with another Lucky Bell. Climb up the walls to reach a Green Ring. Some Green Coins will appear over some spikes. Jump off the spikes and use the springboard to reach the last two. You'll want a fast character, like Toad, to get the coins for the third Green Star. In a water block to the left is a 1-up. Keep climbing to the top and go through the door, as Fuzzies will close in on you from the left. They will also appear to the left of the flagpole, so be careful.

There are no stamps in World Flower.

Monday, March 31, 2014

Super Mario 3D World: Mushroom-2 -- Spiky Mount Beanpole

At the start of the level, you'll see a locked warp box, meaning you'll have to collect five Key Coins. The first one is nearby, behind the left tree at the start. Cross the bridge to the base of the mountain and start climbing. There are lots of Spikes and Spinies here. The item blocks will have a new power-up: the Lucky Bell. It gives you a Cat Suit, with all of its abilities, plus the ability to turn into a golden statue when ground pounding. This will protect you from enemy damage, and if you ground pound from a height, you'll get coins. There's a Key Coin behind the tree at the base of the mountain. Higher up, behind that same tree is the first Green Star. On the left side of the mountain are brick blocks in the wall. Break them to reveal a pipe. The P-Switch in the pipe will give you the second Green Star if you collect all of the Silver Coins. Towards the center are item blocks high on the wall. Hit them to make a path appear to another Key Coin. At the top of the mountain are three trees. Climb the second tallest tree, then jump to the center to find the third Green Star on a cloud. The tallest tree has a Key Coin at the top. When you have all of the Key Coins, drop down the mountain and return to the warp box. It will take you to the flagpole, where there are Spinies.

There are no stamps in World Mushroom.

Sunday, March 30, 2014

Super Mario 3D World: Mushroom-1 -- Night Falls on Really Rolling Hills

After you clear Star-9, you get access to a rocket that takes you to World Mushroom. This world contains levels that are modified versions of levels from previous worlds. There are no stamps in World Mushroom.

In this level, you have 30 seconds to start and it's nighttime. This will not greatly affect your visibility. Avoid the Spinies and mice and run quickly and keep grabbing clocks. Some of them are not immediately visible, but you should be fine without them. To the right is the set of rolling hills. The hill on the right that is closest to the screen has a 1-up under it. A crate nearby has a Starman. There's a Green Ring towards the back for the first Green Star. Up the hill and to the right is a pipe. This will take you underground. Take the top path and you'll find an invisible cloud that allows you to reach the second Green Star. Drop down to the bottom path and take the pipe to the left. Clear the tiles for the third Green Star. Go to the right to the pipe. Drop down if you need a little more time. Take the pipe to the flagpole.

There are no stamps in World Mushroom.

Saturday, March 29, 2014

Super Mario 3D World: Star-9 -- Cosmic Cannon Cluster

You'll need 210 Green Stars to unlock this level. You may want to bring a Super Bell. There is a switchboard at the start of the level. Stand on the switchboard to start moving past Para Dry Bones and cannons. Hit the cannons for a Cannon Cap. The path loops around to four item blocks floating in space. Charge up your cannon and aim it at the blocks. It's a little difficult when you're moving. Hitting the item blocks will make blocks extend so you can reach the stamp. Quickly return to the switchboard before the blocks disappear. Follow the path to solid ground. There are some Spinies here. On the back wall are several cannons. To climb up the wall without a Super Bell, you'll have to bounce off the cannon balls as they appear. At the top, you'll find two cracked walls. The one on the right has the first Green Star. The left wall has coins. Take the pipe underwater.

This part scrolls automatically. There are several cannons underwater. Blast the item blocks and POW Blocks for coins. Stay towards the bottom so you can blast the brick blocks under the arch on the floor. The second Green Star is hidden here. The pipe takes you to the midpoint. There are more switchboards here and ! Switches to hit. You can only hit them with charged shots, so aim well. The rails dead end without rail guards, so change directions before you fall off. Hit the second ! Switch so the track will lead you to the third Green Star. You'll need a well-aimed charge shot to hit it without the switchboard falling off the rails. Switch back to the main track, then keep hitting switches until you reach the flagpole. You'll need to bounce off the cannonballs to reach the flag.

The stamp is of a Cannon Cap.

Sunday, March 2, 2014

Super Mario 3D World: Castle-2 -- Switchblack Ruins

This level is a dark area that loops around. Each character will have a small spotlight around them to provide some visibility. The place is crawling with Spinies, so be careful. You can get Fire Flowers here. After the path winds around in the dark, you'll come to an area with many ! Switches. Hit all the switches to turn them yellow and they'll turn green, clearing out the Spinies in the area and turning on some lights. A path will appear so you can proceed. At some point, the path will be a little wider and rounder. There are four torches in this area. Light them all for the first Green Star.

Farther ahead, you'll find the midpoint. Go all the way to the right from here, passing the entrance to an area with more ! Switches, to find the second Green Star. There are Fire Piranhas in the areas with ! Switches. Up ahead is another area with lava. Use the yellow platform to reach a dark rock to the right of the exit out of there. Jump to the rock to find the stamp. Ahead are two more areas with switches and Fire Piranhas. At the end is a pipe. Behind the pipe is an invisible block on the wall, allowing you to reach the alcove with the third Green Star. The pipe leads to the flagpole, and a yellow platform with a Fire Piranha.

The stamp is of a Spiny.

Wednesday, February 5, 2014

Super Mario 3D World: 4-4 -- Big Bounce Byway

This level is filled with orange bouncy platforms and Biddybuds. Bounce up the wall using the moving orange platforms. On top is a large orange platform where you can find Spinies and Red Coins. On the left wall, you'll find a few clocks. Bounce up to find some spring enemies. One of them will temporarily turn into a spring you can pick up and use. Put it down periodically and stomp it so it doesn't become an enemy again. It will turn into a spring again if you stomp it. Use it to reach first Green Star on the back wall. Pick it up and cross the moving orange platforms that tilt.

The midpoint is here. Behind the midpoint are a set of rising bouncy platforms. Use the spring to reach them to get the second Green Star. To the right, you'll find a Mystery Box. There are a few spring enemies in the box. The one to the right will become a spring so you can reach the third Green Star. Once out of the Mystery Box, bounce on the large orange platform. It will start moving on a path, taking you through some groups of Biddybuds. In the large circle of Biddybuds is the stamp. The warp box to the flag is on a cloud at the end. There are spring enemies near the flagpole to help you reach the flagpole.

The stamp is of a Super Mushroom.

Wednesday, January 8, 2014

Super Princess Peach: Wavy Beach -- 5-9

The first area is an automatically scrolling one with Cheep-Cheep and Paragoombas. There's also a Walking Piranha Plant on a higher platform. Look before you leap. The pipe is at the end.

The pipe leads to an area with quicksand, Sad Spinies, a Flying Hammer Bro, and many Sad Paragoombas. Some of them are over each wooden platform on the right. Drop down to the right for the pipe.

Go past the flaming wheels and you see a ! Switch overhead. Hit it with the Parakoopa to make the platforms in the gaps disappear. This will allow you to reach the puzzle piece in the far right gap, but you must have enough Vibe in your Vibe Meter to allow you to fly out. The goal is just ahead.

Super Princess Peach: Fury Volcano -- 4-8

Cross the lava and dodge the Sad Spinies and you'll find a balloon. Use it to reach a ! Switch on a ledge. This will clear out the statues below. Pound through the blocks, then hop up the vents. The pipe is on the right.

Through the pipe is a smoky area. Use the cyclone to keep the air clear. Take the pipe at the end. There are many pipes in the area. Go through the sixth pipe from the left. Go through the pipe above that to reach the puzzle piece. Go through the pipe below, then take the pipe to the far right to reach the goal.

Super Princess Peach: Shriek Mansion -- 3-7

There are Spikes and Sad Paragoombas in the first area. Go all the way to the right and through the right wall. Hit the ! Switch, which allows you to go up a level all the way at the start. There are Sad Spinies here. Use the Gloom Vibe to hit the metal ball to crack the wall ahead. Go through the door.

Drop down the ladder and light the four torches in the room. This opens the door in the lower right corner.

Cross the gap using the many platforms with the Sad Ravens. The door is on the right.

Go up to the door in the upper left corner using the spiked platforms. The door leads to the level above. There is a spiked platform and brick platforms as well as bats and Angry Boos. Go through the door in the upper left corner. This will take you above that level. Pound the blocks to reach the puzzle piece. The goal is nearby.

Super Princess Peach: Hoo's Wood -- 2-7

Drop down past the spotted green blocks. Past the sleeping Volcano Plant is a ball overhead. Pound the ground repeatedly to knock it within reach. Use it to hit two ! Switches, one of which is above the other. Climb up the mushrooms with the Volcano Plants to reach a pipe.

There are Flying Hammer Bros and arrows here, as well as Spinies. Take the arrow to the far right, then climb the ladder. There are bats guarding a ! Switch. Hit it. Drop down to the pipe near the bottom of the ladder.

There are Swoopers, as well as a Lakitu here. Steal the cloud and follow the coin trail. Pound the blocks surrounding the puzzle piece to get it. The goal is just ahead.

Super Princess Peach: Ladida Plains -- 1-7

To access the new levels, beat the boss level over again. The reward is new stages, then 100 coins thereafter. You'll also want to go back through the other levels to find new puzzle pieces and musical scores. They are in places similar to where the Toads and other puzzle pieces and musical scores were. You do not need to beat the Area 1 boss to get the new stages in Area 1; you get the stages for Area 2. The bonus stages are much shorter than the normal ones.

The first area has many Sad Spinies and Koopas. There are many gaps in the area. The pipe leads to five hopping mushrooms. Learn the order, then go through the pipe. The flowers are on a large Ferris wheel. There's are Nippers and Swoopers in the area to aware of. Take the pipe on the far right.

In the next area are Spikes and falling Chomps. Burn the bridge for the puzzle piece, then jump to the goal after the two Chomps drop.