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

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, August 5, 2014

Super Paper Mario -- Chapter 1-2: Afoot in the Foothills

And so Mario came to learn the stupendous ability of flipping between dimensions. But there was no time to celebrate: Mario still had a Pure Heart to find. The trail ahead was overrun by savage beasts. "Follow me," Tippi said, as she flew toward the mountain that loomed ahead. The Pure Heart was hidden somewhere on the other side.

Mario and Tippi find themselves on Mount Lineland. Tipp says the Pure Heart is beyond the mountain, still far away. She says Mario will need to put this new skill to use. There are Koopas and Paratroopas here. Flip into 3D and go behind the hill. You'll find a chest with a Paratroopa card and a door. Ignore the door and go back to the left. Climb to the top of the hill and use the flipping platforms to reach the other tall hill to the right. There's a blue switch blocked by a hill. Flip so you can reach it and hit it. Another hill will be drawn in, so you can reach the flipping platforms at the top. Go through the door and you'll find a hill too high to climb past a gap. Flip and you'll find some item blocks to stand on, so you can jump up. At the top are some item blocks. Flip into 3D before you hit them for more coins. Stand on them to reach the blocks above. Run along the blocks in 3D to find a brick block with a ladder. It leads to clouds with coins. Drop down and you'll find Spiny Tromps rolling down the hill. You can't jump over them and they're invincible, so flip into 3D to avoid them. At the top of the hill is a door.

The door leads to an area with a pipe and a large gap. The sign near the pipe says the bridge is closed. The pipe leads to the background, where a house is. Go inside and you'll see water appearing from nowhere. Go upstairs and flip and you'll see a man dressed in red on the bed, freaking out. He's happy that Mario can see him. He's been freaking out for days because he rolled out of the wrong side of the bed and realized he was stuck in a parallel dimension where no one could hear or see him. Then, suddenly, Mario blipped in out of thin air. He wants to hitch a ride with Mario when he flips back to 2D. Flip back and he's back to normal and says 3D freaked him out. His name is Red and wants to repay Mario for bringing him back to 2D. Tippi mentions that they need to cross the chasm. Red says the area is called Impasse Pass and he only lets a few people cross the bridge. In light of Mario saving him, he'll ask Mario a question and allow him to pass. What is the most manly color in the entire universe: red, green, or both? Answer red and he'll say that was the correct answer and that they see eye-to-eye on fashion. He throws the switch and a simple bridge is drawn in.

Go back to the foreground and cross the bridge into Yold Town. There's an item block with a Mushroom if you need to heal. It gave me the points I needed to level up, so Mario's attack increased by 1. In the center of town are four blocks arranged in a square. Stand on them to reach the roofs of the buildings. On top of a roof is a Boomboxer card. Drop down to those blocks and flip to find a pipe. Go through it and you'll find many coins. Flip before collecting any of them and you'll find many more. Collect the ones in the back rows first. If you have to flip back, any coins behind the first row will disappear if you've collected the coins in the first row.

Enter the middle right building. It seems empty, besides a screen. Behind the screen, you can see something. Flip and go behind the screen for a pipe. There are many Thwomps down here. Flip to go past them easily and go through the door. It leads to an empty room, but there's a star on the wall. Use Tippi's power to reveal an invisible door. Go through it and the door will be barred. There's a large chest in the room. Open the chest and funky music starts playing. Someone says, "Sweet freedom!" He's a creature with a square face and five circles above it. It says it has been set free by the legendary hero. He expressed concern when the ancients stuffed him in the chest 1,500 years ago, but his fears are unfounded because the hero arrived. He's a Pixl named Thoreau, and isn't familiar with Tippi. He inquires if she is a newer model. Thoreau's waited ages to lend his skill to the hero and begs Mario to take him along. He allows Mario to pick up objects and enemies, as long as they're not spiky, and throw them. Mario can throw things while jumping. Press (1) to pick up an object, then press (1) again to throw it. Mario asks what (1) is and Thoreau explains that the great being watching them knows. On the other side of the chest is a red block. Pick it up, run, jump, and throw it at the blue switch on the ceiling to the left. This will remove the bars on the door.

Return to Yold Town and go into the house on the right. This house belongs to the elder, Old Man Watchitt. He's a little crotchety. He asks why Mario is here and Tippi explains they want to pass through Yold Town. He says there's nothing beyond Yold Town besides desert and treasure. He won't let them pass through to keep the treasure safe. Mario explains that he is the legendary hero, but Watchitt says the legendary hero would have a Pixl shaped like a hand. He says he knew all along that Mario was the hero. He calls a man named Green on his phone. He says to let Mario across the bridge. He warns Mario to look out for the ruins, as he'll find the treasure and nasty beasts there.

Leave his house and walk to the right. Take the pipe to the background and go into Green's house. Go upstairs and flip behind the bed for a Red and Green card. Talk to Green in 2D and he'll say that Watchitt told him to make the bridge appear for the hero. He throws the switch and an elaborate bridge is drawn in. He asks which color is better: red or green? You can answer "Both" as an option as well, but all of them will get you thrown out of Green's house. Cross the bridge in 2D (it doesn't exist in 3D) to reach the star that ends the chapter.