Gadd found out that the paranormal signal is coming from the Cellar. He believes in Luigi and wants to stop whatever's causing the mess. We have to take the elevator to reach the Cellar. He then hands us an enormous key to use the elevator, but warns us it may be unsafe. He'll keep an eye on us from the Bunker.
Lobby
We land in the Lobby, in front of the elevator. We can't go anywhere else. Luigi unlocks the elevator and steps inside. It's initially pleasant, until the power in the elevator fails and it plummets like it's in the Tower of Terror. It crashes into the Cellar.
Cellar
Shine the Dark Light on the coin picture for lots of money. You'll slide down the stairs. Under the stairs is a treasure chest with more money. The place is covered in webs. Approach the big web in the back and pull the stringy web. This will make a giant spider appear. It will try to attack Luigi, then fall asleep. It will attack if you get too close. When its eyes are open, use the Strobulb to stun it, then grab the web again. Drag it to the suit of armor with a torch. This will light the web on fire and a ghost with a Dark Moon piece will appear. It will attack you. When it runs into a wall, stun it and vacuum it. This will remove a layer and the ghost will fly back to the spider. It will crawl up the front wall and break through the back wall and sit on a web there. Spin the ceiling fan to catch the dangling web on fire and let it hit the other webs. Stun the giant spider and drag the web to the suit of armor that tries to stab you. It will pick up the web and hold it for you. Spin the fan again. The spider will fall and the ghost appears. Remove another layer and it will return to the spider. It will destroy the fan and the stabbing suit of armor. Near the spider is another suit of armor with an unlit torch and a web ball. Set the web ball on fire with the suit of armor near where the ceiling fan was and return. The place will start falling apart and columns will block your path. Be careful. Burn the web around the suit of armor and light its torch. Stun the spider, grab the web, and set the web on fire. This releases the ghost and he'll disappear once you vacuum him up. This releases a piece of the Dark Moon. Grab it. The spider will come back to life, shrink, and leads the spiders out of the Cellar. The place starts shaking as all the spiders leave.
Gadd thinks it's amazing that ghosts can possess other beings. He notices the Dark Moon and brings us back, but not before a victory dance interrupted by a spider.
Clear Time: 18:14
Ghosts Captured: 1
Health Lost: 230
Treasure 165 G
Bronze Rank
Gadd says that the ghosts have likely spread the remaining Dark Moon pieces all over Evershade Valley. The piece we recovered is covered in corrupted energy. Gadd cleans it up. The fog clears to reveal a new mansion. We can now go to Haunted Towers. But first, there's an extra mission in Gloomy Manor once we find the remaining Boos.
Friday, March 29, 2013
Luigi's Mansion: Dark Moon -- Gloomy Manor - A-5 Sticky Situation
Gadd mentions that the Gloomy Manor is infested with spiders and they're covering the place in spiderwebs. If this continues, we won't be able to walk around in there anymore. Gadd's going to figure out what's going on while we clean up the place.
Entrance
Nothing seems out of place here. There are 43 spiderwebs to clean up.
Mudroom
There are webs here. Cleaning them up will make spiders appear from the ceiling. Use the Strobulb on them for some money. Once you clean them up, the room will be brighter it will sparkle.
Guard Hall
The suits of armor are covered in spiderwebs. Once you deal with them and the spiders, it will sparkle.
Foyer
The Foyer's clean.
Common Hall
There's huge web blocking our path, so we can't go past the Studio. There's a ball made of web near the Lab door. Pick it up and touch it to a candlabra or other open flame to make a torch. This will allow you to burn all the webs here. Also use it to burn the spiders for money. It will burn out after a while, so move quickly. Once it burns up, you can get another one soon after.
Studio
The rooms with cobwebs have exclamation points on the map. You can still fight ghosts in the unmarked rooms. I got a Gold Bone here.
Library (First Floor)
Now that we've gotten rid of the cobwebs, we can access the Library from the Common Hall. Use the Dark Light on the missing piano and get the Spirit Balls to make a Boo appear. This one's name is Ooga Booga. Here we go again with the Boo puns. Ooga Booga has 20 HP. It will charge at us, so watch for the glowing blue ball that appears before it rams you. Gadd says the Boos will only appear when we've found their hiding spot. He wants us to capture all of them. If we don't, they'll regroup and increase their powers.
Patio
There's a Gold Greenie and a Greenie splashing in the fountain. Activate the statue of Gadd for some money.
Master Hall
There are more webs to deal with. Vacuum up the web over the green painting. This will tilt the candles on the wall. There's web dangling from a web ball in the ceiling. Drag the dangling web to the candles and it lights like a fuse. Pick up the web ball, light it, and unleash your inner pyro. There's a tassel dangling from the ceiling. Before we see where that leads, we'll clean up the Bedroom.
Bedroom
There's a web ball dangling from the ceiling fan. Check the stove to get the fire going, the spin the fan. This will burn the web in front of the screen. Go behind the screen to get the amethyst.
Master Hall
Pull the tassel dangling from the ceiling on the back wall. Stairs appear to take you to the third floor, the Rafters.
Rafters
There are webs and suits of armor. On the left is a safe activated by the Strobulb. There's a suit of armor that will stab a box and try to hurt you. Ahead is a narrow path over the Library. Be careful so you don't fall and take damage. If you do, you'll return to the Rafters. This is a little tricky. Go slowly and gently push the circle pad up and to the opposite direction Luigi's leaning. On the other side is a tan picture of fire. Use the Dark Light to make the picture catch fire, then use the dangling web ball to burn some web. Follow the floor to the other side. There's an amethyst above the dresser. There's another tan picture of fire that's covered with a poster of cheese. Use it and the web ball to burn some more web. This will allow you to climb over the elevator mechanism to climb down the stairs more easily.
Lobby
Restore the door to the Balcony.
Balcony
Activate the grill and drag some dangling web to act as a fuse to burn the webs. There's a web around the corner. There's an invisible chest behind it with lots of money.
Dining Room
There are four Slammers here, as well as spiders. There's a spiderweb on the ceiling.
Library (Second Floor)
Use the picture of fire and the web ball to clear out the last webs in the Manor. Gadd calls, saying the spiders should leave now that the webs are gone. He thinks he knows where the spiders came from. He returns us to the lab.
Clear Time: 41:38
Ghosts Captured: 14
Health Lost: 260
Treasure 1299 G
Bronze Rank
Gadd says there's an incredibly strong paranormal signal coming from deep within the manor. He thinks it's connected to the spiders. He can't pinpoint it because it's been able to evade Parascope detection. He'll send Luigi to deal with it as soon as he finds it.
Entrance
Nothing seems out of place here. There are 43 spiderwebs to clean up.
Mudroom
There are webs here. Cleaning them up will make spiders appear from the ceiling. Use the Strobulb on them for some money. Once you clean them up, the room will be brighter it will sparkle.
Guard Hall
The suits of armor are covered in spiderwebs. Once you deal with them and the spiders, it will sparkle.
Foyer
The Foyer's clean.
Common Hall
There's huge web blocking our path, so we can't go past the Studio. There's a ball made of web near the Lab door. Pick it up and touch it to a candlabra or other open flame to make a torch. This will allow you to burn all the webs here. Also use it to burn the spiders for money. It will burn out after a while, so move quickly. Once it burns up, you can get another one soon after.
Studio
The rooms with cobwebs have exclamation points on the map. You can still fight ghosts in the unmarked rooms. I got a Gold Bone here.
Library (First Floor)
Now that we've gotten rid of the cobwebs, we can access the Library from the Common Hall. Use the Dark Light on the missing piano and get the Spirit Balls to make a Boo appear. This one's name is Ooga Booga. Here we go again with the Boo puns. Ooga Booga has 20 HP. It will charge at us, so watch for the glowing blue ball that appears before it rams you. Gadd says the Boos will only appear when we've found their hiding spot. He wants us to capture all of them. If we don't, they'll regroup and increase their powers.
Patio
There's a Gold Greenie and a Greenie splashing in the fountain. Activate the statue of Gadd for some money.
Master Hall
There are more webs to deal with. Vacuum up the web over the green painting. This will tilt the candles on the wall. There's web dangling from a web ball in the ceiling. Drag the dangling web to the candles and it lights like a fuse. Pick up the web ball, light it, and unleash your inner pyro. There's a tassel dangling from the ceiling. Before we see where that leads, we'll clean up the Bedroom.
Bedroom
There's a web ball dangling from the ceiling fan. Check the stove to get the fire going, the spin the fan. This will burn the web in front of the screen. Go behind the screen to get the amethyst.
Master Hall
Pull the tassel dangling from the ceiling on the back wall. Stairs appear to take you to the third floor, the Rafters.
Rafters
There are webs and suits of armor. On the left is a safe activated by the Strobulb. There's a suit of armor that will stab a box and try to hurt you. Ahead is a narrow path over the Library. Be careful so you don't fall and take damage. If you do, you'll return to the Rafters. This is a little tricky. Go slowly and gently push the circle pad up and to the opposite direction Luigi's leaning. On the other side is a tan picture of fire. Use the Dark Light to make the picture catch fire, then use the dangling web ball to burn some web. Follow the floor to the other side. There's an amethyst above the dresser. There's another tan picture of fire that's covered with a poster of cheese. Use it and the web ball to burn some more web. This will allow you to climb over the elevator mechanism to climb down the stairs more easily.
Lobby
Restore the door to the Balcony.
Balcony
Activate the grill and drag some dangling web to act as a fuse to burn the webs. There's a web around the corner. There's an invisible chest behind it with lots of money.
Dining Room
There are four Slammers here, as well as spiders. There's a spiderweb on the ceiling.
Library (Second Floor)
Use the picture of fire and the web ball to clear out the last webs in the Manor. Gadd calls, saying the spiders should leave now that the webs are gone. He thinks he knows where the spiders came from. He returns us to the lab.
Clear Time: 41:38
Ghosts Captured: 14
Health Lost: 260
Treasure 1299 G
Bronze Rank
Gadd says there's an incredibly strong paranormal signal coming from deep within the manor. He thinks it's connected to the spiders. He can't pinpoint it because it's been able to evade Parascope detection. He'll send Luigi to deal with it as soon as he finds it.
Labels:
Amethyst,
Boos,
E. Gadd,
Gloomy Manor,
Luigi,
Luigi's Mansion: Dark Moon
Thursday, March 28, 2013
Luigi's Mansion: Dark Moon -- Gloomy Manor - A-4 Visual Tricks
Gadd shows us a floating purple ball caled a Spirit Ball, which can cause illusions. There are a bunch floating around Gloomy Manor. This explains why some objects, like the suits of armor in the Guard Hall vanished. Gadd says they're still there and has an attachment for the Poltergust 5000 to help us see them again. It's called the Dark-Light Device and it can break illusions. Unfortunately, it, too, was left in the Lab. We must retrieve it.
Entrance
We land in the Entrance, where a suit of armor is missing. It's only invisible, but we can stand where it should be. It's a very convincing illusion.
Garage
There's a Gold Greenie in the car. Vacuum it for lots of cash.
Guard Hall
The suits of armor have returned.
Foyer
There's money and a gold bone in the drawers and vases.
Common Hall
When you approach the door to the Lab, the door vanishes entirely. Even though it's only an illusion, you can't enter the Lab from here. Gadd calls us when we try to return to the Foyer. He says to find another way into the room. Only other way is to drop in from above.
Foyer
Another Hider is messing with the stairs. A Slammer and three more Hiders join in on the fun. Take care of them and go through the Master Hall to the Parlor.
Parlor
Approach the fireplace or explore the room a while and the fire will go out. A few Spirit Balls will fly into the grandfather clock and make it disappear. Walk into the fireplace and drop down into the Lab.
Lab
The Dark-Light Device is in the back right corner. Before you can grab it, a Greenie with sunglasses takes it and flies into the chalkboard. Spin the chalkboard to make it appear. The Greenies aren't affected by the Strobulb while they're wearing shades, so vacuum them off. Once you defeat all three of them, you can get the Dark-Light Device. Gadd says that whoever has been releasing the Spirit Balls is able to avoid detection on the Parascope. We can use the Dark-Light Device using (Y). It has a limit to how long you can use it, so use it briefly to find out what things are illusions, then use it on one object to break the illusion and make the object appear. Spirit Balls will appear. Vacuum them to completely restore the object. The restored object may reward you. There's a safe, toolbox, and door that need restoring here. We can leave now. We have to find whoever's releasing the Spirit Balls on our own. Whoever they are, they have a creepy laugh.
Common Hall
The Dark-Light Device can help with other things as well. If you go to the back of the hall, you'll see a tan-colored picture of a key. Use the Dark-Light Device to make the key come out of the picture.
Mudroom Exterior
Restore the doghouse and check it out to be warped to a new area. There are two treasure chests and a screen with a timer. Find the invisible chest and restore it to stop the timer. Open the last treasure chest to make it rain money.
Study
Use the Dark Light on the painting behind the closed curtains for an amethyst.
Foyer
In front of the double doors at the top of the stairs is a Boo-shaped drawing visible only by the Dark Light.
Lobby
We still can't do anything about the elevator. There's an invisible door on the right wall. We can access a different part of the Balcony.
Balcony
There's a grill on the Balcony. Use the Strobulb to activate it. There are Spirit Balls in the Dining Room. Gadd says we're getting close.
Common Hall
Go around the corner, past the door covered in cobwebs, and use the Dark Light on the right wall for an invisible door. The key we found here opens it. This leads to the Patio.
Patio
Use the Strobulb on the flowers for money. Spin the merry-go-round for more money. Restore the left fountain for an amethyst. Restore the door on the left to reach the area Under the Stairs. There are gold spiders there. The other doors there lead to the Foyer behind the aquarium. Aim the vacuum at the aquarium for the star-shaped amethyst. There's an invisible statue of Gadd on the right. Restore, then spin the fan on it for a key. The key opens the door to the Kitchen from here.
Kitchen
A Greenie and a couple of Hiders are messing around in the Kitchen. Once you've dealt with them, use the dumbwaiter to reach the Dining Room. If you go into the Library from the Kitchen, restore the globe, then pick it up for an amethyst.
Dining Room
A Boo is in the Dining Room, releasing the Spirit Balls. It makes the table disappear, then flies out the window. Restore the china cabinet and the table. This upsets the Boo. Find it with the Dark Light, then pull its tongue with the Poltergust 5000. It will bounce all over the room, losing all its HP as well as some coins. Vacuum it up to finish it off. Gadd calls, surprised that there's a Boo in Evershade Valley. We return to the lab.
Clear Time: 41:50 (I got a lot of treasure while exploring.)
Ghosts Captured: 15
Health Lost: 70
Treasure: 1472
Silver Rank
We've earned another upgrade. This one lets us use the Dark-Light Device longer. The next upgrade is at 7000 G. Gadd will store the Boo we caught in a Boo Canister in the Vault. We're not sure why it was in Evershade Valley in the first place, but we'll find out sooner or later.
Entrance
We land in the Entrance, where a suit of armor is missing. It's only invisible, but we can stand where it should be. It's a very convincing illusion.
Garage
There's a Gold Greenie in the car. Vacuum it for lots of cash.
Guard Hall
The suits of armor have returned.
Foyer
There's money and a gold bone in the drawers and vases.
Common Hall
When you approach the door to the Lab, the door vanishes entirely. Even though it's only an illusion, you can't enter the Lab from here. Gadd calls us when we try to return to the Foyer. He says to find another way into the room. Only other way is to drop in from above.
Foyer
Another Hider is messing with the stairs. A Slammer and three more Hiders join in on the fun. Take care of them and go through the Master Hall to the Parlor.
Parlor
Approach the fireplace or explore the room a while and the fire will go out. A few Spirit Balls will fly into the grandfather clock and make it disappear. Walk into the fireplace and drop down into the Lab.
Lab
The Dark-Light Device is in the back right corner. Before you can grab it, a Greenie with sunglasses takes it and flies into the chalkboard. Spin the chalkboard to make it appear. The Greenies aren't affected by the Strobulb while they're wearing shades, so vacuum them off. Once you defeat all three of them, you can get the Dark-Light Device. Gadd says that whoever has been releasing the Spirit Balls is able to avoid detection on the Parascope. We can use the Dark-Light Device using (Y). It has a limit to how long you can use it, so use it briefly to find out what things are illusions, then use it on one object to break the illusion and make the object appear. Spirit Balls will appear. Vacuum them to completely restore the object. The restored object may reward you. There's a safe, toolbox, and door that need restoring here. We can leave now. We have to find whoever's releasing the Spirit Balls on our own. Whoever they are, they have a creepy laugh.
Common Hall
The Dark-Light Device can help with other things as well. If you go to the back of the hall, you'll see a tan-colored picture of a key. Use the Dark-Light Device to make the key come out of the picture.
Mudroom Exterior
Restore the doghouse and check it out to be warped to a new area. There are two treasure chests and a screen with a timer. Find the invisible chest and restore it to stop the timer. Open the last treasure chest to make it rain money.
Study
Use the Dark Light on the painting behind the closed curtains for an amethyst.
Foyer
In front of the double doors at the top of the stairs is a Boo-shaped drawing visible only by the Dark Light.
Lobby
We still can't do anything about the elevator. There's an invisible door on the right wall. We can access a different part of the Balcony.
Balcony
There's a grill on the Balcony. Use the Strobulb to activate it. There are Spirit Balls in the Dining Room. Gadd says we're getting close.
Common Hall
Go around the corner, past the door covered in cobwebs, and use the Dark Light on the right wall for an invisible door. The key we found here opens it. This leads to the Patio.
Patio
Use the Strobulb on the flowers for money. Spin the merry-go-round for more money. Restore the left fountain for an amethyst. Restore the door on the left to reach the area Under the Stairs. There are gold spiders there. The other doors there lead to the Foyer behind the aquarium. Aim the vacuum at the aquarium for the star-shaped amethyst. There's an invisible statue of Gadd on the right. Restore, then spin the fan on it for a key. The key opens the door to the Kitchen from here.
Kitchen
A Greenie and a couple of Hiders are messing around in the Kitchen. Once you've dealt with them, use the dumbwaiter to reach the Dining Room. If you go into the Library from the Kitchen, restore the globe, then pick it up for an amethyst.
Dining Room
A Boo is in the Dining Room, releasing the Spirit Balls. It makes the table disappear, then flies out the window. Restore the china cabinet and the table. This upsets the Boo. Find it with the Dark Light, then pull its tongue with the Poltergust 5000. It will bounce all over the room, losing all its HP as well as some coins. Vacuum it up to finish it off. Gadd calls, surprised that there's a Boo in Evershade Valley. We return to the lab.
Clear Time: 41:50 (I got a lot of treasure while exploring.)
Ghosts Captured: 15
Health Lost: 70
Treasure: 1472
Silver Rank
We've earned another upgrade. This one lets us use the Dark-Light Device longer. The next upgrade is at 7000 G. Gadd will store the Boo we caught in a Boo Canister in the Vault. We're not sure why it was in Evershade Valley in the first place, but we'll find out sooner or later.
Tuesday, March 26, 2013
Luigi's Mansion: Dark Moon -- Gloomy Manor - A-3 Quiet Please!
Gadd has fixed the gears so we can operate the mechanism in the Foyer. Suddenly, piano music starts playing. The noise is coming from the room Gadd wants us to reach. There's a grand piano in the Library, which is where Gadd wants us to go. Gadd thinks the ghost playing the piano may be controlling the other ghosts. He'll send us to the Entrance.
Front Yard
There are large flowers near the front porch. Use the Strobulb on them to get money, and an Amethyst.
Entrance
The suits of armor have money if you check them out. The suit of armor on the right's helmet will fall off when you check it. Pick it up and shoot it at the suit of armor painting on the left side of the back wall. Green crosshairs will appear so you know where to aim. The painting will slide to one side, revealing an amethyst.
Guard Hall
The suits of armor are missing entirely from this hallway. When the lightning flashes, you can briefly see them.
Foyer
There are more cobwebs around the mansion. Vacuum the smaller ones and money might appear. Approach the mechanism and activate it. This lowers the aquarium to the first floor, so you can reach the double doors on the second floor. You still can't go into the aquarium for that Amethyst. The double doors lead to the Lobby.
Lobby
There are a couple of Greenies playing rock-paper-scissors in front of the elevator. Vacuum them up. A Slammer and some red spiders will come up the elevator. Get the Slammer. Check the vases and drawers for money and a Gold Bone. Behind the red poster is a safe. Use the Strobulb on it to get some money. The elevator doesn't work, so go through the door to the Library.
Library (2nd Floor)
In the Library, we can see a piano playing by itself and books flying around the room. There's a door on the right side of the room. Books will fly at you when you try to move towards the door. Gold spiders will appear. Use the Strobulb on them for some gold bars. The door leads to the Dining Room.
Dining Room
The table is set for dinner. Vacuum the table cloth and the chandelier for money and hearts. Look out the window and you'll see trees and the moon (the regular moon, not the Dark Moon). There's a safe in the ceiling near the right wall. It has an Amethyst. Go through the door on the front wall to the Balcony.
Balcony
There are some bats here. There's also a gold bar in the birdhouse.
Dining Room
On the right wall, in the corner, is a tassel. Pull it to open up the dumbwaiter, a small elevator for dishes and food. It will take us down to the kitchen.
Kitchen
There are Greenies in the kitchen, armed with pots, rolling pins, and lids. They'll use the lids as shields against the Strobulb. Stun them from behind or the side. Once you get rid of them, open up the icebox. There's an Amethyst frozen in ice. Pick it up with the Poltergust and take it to the stove to thaw it out. Check stuff out for money. When you're done, go through the door on the left into the Library.
Library (1st Floor)
There's a large, orange, big-brained ghost called a Poltergeist playing the piano. It will start throwing books at you. It has 50 HP. It will appear near the stack of rattling books. You'll see a book fly up. After it starts moving toward you, use the Strobulb. Otherwise, the ghost will use the book to block the light. After you vacuum it up, you'll realize it's not alone. There are 3 more of them. Once you defeat them, Gadd will return you to the lab.
Clear Time: 15:23
Ghosts Captured: 9
Health Lost: 125
Treasure: 661 G
Silver Rank
Gadd says the Poltergeists are probably not in charge of the other ghosts. He also says once this is over, Luigi can finally step out of Mario's shadow and be recognized as a true hero. With the money we got in this mission, we have over 2000 G, which means we can upgrade the Poltergust 5000. This upgrade gives us a larger charge meter, so we can weaken ghosts more. Looks like we won't be getting another mansion with our loot...
Once you have all the parts of the Poltergust, return to the Studio. The easel will be missing. Remove the cloth and restore it. Boo Boo will appear, with 20 HP. Complete the mission and return to the Bunker.
Front Yard
There are large flowers near the front porch. Use the Strobulb on them to get money, and an Amethyst.
Entrance
The suits of armor have money if you check them out. The suit of armor on the right's helmet will fall off when you check it. Pick it up and shoot it at the suit of armor painting on the left side of the back wall. Green crosshairs will appear so you know where to aim. The painting will slide to one side, revealing an amethyst.
Guard Hall
The suits of armor are missing entirely from this hallway. When the lightning flashes, you can briefly see them.
Foyer
There are more cobwebs around the mansion. Vacuum the smaller ones and money might appear. Approach the mechanism and activate it. This lowers the aquarium to the first floor, so you can reach the double doors on the second floor. You still can't go into the aquarium for that Amethyst. The double doors lead to the Lobby.
Lobby
There are a couple of Greenies playing rock-paper-scissors in front of the elevator. Vacuum them up. A Slammer and some red spiders will come up the elevator. Get the Slammer. Check the vases and drawers for money and a Gold Bone. Behind the red poster is a safe. Use the Strobulb on it to get some money. The elevator doesn't work, so go through the door to the Library.
Library (2nd Floor)
In the Library, we can see a piano playing by itself and books flying around the room. There's a door on the right side of the room. Books will fly at you when you try to move towards the door. Gold spiders will appear. Use the Strobulb on them for some gold bars. The door leads to the Dining Room.
Dining Room
The table is set for dinner. Vacuum the table cloth and the chandelier for money and hearts. Look out the window and you'll see trees and the moon (the regular moon, not the Dark Moon). There's a safe in the ceiling near the right wall. It has an Amethyst. Go through the door on the front wall to the Balcony.
Balcony
There are some bats here. There's also a gold bar in the birdhouse.
Dining Room
On the right wall, in the corner, is a tassel. Pull it to open up the dumbwaiter, a small elevator for dishes and food. It will take us down to the kitchen.
Kitchen
There are Greenies in the kitchen, armed with pots, rolling pins, and lids. They'll use the lids as shields against the Strobulb. Stun them from behind or the side. Once you get rid of them, open up the icebox. There's an Amethyst frozen in ice. Pick it up with the Poltergust and take it to the stove to thaw it out. Check stuff out for money. When you're done, go through the door on the left into the Library.
Library (1st Floor)
There's a large, orange, big-brained ghost called a Poltergeist playing the piano. It will start throwing books at you. It has 50 HP. It will appear near the stack of rattling books. You'll see a book fly up. After it starts moving toward you, use the Strobulb. Otherwise, the ghost will use the book to block the light. After you vacuum it up, you'll realize it's not alone. There are 3 more of them. Once you defeat them, Gadd will return you to the lab.
Clear Time: 15:23
Ghosts Captured: 9
Health Lost: 125
Treasure: 661 G
Silver Rank
Gadd says the Poltergeists are probably not in charge of the other ghosts. He also says once this is over, Luigi can finally step out of Mario's shadow and be recognized as a true hero. With the money we got in this mission, we have over 2000 G, which means we can upgrade the Poltergust 5000. This upgrade gives us a larger charge meter, so we can weaken ghosts more. Looks like we won't be getting another mansion with our loot...
Once you have all the parts of the Poltergust, return to the Studio. The easel will be missing. Remove the cloth and restore it. Boo Boo will appear, with 20 HP. Complete the mission and return to the Bunker.
Labels:
Amethyst,
Boos,
E. Gadd,
Gloomy Manor,
Luigi,
Luigi's Mansion: Dark Moon
Monday, March 25, 2013
Luigi's Mansion: Dark Moon - Gloomy Manor -- A-2 Gear Up
It's time to look for Dark Moon pieces. Paranormal activity is high in the north rooms of Gloomy Manor, so Gadd suggests we look there. Gadd gives us the Parascope, which detects and measures distant paranormal signals. He shows us the gears that were in the back wall of the Foyer.
Entrance
We land in the Entrance and head to the Foyer.
Foyer
It's dark in the Foyer and a door on the first level is open. A large red ghost called a Slammer appears, reaches into the mechanism and removes a few gears. Three more appear and they each take a gear, flying off with it. Gadd calls, saying the Parascope will show us where the ghosts are. He's also going to call the DS the Dual Scream. Approach the open door and it will shut. A Greenie will appear with the key and fly into the Guard Hall.
Entrance
Catch the Greenie and get the key from it.
Foyer
The key unlocks the door to the Common Hall.
Common Hall
There's a stack of money on the back table and under the long rug. Vacuuming the cobweb on the window will let bats in. We can go through the first door on the left, which leads to the Lab.
Lab
The Lab is filled with Gadd's equipment. There are mice and a couple of Greenies here. Vacuum around to get the chalkboard spinning. A Greenie will appear when you do. Once you take care of them, the red ghost will appear. It has 30 HP. Vacuum it for the gear.
Common Hall
There's a flimsy piece of wall paper between the two doors on the left wall. Vacuum it up for access to the Secret Pocket.
Secret Pocket
There's some money in here, as well as a key. You can look into the Studio, where a couple of blue ghosts called Hiders are trying to complete a portrait. The key does not open the Studio door.
Foyer
We try to go upstairs, but the stairs flatten and we slide down. A blue ghost is in the room. It has 15 HP. We can now go through the door on the second floor. This leads to the Master Hall.
Master Hall
This place is covered in cobwebs. Check the vases for money and Gold Bones. Both doors on the left are open.
The first one leads to the Parlor.
Parlor
There's an amethyst in the grandfather clock on the back wall. Use the Strobulb to activate it. Vacuum the ceiling fan to make it lower, making a lot of money appear. The record player will play music if you vacuum near it. This will make two Greenies appear, and the red ghost appears after you take care of the Greenies. Remove the painting in the center of the back wall to make money appear. The other door in the Master Hall leads to the Bedroom.
Bedroom
The Bedroom seems pretty empty at first. There's no bed. Check the walls for money. There's a mushroom-shaped amethyst behind the changing screen, but we can't reach it yet. The door on the back wall is fake and will hurt you if you try to open it. Pull the tassel nearby to make the bed appear from the wall. Sit on it and the bed will flip you into the Study.
Study
Roll back the rug to make some Greenies appear. Once you defeat them, the red ghost will appear. After you defeat him, the gear appears behind a painting. To get rid of smaller pests, such as mice, bats, and spiders, you can vacuum them or hit them with the Strobulb to turn them into money or hearts. Roll back the rug further to reveal a panel. Step on it to extinguish the fire in the fireplace. Stand in the fireplace before the fire reignites to drop down to the Studio.
Studio
The blue ghosts are startled to see Luigi. Defeat them and the red ghost for the gear. Gadd calls to tell us to put the gears back in the mechanism. Before we leave, we vacuum some sheets draped over frames for some gold bars and money. Look through the camera to see an amethyst in a spiderweb in the corner of the window.
Coatroom
In the bathroom part of the Coatroom, vacuum up the rug to make a gold ghost called a Gold Greenie appear. It has 20 HP and gives a lot of money if you catch it.
Foyer
The gears don't fit into the mechanism. Gadd thinks the ghosts may have bent them. Gadd returns us to the lab.
Clear Time: 21:38
Ghosts Captured: 17
Health Lost: 125
Treasure: 757 G
Silver Rank
Gadd will work with the gears to make them work again.
When you have all the parts of the Poltergust 5000, return to Gloomy Manor. BaBoon is in the Mudroom, in the drum on the front wall. BaBoon has 20 HP. Complete the mission and return to the Bunker.
Entrance
We land in the Entrance and head to the Foyer.
Foyer
It's dark in the Foyer and a door on the first level is open. A large red ghost called a Slammer appears, reaches into the mechanism and removes a few gears. Three more appear and they each take a gear, flying off with it. Gadd calls, saying the Parascope will show us where the ghosts are. He's also going to call the DS the Dual Scream. Approach the open door and it will shut. A Greenie will appear with the key and fly into the Guard Hall.
Entrance
Catch the Greenie and get the key from it.
Foyer
The key unlocks the door to the Common Hall.
Common Hall
There's a stack of money on the back table and under the long rug. Vacuuming the cobweb on the window will let bats in. We can go through the first door on the left, which leads to the Lab.
Lab
The Lab is filled with Gadd's equipment. There are mice and a couple of Greenies here. Vacuum around to get the chalkboard spinning. A Greenie will appear when you do. Once you take care of them, the red ghost will appear. It has 30 HP. Vacuum it for the gear.
Common Hall
There's a flimsy piece of wall paper between the two doors on the left wall. Vacuum it up for access to the Secret Pocket.
Secret Pocket
There's some money in here, as well as a key. You can look into the Studio, where a couple of blue ghosts called Hiders are trying to complete a portrait. The key does not open the Studio door.
Foyer
We try to go upstairs, but the stairs flatten and we slide down. A blue ghost is in the room. It has 15 HP. We can now go through the door on the second floor. This leads to the Master Hall.
Master Hall
This place is covered in cobwebs. Check the vases for money and Gold Bones. Both doors on the left are open.
The first one leads to the Parlor.
Parlor
There's an amethyst in the grandfather clock on the back wall. Use the Strobulb to activate it. Vacuum the ceiling fan to make it lower, making a lot of money appear. The record player will play music if you vacuum near it. This will make two Greenies appear, and the red ghost appears after you take care of the Greenies. Remove the painting in the center of the back wall to make money appear. The other door in the Master Hall leads to the Bedroom.
Bedroom
The Bedroom seems pretty empty at first. There's no bed. Check the walls for money. There's a mushroom-shaped amethyst behind the changing screen, but we can't reach it yet. The door on the back wall is fake and will hurt you if you try to open it. Pull the tassel nearby to make the bed appear from the wall. Sit on it and the bed will flip you into the Study.
Study
Roll back the rug to make some Greenies appear. Once you defeat them, the red ghost will appear. After you defeat him, the gear appears behind a painting. To get rid of smaller pests, such as mice, bats, and spiders, you can vacuum them or hit them with the Strobulb to turn them into money or hearts. Roll back the rug further to reveal a panel. Step on it to extinguish the fire in the fireplace. Stand in the fireplace before the fire reignites to drop down to the Studio.
Studio
The blue ghosts are startled to see Luigi. Defeat them and the red ghost for the gear. Gadd calls to tell us to put the gears back in the mechanism. Before we leave, we vacuum some sheets draped over frames for some gold bars and money. Look through the camera to see an amethyst in a spiderweb in the corner of the window.
Coatroom
In the bathroom part of the Coatroom, vacuum up the rug to make a gold ghost called a Gold Greenie appear. It has 20 HP and gives a lot of money if you catch it.
Foyer
The gears don't fit into the mechanism. Gadd thinks the ghosts may have bent them. Gadd returns us to the lab.
Clear Time: 21:38
Ghosts Captured: 17
Health Lost: 125
Treasure: 757 G
Silver Rank
Gadd will work with the gears to make them work again.
When you have all the parts of the Poltergust 5000, return to Gloomy Manor. BaBoon is in the Mudroom, in the drum on the front wall. BaBoon has 20 HP. Complete the mission and return to the Bunker.
Labels:
Amethyst,
Boos,
E. Gadd,
Gloomy Manor,
Luigi,
Luigi's Mansion: Dark Moon
Sunday, March 24, 2013
Luigi's Mansion: Dark Moon - Gloomy Manor -- A-1 Poltergust 5000
This is Luigi's first mission in Evershade Valley. Gadd informs us that there are a few hundred, not exactly harmless ghosts to deal with. He hands us something that looks very much like an original Nintendo DS. It has a interactive map of Gloomy Manor on it and will allow Gadd to communicate with us. He also gives us a flashlight. He marks the Manor's Garage on the map. He thinks the Poltergust 5000 is there. He zaps us to Gloomy Manor with the (largely untested) Pixelator.
Luigi makes it safely to Gloomy Manor. The front gates open as we approach, then slam shut behind us. Gadd calls us to say that we run by holding (B) when walking. We go onto the porch and look through a window where a green light is moving around. It's a green ghost in a car in the Garage. Another green ghost pops out of the engine with some kind of green flashlight, and they fly off. We try to open the front door, but it's locked. A mouse appears with the key. Chase it around the front yard until you get the key. The key disappears into the lock. Luigi peers around the door, saying, "Hello?" We are in the Entrance.
Entrance
There are two suits of armor here, whose heads follow you around, as well as something covered with a piece of cloth with a door drawn on it. There's a door on the left and double doors in the back. The double doors are locked and the door on the left leads to the Garage.
Garage
Through the back window, we can see the ghosts playing catch with the green flashlight. One throws it through a window. Check the car. In the engine is the Poltergust 5000. Gadd calls to provide instructions: [R] to vacuum. We should test it out on the stuff in the Garage. Vacuum up the draped cloth on the back wall to reveal a chest with a key. Gadd calls again, telling us to use it on some ghosts. For now, we line our pockets with the coins in the Garage, some of which are on the ceiling. Vacuum up the dust in front of the door to leave when you're done.
Entrance
Now that we have the Poltergust 5000, aim it at the chandelier for tons of money. Go outside for some extra money. The vases have money, as well as the welcome mat. The door to the right leads to the Mudroom.
Mudroom
The room is fairly empty, but there's a ghost dog called a Polterpup wandering around outside. Check the drawer near the door. It has a gold bone. Gadd says that the odds of finding one of these is higher if you have a lot of treasure. Vacuum the ceiling fan for a key. Spiders will drop down. Vacuum them up. Roll back the rug to reveal a panel on the floor. Step on it for money. Looking outside, you'll see the Polterpup dig up a purple gem. We return to the entrance and go through the double doors. This leads to the Guard Hall.
Guard Hall
There are suits of armor lining the walls and they'll swing their swords at you when you walk past them. The key from the Mudroom opens the double doors at the end of the hall. This leads to the Foyer.
Foyer
The two green ghosts are here, and they've placed the green flashlight on the chandelier. They fly through a blocked door. There are some gears in the back wall. Gadd calls when you approach the stairs. He mentions a green circular panel on the wall. It is unlocked with the flash of the Strobulb, the green flashlight on the chandelier. Go up the stairs. There's a gem in the aquarium on the back wall. Spin the chandelier with the vacuum to lower it within reach downstairs. Quickly go get it before the chandelier retracts. The Strobulb produces a powerful flash of light. It activates green circular panels. Aim and press (A) to use it. Use it on the safe upstairs for some money. It also stuns ghosts so you can capture them. I used it on the door in the Mudroom first.
Mudroom Exterior
In the tree is the purple gem. Get it and Gadd calls. He says that gemstones are worth a fortune. We can check out our gems in the Vault later. We unlock the door in the Foyer. This leads to the Coatroom.
Coatroom
It's dark in here and we can hear the ghosts on the other side of the wall. Oddly enough, there's a toilet in the room and the wallpaper around it doesn't match. Peel off the wallpaper on the right wall for lots of money. Check out the toilet. Luigi sits on the lid and the wall spins. Vacuum the rug and towel for money. There's a ghost, humming in the shower curtain. Remove the curtain and the ghost freaks out and leaves. Flip to the Coatroom side and the ghost appears. It will trap you in the room. Now we can vacuum those two pesky green ghosts. The door shakes. Return to the Foyer.
Foyer
There are more green ghosts here. Vacuum up as many as you can at a time for extra money. After the ghosts are gone, Gadd calls. Gadd says he'll bring us back to the Bunker. We've completed the mission. We get some stats:
Clear Time: 27:10
Ghosts Captured: 6
Health Lost: 0
Treasure: 921 G
Silver Rank
Bunker
Gadd is proud of our work and we might be able to deal with this problem. We can check what we collected with the Poltergust 5000. We got a gem called an Amethyst, a 4w weight ghost, and 921 G of treasure. At 2000 G, we get an upgrade. Gadd will start studying the ghosts. Everything collected by the Poltergust 5000 is stored in a vault. We can check our progress there and see the results of Gadd's studies. Gadd thinks the ghost that took a Dark Moon piece may be in Gloomy Manor. We'll deal with that later.
We can return after retrieving all parts of the Poltergust 5000 to catch a Boo. It's going to be tricky to find things we've never seen in the first place.
Garage
There's an invisible wheel near the door. Restore it and Boogie Woogie appears. It has 20 HP. Defeat it, then complete the mission.
We now have an upgrade. We can now fully charge the Power Gauge when vacuuming up ghosts.
Luigi makes it safely to Gloomy Manor. The front gates open as we approach, then slam shut behind us. Gadd calls us to say that we run by holding (B) when walking. We go onto the porch and look through a window where a green light is moving around. It's a green ghost in a car in the Garage. Another green ghost pops out of the engine with some kind of green flashlight, and they fly off. We try to open the front door, but it's locked. A mouse appears with the key. Chase it around the front yard until you get the key. The key disappears into the lock. Luigi peers around the door, saying, "Hello?" We are in the Entrance.
Entrance
There are two suits of armor here, whose heads follow you around, as well as something covered with a piece of cloth with a door drawn on it. There's a door on the left and double doors in the back. The double doors are locked and the door on the left leads to the Garage.
Garage
Through the back window, we can see the ghosts playing catch with the green flashlight. One throws it through a window. Check the car. In the engine is the Poltergust 5000. Gadd calls to provide instructions: [R] to vacuum. We should test it out on the stuff in the Garage. Vacuum up the draped cloth on the back wall to reveal a chest with a key. Gadd calls again, telling us to use it on some ghosts. For now, we line our pockets with the coins in the Garage, some of which are on the ceiling. Vacuum up the dust in front of the door to leave when you're done.
Entrance
Now that we have the Poltergust 5000, aim it at the chandelier for tons of money. Go outside for some extra money. The vases have money, as well as the welcome mat. The door to the right leads to the Mudroom.
Mudroom
The room is fairly empty, but there's a ghost dog called a Polterpup wandering around outside. Check the drawer near the door. It has a gold bone. Gadd says that the odds of finding one of these is higher if you have a lot of treasure. Vacuum the ceiling fan for a key. Spiders will drop down. Vacuum them up. Roll back the rug to reveal a panel on the floor. Step on it for money. Looking outside, you'll see the Polterpup dig up a purple gem. We return to the entrance and go through the double doors. This leads to the Guard Hall.
Guard Hall
There are suits of armor lining the walls and they'll swing their swords at you when you walk past them. The key from the Mudroom opens the double doors at the end of the hall. This leads to the Foyer.
Foyer
The two green ghosts are here, and they've placed the green flashlight on the chandelier. They fly through a blocked door. There are some gears in the back wall. Gadd calls when you approach the stairs. He mentions a green circular panel on the wall. It is unlocked with the flash of the Strobulb, the green flashlight on the chandelier. Go up the stairs. There's a gem in the aquarium on the back wall. Spin the chandelier with the vacuum to lower it within reach downstairs. Quickly go get it before the chandelier retracts. The Strobulb produces a powerful flash of light. It activates green circular panels. Aim and press (A) to use it. Use it on the safe upstairs for some money. It also stuns ghosts so you can capture them. I used it on the door in the Mudroom first.
Mudroom Exterior
In the tree is the purple gem. Get it and Gadd calls. He says that gemstones are worth a fortune. We can check out our gems in the Vault later. We unlock the door in the Foyer. This leads to the Coatroom.
Coatroom
It's dark in here and we can hear the ghosts on the other side of the wall. Oddly enough, there's a toilet in the room and the wallpaper around it doesn't match. Peel off the wallpaper on the right wall for lots of money. Check out the toilet. Luigi sits on the lid and the wall spins. Vacuum the rug and towel for money. There's a ghost, humming in the shower curtain. Remove the curtain and the ghost freaks out and leaves. Flip to the Coatroom side and the ghost appears. It will trap you in the room. Now we can vacuum those two pesky green ghosts. The door shakes. Return to the Foyer.
Foyer
There are more green ghosts here. Vacuum up as many as you can at a time for extra money. After the ghosts are gone, Gadd calls. Gadd says he'll bring us back to the Bunker. We've completed the mission. We get some stats:
Clear Time: 27:10
Ghosts Captured: 6
Health Lost: 0
Treasure: 921 G
Silver Rank
Bunker
Gadd is proud of our work and we might be able to deal with this problem. We can check what we collected with the Poltergust 5000. We got a gem called an Amethyst, a 4w weight ghost, and 921 G of treasure. At 2000 G, we get an upgrade. Gadd will start studying the ghosts. Everything collected by the Poltergust 5000 is stored in a vault. We can check our progress there and see the results of Gadd's studies. Gadd thinks the ghost that took a Dark Moon piece may be in Gloomy Manor. We'll deal with that later.
We can return after retrieving all parts of the Poltergust 5000 to catch a Boo. It's going to be tricky to find things we've never seen in the first place.
Garage
There's an invisible wheel near the door. Restore it and Boogie Woogie appears. It has 20 HP. Defeat it, then complete the mission.
We now have an upgrade. We can now fully charge the Power Gauge when vacuuming up ghosts.
Labels:
Amethyst,
Boos,
E. Gadd,
Gloomy Manor,
Luigi,
Luigi's Mansion: Dark Moon,
Polterpup
Luigi's Mansion: Dark Moon -- More Mansions. More Fun.
The Dark Moon shines over Everglade Valley. E. Gadd has lab here, where he does research with the friendly ghosts in the area. King Boo appears in the sky and blasts the Dark Moon with the jewel in his crown, causing the Dark Moon to shatter and fall to the ground in different places. The ghosts in the lab suddenly turn vicious and tear E. Gadd's lab apart. Gadd runs off, terrified. Meanwhile, Luigi is asleep in front of the TV in his house, which looks like a Rank E mansion from Luigi's previous adventure. The TV screen turns to static, then Gadd appears on screen. This scares Luigi. Gadd needs Luigi's help because of the hostile ghosts. He uses the Pixelator to bring Luigi through the TV to his lab. Gadd is excited to see Luigi and he knew their paths would cross again. Luigi's in Gadd's Bunker, which is perfectly safe. Gadd's been continuing his paranormal research. He became an authority in the field after their last adventure. He shows Luigi the Dark Moon, which has a pacifying effect on the ghosts in Evershade Valley. Gadd leapt at the opportunity to study ghosts in a peaceful environment. His research was going very well, until the ghosts snapped and turned hostile. Gadd fled from Gloomy Manor and hid in the Bunker, where the ghosts won't find him. Gadd noticed that the Dark Moon had vanished and Evershade Valley had been enveloped in an eerie fog. He thinks the Dark Moon's disappearance is the cause. He's worried that the ghosts might leave and terrorize the world beyond the valley. He found a fragment of the Dark Moon nearby, which means it's broken. It also seems corrupted by some strange energy. The energy might be suppressing the Dark Moon's pacifying effect on ghosts. On the bright side, Gadd has inventions to help out. He gets out a device that cleans the Dark Moon, which dispels some of the fog, revealing one of the mansions. Gloomy Manor is now accessible. Gadd wants to find the other Dark Moon fragments to return Evershade Valley to normal. Luigi will have to contain the ghosts in the meanwhile. He's the best (and only) ghost wrangler Gadd knows.
The Poltergust 5000 is in Gloomy Manor, so Luigi will have to go get it. It's Luigi's first mission. The goal is to collect 2000 G while we're there.
Once again, Luigi must fight ghosts solo. It started a little like Paper Mario: Sticker Star, but this is all about Luigi. Let's get going!
The Poltergust 5000 is in Gloomy Manor, so Luigi will have to go get it. It's Luigi's first mission. The goal is to collect 2000 G while we're there.
Once again, Luigi must fight ghosts solo. It started a little like Paper Mario: Sticker Star, but this is all about Luigi. Let's get going!
Labels:
Dark Moon,
E. Gadd,
Intro,
King Boo,
Luigi's Mansion: Dark Moon
Saturday, March 23, 2013
New Super Mario Bros. U: Superstar Road-9 -- Follow that Shell!
This is a nice bonus level. Here, you can potentially recoup some of the lives you lost in Superstar Road and the rest of the game. There are no power-ups in this level and you don't need them. You only need to deal with two Koopas to achieve your goals. The first Koopa you come across will help you get the first Star Coin. Use it to clear the brick blocks and Goombas blocking your path, then you can go and get it in between pieces of land. Go up the hill to find the next Koopa you have to deal with. Stomp it into its shell and kick it, then follow it. As long as you keep following it, it will do everything else for you. You don't have to actively chase it, but it has to be within the screen's range to rebound where you want it. It will loop around this first area a few times, so jump out of its way when it approaches. When it clears all the brick blocks on the right hill, you'll have to follow it up the hill when it returns. It will come across a flat platform with a brick block at the end. The brick block will give you a 1-up. It will ricochet off the brick block and go down some stairs, then go right and start climbing the vertical area. Follow it to the right, up a hill with Goombas, and it will go into an area with the second Star Coin. This can be tricky. There are a set of four brick block and one of the middle ones has a P-Switch. Make the P-Switch appear, then wait until the shell drops to the level above the level with the Star Coin to hit it. Timing is crucial here. If timed correctly, it will break ove the brick blocks in front of the Star Coin and get the Star Coin for you. Keep following it down and it will hit a brick block at the end before falling into the void. The brick block has a vine that allows you to reach the third Star Coin above a high platform. From there, jump to the flagpole. Because you followed the same shell the entire way without stopping up, you will accumulate a lot of 1-ups from killing enemies. I got over 30 in one try.
Once you complete the level with all of the Star Coins, a fanfare will play and you'll get a message: "You've collected all the Star Coins! Congratulations!"
And with that, we've completed New Super Mario Bros. U. It was a fun and challenging game. I bet you can guess what I'll be playing next.
Once you complete the level with all of the Star Coins, a fanfare will play and you'll get a message: "You've collected all the Star Coins! Congratulations!"
And with that, we've completed New Super Mario Bros. U. It was a fun and challenging game. I bet you can guess what I'll be playing next.
Labels:
New Super Mario Bros. U,
P-Switch,
Superstar Road
New Super Mario Bros. U: Superstar Road-8 -- Pendulum Castle
This is a treacherous castle. Spike balls on spike chains are everywhere and there are Bony Beetles to deal with as well. Many platforms are donut lifts, so you can't stand still in many places. The Ice Flower or the P-Acorn are incredibly helpful here. Take your time and learn the timing of everything, and get rid of as many Bony Beetles as you need to. You can use the Ice Flower to get rid of them, or, if they're on donut lifts, stomp them, then stand on the donut lift it's resting on to make it drop. The first Star Coin is under a set of donut lifts in a series of ball and chains. Stand on one donut lift to make it drop, then jump to safety once you get the Star Coin. Or, you can use a P-Acorn and avoid the ball and chains all together. At the end of that series of donut lifts is a gap in the ceiling. Wall jump up and you'll find a hidden pipe to the right. It leads to the second Star Coin. You will want the Ice Flower to attempt to get this Star Coin. It's in the path of the chains of three spike balls that swing together. Below is a pit of Bony Beetles. Drop down and freeze and destroy all Bony Beetles. Wall jump up the right side and get the Starman in the item block, then jump for the Star Coin. Return to the main level and use your invincibility to clear through more enemies. From the pipe to the main level, there is a spike ball swinging on the other side of a gap of donut lifts. Jump to the other side when the spike ball is swinging to the right and run past it. There's an item block with a power-up nearby. Dodge some more spike balls and Bony Beetles with good timing. Ahead are single donut lifts below a giant spike ball. You'll want to proceed when the spike ball is on the left. Move quickly. Ahead is another giant spike ball near a ? Switch. The ? Switch provides temporary platforms so you can cross the gap, and get the third Star Coin in the right corner, near the pipe. Timing is crucial here. If you can't quite get the timing right, use a P-Acorn. Drop down when the spike ball starts swinging to the right and boost repeatedly to the right wall, then boost to the Star Coin when the spike ball swings to the left. The pipe takes you to the flagpole. Thankfully, this castle has no boss to fight. There are donut lifts to the flagpole, but be sure to jump. Otherwise, when the donut lifts form stairs, you'll run right through them. This opens the path to a Mushroom House.
Once you collect all of the Star Coins in Superstar Road, you unlock a bonus level, Superstar Road-9. You get a message: "The final course is now available! A fourth star has been added to your file!" And you thought you were done.
Once you collect all of the Star Coins in Superstar Road, you unlock a bonus level, Superstar Road-9. You get a message: "The final course is now available! A fourth star has been added to your file!" And you thought you were done.
Labels:
? Switch,
Castle,
Ice Flower,
New Super Mario Bros. U,
Superstar Road
New Super Mario Bros. U: Superstar Road-7 -- Lakitu! Lakitu! Lakitu!
Cloud-stealing is the name of the game here. There are several circling platforms to contend with and the easiest way to deal with them is to take a cloud and fly past them. The first set of platforms are green. In between them is the first Star Coin. The platforms will drop down to the level of the Star Coin, then the other ones will close in from above. Grab the Star Coin and wall jump out of there immediately. The next platforms are blue. Lakitu appears here to rain on your parade with Spinies, but the platforms are too low for you to reach him. The orange platforms to the right will allow you to take Lakitu's cloud and go flying. There are coin trails in the air. More and more Lakitu will appear, sometimes as many as three at a time. The trick is to keep transferring clouds so you can stay airborn. The second Star Coin is over some red plaforms. Swoop down to get it. The third Star Coin is partially visible, under a ledge. Use a cloud to get it. There's a hidden area above with coins. Keep going to the right and you'll see some green platforms in front of the flag. This opens the path to a Mushroom House.
Labels:
Lakitu,
New Super Mario Bros. U,
Spiny,
Superstar Road
Friday, March 22, 2013
New Super Mario Bros. U: Superstar Road-6 -- Fire Bar Cliffs
The fire bars here are enormous, making dodging them somewhat difficult. You'll want to get the Fire Flower from the item boxes, not because there are enemies that die from fireballs, but for the extra hit you can take. Several of the fire bars have donut lifts below them, so you can't stay there for long, unless you keep jumping. The first Star Coin is in a small pit above a fire bar. Next is a fire bar over some donut lifts. Duck under the fire bar in the center and jump to keep the donut lift in place. When the fire bar goes away, keep going. To the right is a fire bar in a rock wall. When the path is clear, run to the right and wall jump up into the left corner to avoid the fire bar. Once you leave that area, things become more open. Use a Koopa shell to hit a brick block on the side of a rock for a 1-up. There's a hidden area to the left of the first fire bar in the open area. Drop down to a pipe. This takes you to the the second Star Coin, which is guarded by three triple fire bars. Go up and over the top fire bar, get the item in the item block if you need it, then carefully climb the grate to get the Star Coin. Return through the same pipe. The next three fire bars are in sync and the fourth one goes in the opposite direction. If you're careful, you can make it across without any damage. The pipe will take you to the second part of the level, which is largely vertical. Dodge the fire bars and Buzzy Beetles and climb up. Drop down to the left of triple fire bar for a hidden pipe. This will take you to the third Star Coin, guarded by a triple fire bar. Run to the left, but do not run so far that you can get all the coins on the ground. Jump up before you collect all the coins and collect the Star Coin. Return to the main level. Keep climbing up and you'll see some uneven fire bars with three fireballs on one side and one on the other. Jump over them when only one fireball is present and you'll soon reach the top and the pipe. Run past the fire bar to the flagpole. This opens the path to a Mushroom House.
New Super Mario Bros. U: Superstar Road-5 --Spinning Platforms of Doom
It's another Starry Night level. You can get the Acorn Mushroom here. The "spinning platforms of doom" are stones that rotate over the purple water, some of which are on paths. The first set of stones are in a group of four. Once you reach the end, swing on a vine and take the lower path by flying over the water. This will allow you to reach the first Star Coin, which is in a ring of Boos. The second Star Coin is nearby, in between two rotating stones on a path, in a ring of Boos. Drop down between the two stones and wall jump if necessary to get the Star Coin. Soon, you'll come to some land. In front of the blue pipe with the Piranha Plant is a brick block with a vine. Pound the brick block so that the vine goes into the purple water. Use the vine to reach the area under the pipe, where another blue pipe is hidden. There's a set of two stones in the water that don't rotate. Wall jump between the two stones as they move. Jump up in the alcove for the third Start Coin, then go back between the two stones until you reach the pipe. Next are a set of rotating stones that can be a little crazy. They will take you to the flagpole. This opens the path to a Mushroom House.
Labels:
Acorn Mushroom,
Boos,
New Super Mario Bros. U,
Superstar Road
New Super Mario Bros. U: Superstar Road-4 -- Hammerswing Caverns
Hammerswing Caverns are filled with ice, so navigating is a little challenging. Take the pipe into the caverns and trigger the large icicle to fall. The level is filled with several large hammers that rotate. These will serve as some of the platforms. Watch them so you don't fall off. There's a platform just under the second hammer. It has an Acorn Mushroom to make your life easier. There are some Koopas ahead on the ice. If you time it well, you can use a shell to get a 1-up. Drop down to a set of three hammers that connect to form a path. Over the gap over the second and third hammers of this set is a gap where you can just barely see some coins. Wall jump up for the coins and the first Star Coin. Keep going to the right and you'll see a hammer on a path. Once you land on it, it will move to the right, swinging all the while. There's a pipe nearby on the lower right. Time your activation of the P-Switch with the swinging of the hammer to reach the second Star Coin in the upper right, then return to the main level. There's a Green Ring ahead. Soon, you'll find the third Star Coin over a hammer near the pipe at the end. Either use the hammer or fly and boost to get it. There's a hammer in front of the flagpole to make it easier to reach. This opens up the path to a Mushroom House.
Thursday, March 21, 2013
New Super Mario Bros. U: Superstar Road-3 -- Swim for Your Life!
This level is not as fast-paced as Superstar Road-2, but it is still hectic. It's an underwater level with a giant, man-eating Cheep-Cheep chasing you the entire way. You'll want a Fire Flower here to keep it in check. The giant Cheep-Cheep will knock Urchins and all other enemies out of its path, and try to eat Mario. You'll want to keep firing a few fireballs to the left every few seconds to keep it away. The first Star Coin is guarded by Urchins. Either use fireballs, or lure the giant Cheep-Cheep into knocking them out of the way for you. Same goes for the wall of Urchins to the right. Past the wall of Urchins is a set of currents. Some Urchins are floating in the currents, as well as the second Star Coin. It will hang out near the ceiling or the floor, out of reach, then move periodically to the other side. Be in the currents when it moves to collect it. Past it is a wall of Cheep-Cheep and an item block between two pipes. Homing blue Cheep-Cheep will appear and swim behind you, so don't stop swimming. Now you can leave the giant Cheep-Cheep alone for a while, as it will get rid of the blue Cheep-Cheep for you. At the end, feel free to use fireballs to get rid of it. The third Star Coin is just below the pipe at the end, guarded by Urchins. Use fireballs to get rid of them or have the giant Cheep-Cheep do that for you. Once you have the Star Coin, swim through the pipe and go to the flagpole.
New Super Mario Bros. U: Superstar Road-2 -- Run For It
If you have a P-Acorn saved up from a Nabbit challenge, now would be a valid time to use it. Here, you have to hit P-Switches to stay alive, as they make coins into brick blocks you can stand on. Just hit the P-Switch at the start and run at top speed, if you're not going to use the P-Acorn. There are several pipes with Piranha Plants overhead, but the Piranhas won't bother you if you're running at top speed. Keep running and jumping and be sure to hit the next P-Switch overhead. After hitting the third P-Switch, you'll have to platform on brick blocks. The first Star Coin is surrounded by brick blocks, so as Super Mario, pound the top layer of brick blocks only to get the Star Coin. You should have just enough time to reach the Piranha Plant in the pipe. When the switch runs out, there will be several coins next to it. Drop down to collect the coins and land on the next P-Switch. From here, you'll see a lot of Koopas. Use the shell of the first one to clear them all out, running after the shell as you go. Don't worry if you get close to the shell. If you clear all of them, you'll get three 1-ups. The next P-Switch is near the last Koopa. Next is a set of platforms with lots of Koopa Paratroopas flying around, one near the second Star Coin. Wait for it to get close to the Star Coin, then bounce off it to get the Star Coin. Quickly run to the right and time your jump so you bounce off the next Koopa Paratroopa to hit the P-Switch above it. This can be tricky. Drop down to moving brick blocks. You'll have to time your jumps because they move quickly. They will take you to the next P-Switch, which is under a ledge. Wall jump to hit it. Keep going, and you'll see the third Star Coin right next to the flagpole. Either triple jump up the brick blocks or fly and boost to get it.
Labels:
New Super Mario Bros. U,
P-Switch,
Superstar Road
New Super Mario Bros. U: Superstar Road-1 -- Spine-Tingling Spine Coaster
Welcome to Superstar Road, a bonus world with challenges for super players. There are no midpoints in the levels and no Super Guide to help you out. You may want to collect the Star Coins on separate attempts if you experience difficulty getting through the levels.
This level features a spine coaster, which takes place outside, in a place that looks like Acorn Plains. There are lots of Fuzzies in the level, some of which will be on the spine coaster's path. You can get the Fire Flower here to help deal with the Fuzzies. Past the first drop is the first Star Coin between two rings of Fuzzies. There's a Starman at the top of the next hill. As you're going along, you'll see the second Star Coin below the coaster track. It will move into position within reach with some other coins, prompting you to jump to avoid some Fuzzies on the track. The third Star Coin is in the area where several track appear close together. It travels on the track, so stay towards the back of the coaster to get it. Next are several sets of Fuzzies that will close in on the coaster from above and below. Dodge them and the coaster will drop you off at the flagpole. This (as will all other levels here) will open the path to the Mushroom House. Some levels with will allow you to reach the same Mushroom House.
This level features a spine coaster, which takes place outside, in a place that looks like Acorn Plains. There are lots of Fuzzies in the level, some of which will be on the spine coaster's path. You can get the Fire Flower here to help deal with the Fuzzies. Past the first drop is the first Star Coin between two rings of Fuzzies. There's a Starman at the top of the next hill. As you're going along, you'll see the second Star Coin below the coaster track. It will move into position within reach with some other coins, prompting you to jump to avoid some Fuzzies on the track. The third Star Coin is in the area where several track appear close together. It travels on the track, so stay towards the back of the coaster to get it. Next are several sets of Fuzzies that will close in on the coaster from above and below. Dodge them and the coaster will drop you off at the flagpole. This (as will all other levels here) will open the path to the Mushroom House. Some levels with will allow you to reach the same Mushroom House.
Wednesday, March 20, 2013
New Super Mario Bros. U: Peach's Castle- Castle 2 -- The Final Battle
At last, it is time to face Bowser. It's a long way to reach him, and we have to deal with Bowser Jr. on the way. He'll follow you around in his Clown Copter, trying to pound you into the ground. You can't beat him, so try to ignore him and lead him to parts of the level you don't mind him crashing into. The first type of floor you come across will ripple in shockwaves when he slams it. This won't hurt you, but it will push you around. The first Star Coin is in a gap. Wall jump to get it. Next are some yellow platforms. If he slams a platform, it will drop into the lava, and regenerate a while later. Lead him to the platforms you don't mind him destroying and get out of the way. The second Star Coin is surrounded by brick blocks with coins, so ground pounding won't work. Lure Bowser Jr. over the blocks and have him destroy them so you can get the Star Coin. Keep going and you'll see the third Star Coin. Run an wall jump to get it. There's a door at the end that leads to the midpoint and the boss door.
We have to dodge fireballs until we reach Bowser. Bowser will breathe fire at you. Be ready for when he jumps so you can run under him and hit the ! Switch with the ax to make the floor disappear. He'll fall and crash. A door will rise and Mario will run outside. Bowser Jr. drags Kamek in and he uses his magic on where Bowser fell. We can see Peach in the center tower. She calls to Mario and the windows are barred and shut. Bowser Jr. brings up a giant Bowser and round two begins, with Bowser Jr. also in the fight. Bowser breathes giant fireballs and Bowser Jr. throws out Bob-ombs. When you get the chance, hit Bowser Jr. when he's low to the ground to kick him out of the Clown Copter. Hop in the Clown Copter to steal it and press (B) repeatedly to rise. Fly over Bowser and ground pound him for a hit. Bowser will go into a shell cycle in his giant shell, bouncing around. Bowser Jr. will reclaim the Clown Copter at this time, so go steal it again. Once Bowser gets out of the shell cycle, meteors will rain down. Pound him two more times for victory. Bowser roars and falls off the castle. Bowser Jr. watches, gets scared, and jumps off as well. A fanfare plays.
Mario runs to Peach, who thanks him and kisses him on the hat. Mario says, "Oh, boy, yeah!" The purple tornado surrounding Peach's Castle clears and the Koopalings retreat in an Airship. Bowser jumps aboard and the Airship crashes. All of them end up flying off dangling from the tiny Clown Copter. Peach, Mario, Luigi, and the Toads watch from the castle as fireworks light up the sky. Roll credits!
The credits are interactive. There are two Baby Blue Yoshis, one on each side, that blow bubbles with coins, some of which have three coins. Collect as many as you can during the credits. I got 292.
After all that, we get a lot of messages:
"Congratulations on completing the game! A star has been added to your save file! You can now save anytime from the menu!"
"You can now use the pipes to get to a secret island! Hop in a pipe and check it out!"
"You can now use the pipes to get to Superstar Road. By the way, have you found all the Star Coins yet?"
"You've collected all the Star Coins in Peach's Castle! That's gotta mean something good, right?"
"You've cleared all courses through Peach's Castle! Congratulations! A second star has been added to your file!"
"You've collected all the Star Coins up through Peach's Castle! A third star has been added to your file!"
And with that, we have defeated Bowser and saved the princess yet again. But, wait, there's more! A new challenge for super players.
We have to dodge fireballs until we reach Bowser. Bowser will breathe fire at you. Be ready for when he jumps so you can run under him and hit the ! Switch with the ax to make the floor disappear. He'll fall and crash. A door will rise and Mario will run outside. Bowser Jr. drags Kamek in and he uses his magic on where Bowser fell. We can see Peach in the center tower. She calls to Mario and the windows are barred and shut. Bowser Jr. brings up a giant Bowser and round two begins, with Bowser Jr. also in the fight. Bowser breathes giant fireballs and Bowser Jr. throws out Bob-ombs. When you get the chance, hit Bowser Jr. when he's low to the ground to kick him out of the Clown Copter. Hop in the Clown Copter to steal it and press (B) repeatedly to rise. Fly over Bowser and ground pound him for a hit. Bowser will go into a shell cycle in his giant shell, bouncing around. Bowser Jr. will reclaim the Clown Copter at this time, so go steal it again. Once Bowser gets out of the shell cycle, meteors will rain down. Pound him two more times for victory. Bowser roars and falls off the castle. Bowser Jr. watches, gets scared, and jumps off as well. A fanfare plays.
Mario runs to Peach, who thanks him and kisses him on the hat. Mario says, "Oh, boy, yeah!" The purple tornado surrounding Peach's Castle clears and the Koopalings retreat in an Airship. Bowser jumps aboard and the Airship crashes. All of them end up flying off dangling from the tiny Clown Copter. Peach, Mario, Luigi, and the Toads watch from the castle as fireworks light up the sky. Roll credits!
The credits are interactive. There are two Baby Blue Yoshis, one on each side, that blow bubbles with coins, some of which have three coins. Collect as many as you can during the credits. I got 292.
After all that, we get a lot of messages:
"Congratulations on completing the game! A star has been added to your save file! You can now save anytime from the menu!"
"You can now use the pipes to get to a secret island! Hop in a pipe and check it out!"
"You can now use the pipes to get to Superstar Road. By the way, have you found all the Star Coins yet?"
"You've collected all the Star Coins in Peach's Castle! That's gotta mean something good, right?"
"You've cleared all courses through Peach's Castle! Congratulations! A second star has been added to your file!"
"You've collected all the Star Coins up through Peach's Castle! A third star has been added to your file!"
And with that, we have defeated Bowser and saved the princess yet again. But, wait, there's more! A new challenge for super players.
Labels:
Airship,
Bob-omb,
Bowser,
Bowser Jr.,
Kamek,
Koopalings,
Lava,
New Super Mario Bros. U,
Peach's Castle,
Princess Peach
New Super Mario Bros. U: Peach's Castle- Castle -- Red-Hot Elevator Ride
Peach is on the top floor of the castle and we have to take the elevator to reach her. Lava fills the castle, and it's rising. Immediately go through the pipe and hop on the elevator, a tilting platform on a chain, with a number. If the number drops to zero, the elevator stops, but the lava does not. Enemies and coins can stop the elevator if they land on it, so you'll have to steer and keep the elevator clear. There are Bowser heads in the walls that produce electricity along a path. You'll have to steer around them, because the electricity's path will define which path is safe for you to take. The first Star Coin is on the right, over some electrical Bowser heads. Above is a wall of brick blocks in your path. Use the P-Switch to break through, and grab some coins. After a while, Bob-ombs with parachutes will drop in. Try to steer clear of them and kick off the ones that manage to land on the elevator. The second Star Coin is also on the right. Use the P-Switch to turn the brick blocks blocking it into coins and make some Silver Coins. Ahead, the electrical Bowser heads will form a path that moves more horizontally, so you'll have to zig and zag to avoid taking damage or getting trapped. There's a Red Coin Ring in here. The third Star Coin is also on the right, over more electrical Bowser heads. The door at the top will take you outside to the flagpole. This opens the path to the Castle 2. We're almost there!
Labels:
Bob-omb,
Lava,
New Super Mario Bros. U,
P-Switch,
Peach's Castle,
Red Coins,
Silver Coins
New Super Mario Bros. U: Peach's Castle-4 -- Firefall Cliffs
More meteors rain down in this automatic sidescrolling level. Mario must climb up the rock walls as quickly as possible to avoid the meteors. We get the Acorn Mushroom in this level. The first Star Coin is out of reach, so use the POW Block to make it drop out of the sky. There's a Starman just before the midpoint, and you can get a short chain going, as an item block has one ahead. Next, you'll have to climb up the rock walls. You'll find the second Star Coin here, within reach. The path will briefly split so you can reach a Green Ring below. The coins will appear on the path above, which is where you should go. Avoid the lava. You'll jump and climb up some more rocks while dodging meteors, and the path will split ahead, heading towards the top. The third Star Coin is on the path on the right, which is more difficult as the path is only wide enough for a meteor. Use the alcoves and climb quickly to avoid taking damage. The third Star Coin will be at the top, with the pipe to the flagpole. This opens the path to the castle.
Tuesday, March 19, 2013
New Super Mario Bros. U: Peach's Castle-3 -- Rising Tides of Lava
Lava fills yet another level. The lava rises and falls, which affects the giant Buzzy Beetles. They hide in their shells when the lava reaches their feet and they will float in the lava, making convenient platforms. There is a subtle difference in the color of the land depending on whether the lava reaches it. There are several mushroom platforms with screws that change their height. The first Star Coin is under a ledge with three giant Buzzy Beetles. When the lava is low, wall jump to get it. The next mushroom with a screw will lower so you can continue. There will be a random item block, and farther along, a set of four brick blocks with a Koopa. The second block of the set has a P-Switch, which makes Silver Coins. The path will split ahead. Take the lower path, waiting for the lava to drop, then quickly running and jumping to reach the second Star Coin, which is under the midpoint. Jump over inclines instead of running up them to make it. Ahead are sets of mushrooms that will alternate in their height when the screw is activated. Between two of the mushrooms are a set of two blocks with a gap in the middle. The gap has an invisible block with a vine to the third Star Coin and a Fire Chomp. Go past the Buzzy Beetles in the pit, past another set of mushrooms, and you'll reach the red pipe at the end. There's a Buzzy Beetle below it so you can reach the pipe when the lava rises. This will take you to the flagpole. This opens the path to the Castle.
Labels:
Fire Chomp,
Lava,
New Super Mario Bros. U,
P-Switch,
Peach's Castle,
Silver Coins
New Super Mario Bros. U: Peach's Castle-2 -- Magma-River Cruise
This level involves riding a raft in the lava. The raft has a number on it, and it drops by one for each enemy that is on the raft. Once the number drops to zero, the raft stops. There's a poisonous fog rolling in, which encourages you to keep the raft moving and clear of enemies. To help with the enemies, you can get an Ice Flower, which can help clear the raft like a shell. There are Monty Moles that will pop out of the scenery and drop down on the raft. The first Star Coin is high over the lava. Stand on the double brick blocks with the Koopa on the left wall, then jump up for an invisible block. Stand on the block and the double brick blocks will move into place so that you can reach the first Star Coin. Next are some Microgoombas, which will affect the raft, and some Blaargs. If you can hit the high, lone brick block, you'll get a 1-up. The second Star Coin is nearby, in some bricks. You can easily reach it by hitting the P-Switch. You can reach the second Star Coin from the raft, or from above. The third Star Coin is under the red pipe at the end. Wait for the raft to float under it to get it or use a shell. Once through the pipe, jump over the lava to reach the flagpole. This opens the path to Peach's Castle-3.
Labels:
Blaarg,
Ice Flower,
Lava,
Microgoomba,
Monty Mole,
New Super Mario Bros. U,
P-Switch,
Peach's Castle
New Super Mario Bros. U: Peach's Castle-1 -- Meteor Moat
Peach's Castle is a world of 5 levels. Peach is in the castle window, but we've got a way to go before we can save her. In this level, fiery meteors rain down, destroying blocks in our path. There's a moat of lava ahead, in which some platforms bob and float. The Ice Flower is in this level and can extinguish meteors. Some of the platforms will dip into the lava. One of the platforms has the first Star Coin. The midpoint is on solid ground and the second Star Coin is nearby, surrounded by brick blocks. Let the meteors break the top layer of brick blocks, then drop down to get it. Next is a large platform that rhythmically dips into the lava. There are platforms that always stay above the lava so you'll be safe. The third Star Coin is in a gap in the platform over the lava. Time your wall jumps carefully to avoid falling in. On one of the platforms with a Bony Beetle has a P-Switch. It turns coins into brick blocks, which will allow you to stay above the lava and reach an overhead pipe to the right of the large floating platform. Alternatively, you can fly using the Acorn Mushroom. This leads to the red goal. This opens the path to Peach's Castle-4. Otherwise, the regular goal is past the pipe. This opens the path to Peach's Castle-2.
Labels:
Ice Flower,
Lava,
Meteors,
New Super Mario Bros. U,
P-Switch,
Peach's Castle,
Red Goal,
Secret Goal
Monday, March 18, 2013
New Super Mario Bros. U: Meringue Clouds- Airship -- Boarding the Airship
When you approach Peach's Castle from outside the tornado, Bowser's Airship appears and tries to pick up Mario. The level starts outside the Airship. The level automatically sidescrolls. Grab the Acorn Mushroom and go to the right, where the hand from the Airship will try to pound you into the ground. You can dodge the hand in some alcoves. After a point, the hand will try to punch Mario into the ground, destroying the ground in the process. You can guide the hand to where you want it to go and get out of the way. The first Star Coin is under a ledge. Get it quickly before the hand can get you. The midpoint is soon after. You'll soon board the Airship, which has several Rocky Wrenches. There's a tilting platform that moves on a path. Tilt the controller in the direction you'd like to go. The second Star Coin is close by over some jet engines, some of which can rotate. Next is a Green Ring. The third Star Coin is near a Rocky Wrench. Fly up to get it. Soon after is the pipe to another midpoint. Pound the crate for a Fire Flower. The pipe is a cannon that will take you to Bowser Jr.
Bowser Jr. is in the Clown Copter, which has boxing gloves. He'll swoop down and use the gloves to break up the floor, which will regenerate. He'll also drop some Bob-ombs. Periodically, he'll extend the punching gloves to the floor and let Bob-ombs walk down it. You can walk up the arms and either throw a Bob-omb at him or stomp him. Three hits will defeat him. The floor drops out and Mario falls to the Airship. Bowser Jr. commands the Airship's hand to pound Mario, but he dodges and the hand punches through the Airship. The Airship explodes and crashes near the tornado. Bowser Jr. gets upset and flies into the tornado. We follow him into the area of Peach's Castle. We now have all Star Coins in Meringue Clouds.
Bowser Jr. is in the Clown Copter, which has boxing gloves. He'll swoop down and use the gloves to break up the floor, which will regenerate. He'll also drop some Bob-ombs. Periodically, he'll extend the punching gloves to the floor and let Bob-ombs walk down it. You can walk up the arms and either throw a Bob-omb at him or stomp him. Three hits will defeat him. The floor drops out and Mario falls to the Airship. Bowser Jr. commands the Airship's hand to pound Mario, but he dodges and the hand punches through the Airship. The Airship explodes and crashes near the tornado. Bowser Jr. gets upset and flies into the tornado. We follow him into the area of Peach's Castle. We now have all Star Coins in Meringue Clouds.
New Super Mario Bros. U: Meringue Clouds- Castle -- Ludwig's Clockwork Castle
This castle has lots of platforms moving back and forth on tracks. These platforms can crush you, so be careful. Go past the Spike Beetles and Fire Bro and you'll see a gap with coins in it. Wall jump in the gap for the first Star Coin. Some of the moving platforms are hard to go past, so stand on their tracks, then jump over them. You'll come across a Sumo Bro with the second Star Coin above it. Use the POW Block or freeze the Sumo Bro with an Ice Flower and stand on top of the ice block to get it. Be careful if you use the POW Block because the moving platform below will push it into the void. The midpoint is nearby. Past it is an Amp and some more moving platforms. In between the next two platforms is a Red Coin Ring under a Sumo Bro. Use the alcoves in the ceiling to get past the platforms. You'll soon come to a pit with a giant Dry Bones and donut lifts. The yellow pipe in the ceiling leads to a room with a ? Switch where coins will drop from the ceiling, but not the third Star Coin. Just to the right of the donut lift pit is another platform with Amps and a Sumo Bro. The third Star Coin is on the right side of the platform, towards the center. Drop down the right side and run for the Star Coin when the platform moves to the right, then quickly get out of there, wall jumping if necessary. Just to the right is the boss door. There's an invisible block with a power-up on the right wall.
The cannon will launch you to Ludwig's Airship. Ludwig will fly into the air and split into three of himself. Each of them will make blue fireballs, but only the real one will make three fireballs (the others make 2). They will then drop to the floor, with the real one being the last to drop. Now you can stomp him. To prevent him from flying away, if the real Ludwig is on the right or in the middle, he'll end his shell cycle on the left side and will end the cycle on the right side if he's on the left. Three stomps will defeat him. This opens the path to a spot in front of the tornado surrounding the castle. It's another level with Bowser's Airship.
The cannon will launch you to Ludwig's Airship. Ludwig will fly into the air and split into three of himself. Each of them will make blue fireballs, but only the real one will make three fireballs (the others make 2). They will then drop to the floor, with the real one being the last to drop. Now you can stomp him. To prevent him from flying away, if the real Ludwig is on the right or in the middle, he'll end his shell cycle on the left side and will end the cycle on the right side if he's on the left. Three stomps will defeat him. This opens the path to a spot in front of the tornado surrounding the castle. It's another level with Bowser's Airship.
New Super Mario Bros. U: Meringue Clouds-6 -- Snaking Above Mist Valley
This is an automatically sidescrolling level with few enemies. Activate the snake block to get going and you'll pass some Foos, clouds that produce fog. You can spin to clear it or kill them with a stomp or a shell. You can get the Acorn Mushroom here. The first Star Coin is under a piece of land on your path with a P-Switch. You can either go under the piece of land with the snake block or go up and over the land, then double back to the left. The snake blocks will move straight up so you can get the second Star Coin. After a while, you'll arrive at a pipe, which takes you to the midpoint. There's another snake block, with a Fire Bro nearby. Near the next piece of land is a Green Ring. The third Star Coin is floating over the void past some Parakoopas. Use a shell before the snake block blocks you to get it. At the end is a pipe to the flagpole. This opens the path to the castle and a Mushroom House.
Sunday, March 17, 2013
New Super Mario Bros. U: Meringue Clouds-5 -- A Quick Dip in the Sky
This is a vertical level featuring floating water bubbles. Mario can swim in these to reach new places. The first Star Coin is circling three giant Piranha Plants. The easiest way to get it is to kill the Piranha Plants with fireballs, then jump to get it. Go up and you'll reach the midpoint. If you need a power-up, there's a Red Coin Ring nearby. Swim up between two Piranha Plants and go right of a water bubble with a Fuzzy in it. There's a hidden area with a pipe cannon that will take you to the second Star Coin. The third Star Coin is in a water bubble with two Fuzzies circling it. At the top is the pipe to the flagpole. This opens the path to Meringue Clouds-6.
Labels:
Fuzzies,
Meringue Clouds,
New Super Mario Bros. U,
Red Coins
New Super Mario Bros U: Meringue Clouds-4 -- Bouncy Cloud Boomerangs
Past the Parakoopas on the stairs are bouncy clouds, which move back and forth. You can get the Ice Flower here, which is helpful for dealing with enemies. Past the Piranha Plant are some clouds with Goombas bouncing on them. You'll soon see a set of four green pipes. The gap between two of them has the first Star Coin, shrouded by fog. Be careful, as there is a Boomerang Bro just ahead. It's standing on some blocks, one of which has a 1-up in it. Next is a line of item blocks and brick blocks. Parakoopas are bouncing around in the area and there are Piranha Plants and bouncy clouds below. Find a brick block you can break through to reach the clouds below. Around where the two clouds meet is a brick block with a vine. This leads to the second Star Coin. Use the POW Block to knock it out of the sky and it will bounce on the clouds below, where you can get it. Return to the main level using the green pipe. After that is a pipe making infinite Goombas, as well as a Red Coin Ring over bouncy clouds. Past the midpoint is another Boomerang Bro, with the third Star Coin nearby. There's a cannon hidden to the left of a low Piranha Plant next to a cliff. Next is a set of bouncy clouds with a couple of Goombas and some blocks. The brick block over the higher cloud has a Starman, so you can breeze past the Piranha Plants with ease. There's another Starman in the next item block if you still have the power. Just past the Piranha Plants is the flagpole. This opens the path to Meringue Clouds-6.
New Super Mario Bros. U: Meringue Clouds- Ghost House -- Spinning Spirit House
This Ghost House is yet another maze. First, go through the door at the top before the Boos approach you. This leads to a room with three levels and several doors. This is where the maze begins. You can go through some of the walls, but not others. If you go to the right, you can reach the item block with a power-up. Hidden behind the wall you just passed through is a door. It leads to a room that's a spinning square. It will move to the right, past Boos and doors. The first door you'll come across is fake. The second door will return you to the same room with many doors. This time, you can go through different walls, but you cannot reach the item block any more. You can now access the door on the second level, on the left. It leads to a room with a descending floor and a Broozer. Let the Broozer live, because it can break open crates for coins. Keep it on the right side of the room so it can destroy the stones guarding the first Star Coin. The door at the bottom returns you to the room with many doors. On the second level, behind the middle wall is a spring to the third level. That door take you to a room with poles and fake item blocks that will attack you. Go through the door in the upper right corner. This will take you back to the room with many doors. You can now go to the right door on the third level. This room has a rising, tilting floor with a ring of Boos. The coins on the sides will move to the other side, where you can get them. The second Star Coin starts on the right side, but will move to the left side if you try to get it. Make the Star Coin move to the left side, then go to the left side to get it. The door at the top will return you to the room with many doors. From where you are, go down the stairs (which are hidden) and to the left for another door. This will lead to another spinning room with fake item blocks and Boos. The room will drop past a Big Boo and stop at a door. This will take you to the regular goal. This opens the path to Meringue Clouds-4, -5, and -6.
To get the third Star Coin, follow the path above until you exit the room with the poles. Go to the right, down the stairs, and to the left. On the far left wall, wall jump up to a hidden door. This leads to a room with hidden areas in the floor. Go to the far right first to access the hidden area, then hit the P-Switch on the left wall. A trail of Silver Coins will lead you to the third Star Coin. Use the spring to get it. The door leads to the red goal, which opens the path to the castle.
To reach Meringue Clouds-4, -5, or -6, approach the clouds in the gap between the Ghost House and those levels. Rainbows will appear, as well as an item block and Fuzzies. Memorize the path you want to take (probably to the item block) and step on the cloud at the start of that path. Once you move forward, Mario will run ahead and you can't steer. Meringue Clouds -4 is the level near the back, -5 is near the front, and -6 is in the middle.
To get the third Star Coin, follow the path above until you exit the room with the poles. Go to the right, down the stairs, and to the left. On the far left wall, wall jump up to a hidden door. This leads to a room with hidden areas in the floor. Go to the far right first to access the hidden area, then hit the P-Switch on the left wall. A trail of Silver Coins will lead you to the third Star Coin. Use the spring to get it. The door leads to the red goal, which opens the path to the castle.
To reach Meringue Clouds-4, -5, or -6, approach the clouds in the gap between the Ghost House and those levels. Rainbows will appear, as well as an item block and Fuzzies. Memorize the path you want to take (probably to the item block) and step on the cloud at the start of that path. Once you move forward, Mario will run ahead and you can't steer. Meringue Clouds -4 is the level near the back, -5 is near the front, and -6 is in the middle.
Saturday, March 16, 2013
New Super Mario Bros. U: Meringue Clouds- Fort -- Slide Lift Tower
In the first room, you'll have to dodge the fireballs of a Fire Bro while getting an Acorn Mushroom. The circling platforms will allow you to reach the pipe to the main level. There are more circling platforms here, as well as more Fire Bros. The first Star Coin is guarded by brick blocks and a Fire Bro. You can fly to break the brick blocks. At the top is a pipe to the midpoint. This part of the level has fire bars. Go past the Fire Bro and go to the right before the arrow sign. Go into the higher alcove for a hidden pipe. This will take you to the second Star Coin. Return to the main level and go directly up for invisible blocks that let you reach a hidden pipe. This leads to a room with challenging platforms. If you make it to the top, you can get the third Star Coin. The pipe at the top takes you to the boss door. There's an invisible item block on the wall with a power-up. Kamek is the boss of this tower. He makes a lot of blocks floating in the air, some of them with enemies. He'll disappear twice, then use his magic to make the blocks disappear, freeing the enemies inside. Climb on the blocks to stomp him. He'll then shoot fireballs which will turn the floor into donut lifts and the cycle repeats itself. This may be a time-consuming battle. Stomp him three times to win. This opens the path to the Ghost House and the Mushroom House.
New Super Mario Bros. U: Meringue Clouds-3 -- Switchback Hill
The switchbacks in the level are platforms with arrows on them. If you stand on them, they move in the direction of the arrow. If you jump off them, they go in the opposite direction back to where they started. The first Star Coin is under a ledge next to a Bill Blaster. Go a little to the right and you'll see two switchbacks. Take the one going left to the Star Coin. Be sure to duck to avoid the Bullet Bills. Keep going right and you'll see a bit of a puzzle. There's a tall Bill Blaster in your path. To reach it, you'll have to transfer switchbacks going first to the left, then to the right. Past the tall Bill Blaster, you'll see a large switchback that moves vertically. Let it drop down a little, then immediately go to the right and wall jump up into the alcove for a hidden pipe. This leads to an area with a path to the second Star Coin. Return to the main level and the midpoint is nearby. There's a switchback moving down. Trip it to get it moving and go down and right for a hidden area. There's a POW Block. Using it will make the third Star Coin fall onto a switchback and make it move to the right. You'll have to follow it below on lower switchbacks unless you can fly to get it. Before you reach the flagpole, the switchback will go into a wall and let the Star Coin drop into the void. Be there to catch it to get it. Go past some Parakoopas on the stairs to reach the flagpole. This opens the path to the Fort.
New Super Mario Bros. U: Meringue Clouds-2 -- Seesaw Shrooms
The mushrooms here tilt when you stand on them. To deal with the Fuzzies, grab Yoshi from an item block. With Yoshi, glide from the mushroom where you found him to the mushroom with the first Star Coin. Past the Paragoombas and Piranha Plants is the midpoint. Beyond the midpoint, Lakitus appear and throw Spinies. Take Lakitu's cloud and fly above to a ring of coins with the second Star Coin. Soon, you'll find some pink expanding mushrooms. There's a pipe over a Fuzzy. Have Yoshi bounce off the Fuzzy to reach the pipe. The third Star Coin is here, high in the sky. Jump with Yoshi, then jump from Yoshi in midair to reach it. You'll soon reach the flagpole. This opens the path to the Fort.
Labels:
Fuzzies,
Lakitu,
Meringue Clouds,
New Super Mario Bros. U,
Spiny,
Yoshi
Friday, March 15, 2013
New Super Mario Bros. U: Meringue Clouds-1 -- Land of Flying Blocks
This is a unique level. Parts of the level move around, but the ground does not move with it. You can get the Acorn Mushroom here. Dodge the flying squirrels and go through the red pipe in a cluster of pipes with Piranha Plants. It will take you to an area where you must run across brick blocks that appear out of midair for the first Star Coin. Return to the main level and find a set of three blocks that go as follows: brick block, item block, brick block. Stand on top of them to make brick blocks appear to the second Star Coin. Next are some mushroom platforms with a pipe that takes you to the midpoint. This part has moving clouds for platforms, which Mario can easily stand on. Past the Red Coin Ring is the third Star Coin surrounded by brick blocks. Pound the brick blocks to break them and get out of the area. There are giant Piranha Plants all over the rest of the level. A series of brick blocks will take you to the flagpole. This opens the path to Meringue Clouds-2 and -3, as well as a Mushroom House.
New Super Mario Bros. U: Rock-Candy Mines- Castle -- Roy's Conveyor Castle
The castle is filled with conveyor belts carrying large blocks which can crush you. Some of the blocks form stepping stones in the lava. When you reach solid ground, you'll see the first Star Coin under a ledge. A set of three blocks will fall. Let the first two fall, but run before the third falls because it will block access to the Star Coin. There are conveyor belts under the lava which allow the blocks to move through the lava in some spots. Ride one of the blocks moving to the right and you'll see gaps in the low ceiling. The first two gaps have coins in them, but the third one does not. Wall jump up the third gap to the hidden pipe above. It leads to a room with the second Star Coin on the right, next to a conveyor belt. Run quickly to get the Star Coin before blocks drop in to cover it. When you return to the main level, there's a Red Coin Ring near the midpoint. Past it is a ? Switch that makes blocks and Dry Bones drop from above. You'll need to hit the switch to make it to the boss door. Don't worry about the third Star Coin just yet. Go through the boss door and launch from the cannon to Roy's Airship. Oddly enough, this battle takes place outside. Roy Koopa Jr. has a bazooka-style Bill Blaster. Flying platforms will appear overhead. Stomp Roy, preferably before he can fire any Bullet Bills. Three stomps will defeat him. This opens the path to Meringue Clouds. To get the third Star Coin, take the path behind the castle. There's another ? Switch that will make blocks fall. Let the first few form a path in the lava, but move quickly and run under the ledge for the third Star Coin before a block blocks your path. Keep going to the left for blocks that will move through the lava to the boss door. You'll have to duck before you reach the boss door. Defeat Roy again. We now have all the Star Coins in the Rock-Candy Mines.
New Super Mario Bros. U: Rock-Candy Mines-7 -- Shifting-Floor Cave
This level has more of the orange platforms you can hit from below. Use them to reach the pipe to an underground area with Spike Tops and bats. Ahead are the shifting floors- walls and floors that appear from central pillars. You'll have to time your jumps because some pillars make walls to block you off and make you fall into the void. The first Star Coin is in a set of three pillars. Drop down when there's a floor below it. Be aware of the giant piranha plants on the ceiling. Past them is the midpoint. Past the midpoint are Spike Tops on some orange platforms. After that are more shifting floors. One part of the floor moves straight up. Jump up as Super Mario to break the brick blocks overhead, then run over the ceiling for the second Star Coin. Next is a Koopa and giant Piranhas on a moving floor with no gaps. Use the shell to kill the Piranha Plants, then use it to get the third Star Coin, which is under the pipe at the end. The pipe will take you to the flagpole. This opens the path to the castle, a Mushroom House, and loops back to the path after the first Fort, for easier navigation.
New Super Mario Bros. U: Rock-Candy Mines- Fort 2 -- Screwtop Tower
Screwtops make a return. Stand on the screw and spin to make the platform move. Take the first screwtop to the pipe. This takes you to the main tower, which has more screwtops and orange platforms Mario can only bump from below. He can't go through them. You'll have to go around to stand on them. There are firebars in this level you'll have to dodge while standing on the screwtops. Take the yellow pipe to an area with the first Star Coin. Use the POW Block to get it. Up ahead are Sumo Bros, but these ones shoot down lightning when they stomp. They have spikes on their heads, so you'll have to bump the orange platforms below them to get rid of them. Keep going up to reach the midpoint. The second Star Coin is high over the next Sumo Bro. Use the screwtop and dodge the firebar to get it. Bounce from the noteblocks and go up to reach the Red Coin Ring near the top of the level. You'll have to deal with L-shaped firebars to get them. There is a Sumo Bro next to the boss door. Get rid of it, then jump above the orange platform for some invisible blocks. There are three tiers of invisible blocks over the platform. The top tier will allow you to reach the third Star Coin. Through the boss door, Kamek will make a Sumo Bro a giant Sumo Bro. It will jump on some of the orange platforms. This battle is a little tricky. You'll have to bump the Sumo Bro from below, and knock it down to a level you can reach, then stomp it. You'll have to stomp it before it gets back up. Try bumping it to the floor, or one of the lower orange platforms, but you'll have to run around to jump up to stomp it. You can bump it from below as many times as you need. Stomp it three times to win. This opens the path to Rock-Candy Mines-7.
Labels:
Fort,
Kamek,
New Super Mario Bros. U,
POW Block,
Red Coins,
Rock-Candy Mines,
Sumo Bro
New Super Mario Bros. U: Rock-Candy Mines-6 -- Thrilling Spine Coaster
This level is pretty dark, but there are some sources of light. Ignore the mini pipe at the beginning because being Mini Mario will put you at a disadvantage. Carefully go to the right to find the bone coaster. The bone coaster travels over purple water. The first Star Coin is over the bone coaster. The bone coaster has headlights that will briefly shine on it. It's after the second dive. Soon after is a Red Coin Ring. The bone coaster won't go into the water until the 8th Red Coin. The P-Switch makes blocks below the coaster so you can reach the coins below. Be quick to return to the coaster. At the top of that hill is an item block with a Starman, which lights up everything. The coaster will then dive into the water a few times. You will then go into a tunnel with Spike Tops on the ceiling. The coaster will speed up. As soon as you get out of the tunnel with the Spike Tops, jump for the second Star Coin. The coaster will dive four times then drops at the pipe at the end. If you still have the Starman, hit the item block in front of the pipe immediately to get another Starman. Go through the pipe and quickly run and drop down to the Nippers below. The third Star Coin is above them. Run back before the power runs out. Go to the right on the rocks above the Nippers for the flagpole. This opens the path to the Fort.
New Super Mario Bros. U: Rock-Candy Mines-5 -- Walking Piranha Plants
Before you start the level, you can get Blue Baby Yoshi. Some of the rocks in the level will tilt when you stand on them, and eventually fall off. There are chains in the level to swing from. The walking Piranha Plants will move around, then stop and stretch their necks. In the area with three Piranha Plants and a Koopa, use the shell on the lower right rock to get access to the first Star Coin. There is a large gap in the ceiling next to a Piranha Plant and a chain near the area with platforms. Use the Acorn Mushroom to fly up into the gap to a new area. Hit the P-Switch, stand on the brick blocks, and fly to the left, then boost for the second Star Coin. Past the random item block and midpoint is a Red Coin Ring. There are moving platforms ahead with Walking Piranhas on them. The red pipe in the ground will give you some coins. The third Star Coin is under a ledge. Run and fly under the ledge, stick to the wall, then boost to it, then wall jump to safety. Go right and under a ledge for a green pipe to the red goal. This opens the path to the Fort and a red switch. Otherwise, keep going to the right and swing from a chain to the regular goal. This opens the path to the Fort through the blue switch.
Wednesday, March 13, 2013
New Super Mario Bros. U: Rock-Candy Mines-4 -- Light Blocks, Dark Tower
This is a dark level, with large light blocks that light up in sets. They also act as platforms. In the left item block is a Starman that lights up the entire level. Try to reach other item blocks to continue the chain of Starmen so you can see. Go up the wall on the right with the bats for the first Star Coin. Climb the rope ladders and go through the yellow pipe on the right side. This will take you outside, where there is plenty of light. Bounce off of the Parakoopas to get the second Star Coin. Return to the pipe to return to the main level. The green pipe at the top will take you to the midpoint. There's a ? Switch that turns on the light blocks temporarily. Keep an eye out for other ? Switches so you know where you can turn on the lights again. There's a pipe that makes an infinite amount of Bob-ombs. Go up the right side of the level past the Bob-omb pipe. There's a Fire Bro at the top of the level and the third Star Coin is above it. Take the pipe to the flagpole. This opens the path to Rock-Candy Mines-5.
Labels:
? Switch,
Bob-omb,
Fire Bro,
New Super Mario Bros. U,
Rock-Candy Mines,
Starman
New Super Mario Bros. U: Rock-Candy Mines-3 -- Waddlewing's Nest
This level has several Waddlewings (flying squirrels) and Chomps. Pound the brick blocks to the right of the Chomp on the ground for some coins. There's a red pipe to the right of some Piranha Plants. This will take you to a room with four sets of brick blocks in the floor. The second set of brick blocks from the left has the first Star Coin. Pound the brick blocks to reach it. The other sets have other things. Return to the main level and go up and to the left. If you release the Chomp by pounding its post and it goes to the left, you can reach a hidden area with note blocks and brick blocks. The middle brick block has a 1-up. Go up and over to the left for a hidden area with a P-Switch. This creates a trail of Silver Coins over coins that turned into brick blocks. Follow the trail quickly to reach the second Star Coin. Keep going up to the midpoint, then to the pipe. The pipe leads to an area with a platform that slowly lowers. This part has lots of Waddlewings walking and flying around. Wall jump up the right side for the third Star Coin. There's a Red Coin Ring in the area. Stay to the right to easily reach the flag pipe to the flag. There are Chomps at the bottom you'd have to deal with otherwise. This opens the path to Rock-Candy Mines-5.
New Super Mario Bros. U: Rock-Candy Mines- Fort -- Grinding-Stone Tower
This Fort has lots of spiked balls rolling around. There are moving pipes in the level that push them around. The level also features Bony Beetles. Over a horizontal green pipe is a hidden area with a block with a Mini Mushroom. This will make the level more difficult, but you'll need it to get some of the Star Coins. There is a mini pipe on the left wall. Dodge a large spike ball and run under it to get the first Star Coin. The second Star Coin is on the right side in a hidden area with three spike balls under the midpoint. Do not get a power-up yet; you have to be Mini Mario to get the third Star Coin. Above the midpoint are more moving pipes and spike balls. In an alcove to the left are some coins. The alcove above it and to the right has a Red Coin Ring. Next are lots of moving pipes and spike balls dropping down. There are few safe spots, so stay alert. As you climb, you'll see spots where the spike balls are coming from. One of them on the right wall is next to a mini pipe. With good timing, dodge the spike balls and go through the pipe. This leads to a vertical area with large spike balls rolling around on platforms. With good timing, jump straight up to the top of the level, carefully jumping up to each platform. At the top is the third Star Coin and a pipe to the red goal. This opens the path to Rock-Candy Mines-6.
If you do not go after the third Star Coin, continue up the maze of pipes and spike balls to the boss door. This time, Kamek gives Boom Boom wings. Boom Boom flies around and swoops down, but does not land. You'll need good timing to stomp him. Stand nearby so you can stomp him as soon as he gets up, because he flies off quickly. Defeating him opens the path to Rock-Candy Mines-3 and -4.
If you do not go after the third Star Coin, continue up the maze of pipes and spike balls to the boss door. This time, Kamek gives Boom Boom wings. Boom Boom flies around and swoops down, but does not land. You'll need good timing to stomp him. Stand nearby so you can stomp him as soon as he gets up, because he flies off quickly. Defeating him opens the path to Rock-Candy Mines-3 and -4.
Tuesday, March 12, 2013
New Super Mario Bros. U: Rock-Candy Mines-2 -- Porcupuffer Falls
To access this level, hit the red switch for the blocks that make a path to it. Take the pipe to part of the level which is underwater. The Porcupuffer will appear soon to make your life miserable. If you've got a Fire Flower, you can get rid of it for a few seconds. Swim up and get out of the water. There's a sign with an arrow pointing down. There's an invisble block on the right wall nearby. Use it to go up and over, and drop to the first Star Coin. Make sure the Porcupuffer's not directly below you. Go past the Cheep-Cheep and the pipes with currents. There's a Red Coin Ring before the midpoint. Between two red pipes are Urchins and the second Star Coin. Get it carefully. Above the random item block is an invisible block with a vine. It leads to some coins and allows you to drop down to the third Star Coin. The pipe nearby, at the end, will take you to the flagpole. This opens the path to the Fort and a set of two switches.
Labels:
Cheep-Cheep,
Fire Flower,
New Super Mario Bros. U,
Red Coins,
Rock-Candy Mines,
Urchin,
Vine
Monday, March 11, 2013
New Super Mario Bros. U: Rock-Candy Mines-1 -- Fuzzy Clifftop
This level is crawling with Fuzzies. They're moving around on paths, but Yoshi or a Fire Flower can take care of them. You'll get Yoshi early on, and he's useful for dealing with the Ice Piranhas as well. You'll need your platforming skills to dodge Fuzzies while standing on expanding blocks, some of which move vertically. The first Star Coin is high above a vertically moving Fuzzy. Yoshi can bounce on the Fuzzies, so be sure to have him to reach it. Soon after is a series of expanding platforms that move vertically in the midst of a loop of Fuzzies. There are a couple of ways to go about this. You can have Yoshi eat the Fuzzies, which is time consuming, or try navigating the platforms with the Fuzzies zooming around. If you do the latter, you'll want to jump on the platforms when the first one is high, the second is low, and the third one is high. Once you cross that gap, you'll reach the midpoint. Next to it is a ferris wheel to a lower part of land. To the left of the ferris wheel, under a ledge, is a pipe. Be sure to bring Yoshi. The pipe leads to an area with lots of Fuzzies over a gap and a Fuzzy in a ring above, circling the second Star Coin. With Yoshi, bounce off the Fuzzies until you can jump up to get the Star Coin and return through the same pipe. Once you return, go to the left for an invisible area that takes you back up to the midpoint. Continue down the path with the ferris wheel. Ahead is an Ice Piranha. Have Yoshi eat this one, or another one ahead, but do not immediately breathe out the ball of ice. Under one of the rocks ahead are a bunch of Piranha Plants dangling from the ceiling and on the rocks below. Have Yoshi breathe out the ball of ice to freeze the first Piranha Plant. It will drop, crushing the Piranha Plant below it. This sets off a chain reaction that gets rid of all the Piranha Plants in the area. Carefully keep going to the right to reach the third Star Coin. After that is another set of vertically-moving expanding platforms in a loop of Fuzzies. Either have Yoshi eat the Fuzzies or dodge them to reach the pipe at the end. There's an invisible area below the pipe with coins. Reaching the flagpole opens the path to Rock-Candy Mines-2 and -3.
Labels:
Fuzzies,
New Super Mario Bros. U,
Rock-Candy Mines,
Yoshi
Sunday, March 10, 2013
New Super Mario Bros. U: Soda Jungle- Castle -- Iggy's Volcanic Castle
In this castle are continuous waves of lava. We get the Ice Flower so we can freeze enemies, but the lava will thaw them out if it touches them. Some parts of the floor move vertically, so be careful. The first Star Coin is under a ledge near the lava. Freeze a Dry Bones, and, with good timing, slide it into the coin, making sure the Dry Bones doesn't hit the lava before it hits the Star Coin. After the midpoint is a Red Coin Ring. Overhead is a pipe. Bounce off of the Dry Bones or freeze it to reach it, then use the POW Block inside to make the second Star Coin and some coins drop down. Go through the yellow pipe. Go past some Podoboos and you'll find a green pipe in the lava just before the boss door. The third Star Coin is over a giant Dry Bones in the lava. Bounce off it to get the Star Coin. Once through the boss door, take the cannon to Iggy's Airship. His Airship has lava below the floor. Iggy goes through the pipes in the room, then throws three fireballs: two green ones, one red one. The red one becomes a Blaarg once it hits the lava. Dodge the Blaarg and Iggy will drop down so you can hit him. His shell cycle is longer than the other Koopalings so far because he goes through the lower pipes. Hit him before he can start moving around to finish him quickly. Once he's defeated, the path to the Rock-Candy Mines opens up.
Labels:
Airship,
Blaarg,
Cannon,
Ice Flower,
Iggy Koopa,
Lava,
New Super Mario Bros. U,
POW Block,
Red Coins,
Soda Jungle
Saturday, March 9, 2013
New Super Mario Bros. U: Soda Jungle -7 -- Wiggler Stampede
This level has lots of giant Wigglers splashing around in the purple water. They'll help you reach several places and are springy. Time your jumps well for an extra boost. Drop down to the second Wiggler you see for the first Star Coin. You can get the Acorn Mushroom in this level. One of the brick blocks nearby has a vine. The second Star Coin is high above, with other floating coins. There are a few sets of three item blocks. The middle block of each set has a vine so you can reach the Star Coin. Drop down from there to the midpoint. Next is a giant Wiggler running around in the water. There is a P-Switch above it, under the ledge. Hit it to turn the blocks containing the Wiggler into coins so it can move forward. Catch a ride on it and collect some Silver Coins. There's a second P-Switch on the way, which will be surrounded by brick blocks when the first P-Switch runs out. It's not necessary to hit the switch, but it makes things easier, because otherwise, there are several walls of brick blocks. Leave the Wiggler and bounce to the mushrooms. The Wiggler will continue forward, so keep up with it, but it will dive into the water. The third Star Coin is over the purple water. Bounce off the Wiggler to get it and get to safety, as it will dive immediately after that. Keep going to the right, bouncing on the Wiggler when you need to and it will take you to the flag. This opens the path to the castle.
New Super Mario Bros. U: Soda Jungle-6 -- Seesaw Bridge
This can be a tricky level. The bridges tilt or rotate, which makes platforming difficult. Making things worse is the purple water below. There's a Wiggler on top of some blocks, which you'll jump from to reach the first tilting bridge. Under the ledge with the red Koopa, hop up and go left for a hidden pipe. The first Star Coin is under the platform under the pipe, over three rotating bridges. Easiest way to get it is to use an Acorn Mushroom. Cling to a wall, then glide to the Star Coin, then boost to safety. The second Star Coin is over the purple water, between two rotating bridges. Use a shell or fly to get it. Ahead are lots of Piranhas in the water. After that are Red Coins and the midpoint. After a random item block is a large rotating bridge. You'll use it to reach a high ledge, but when you can reach it, the bridge will be at a steep angle. Next, you'll see a set of three green pipes. Go through the third pipe. The third Star Coin is near the pipe you just came through, but there are several invisible blocks between the Star Coin and you. You don't need to hit all of them, but make a manageable path for yourself. There's a gap in the invisible blocks next to the left pipe, so jump up through there, then run or jump to get the Star Coin. Go through the pipe on the left to return to the main level. Next are a set of complicated bridges that arc around and have parts that rotate. Time your jumps to avoid going in the water and make your way to solid ground near the flag. This opens the path to the castle.
Labels:
New Super Mario Bros. U,
Purple Water,
Red Coins,
Soda Jungle,
Wiggler
New Super Mario Bros. U: Soda Jungle-5 -- Deepsea Ruins
This level has water that's safe to swim in. There's an Ice Flower as well as a Fishbone outside, amongst the Stone Eyes. Platform on the Stone Eyes and dodge the Boo ring, then drop in the water between the Stone Eyes facing each other for the first Star Coin. At the end is a pipe that leads to a dark underwater area. You can't see much, so proceed cautiously and leave the light-up jellyfish alone. There are some lights in the water, one of which is in a Boo Ring. This is a vertical level, so you'll be swimming to the top of the level. After the ring of Boos is a Red Coin Ring. At the top of this part is a pipe to the next area, which has the midpoint. There are glowfish in this area, so leave them alone. You'll need all the light you can get. A little higher in the level, on the right side, is an item block with a Starman. This will light up the entire level, so use its power wisely and make some serious progress. The second Star Coin is in the center of a ring of Boos. As you get closer to the top, the Stone Eyes on the walls will start to move. Wait for the top Stone Eye to move into place so you can reach the pipe at the top. This will take you to the regular goal. This opens a path that double back to the path between here and the Ghost House, like the path for Soda Jungle-4. If you return to the level, at the top near the pipe to the regular goal, go over that last Stone Eye and to the right for the third Star Coin, as well as a pipe to the red goal. This opens the path out of this part of the jungle, through the courtyard of Boos, to Soda Jungle-6 and -7. (To get through the courtyard, memorize which traps doors the Boos go into, then avoid them on the path out of there.)
Labels:
Boos,
Ice Flower,
New Super Mario Bros. U,
Red Coins,
Red Goal,
Secret Goal,
Soda Jungle,
Starman
New Super Mario Bros. U: Soda Jungle-4 -- Painted Swampland
From the background to the pipes, everything here was inspired by Vincent Van Gogh's Starry Night. There's purple water you'll have to contend with, as well as Piranha Plants and Boos. The Fire Flower will help with the Piranha Plants. There are pipes in the water and some of them will tilt or sink when you stand on them. The brick block near a red pipe has a Starman. Carefully run around and take a yellow pipe down for the first Star Coin. It's in the center of a ring of Boos, so time your jump when the gap in the ring is on your side. Once you return to the main level, you'll find the second Star Coin over a green pipe that isn't tilted. It will sink when you stand on it, so jump quickly to get the Star Coin. Soon after is the midpoint. The third Star Coin is in the middle of another ring of Boos over a blue pipe. Stand on that blue pipe as it moves around, then time your jump to get the Star Coin and get out of the ring. On land, there is a sign with an arrow pointing down. Pound the area nearby to find a block with an Acorn Mushroom. There are Red Coins ahead. At the end of the trail of Red Coins is more land. Use the green pipe to go under the land to reach a pipe, which takes you to the red goal. This opens the path to the courtyard of Boos, which lets you out of this part of the jungle. If you pass the way to the red goal, you'll come across moving pipes that lead to the regular goal. This opens the path out of this part of the jungle, through the courtyard of Boos, to Soda Jungle-6 and -7. (To get through the courtyard, memorize which traps doors the Boos go into, then avoid them on the path out of there.)
Friday, March 8, 2013
New Super Mario Bros. U: Soda Jungle- Parabeetle -- Flight of the Para-Beetles
This level is similar to 7-6 in New Super Mario Bros. Wii. It's an automatic sidescroller where you have to hop on the tops of the Parabeetles. Small Parabeetles rise when you stand on them and the large ones lower. When you stand on some of them, 1-ups will drop out of the sky. The first Star Coin is over the first set of small Parabeetles. Take the last Parabeetle up and transfer to the large Parabeetle. The item block over it has an Acorn Mushroom. Transfer to the Parabeetles moving to the right. There's a Red Coin Ring high above the small ones. The Red Coins will appear over some large Parabeetles. Some smaller ones will appear and take you to a platform with another Acorn Mushroom. Things get really interesting from here on out. Banzai Bills will appear from all corners of the screen from this point forward. The second Star Coin is above one of these flaming Banzai Bills. Use a large Parabeetle from above to get it. Don't stand on any one Parabeetle for too long or you won't be able to dodge some of the Banzai Bills. There's another platform ahead with a P-Switch that makes Silver Coins in the shape of Banzai Bills, which shows you where some of them will be. At the end are four small Parabeetles and a red pipe and a green pipe. Use one of the first two Parabeetles from the right to reach the red pipe. You'll have to jump and stand on them to adjust them, and if you miss, you'll have a couple more as backup. You'll need them to reach the red pipe, which has nothing below it. It allows you to reach the third Star Coin, which is under the platform the green pipe leads you to. Jump out of that area to reach the flagpole. This opens the path to the cloud world, Meringue Cloud.
New Super Mario Bros. U: Soda Jungle- Ghost House -- Which-Way Labyrinth
This Ghost House is another maze of doors. There are five doors in the first part of the room. The fastest way out of here is as follows: Take the lower left door. This leads to a dark room with a rising floor and Boos. One of the item blocks has a Yellow Baby Yoshi. Hold Yellow Baby Yoshi and spin to light up the room temporarily. It also eats Boos. As the floor rises, stay to the left. When the floor gets close to the ceiling, there is an invisible area on the left side, so you won't get crushed. Quickly run to the right and go through the door. This leads to another dark room with Boos. The floor will drop out from under you and you'll start falling. You'll land on a level that will also disappear. Quickly run to the right before the floor disappears and you'll reach an invisible area with the third Star Coin. At the bottom is the door to the red goal. This opens the path to Soda Jungle- Parabeetle.
To reach the regular goal and get the other two Star Coins, go through the upper right door. It leads to a dark room with a couple of Broozers, that will punch barrels at you. In the center of the room is a floor that will descend when you stand on it. While it descends, go to the left for the first Star Coin, avoid the Broozer, then jump back up and make the floor descend again. This time, go to the right to a door that will take you back to the first room with five doors. This time, take the lower right door, which leads to a dark room with rats. You'll only be able to see their eyes glow at first, but to the right is an item block with another Yellow Baby Yoshi. In this room, you'll move right to left. The P-Switch makes Silver Coins appear. Go past the door you see at ground level and go up and to the left to a hidden area that leads to the upper door. This bring us to a part of the Ghost House that's above the five doors. Go up the stairs and up and over to the left of the door at the top of the stairs. You'll drop down to the second Star Coin. Wall jump out, then go through the lower door. This leads to a room with a tilting floor that descends. There's a giant Boo or two in the room. The floor will drop to the level of an item block with a Starman. Put the Starman to good use until you reach the door at the bottom. This leads to the regular goal, opening the path to Soda Jungle-4 and -5.
To reach the regular goal and get the other two Star Coins, go through the upper right door. It leads to a dark room with a couple of Broozers, that will punch barrels at you. In the center of the room is a floor that will descend when you stand on it. While it descends, go to the left for the first Star Coin, avoid the Broozer, then jump back up and make the floor descend again. This time, go to the right to a door that will take you back to the first room with five doors. This time, take the lower right door, which leads to a dark room with rats. You'll only be able to see their eyes glow at first, but to the right is an item block with another Yellow Baby Yoshi. In this room, you'll move right to left. The P-Switch makes Silver Coins appear. Go past the door you see at ground level and go up and to the left to a hidden area that leads to the upper door. This bring us to a part of the Ghost House that's above the five doors. Go up the stairs and up and over to the left of the door at the top of the stairs. You'll drop down to the second Star Coin. Wall jump out, then go through the lower door. This leads to a room with a tilting floor that descends. There's a giant Boo or two in the room. The floor will drop to the level of an item block with a Starman. Put the Starman to good use until you reach the door at the bottom. This leads to the regular goal, opening the path to Soda Jungle-4 and -5.
New Super Mario Bros. U: Soda Jungle- Fort -- Snake Block Tower
Go through the pipe in the first room to reach a giant snake block, which will take you through the first part of the fort. There are spike balls on spiked chains and Amps, so watch your step. The first Star Coin is near the second Amp you'll see. There are Red Coins to collect, and a nearby small snake block that leads to the second Star Coin. Be sure to quickly return to the large snake block, because the small snake block will pass through the walls without you, leaving you to fall. The large snake block will take you to the midpoint. There's a gap overhead that leads to a pipe. This leads to the next part of the fort. You can get the Acorn Mushroom here and you'll have to follow the large snake block. The small snake block on the right will take you to the third Star Coin. This part of the fort has larger balls and chains, so duck when they get close. The large snake block will take you to the boss door, where there's an invisible item block on the left wall. Once through the boss door, Kamek appears and makes Boom Boom larger, so he can jump higher. Defeat him as you normally do to open the path deeper into the forest, where things transition. The level that opens up is the Ghost House.
Labels:
Acorn Mushroom,
Boom Boom,
Fort,
Kamek,
New Super Mario Bros. U,
Snake Platform,
Soda Jungle
New Super Mario Bros. U: Soda Jungle-3 -- Bramball Woods
The Bramballs return in these darker woods. You can see, but the background is darker. Approaching several of the Bramballs in the level will make blocks appear so they can move around. Like the Pokeys, the Bramballs can turn into fruit, but Yoshi isn't around to take advantage of that. There's an invisible block with a 1-up near the item block with the Fire Flower. The first Star Coin is over the void, between two sets of brick blocks. Wall jump to get it. The Ice Flower can freeze the Bramballs, which is handy. Nearby is a part of the level that has multiple tiers. Run on the second tier from the top to the right to a hidden area with the second Star Coin. Soon, you'll reach the midpoint. Go past the Walking Piranhas and you'll reach some donut lifts. There's a Green Ring, as well as the third Star Coin below. To get the Star Coin, stand on the donut lift and let it drop, then jump to safety once you have it. At the end, you'll see a mini pipe, as well as a regular pipe. The regular pipe is at the bottom of the level, guarded by Bramballs. This leads to the flag, which opens the path to the Mushroom House and the Fort.
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